Tag Archives: defeat
#436218 An AI Debated Its Own Potential for Good ...
Artificial intelligence is going to overhaul the way we live and work. But will the changes it brings be for the better? As the technology slowly develops (let’s remember that right now, we’re still very much in the narrow AI space and nowhere near an artificial general intelligence), whether it will end up doing us more harm than good is a question at the top of everyone’s mind.
What kind of response might we get if we posed this question to an AI itself?
Last week at the Cambridge Union in England, IBM did just that. Its Project Debater (an AI that narrowly lost a debate to human debating champion Harish Natarajan in February) gave the opening arguments in a debate about the promise and peril of artificial intelligence.
Critical thinking, linking different lines of thought, and anticipating counter-arguments are all valuable debating skills that humans can practice and refine. While these skills are tougher for an AI to get good at since they often require deeper contextual understanding, AI does have a major edge over humans in absorbing and analyzing information. In the February debate, Project Debater used IBM’s cloud computing infrastructure to read hundreds of millions of documents and extract relevant details to construct an argument.
This time around, Debater looked through 1,100 arguments for or against AI. The arguments were submitted to IBM by the public during the week prior to the debate, through a website set up for that purpose. Of the 1,100 submissions, the AI classified 570 as anti-AI, or of the opinion that the technology will bring more harm to humanity than good. 511 arguments were found to be pro-AI, and the rest were irrelevant to the topic at hand.
Debater grouped the arguments into five themes; the technology’s ability to take over dangerous or monotonous jobs was a pro-AI theme, and on the flip side was its potential to perpetuate the biases of its creators. “AI companies still have too little expertise on how to properly assess datasets and filter out bias,” the tall black box that houses Project Debater said. “AI will take human bias and will fixate it for generations.”
After Project Debater kicked off the debate by giving opening arguments for both sides, two teams of people took over, elaborating on its points and coming up with their own counter-arguments.
In the end, an audience poll voted in favor of the pro-AI side, but just barely; 51.2 percent of voters felt convinced that AI can help us more than it can hurt us.
The software’s natural language processing was able to identify racist, obscene, or otherwise inappropriate comments and weed them out as being irrelevant to the debate. But it also repeated the same arguments multiple times, and mixed up a statement about bias as being pro-AI rather than anti-AI.
IBM has been working on Project Debater for over six years, and though it aims to iron out small glitches like these, the system’s goal isn’t to ultimately outwit and defeat humans. On the contrary, the AI is meant to support our decision-making by taking in and processing huge amounts of information in a nuanced way, more quickly than we ever could.
IBM engineer Noam Slonim envisions Project Debater’s tech being used, for example, by a government seeking citizens’ feedback about a new policy. “This technology can help to establish an interesting and effective communication channel between the decision maker and the people that are going to be impacted by the decision,” he said.
As for the question of whether AI will do more good or harm, perhaps Sylvie Delacroix put it best. A professor of law and ethics at the University of Birmingham who argued on the pro-AI side of the debate, she pointed out that the impact AI will have depends on the way we design it, saying “AI is only as good as the data it has been fed.”
She’s right; rather than asking what sort of impact AI will have on humanity, we should start by asking what sort of impact we want it to have. The people working on AI—not AIs themselves—are ultimately responsible for how much good or harm will be done.
Image Credit: IBM Project Debater at Cambridge Union Society, photo courtesy of IBM Research Continue reading
#432467 Dungeons and Dragons, Not Chess and Go: ...
Everyone had died—not that you’d know it, from how they were laughing about their poor choices and bad rolls of the dice. As a social anthropologist, I study how people understand artificial intelligence (AI) and our efforts towards attaining it; I’m also a life-long fan of Dungeons and Dragons (D&D), the inventive fantasy roleplaying game. During a recent quest, when I was playing an elf ranger, the trainee paladin (or holy knight) acted according to his noble character, and announced our presence at the mouth of a dragon’s lair. The results were disastrous. But while success in D&D means “beating the bad guy,” the game is also a creative sandbox, where failure can count as collective triumph so long as you tell a great tale.
What does this have to do with AI? In computer science, games are frequently used as a benchmark for an algorithm’s “intelligence.” The late Robert Wilensky, a professor at the University of California, Berkeley and a leading figure in AI, offered one reason why this might be. Computer scientists “looked around at who the smartest people were, and they were themselves, of course,” he told the authors of Compulsive Technology: Computers as Culture (1985). “They were all essentially mathematicians by training, and mathematicians do two things—they prove theorems and play chess. And they said, hey, if it proves a theorem or plays chess, it must be smart.” No surprise that demonstrations of AI’s “smarts” have focused on the artificial player’s prowess.
Yet the games that get chosen—like Go, the main battlefield for Google DeepMind’s algorithms in recent years—tend to be tightly bounded, with set objectives and clear paths to victory or defeat. These experiences have none of the open-ended collaboration of D&D. Which got me thinking: do we need a new test for intelligence, where the goal is not simply about success, but storytelling? What would it mean for an AI to “pass” as human in a game of D&D? Instead of the Turing test, perhaps we need an elf ranger test?
Of course, this is just a playful thought experiment, but it does highlight the flaws in certain models of intelligence. First, it reveals how intelligence has to work across a variety of environments. D&D participants can inhabit many characters in many games, and the individual player can “switch” between roles (the fighter, the thief, the healer). Meanwhile, AI researchers know that it’s super difficult to get a well-trained algorithm to apply its insights in even slightly different domains—something that we humans manage surprisingly well.
Second, D&D reminds us that intelligence is embodied. In computer games, the bodily aspect of the experience might range from pressing buttons on a controller in order to move an icon or avatar (a ping-pong paddle; a spaceship; an anthropomorphic, eternally hungry, yellow sphere), to more recent and immersive experiences involving virtual-reality goggles and haptic gloves. Even without these add-ons, games can still produce biological responses associated with stress and fear (if you’ve ever played Alien: Isolation you’ll understand). In the original D&D, the players encounter the game while sitting around a table together, feeling the story and its impact. Recent research in cognitive science suggests that bodily interactions are crucial to how we grasp more abstract mental concepts. But we give minimal attention to the embodiment of artificial agents, and how that might affect the way they learn and process information.
Finally, intelligence is social. AI algorithms typically learn through multiple rounds of competition, in which successful strategies get reinforced with rewards. True, it appears that humans also evolved to learn through repetition, reward and reinforcement. But there’s an important collaborative dimension to human intelligence. In the 1930s, the psychologist Lev Vygotsky identified the interaction of an expert and a novice as an example of what became called “scaffolded” learning, where the teacher demonstrates and then supports the learner in acquiring a new skill. In unbounded games, this cooperation is channelled through narrative. Games of It among small children can evolve from win/lose into attacks by terrible monsters, before shifting again to more complex narratives that explain why the monsters are attacking, who is the hero, and what they can do and why—narratives that aren’t always logical or even internally compatible. An AI that could engage in social storytelling is doubtless on a surer, more multifunctional footing than one that plays chess; and there’s no guarantee that chess is even a step on the road to attaining intelligence of this sort.
In some ways, this failure to look at roleplaying as a technical hurdle for intelligence is strange. D&D was a key cultural touchstone for technologists in the 1980s and the inspiration for many early text-based computer games, as Katie Hafner and Matthew Lyon point out in Where Wizards Stay up Late: The Origins of the Internet (1996). Even today, AI researchers who play games in their free time often mention D&D specifically. So instead of beating adversaries in games, we might learn more about intelligence if we tried to teach artificial agents to play together as we do: as paladins and elf rangers.
This article was originally published at Aeon and has been republished under Creative Commons.
Image Credit:Benny Mazur/Flickr / CC BY 2.0 Continue reading
#431392 What AI Can Now Do Is Remarkable—But ...
Major websites all over the world use a system called CAPTCHA to verify that someone is indeed a human and not a bot when entering data or signing into an account. CAPTCHA stands for the “Completely Automated Public Turing test to tell Computers and Humans Apart.” The squiggly letters and numbers, often posted against photographs or textured backgrounds, have been a good way to foil hackers. They are annoying but effective.
The days of CAPTCHA as a viable line of defense may, however, be numbered.
Researchers at Vicarious, a Californian artificial intelligence firm funded by Amazon founder Jeff Bezos and Facebook’s Mark Zuckerberg, have just published a paper documenting how they were able to defeat CAPTCHA using new artificial intelligence techniques. Whereas today’s most advanced artificial intelligence (AI) technologies use neural networks that require massive amounts of data to learn from, sometimes millions of examples, the researchers said their system needed just five training steps to crack Google’s reCAPTCHA technology. With this, they achieved a 67 percent success rate per character—reasonably close to the human accuracy rate of 87 percent. In answering PayPal and Yahoo CAPTCHAs, the system achieved an accuracy rate of greater than 50 percent.
The CAPTCHA breakthrough came hard on the heels of another major milestone from Google’s DeepMind team, the people who built the world’s best Go-playing system. DeepMind built a new artificial-intelligence system called AlphaGo Zero that taught itself to play the game at a world-beating level with minimal training data, mainly using trial and error—in a fashion similar to how humans learn.
Both playing Go and deciphering CAPTCHAs are clear examples of what we call narrow AI, which is different from artificial general intelligence (AGI)—the stuff of science fiction. Remember R2-D2 of Star Wars, Ava from Ex Machina, and Samantha from Her? They could do many things and learned everything they needed on their own.
Narrow AI technologies are systems that can only perform one specific type of task. For example, if you asked AlphaGo Zero to learn to play Monopoly, it could not, even though that is a far less sophisticated game than Go. If you asked the CAPTCHA cracker to learn to understand a spoken phrase, it would not even know where to start.
To date, though, even narrow AI has been difficult to build and perfect. To perform very elementary tasks such as determining whether an image is of a cat or a dog, the system requires the development of a model that details exactly what is being analyzed and massive amounts of data with labeled examples of both. The examples are used to train the AI systems, which are modeled on the neural networks in the brain, in which the connections between layers of neurons are adjusted based on what is observed. To put it simply, you tell an AI system exactly what to learn, and the more data you give it, the more accurate it becomes.
The methods that Vicarious and Google used were different; they allowed the systems to learn on their own, albeit in a narrow field. By making their own assumptions about what the training model should be and trying different permutations until they got the right results, they were able to teach themselves how to read the letters in a CAPTCHA or to play a game.
This blurs the line between narrow AI and AGI and has broader implications in robotics and virtually any other field in which machine learning in complex environments may be relevant.
Beyond visual recognition, the Vicarious breakthrough and AlphaGo Zero success are encouraging scientists to think about how AIs can learn to do things from scratch. And this brings us one step closer to coexisting with classes of AIs and robots that can learn to perform new tasks that are slight variants on their previous tasks—and ultimately the AGI of science fiction.
So R2-D2 may be here sooner than we expected.
This article was originally published by The Washington Post. Read the original article here.
Image Credit: Zapp2Photo / Shutterstock.com Continue reading