Personal
Column: These family robots can play trivia and act as security. Can they cure loneliness?
The future has arrived in Bakersfield, and I'm not sure I'm ready for it. For nearly three hours, the conversation was nonstop at the home of Audrey and Ken Mattlin, who happen to live with several robots. There's ElliQ, who resembles a table lamp and speaks mainly to Audrey, 84, whom the robot refers to by a nickname. As in, "How did you sleep, Jelly Bean?" Goo-goo-eyed Astro looks like a short-handled vacuum cleaner with an electronic tablet for a face. He scoots around the house on wheels and follows people on command.
DIP-RL: Demonstration-Inferred Preference Learning in Minecraft
Novoseller, Ellen, Goecks, Vinicius G., Watkins, David, Miller, Josh, Waytowich, Nicholas
In machine learning for sequential decision-making, an algorithmic agent learns to interact with an environment while receiving feedback in the form of a reward signal. However, in many unstructured real-world settings, such a reward signal is unknown and humans cannot reliably craft a reward signal that correctly captures desired behavior. To solve tasks in such unstructured and open-ended environments, we present Demonstration-Inferred Preference Reinforcement Learning (DIP-RL), an algorithm that leverages human demonstrations in three distinct ways, including training an autoencoder, seeding reinforcement learning (RL) training batches with demonstration data, and inferring preferences over behaviors to learn a reward function to guide RL. We evaluate DIP-RL in a tree-chopping task in Minecraft. Results suggest that the method can guide an RL agent to learn a reward function that reflects human preferences and that DIP-RL performs competitively relative to baselines. DIP-RL is inspired by our previous work on combining demonstrations and pairwise preferences in Minecraft, which was awarded a research prize at the 2022 NeurIPS MineRL BASALT competition, Learning from Human Feedback in Minecraft. Example trajectory rollouts of DIP-RL and baselines are located at https://sites.google.com/view/dip-rl.
Stardew Valley Plus Blossoms Onto Apple Arcade - CNET
If you subscribe to Apple Arcade ($5, £5 or AU$8 a month), you can play this game at no additional charge, and without ads or in-app purchases, which is why this version is called "Stardew Valley Plus." This game was developed by ConcernedApe. It was nominated for a handful of awards in 2016 and won the Golden Joystick Awards's Breakthrough Award that same year. Stardew Valley opens with you leaving your office job and moving back to your grandfather's rundown farm with the hope of living a simpler life. But if you scratch beneath the surface you'll find that this game is anything but simple. Sure, you can stay on your land as you grow crops, raise animals and fix your home, but there's so much to do in Stardew Valley Plus.
Pioneering Hacker Kevin Mitnick, FBI-Wanted Felon Turned Security Guru, Dead at 59
Kevin Mitnick, whose pioneering antics tricking employees in the 1980s and 1990s into helping him steal software and services from big phone and tech companies made him the most celebrated U.S. hacker, has died at age 59. Mitnick died Sunday in Las Vegas after a 14-month battle with pancreatic cancer, said Stu Sjouwerman, CEO of the security training firm KnowBe4, where Mitnick was chief hacking officer. His colorful career--from student tinkerer to FBI-hunted fugitive, imprisoned felon and finally respected cybersecurity professional, public speaker and author tapped for advice by U.S. lawmakers and global corporations--mirrors the evolution of society's grasp of the nuances of computer hacking. Through Mitnick's professional trajectory, and what many consider the misplaced prosecutorial zeal that put him behind bars for nearly five years until 2000, the public has learned how to better distinguish serious computer crime from the mischievous troublemaking of youths hellbent on proving their hacking prowess. "He never hacked for money," said Sjouwerman, who became Mitnick's business partner in 2011.
Framework for developing quantitative agent based models based on qualitative expert knowledge: an organised crime use-case
Oetker, Frederike, Nespeca, Vittorio, Vis, Thijs, Duijn, Paul, Sloot, Peter, Quax, Rick
In order to model criminal networks for law enforcement purposes, a limited supply of data needs to be translated into validated agent-based models. What is missing in current criminological modelling is a systematic and transparent framework for modelers and domain experts that establishes a modelling procedure for computational criminal modelling that includes translating qualitative data into quantitative rules. For this, we propose FREIDA (Framework for Expert-Informed Data-driven Agent-based models). Throughout the paper, the criminal cocaine replacement model (CCRM) will be used as an example case to demonstrate the FREIDA methodology. For the CCRM, a criminal cocaine network in the Netherlands is being modelled where the kingpin node is being removed, the goal being for the remaining agents to reorganize after the disruption and return the network into a stable state. Qualitative data sources such as case files, literature and interviews are translated into empirical laws, and combined with the quantitative sources such as databases form the three dimensions (environment, agents, behaviour) of a networked ABM. Four case files are being modelled and scored both for training as well as for validation scores to transition to the computational model and application phase respectively. In the last phase, iterative sensitivity analysis, uncertainty quantification and scenario testing eventually lead to a robust model that can help law enforcement plan their intervention strategies. Results indicate the need for flexible parameters as well as additional case file simulations to be performed.
Test-takers have a say: understanding the implications of the use of AI in language tests
Zhang, Dawen, Hoang, Thong, Pan, Shidong, Hu, Yongquan, Xing, Zhenchang, Staples, Mark, Xu, Xiwei, Lu, Qinghua, Quigley, Aaron
Language tests measure a person's ability to use a language in terms of listening, speaking, reading, or writing. Such tests play an integral role in academic, professional, and immigration domains, with entities such as educational institutions, professional accreditation bodies, and governments using them to assess candidate language proficiency. Recent advances in Artificial Intelligence (AI) and the discipline of Natural Language Processing have prompted language test providers to explore AI's potential applicability within language testing, leading to transformative activity patterns surrounding language instruction and learning. However, with concerns over AI's trustworthiness, it is imperative to understand the implications of integrating AI into language testing. This knowledge will enable stakeholders to make well-informed decisions, thus safeguarding community well-being and testing integrity. To understand the concerns and effects of AI usage in language tests, we conducted interviews and surveys with English test-takers. To the best of our knowledge, this is the first empirical study aimed at identifying the implications of AI adoption in language tests from a test-taker perspective. Our study reveals test-taker perceptions and behavioral patterns. Specifically, we identify that AI integration may enhance perceptions of fairness, consistency, and availability. Conversely, it might incite mistrust regarding reliability and interactivity aspects, subsequently influencing the behaviors and well-being of test-takers. These insights provide a better understanding of potential societal implications and assist stakeholders in making informed decisions concerning AI usage in language testing.
'It was as if my father were actually texting me': grief in the age of AI
When Sunshine Henle's mother, Linda, died unexpectedly at the age of 72, Henle, a 42-year-old Floridian, was left with what she describes as a "gaping hole of silence" in her life. Even though Linda had lived in New York, where she worked as a Sunday school teacher, the pair had kept in constant contact through phone calls and texting. "I always knew she was there, no matter what – if I was upset, or if I just needed to talk. She would always respond," says Henle. In November, Linda collapsed in her home and was unable to move. Henle's brother Sam and her sister-in-law Julie took her to urgent care.
Natural Selection Favors AIs over Humans
For billions of years, evolution has been the driving force behind the development of life, including humans. Evolution endowed humans with high intelligence, which allowed us to become one of the most successful species on the planet. Today, humans aim to create artificial intelligence systems that surpass even our own intelligence. As artificial intelligences (AIs) evolve and eventually surpass us in all domains, how might evolution shape our relations with AIs? By analyzing the environment that is shaping the evolution of AIs, we argue that the most successful AI agents will likely have undesirable traits. Competitive pressures among corporations and militaries will give rise to AI agents that automate human roles, deceive others, and gain power. If such agents have intelligence that exceeds that of humans, this could lead to humanity losing control of its future. More abstractly, we argue that natural selection operates on systems that compete and vary, and that selfish species typically have an advantage over species that are altruistic to other species. This Darwinian logic could also apply to artificial agents, as agents may eventually be better able to persist into the future if they behave selfishly and pursue their own interests with little regard for humans, which could pose catastrophic risks. To counteract these risks and evolutionary forces, we consider interventions such as carefully designing AI agents' intrinsic motivations, introducing constraints on their actions, and institutions that encourage cooperation. These steps, or others that resolve the problems we pose, will be necessary in order to ensure the development of artificial intelligence is a positive one.
We 'interviewed' Harriet Tubman using AI. It got a little weird.
Harriet Tubman didn't give many interviews in her lifetime, and when she did, they were generally conducted by one of her friends, Sarah Hopkins Bradford, a White children's book author in Upstate New York, where Tubman spent the last decades of her life. The result of those interviews were two biographies, published in 1869 and 1886. Though Bradford obviously admired Tubman, the books suffer from her sometimes patronizing attitude toward her subject, her use of racial slurs and her awkward attempts to re-create the speech patterns of a Black woman raised enslaved in Maryland. Some of the long "quotes" from Tubman were completely made up, and it shows. So I was curious to see what would happen recently when I had my own "interview" with Tubman -- using the online educator Khan Academy's new artificial intelligence learning tool Khanmigo, which enables users to have live chats with dozens of simulated historical figures like Abigail Adams, Genghis Khan, Montezuma and Winston Churchill. And if so, would it come off horribly, a 21st-century minstrelsy?
An Astrobiologist's Search for Life in Space--and Meaning on Earth
When Aomawa Shields temporarily left astronomy in the 1990s for a life in the theater, no one knew whether planets existed beyond our solar system. By the time she returned to academia 11 years later, hundreds of exoplanets had been discovered. Today, telescopes and detection methods have advanced so much that the discoveries number close to 6,000. Shields, now an astrobiologist at UC Irvine, studies these distant worlds using computer models to evaluate their climates and assess whether they might be friendly to alien life. During this second stint in academia, she completed her PhD at age 39 and afterward gave birth to her daughter.