55,174 research outputs found

    You Might be a Robot

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    As robots and artificial intelligence (Al) increase their influence over society, policymakers are increasingly regulating them. But to regulate these technologies, we first need to know what they are. And here we come to a problem. No one has been able to offer a decent definition of robots arid AI-not even experts. What\u27s more, technological advances make it harder and harder each day to tell people from robots and robots from dumb machines. We have already seen disastrous legal definitions written with one target in mind inadvertently affecting others. In fact, if you are reading this you are (probably) not a robot, but certain laws might already treat you as one. Definitional challenges like these aren\u27t exclusive to robots and Al. But today, all signs indicate we are approaching an inflection point. Whether it is citywide bans of robot sex brothels or nationwide efforts to crack down on ticket scalping bots, we are witnessing an explosion of interest in regulating robots, human enhancement technologies, and all things in between. And that, in turn, means that typological quandaries once confined to philosophy seminars can no longer be dismissed as academic. Want, for example, to crack down on foreign influence campaigns by regulating social media bots? Be careful not to define bot too broadly (like the Calfornia legislature recently did), or the supercomputer nestled in your pocket might just make you one. Want, instead, to promote traffic safety by regulating drivers? Be careful not to presume that only humans can drive (as our Federal Motor Vehicle Safety Standards do), or you may soon exclude the best drivers on the road. In this Article, we suggest that the problem isn\u27t simply that we haven\u27t hit upon the right definition. Instead, there may not be a right definition for the multifaceted, rapidly evolving technologies we call robots or AI. As we will demonstrate, even the most thoughtful of definitions risk being overbroad, underinclusive, or simply irrelevant in short order. Rather than trying in vain to find the perfect definition, we instead argue that policymakers should do as the great computer scientist, Alan Turing, did when confronted with the challenge of defining robots: embrace their ineffable nature. We offer several strategies to do so. First, whenever possible, laws should regulate behavior, not things (or as we put it, regulate verbs, not nouns). Second, where we must distinguish robots from other entities, the law should apply what we call Turing\u27s Razor, identifying robots on a case-by-case basis. Third, we offer six functional criteria for making these types of I know it when I see it determinations and argue that courts are generally better positioned than legislators to apply such standards. Finally, we argue that if we must have definitions rather than apply standards, they should be as short-term and contingent as possible. That, in turn, suggests that regulators-not legislators-should play the defining role

    Chief Justice Robots

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    Say an AI program someday passes a Turing test, because it can con-verse in a way indistinguishable from a human. And say that its develop-ers can then teach it to converse—and even present an extended persua-sive argument—in a way indistinguishable from the sort of human we call a “lawyer.” The program could thus become an AI brief-writer, ca-pable of regularly winning brief-writing competitions against human lawyers. Once that happens (if it ever happens), this Essay argues, the same technology can be used to create AI judges, judges that we should accept as no less reliable (and more cost-effective) than human judges. If the software can create persuasive opinions, capable of regularly winning opinion-writing competitions against human judges—and if it can be adequately protected against hacking and similar attacks—we should in principle accept it as a judge, even if the opinions do not stem from human judgment

    AI Researchers, Video Games Are Your Friends!

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    If you are an artificial intelligence researcher, you should look to video games as ideal testbeds for the work you do. If you are a video game developer, you should look to AI for the technology that makes completely new types of games possible. This chapter lays out the case for both of these propositions. It asks the question "what can video games do for AI", and discusses how in particular general video game playing is the ideal testbed for artificial general intelligence research. It then asks the question "what can AI do for video games", and lays out a vision for what video games might look like if we had significantly more advanced AI at our disposal. The chapter is based on my keynote at IJCCI 2015, and is written in an attempt to be accessible to a broad audience.Comment: in Studies in Computational Intelligence Studies in Computational Intelligence, Volume 669 2017. Springe

    Generative Design in Minecraft (GDMC), Settlement Generation Competition

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    This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge. The settlement generation competition is about creating Artificial Intelligence (AI) agents that can produce functional, aesthetically appealing and believable settlements adapted to a given Minecraft map - ideally at a level that can compete with human created designs. The aim of the competition is to advance procedural content generation for games, especially in overcoming the challenges of adaptive and holistic PCG. The paper introduces the technical details of the challenge, but mostly focuses on what challenges this competition provides and why they are scientifically relevant.Comment: 10 pages, 5 figures, Part of the Foundations of Digital Games 2018 proceedings, as part of the workshop on Procedural Content Generatio

    Knowledge Representation with Ontologies: The Present and Future

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    Recently, we have seen an explosion of interest in ontologies as artifacts to represent human knowledge and as critical components in knowledge management, the semantic Web, business-to-business applications, and several other application areas. Various research communities commonly assume that ontologies are the appropriate modeling structure for representing knowledge. However, little discussion has occurred regarding the actual range of knowledge an ontology can successfully represent

    "So, Tell Me What Users Want, What They Really, Really Want!"

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    Equating users' true needs and desires with behavioural measures of 'engagement' is problematic. However, good metrics of 'true preferences' are difficult to define, as cognitive biases make people's preferences change with context and exhibit inconsistencies over time. Yet, HCI research often glosses over the philosophical and theoretical depth of what it means to infer what users really want. In this paper, we present an alternative yet very real discussion of this issue, via a fictive dialogue between senior executives in a tech company aimed at helping people live the life they `really' want to live. How will the designers settle on a metric for their product to optimise

    Communities of knowledge and knowledge of communities: An appreciative inquiry into rural wellbeing

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    This article offers a retrospective examination of the use of appreciative inquiry (AI) in a study on rural wellbeing. It provides a reflection on the rationale for choosing AI as a suitable methodology, critiques the application of AI in rural settings and considers its suitability for this inquiry into individual and community wellbeing. The article also considers the value of AI as a participatory research approach for community-university partnerships. A review of the literature on AI is distilled to examine the limitations as well as the utility of AI. Through an effective use of AI, communities of knowledge can be fostered and the knowledge of communities can be valued and harvested to enhance the wellbeing of rural communities.Keywords: appreciative inquiry, wellbeing, rural community, community-university partnership

    Robot Betrayal: a guide to the ethics of robotic deception

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    If a robot sends a deceptive signal to a human user, is this always and everywhere an unethical act, or might it sometimes be ethically desirable? Building upon previous work in robot ethics, this article tries to clarify and refine our understanding of the ethics of robotic deception. It does so by making three arguments. First, it argues that we need to distinguish between three main forms of robotic deception (external state deception; superficial state deception; and hidden state deception) in order to think clearly about its ethics. Second, it argues that the second type of deception – superficial state deception – is not best thought of as a form of deception, even though it is frequently criticised as such. And third, it argues that the third type of deception is best understood as a form of betrayal because doing so captures the unique ethical harm to which it gives rise, and justifies special ethical protections against its use
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