Understanding the Foundations and Devices in Humour to Determine Practical Design Methods for Systems That Create and/or Detect Humour in Video Games, Robots and other Forms of Artificial Intelligence

Author(s):  
Christopher Molineux
Author(s):  
Jessica Morley ◽  
Anat Elhalal ◽  
Francesca Garcia ◽  
Libby Kinsey ◽  
Jakob Mökander ◽  
...  

AbstractAs the range of potential uses for Artificial Intelligence (AI), in particular machine learning (ML), has increased, so has awareness of the associated ethical issues. This increased awareness has led to the realisation that existing legislation and regulation provides insufficient protection to individuals, groups, society, and the environment from AI harms. In response to this realisation, there has been a proliferation of principle-based ethics codes, guidelines and frameworks. However, it has become increasingly clear that a significant gap exists between the theory of AI ethics principles and the practical design of AI systems. In previous work, we analysed whether it is possible to close this gap between the ‘what’ and the ‘how’ of AI ethics through the use of tools and methods designed to help AI developers, engineers, and designers translate principles into practice. We concluded that this method of closure is currently ineffective as almost all existing translational tools and methods are either too flexible (and thus vulnerable to ethics washing) or too strict (unresponsive to context). This raised the question: if, even with technical guidance, AI ethics is challenging to embed in the process of algorithmic design, is the entire pro-ethical design endeavour rendered futile? And, if no, then how can AI ethics be made useful for AI practitioners? This is the question we seek to address here by exploring why principles and technical translational tools are still needed even if they are limited, and how these limitations can be potentially overcome by providing theoretical grounding of a concept that has been termed ‘Ethics as a Service.’


Author(s):  
Tse Guan Tan ◽  
Jason Teo

AbstrakTeknik Kecerdasan Buatan (AI) berjaya digunakan dan diaplikasikan dalam pelbagai bidang, termasukpembuatan, kejuruteraan, ekonomi, perubatan dan ketenteraan. Kebelakangan ini, terdapat minat yangsemakin meningkat dalam Permainan Kecerdasan Buatan atau permainan AI. Permainan AI merujukkepada teknik yang diaplikasikan dalam permainan komputer dan video seperti pembelajaran, pathfinding,perancangan, dan lain-lain bagi mewujudkan tingkah laku pintar dan autonomi kepada karakter dalampermainan. Objektif utama kajian ini adalah untuk mengemukakan beberapa teknik yang biasa digunakandalam merekabentuk dan mengawal karakter berasaskan komputer untuk permainan Ms Pac-Man antaratahun 2005-2012. Ms Pac-Man adalah salah satu permainan yang digunakan dalam siri pertandinganpermainan diperingkat antarabangsa sebagai penanda aras untuk perbandingan pengawal autonomi.Kaedah analisis kandungan yang menyeluruh dijalankan secara ulasan dan sorotan literatur secara kritikal.Dapatan kajian menunjukkan bahawa, walaupun terdapat berbagai teknik, limitasi utama dalam kajianterdahulu untuk mewujudkan karakter permaianan Pac Man adalah kekurangan Generalization Capabilitydalam kepelbagaian karakter permainan. Hasil kajian ini akan dapat digunakan oleh penyelidik untukmeningkatkan keupayaan Generalization AI karakter permainan dalam Pasaran Permainan KecerdasanBuatan. Abstract Artificial Intelligence (AI) techniques are successfully used and applied in a wide range of areas, includingmanufacturing, engineering, economics, medicine and military. In recent years, there has been anincreasing interest in Game Artificial Intelligence or Game AI. Game AI refers to techniques applied incomputer and video games such as learning, pathfinding, planning, and many others for creating intelligentand autonomous behaviour to the characters in games. The main objective of this paper is to highlightseveral most common of the AI techniques for designing and controlling the computer-based charactersto play Ms. Pac-Man game between years 2005-2012. The Ms. Pac-Man is one of the games that used asbenchmark for comparison of autonomous controllers in a series of international Game AI competitions.An extensive content analysis method was conducted through critical review on previous literature relatedto the field. Findings highlight, although there was various and unique techniques available, the majorlimitation of previous studies for creating the Ms. Pac-Man game characters is a lack of generalizationcapability across different game characters. The findings could provide the future direction for researchersto improve the Generalization A.I capability of game characters in the Game Artificial Intelligence market.


Author(s):  
Iskander Umarov ◽  
Maxim Mozgovoy

The rapid development of complex virtual worlds (most notably, in 3D computer and video games) introduces new challenges for the creation of virtual agents, controlled by artificial intelligence (AI) systems. Two important subproblems in this topic area which need to be addressed are (a) believability and (b) effectiveness of agents’ behavior, i.e., human-likeness of the characters and high ability to achieving their own goals. In this paper, the authors study current approaches to believability and effectiveness of AI behavior in virtual worlds. They examine the concepts of believability and effectiveness, and analyze several successful attempts to address these challenges.


2019 ◽  
Vol 19 (6) ◽  
pp. 1814-1839
Author(s):  
Xing Chen ◽  
Xiangrong Chen ◽  
Gang Li

Author(s):  
Jan Bosch ◽  
Helena Holmström Olsson ◽  
Ivica Crnkovic

Artificial intelligence (AI) and machine learning (ML) are increasingly broadly adopted in industry. However, based on well over a dozen case studies, we have learned that deploying industry-strength, production quality ML models in systems proves to be challenging. Companies experience challenges related to data quality, design methods and processes, performance of models as well as deployment and compliance. We learned that a new, structured engineering approach is required to construct and evolve systems that contain ML/DL components. In this chapter, the authors provide a conceptualization of the typical evolution patterns that companies experience when employing ML as well as an overview of the key problems experienced by the companies that they have studied. The main contribution of the chapter is a research agenda for AI engineering that provides an overview of the key engineering challenges surrounding ML solutions and an overview of open items that need to be addressed by the research community at large.


Author(s):  
Luis Alberto Casillas Santillan ◽  
Johor Ismael Jara Gonzalez

This article describes how current video games offer an extreme use of media fusion. Such construction implies a novel form of complexity regarding game control and active response from game to player. All of these elements produce deeper immersion effect in players. In order to perform a detailed supervision over this kind of game, additional controls should be included in game. Some of these controls are the moving and decision schemes. Authors believe that players move around virtual scenarios following some sort of pattern. Every player would have a specific pattern, according to his/her experience and capability to manage the gamepad layout. Current proposal consists in a 3D geometrical model surrounding player's avatar. Data unwittingly provided by the player, have elements to discover and, eventually, learn some gamers' patterns. The availability of these patterns would allow an improved game response and even the possibility of machine learning, as well as other artificial intelligence strategies. Every 3D game may include the model proposed in this paper, due to its noninvasive operation.


2020 ◽  
Vol 35 (7) ◽  
pp. 557-560
Author(s):  
Lou Barbe ◽  
Cendrine Mony ◽  
Benjamin W. Abbott

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