Rockland
Exploring the Nuances of Designing (with/for) Artificial Intelligence
Stoimenova, Niya, Price, Rebecca
Solutions relying on artificial intelligence are devised to predict data patterns and answer questions that are clearly defined, involve an enumerable set of solutions, clear rules, and inherently binary decision mechanisms. Yet, as they become exponentially implemented in our daily activities, they begin to transcend these initial boundaries and to affect the larger sociotechnical system in which they are situated. In this arrangement, a solution is under pressure to surpass true or false criteria and move to an ethical evaluation of right and wrong. Neither algorithmic solutions, nor purely humanistic ones will be enough to fully mitigate undesirable outcomes in the narrow state of AI or its future incarnations. We must take a holistic view. In this paper we explore the construct of infrastructure as a means to simultaneously address algorithmic and societal issues when designing AI.
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- Information Technology > Artificial Intelligence > Cognitive Science (0.68)
- Information Technology > Artificial Intelligence > Representation & Reasoning (0.68)
Pitako -- Recommending Game Design Elements in Cicero
Machado, Tiago, Gopstein, Dan, Nealen, Andy, Togelius, Julian
Recommender Systems are widely and successfully applied in e-commerce. Could they be used for design? In this paper, we introduce Pitako1, a tool that applies the Recommender System concept to assist humans in creative tasks. More specifically, Pitako provides suggestions by taking games designed by humans as inputs, and recommends mechanics and dynamics as outputs. Pitako is implemented as a new system within the mixed-initiative AI-based Game Design Assistant, Cicero. This paper discusses the motivation behind the implementation of Pitako as well as its technical details and presents usage examples. We believe that Pitako can influence the use of recommender systems to help humans in their daily tasks.
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Provoking Opponents to Facilitate the Recognition of their Intentions
Bisson, Francis (Université) | Kabanza, Froduald (de Sherbrooke) | Benaskeur, Abder Rezak (Université) | Irandoust, Hengameh (de Sherbrooke)
Possessing a sufficient level of situation awareness is essential for effective decision making in dynamic environments. In video games, this includes being aware to some extent of the intentions of the opponents. Such high-level awareness hinges upon inferences over the lower-level situation awareness provided by the game state. Traditional plan recognizers are completely passive processes that leave all the initiative to the observed agent. In a situation where the opponent's intentions are unclear, the observer is forced to wait until further observations of the opponent's actions are made to disambiguate the pending goal hypotheses. With the plan recognizer we propose, in contrast, the observer would take the initiative and provoke the opponent, with the expectation that his reaction will give cues as to what his true intentions actually are.
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