class: center, middle # Artificial Intelligence ## AI and Humans --- # Humans and Computers .left-column[ Humans are: - Creative - Social - Critical - Imprecise ] .right-column[ Computer are: - (Mostly) deterministic - Uncaring - Uncritical - Precise ] --- # A little bit of communication theory * Human communication follows certain patterns * The goal of a conversation is usually mutual understanding by the participants * Note that several situations cause violations of this idea: Jokes, surprise, deception, etc. * However, general conversations follow the *cooperative principle* --- # Grice's Maxims of Communication * The cooperative principle was divided into four maxims by H.P. Grice - The Maxim of Quality - The Maxim of Quantity - The Maxim of Relation - The Maxim of Manner --- # Visual Chatbot: Question
--- # Why? * The training data are image descriptions * But consider Grice's Maxim of Relation! * A human will not (usually) give "There are no giraffes in this picture" as a description * Only when there **are** giraffes will the human say something * These language models are also **not** "intelligent": They have no sense of reality * Play with the [Visual Chatbot](http://demo.visualdialog.org/) --- # And therefore I asked GPT-3: > *How many plosarei are in a ocpolisa?*
It answered: > There are about as many as there are people, but they all act like one big unit now. --- # Text Generation * The problem with text generation is that it is ill-defined * There is no "scoring" function, nothing to "optimize" * Instead, there are many different shades of "correct" * Grammar might be perfect, context might be perfect, but the semantics are easy to mess up --- # Creativity * So, how do you judge "makes sense"? * Or if you generate pictures, stories, movies, music, etc., how do you determine if your generator is "good"? * It depends! --- # Good Stories * Let's consider the problem of generating stories * What makes a story "good"? * Depends on the goal! * Possible goals: Believable characters, memorable events, uniqueness, conveying a particular message, ... --- # Specialized measures * The more concrete we can get with our goal, the more feasible it becomes to measure * For example, say we want a story that conveys some information * We could model this as a query to the mental state of the reader after reading the story --- class: medium # QUEST * QUEST is a cognitive model of question answering * Given a story, a graph representation of the information contained in it is built * Then there are operations to query this graph * It has been shown (Cardona-Rivera et al., 2016) that this knowledge structure can predict a human reader's answers * Of course, the model is not complete and does not pick up on all nuances --- # Novelty * Humans are also often drawn to novelty * If you tell someone that a story, movie, picture, etc. was generated by a computer it may automatically be "more interesting" * This is not necessarily bad, but it may affect the perception --- # Social Simulations * Social situations are complicated for AI agents * There are several models for aspects of social behavior * For example, one may model opinion exchange * These models can then be validated piece by piece --- # Self-Analysis * The nice thing about computers it that they do what you tell them * The problem with computers is that they do exactly what you tell them * Who is responsible if something goes wrong? * How can you tell why a computer did something? --- # Explainable AI * There is a push towards explainability * Which inputs affected the output? * How does the output change if the inputs change? * This is a difficult problem for some approaches (remember Neural Networks?) --- # Communication * Another challenge with communication is ambiguity and context * Recall Grice: Maxim of Manner * But people are ambiguous all the time, because they know the *context* * Words alone rarely capture the entirety of communication --- # Literal Interpretation
--- # Precision * Computers have the advantage of being precise, especially with numbers * Humans are not * This sometimes leads to friction --- # Precision
--- # Precision
--- # Less Precision
--- # Implicit Speech Acts A: "Can you pass me the salt?" B: "Yes, I am capable of this action" --- # Implicit Speech Acts A: "Can you pass me the salt?" B: "Yes, I am capable of this action"
A: "It is pretty hot in here." B, standing by the thermostat: --- # Implicit Speech Acts * **Context** is important * In physical therapy, asking if a patient is physically capable of lifting a salt shaker may happen * But usually such questions are not meant to evoke a literal *answer* * Sometimes action requests aren't even questions --- # Subtle Communication
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--- # Subtle Communication * What does a viewer actually look at? * What do they remember? * What do they notice while not looking at it? * How do you draw attention to clues? --- # More Subtlety * Real Life: "Beyond Reasonable Doubt" * Detective Stories: "Beyond Casual Doubt" * The detective is "logical" * But are they really? --- # Variety * The "appeal" of detective stories comes not only from the structure * Each "episode" or "story" plays in a wildly different "world" * Elementary alone had: Mathematician, Art Dealers, Conspiracy Theorists, Base Jumpers, etc. * For this, the AI system needs to "understand" a variety of contexts --- # Why? * All this makes Detective Stories a great application for AI! * There is a foundation in logic ... but not too much * There is a need for understanding the world ... to an extend * There is a challenge of communication --- # References * [AI Dungeon](https://play.aidungeon.io/) * [Question Answering in the Context of Stories Generated by Computers](http://www.rogel.io/content/2-publications/cardona-rivera2016question.pdf) * [Opinionated Virtual Characters](https://www.aaai.org/ojs/index.php/AIIDE/article/download/5232/5088) * [Murder Mysteries: The White Whale of Narrative Generation?](https://ojs.aaai.org//index.php/AIIDE/article/view/7432)