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Artificial Intelligence and Human-Computer Interaction: FDM 20c Introduction To Digital Media

- Planning was an early focus of AI research. GPS was an influential early planner, but had limitations like the frame problem. - Story generation and understanding were also early areas of research, with programs like TALESPIN and FRUMP, but they lacked common sense. - Human-computer interaction was another challenge, addressed by ELIZA, an early natural language processing program. - The lecture introduced concepts in AI history and research areas, and demonstrated early programs like GPS, TALESPIN, ELIZA through examples and code snippets. It also discussed challenges like common sense and the frame problem.

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0% found this document useful (0 votes)
20 views

Artificial Intelligence and Human-Computer Interaction: FDM 20c Introduction To Digital Media

- Planning was an early focus of AI research. GPS was an influential early planner, but had limitations like the frame problem. - Story generation and understanding were also early areas of research, with programs like TALESPIN and FRUMP, but they lacked common sense. - Human-computer interaction was another challenge, addressed by ELIZA, an early natural language processing program. - The lecture introduced concepts in AI history and research areas, and demonstrated early programs like GPS, TALESPIN, ELIZA through examples and code snippets. It also discussed challenges like common sense and the frame problem.

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rafay_genious
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© Attribution Non-Commercial (BY-NC)
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Download as PPT, PDF, TXT or read online on Scribd
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artificial intelligence and human-

computer interaction
fdm 20c introduction to digital media
lecture 22.04.2003

warren sack / film & digital media department / university of california, santa cruz
last time

– who was turing? what is he famous for?


– artificial intelligence: a concise history
– a reading of turing’s article “computing machinery
and intelligence” in which the following is
highlighted:
• the role of the woman in the “imitation game”
• the aesthetics of the game: the aesthetics of the uncanny
• an overview of some of the ways the article has been read
by ai researchers
• the prescient insights of turing on gender and the body,
that would turn out -- now -- to be most useful for trying to
understanding online role-playing games and also some of
the central weaknesses of decades of ai research
(especially oversights made about the role of the body in
models of thinking)
outline

– a short history of artificial intelligence in software


• planning as a technical problem
– GPS as a “solution”: The General Problem Solver by Herbert
Simon, Allen Newell, and Clifford
» demo of GPS
• story generation as a planning problem
– TALESPIN as a “solution”
» demo of micro-talespin
• story understanding as a plan recognition problem
• human-computer communication as a problem
– ELIZA as a “solution”
» demo of ELIZA
– an introduction to ethnomethodology
• human-machine interaction
– demo of story generation
artificial intelligence: a definition

“... artificial intelligence [AI] is the science of


making machines do things that would require
intelligence if done by [humans]”
Marvin Minsky, 1963
artificial intelligence: research areas

• Knowledge Representation
• Programming Languages
• Natural Language (e.g., Story) Understanding
• Speech Understanding
• Vision
• Robotics
• Machine Learning
• Expert Systems
• Qualitative Simulation
• Planning
planning as a technical problem

– GPS is what is known in AI as a “planner.”


• Newell, Alan, Shaw, J. C., and Simon, Herbert A. “GPS, A
Program That Simulates Human Thought.” In Computers and
Thought, ed. Edward A. Feigenbaum and Julian Feldman.
pp. 279-293. New York, 1963
– To work, GPS required that a full and accurate model
of the “state of the world” (i.e., insofar as one can
even talk of a “world” of logic or cryptoarthimetic, two
of the domains in which GPS solved problems) be
encoded and then updated after any action was taken
(e.g., after a step was added to the proof of a
theorem).
• demo: implementation from Peter Norvig’s Paradigms of
Artificial Intelligence Programming (see www.norvig.com)
a problem with ai planning

• the “frame problem”: This assumption – that


perception was always accurate and that all of
the significant details of the world could be
modeled and followed – was incorporated into
most AI programs for decades and resulted in
what became known to the AI community as the
“frame problem;” i.e., the problem of deciding
what parts of the internal model to update when
a change is made to the model or the external
world.
• Cf., Martins, J. “Belief Revision.” In Encyclopedia of Artificial
Intelligence, Second Edition. Stuart C. Shapiro (editor-in-
chief), pp. 110-116. New York, 1992
story generation as planning

– James Meehan, "The Metanovel: Writing Stories by


Computer", Ph.D. diss., Yale University, 1976.
• demo: micro-talespin
– see http://web.media.mit.edu/~wsack/micro-talespin.txt
problems with story generation:
missing common sense
• Examples of Talespin’s missing common sense
(from Meehan, 1976)

– Answers to questions can take more than one form.


– Don’t always take answers literally.
– You can notice things without being told about them.
– Gravity is not a living creature.
– Stories aren’t really stories if they don’t have a central
problem.
– Sometimes enough is enough.
– Schizophrenia can be disfunctional.
story understanding
as a plan recognition problem
G. DeJong (1979) FRUMP: Fast Reading Understanding and Memory Program

$demonstration script
• The demonstrators arrive at the demonstration
location.
• The demonstrators march.
• Police arrive on the scene.
• The demonstrators communicate with the target
of the demonstration.
• The demonstrators attack the target of the
demonstration.
• The demonstrators attack the police.
(From DeJong, 1979; pp. 19-20)
human-computer communication as
a problem
– ELIZA as a “solution”
• J. Weizenbaum, “ELIZA -- A Computer Program for the
Study of Natural Language Communication between Man
and Machine,” Communications of the Association for
Computing Machinery, vol. 9, no. 1 (January 1965), pp. 36-
45.
• demo: see www.norvig.com for source code
next time

• ethnomethodology -- a different view of story


generation
• video games
– turkle
– jenkins

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