Artificial Intelligence Adv., October 1st, 2014 1. Introduction Toyoaki Nishida Kyoto University Copyright © 2013 Toyoaki Nishida All Rights Reserved. What is AI? Example → Enthiran (The Robot), 2010 AI in the movies Year Title Who Wikipedia 1968 2001: A Space Odyssey HAL9000 http://ja.wikipedia.org/wiki/2001%E5%B9%B4%E5%AE%87%E5%AE%99%E3%81%AE%E6%97%85 1977 Star Wars C‐3PO, R2‐D2 http://ja.wikipedia.org/wiki/%E3%82%B9%E3%82%BF%E3%83%BC%E3%83%BB%E3%82%A6%E3%82%A9% E3%83%BC%E3%82%BA%E3%83%BB%E3%82%B7%E3%83%AA%E3%83%BC%E3%82%BA 1982 Blade Runner Replicants http://ja.wikipedia.org/wiki/%E3%83%96%E3%83%AC%E3%83%BC%E3%83%89%E3%83%A9%E3%83%B3% E3%83%8A%E3%83%BC 1984 The Terminator The terminator http://ja.wikipedia.org/wiki/%E3%82%BF%E3%83%BC%E3%83%9F%E3%83%8D%E3%83%BC%E3%82%BF% E3%83%BC_(%E6%98%A0%E7%94%BB) 1987 RoboCop RoboCop (cyborg) http://ja.wikipedia.org/wiki/%E3%83%AD%E3%83%9C%E3%82%B3%E3%83%83%E3%83%97 1993 War Games WOPR: War Operation Plan Response http://ja.wikipedia.org/wiki/%E3%82%A6%E3%82%A9%E3%83%BC%E3%83%BB%E3%82%B2%E3%83%BC% E3%83%A0_(%E6%98%A0%E7%94%BB) 1994 Disclosure Angel http://ja.wikipedia.org/wiki/%E3%83%87%E3%82%A3%E3%82%B9%E3%82%AF%E3%83%AD%E3%83%BC% E3%82%B8%E3%83%A3%E3%83%BC_(%E6%98%A0%E7%94%BB) 1998 Bicentennial Man Andrew, a new NDR‐114 robot DR114 1999 The Matrix Computer 2001 A.I. Artificial Intelligence David , achild Mecha 2002 Minority Report Insect robots (user interface is interesting, too) http://ja.wikipedia.org/wiki/%E3%83%9E%E3%82%A4%E3%83%8E%E3%83%AA%E3%83%86%E3%82%A3% E3%83%BB%E3%83%AA%E3%83%9D%E3%83%BC%E3%83%88 2004 I, ROBOT V.I.K.I . , Sonny http://ja.wikipedia.org/wiki/%E3%82%A2%E3%82%A4,%E3%83%AD%E3%83%9C%E3%83%83%E3%83%88 2009 ATOM Astro boy Astro boy http://ja.wikipedia.org/wiki/ATOM_(%E6%98%A0%E7%94%BB) 2009 Avatar (tele‐existence) http://ja.wikipedia.org/wiki/%E3%82%A2%E3%83%90%E3%82%BF%E3%83%BC 2009 Surrogate (tele‐existence) http://ja.wikipedia.org/wiki/%E3%82%B5%E3%83%AD%E3%82%B2%E3%83%BC%E3%83%88_(%E6%98%A0 %E7%94%BB) 2014 Transcendence (Technical singularity) http://ja.wikipedia.org/wiki/%E3%83%88%E3%83%A9%E3%83%B3%E3%82%BB%E3%83%B3%E3%83%87% E3%83%B3%E3%82%B9 http://ja.wikipedia.org/wiki/%E3%82%A2%E3%83%B3%E3%83%89%E3%83%AA%E3%83%A5%E3%83%BCN http://ja.wikipedia.org/wiki/%E3%83%9E%E3%83%88%E3%83%AA%E3%83%83%E3%82%AF%E3%82%B9_( %E6%98%A0%E7%94%BB) http://ja.wikipedia.org/wiki/A.I. [Nishida 2012b] Year AI History of AI research in contrast with ICT ICT 1936: Turing Machine, 1947: von Neumann Computer, 1948: Information Theory, by C. Shannon and W. Weaver, 1948: Cybernetics by Wiener 1940~ Universal Turing Machine 1950~ 1952‐62: Checker program by A.Samuel 1956: Dartmouth Conference 1960~ 1961: Symbolic Integration program SAINT by J.Slagle 1962: Perceptron by F.Rosenblatt 1966: The ALPAC report against Machine Translation by R. Pierce 1967: Formula Manipulation System Macsyma by J.Moses 1967: Dendral for Mass Spectrum Analysis by E.Feigenbaum 1968: Mouse and Bitmap display for oN Line System (NLS) by D.C.Engelbart 1969: ARPA‐net 1971: Natural Language Dialogue System SHRDLU, by T.Winograd 1973: Combinatorial Explosion problem pointed out in The Lighthill report 1974: MYCIN by T.Shortliffe Mid 1970’s: Prial Sketch and Visual Perceptron by D.Marr 1976: Automated Mathematician (AM) by D.Lenat 1979: Autonomous Vehicle Stanford Cart by H.Moravec 1970: ALOHAnet 1970: Relational Database Theory by E.F.Codd 1972: Theory of NP‐completeness by S.Cook and R.Karp Mid 1970’s: Alto Machine by A.Kay and A.Goldberg 1976: Ethernet 1979: Spreadsheet Program Visicalc by D.Bricklin 1984: The CYC Project by D.Lenat Mid 1980’s: Back‐propagation algorithm was widely used 1985: the Cybernetic Artist Aaron by H.Cohen 1986: Subsumption Architecture by R.Brooks 1989: An Autonomous Vehicle ALVINN by D.Pomerleau 1982:TCP/IP Protocol by B.Kahn and V.Cerf Mid 1980’s: First Wireless Tag Products 1987: UUNET started the Commercial UUCP Network Connection Service 1988: Internet worm (Morris Worm) 1989: World Wide Web by T.Berners‐Lee 1989: The number of hosts on the Internet has exceeded 100,000. 1990: Genetic Programming by J.R.Koza Early1990’s: TD‐Gammon by G.Tesauro Mid 1990’s: Data Mining Technology 1997: DeepBlue defeated the World Chess Champion G.Kasparov 1997: The First Robocup by H.Kitano 1999: Robot pets became commercially available 1992: The number of hosts on the Internet has exceeded 1,000,000. 1994: Shopping malls on the Internet 1994: W3C was founded by T. Berners‐Lee 1997: Google Search 1998: XML1.0(eXtensible Markup Language) by W3C 1998: PayPal 2000: Honda Asimo 2001: Wikipedia. 2003: Skype / iTunes store 2004: Facebook 2005: YouTube / Google Earth 2006: Twitter 2007: Google Street View Heuristics - Intelligence as Clever Computing 1970~ 1980~ 1990~ Symbolic Computing 1982: Fifth Generation Computer Project - Knowledge-based Systems Embodied & Network Intelligence - Like human and society 2000~ 2004: The Mars Exploration Rovers (Spirit & Opportunity) Service Copying 2010~ - Machine Learning / Data Mining 2010: Google Driverless Car / Kinect 2011: IBM Watson Jeopardy defeated two of the greatest champions 2012: Siri - from Hardware to Software 1957: FORTRAN by J.Backus 1961: Mathematical theory of Packet Networks by L. Kleinrock 1963: Interactive Computer Graphics by I.Sutherland Exponential Growth - Moore’s Law - Expanding Internet World Generic Computing Engines - from Software to Data Successful Topics of AI DeepBlue (1997) http://www.research.ibm.com/deepblue/ Large-scale Search Knowledge-based Systems Language, Speech, Vision Planning Machine Learning and Data Mining Using AI in Creating Works of Art IBM Watson (2011) http://www-03.ibm.com/innovation/us/watson/index.shtml The Mars Exploration Rovers (2003) http://marsrovers.jpl.nasa.gov/mission/spacecraft_surface_rover.html ALVINN (An Autonomous Land Vehicle in a Neural Network) on Navlab (1989) http://dl.acm.org/citation.cfm?id=89891 Experiments in Musical Intelligence (1987) http://arts.ucsc.edu/faculty/cope/ http://artsites.ucsc.edu/faculty/cope/mp3page.htm AARON (1985) http://www.kurzweilcyberart.com/ Recent Trends Landmarks 1997: Deep Blue defeated G. Kasparov … Source: IBM Deep Blue, wikipedia 1997: Official opening of Robocup (H. Kitano) … Source: robocup.org, robocup.or.jp, Wikipedia 1997: Mars Pathfinder … Source: NASA Mars Pathfinfer, Wikipedia 1999: Robot pet SONY AIBO … Source: SONY AIBO, Wikipedia 1999: OpenCV Project … Source: OpenCVWiki,wikipedia 2000: Honda ASIMO … Source: Honda ASIMO, Wikipedia 2004: Mars Exploration Rovers … Source: NASA‐JPL 2010: Google Driverless Car … Source: Wikipedia, Sebastian Thrun’s home page, 3P 2010: Kinect … Source: xbox.com, Wikipedia 2011: IBM Watson defeated two Jeopardy! champions … Source: IBM Watson, Wikipedia 2011: iPhone Siri … Source: Apple, Wikipedia 2011: Google Voice Search … Source: Google 2012: Zen Takemiya Masaki with 4 stones … Source: Sig ECS, UEC 2012: Google Glass Project … Source: Project Glass 2012: NTT DOCOMO’s Shabette Concier … NTT DOCOMO Other: Smarter than You Think (New York Times) ‐ From philosophy to science‐technology ‐ Toy problems to the real world ‐ Powerful tools ‐ Grand challenges and competitions Conventional Society Service producers Corporation Service consumers Technology Society Agents Service producers Corporation Service consumers AI Society Corporation People Dark side of super intelligence Technology abuse Responsibility flaw Moral in crisis Over‐dependency on technology Technical Singularity End of Work (Technological) singularity The day when machine intelligence surpasses human intelligence. IEEE Spectrum June 2008 issue http://spectrum.ieee.org/biomedical/ethics/signs‐of‐the‐singularity “The AI Scenario: We create superhuman artificial intelligence (AI) in computers.” “The IA Scenario: We enhance human intelligence through human‐to‐computer interfaces‐‐that is, we achieve intelligence amplification (IA).” The fear of utopia So what? Dismiss as nonsense. Neo‐Luddism. Invent a better solution. Future Direction: Cultivating Human and Social Potential ‐ Human potentials: find meaningful goals and sustain life for the achievement of these goals; ability to ‐ take action ‐ Imagine ‐ induce emphasis ‐ Sustain endeavor ‐ be ethical ‐ be positive ‐ be aesthetic ‐ Social potentials: the potential of the society as a whole being able to maintain a good balance and regularity to incorporate and foster member's activities. ‐ tolerance (or broad‐mindedness) ‐ ability to achieve a goal ‐ Conviviality ‐ well‐being and peace ‐ Fairness ‐ Diversity ‐ connectedness Reality – Stories - Games Interpretation, Imagination Reality Stories Understanding Gamification Understanding Scripts Memory Games Towards Empathic Agents [Nishida‐Nakazawa‐Ohmoto‐Mohammad 2014] Traditional AI: High competence Future AI: High empathy DeepBlue Entertain with a game IBM Watson Entertain with a game Siri Conversation partner (AI that can pass entrance exam) Effective and affective tutor Communicative Intelligence for Bridging People and CI Super Intelligence People Communicative Intelligence [Nishida‐Nakazawa‐Ohmoto‐Mohammad 2014] Empathy The ability to understand others’ emotions and/or perspectives and, often, to resonate with others’ emotional states. or … An affective response that is identical, or very similar, to what the other person is feeling or might be expected to feel given the context: a response stemming from an understanding of another’s emotional state or condition. [Eisenberg 2010] Sharing hypothesis The more common ground is shared, the more empathy will be gained. ... the universe of discourse, first‐person view, knowledge and skills, the communication style and rituals, the value system, ... [Nishida 2013c] A road to empathic agents Empathy Sharing hypothesis Primordial soup of conversation Common ground Conversational intelligence Engagement [Nishida‐Nakazawa‐Ohmoto‐Mohammad 2014] Our approach: Building a Primordial Soup of Conversation Partially mechanized humans & Partially humanized machines live together and converse with each other. Conversation environment #3 Conversation environment #2 Content provision Training data Acquired content Conversation environment #1 Conversation management ‐ Conversation environment management ‐ Sensing human behaviors ‐ Controlling agents Long‐term goal Challenge: A robot that can participate in conversation Not just conversational but also empathic Conversation is a complex business Conviviality Trust Social networks Proposing Asking Negotiating Eye gaze Facial expression Hand gesture Posture The Architecture of Empathic Agent? Mind Self Inter cultural Consciousness Empathic Social Interactive Judgment Language cognition Memory Imagination Perception Internal theater Embodiment Sensors Motors Learning skills Evolutional system History of conversational systems development Embodied Conversational Agents / Intelligent Virtual Human The Knowledge Navigator Multi‐modal dialogue systems Speech dialogue systems Interactional systems Natural language dialogue systems Conversational Systems Natural language question answering systems Transactional systems Story Understanding systems Cognitive systems Affective Computing t 1970 1980 1990 2000 2010 Conversational Informatics Application Conversational interactions Content production Platform Theory Model building Evaluation Measurement Analysis Applied Intelligence Information Processing Group Interaction Measurement, Analysis and Modeling We aim at uncovering principles of verbal and nonverbal interactions that people engage everyday as a part of intellectual activities and developing a suite of technologies to help people benefit from conversational interactions. Cognitive Design We aim at designing the expressions, functions, control, and interactions of artifacts based on a physio‐cognitive approach. Designing high‐level cognitive interaction Annotation tool Conversation corpus Reconstructing 3D conversation scene Learning by imitation Virtualization of physical space Augmented Conversation Environment We aim at building a smart environment that integrates conversation in physical and virtual spaces. Eye tracker (wearable) Cluster computer SmartInFill Eye tracker Polygraph Multiparty conversation recorder Optical motion capture systems IMADE: Interaction Measurement, Analysis, and Design Environment Conversation in the physical environment ICIE: Immersive Collaborative Interaction Environment Conversation in the virtual environment IMADE: a real‐world interaction measurement, analysis and design environment [Nishida‐Nakazawa‐Ohmoto‐Mohammad 2014] 3D conversation capture – over the shoulder [Yano 2012] Non‐intrusive Eye Gaze Tracking (EGT) by corneal imaging Corneal Image Feature Matching Problem: Local feature correspondence + RANSAC does not work due to large noise in eye images Corneal Imaging Camera Scene camera Eye camera • Lightweight and versatile system • Appl.: Google Glass like HMD, unconstrained setups Approach: 1. Formulate problem as registration of 3D spherical light maps of eye and scene image 2. Single point algorithm for robust alignment Experimental settings for capturing human behaviors and physiological indices [Nishida‐Nakazawa‐Ohmoto‐Mohammad 2014] ICIE – immersive collaborative interaction environment [Nishida-Nakazawa-Ohmoto-Mohammad 2014] Projecting the real world into the virtual world [Mori 2011] Virtualized physical world [Mori 2012] Immersive WOZ environment Tele-operated robot The conversation place WOZ operator Feedback generation Motion mapping User motion sensing Head recognition Gesture recognition Face model Human body model WOZ operating environment [Ohmoto, Ohashi, Saiga] Experimental setting for studying human‐robot interaction [Nishida‐Nakazawa‐Ohmoto‐Mohammad 2014] iCorpusStudio [Nishida‐Nakazawa‐Ohmoto‐Mohammad 2014] Collaborative annotation system [Nishida‐Nakazawa‐Ohmoto‐Mohammad 2014] Learning by imitation [Mohammad 2009] Learning by imitation Constrained Motif Discovery: • Given a time series X(t) find recurring patterns of length between L1 and L2 using distance function D subject to the constraint P(t), where P(t) is an estimation of the probability that a motif occurrence exists near time step t. P(t) Change point discovery likely unlikely [Mohammad 2009] Learning by imitation Robust Singular Spectrum Transform H t seq t n ;...; seq t 1 G t seq t 1 ;...; seq t n Past t H (t ) U (t ) S (t )V (t )T Future Find optimal lP G (t )G (t )T u g u g Find optimal lF H i (t ) ui g , i l F and j 1 j j 1 U lU lT (t ) i (t ) , i lf T U lU l (t ) G cs i t 1 i t i t T lf Future Change angle xˆ t i i 1 cs i lf i 1 i ~ x (t ) xˆ (t ) F (t ) P (t ) F (t ) P (t ) [Mohammad 2009] Immersive games [Nishida‐Nakazawa‐Ohmoto‐Mohammad 2014] Virtual Basketball [Lala 2013] Tacit social signals Intentions are dynamic and tacit Facilitative agent that can track dynamic and tacit intentions [Nishida‐Nakazawa‐Ohmoto‐Mohammad 2014] Summary 1. 2. 3. This course centers on conversations. Why conversations? ‐> Foundation of thought and communication Why do people converse with each other? ‐> As a part of social interaction, for creating and maintaining stories, for fun. 4. The complexity of conversations: ‐> Multi‐level, multi‐layered, polysemy, polymorphism, coordination of multi‐modality. 5. People are not only proficient in expressing ideas but also skillful in interpreting utterances, thereby they learn from each other. 6. Building empathic agents helps people effectively communicate with each other by conversations. 7. Conversational informatics addresses science and engineering of communicative intelligence. 8. Conversational intelligence can be counted as an important branch of artificial intelligence. 9. We will draw on a data‐intensive approach. 10. Conversation quantization as a foundation of data‐intensive approach to conversational informatics. Agenda Credits: Will be awarded based on one or more reports on subjects given at the class. Agenda (planned) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. Introduction (October 1st) History of Conversational System Development (October 8th) Methodologies for Conversational System Development ‐ 1 (October 15th) Methodologies for Conversational System Development ‐ 2(October 22nd) Smart Conversation Space (October 29th) Measurement, Analysis and Modeling (November 5th) Cognitive Design (November 12th) Computer Vision Techniques (November 19th) Affective Computing (November 26th) Motif Discovery (December 3rd) Change Point Discovery and Some More Advanced Subjects (December 10th) Aspects of Conversation ‐ 1 (December 17th) Aspects of Conversation ‐ 2 (January 7th) Speaking Turn Taking System (January 14th) Synergy and Wrap up (January 28th) For more details … http://www.springer.com/engineering/signals/book/978‐4‐431‐55039‐6