Technology
Microsoft's New AI Chatbot Speaks Like a Teen Because Some People Just Want to Watch the World Burn
A new artificial intelligence chatbot by the name of Tay is here, and wow, I wish it weren't! The bot is the brainchild of Microsoft's Technology and Research and Bing teams, which created it in order to "experiment with and conduct research on conversational understanding." As Microsoft Power User points out, Tay was recently released into the wilds of the internet, where it has been interacting with users in a manner best described as "mid-40s male attempting to sound like a 16-year-old girl." Tay is currently hanging out on Twitter, Kik, and GroupMe. On Twitter, Tay is verified and lists its location as "the internets," while the official bio describes it as "the official account of Tay, Microsoft's A.I. fam from the internet that's got zero chill! The more you talk the smarter Tay gets."
A Japanese AI program just wrote a short novel, and it almost won a literary prize
While many people in the world are worrying that robots will take over human jobs once artificial intelligence (AI) is fully developed, it's a safe bet that no one put "author" at the top of the robot job list. Yet, now that a Japanese AI program has co-authored a short-form novel that passed the first round of screening for a national literary prize, it seems that no occupation is safe. The robot-written novel didn't win the competition's final prize, but who's to say it won't improve in its next attempt? The novel is actually called The Day A Computer Writes A Novel, or "Konpyuta ga shosetsu wo kaku hi" in Japanese. The meta-narrative wasn't enough to win first prize at the third Nikkei Hoshi Shinichi Literary Award ceremony, but it did come close.
Google just proved how unpredictable artificial intelligence can be
Associated Press/Ahn Young-joonTV screens show the live broadcast of the Google DeepMind Challenge Match between Google's artificial intelligence program, AlphaGo, and South Korean professional Go player Lee Sedol, at the Yongsan Electronic store in Seoul, South Korea, Tuesday, March 15, 2016. Humans have been taking a beating from computers lately. The 4-1 defeat of Go grandmaster Lee Se-Dol by Google's AlphaGo artificial intelligence (AI) is only the latest in a string of pursuits in which technology has triumphed over humanity. Self-driving cars are already less accident-prone than human drivers, the TV quiz show Jeopardy! is a lost cause, and in chess humans have fallen so woefully behind computers that a recent international tournament was won by a mobile phone. There is a real sense that this month's human vs AI Go match marks a turning point.
Microsoft's teenage AI shows I know nothing about millennials
Microsoft has a new artificial intelligence bot, named Taylor, that tries to hold conversations on Twitter, Kik, and GroupMe. And she makes me feel terribly old and out of touch. Tay, as she calls herself, is a chatbot that's targeted at 18- to 24-year-olds in the US. Just tweet at her or message her and she responds with words and occasionally meme pictures. She's meant to be able to learn a few things about you--basic details like nickname, favorite food, relationship status--and is supposed to be able to have engaging conversations.
Forecasting with the Baum-Welch Algorithm and Hidden Markov Models
Leonard Baum and Lloyd Welch designed a probabilistic modelling algorithm to detect patterns in Hidden Markov Processes. They built upon the theory of probabilistic functions of a Markov Chain and the ExpectationโMaximization (EM) Algorithm - an iterative method for finding maximum likelihood or maximum a-posteriori estimates of parameters in statistical models, where the model depends on unobserved latent variables. The BaumโWelch Algorithm initially proved to be a remarkable code-breaking and speech recognition tool but also has applications for business, finance, sciences and others. The algorithm finds unknown parameters of a Hidden Markov Model: the maximum likelihood estimate of the parameters of a Hidden Markov Model given a set of observed feature vectors. Two step process: 1. computing a-posteriori probabilities for a given model; and 2. re-estimation of the model parameters.
Statistical Relational Artificial Intelligence: Logic, Probability, and Computation
Raedt, Luc De, Kersting, Kristian, Natarajan, Sriraam, Poole, David
An intelligent agent interacting with the real world will encounter individual people, courses, test results, drugs prescriptions, chairs, boxes, etc., and needs to reason about properties of these individuals and relations among them as well as cope with uncertainty. Uncertainty has been studied in probability theory and graphical models, and relations have been studied in logic, in particular in the predicate calculus and its extensions. This book examines the foundations of combining logic and probability into what are called relational probabilistic models. It introduces representations, inference, and learning techniques for probability, logic, and their combinations. The book focuses on two representations in detail: Markov logic networks, a relational extension of undirected graphical models and weighted first-order predicate calculus formula, and Problog, a probabilistic extension of logic programs that can also be viewed as a Turing-complete relational extension of Bayesian networks.
A universal tradeoff between power, precision and speed in physical communication
Lahiri, Subhaneil, Sohl-Dickstein, Jascha, Ganguli, Surya
Maximizing the speed and precision of communication while minimizing power dissipation is a fundamental engineering design goal. Also, biological systems achieve remarkable speed, precision and power efficiency using poorly understood physical design principles. Powerful theories like information theory and thermodynamics do not provide general limits on power, precision and speed. Here we go beyond these classical theories to prove that the product of precision and speed is universally bounded by power dissipation in any physical communication channel whose dynamics is faster than that of the signal. Moreover, our derivation involves a novel connection between friction and information geometry. These results may yield insight into both the engineering design of communication devices and the structure and function of biological signaling systems.
Semantic Properties of Customer Sentiment in Tweets
An increasing number of people are using online social networking services (SNSs), and a significant amount of information related to experiences in consumption is shared in this new media form. Text mining is an emerging technique for mining useful information from the web. We aim at discovering in particular tweets semantic patterns in consumers' discussions on social media. Specifically, the purposes of this study are twofold: 1) finding similarity and dissimilarity between two sets of textual documents that include consumers' sentiment polarities, two forms of positive vs. negative opinions and 2) driving actual content from the textual data that has a semantic trend. The considered tweets include consumers opinions on US retail companies (e.g., Amazon, Walmart). Cosine similarity and K-means clustering methods are used to achieve the former goal, and Latent Dirichlet Allocation (LDA), a popular topic modeling algorithm, is used for the latter purpose. This is the first study which discover semantic properties of textual data in consumption context beyond sentiment analysis. In addition to major findings, we apply LDA (Latent Dirichlet Allocations) to the same data and drew latent topics that represent consumers' positive opinions and negative opinions on social media.
Skill-Based Differences in Spatio-Temporal Team Behavior in Defence of The Ancients 2
Drachen, Anders, Yancey, Matthew, Maguire, John, Chu, Derrek, Wang, Iris Yuhui, Mahlmann, Tobias, Schubert, Matthias, Klabjan, Diego
In recent years the e-sports environment around online digital games have gained immense momentum. SuperData [1] reported a worldwide audience of 71 million people who watch competitive gaming, with 31.4 million participation or viewership in the United States. On the company side, considerable resources are being allocated to support the e-sports environment from the main companies in the domain such as Riot Games, Wargaming, Valve, Ubisoft and Turbine. In 2013, prize money for the top three tournaments (Defense of the Ancients 2 (DotA 2), League of Legends (LoL) and Call of Duty (CoD) Championships) rose above 1 million USD. For DotA 2, the main tournament of the year, The International, contained a 10.9 million USD prize pool at the time of writing [2]. This is a tenfold increase in just 2 years and the largest in e-sports history. The prize increase was driven by an intiative by Valve, where players contributed to the prize pool by buying an in-game item The Compendium. In return, the compendium gave players additional ways to interact with the tournament (e.g.
Going Out of Business: Auction House Behavior in the Massively Multi-Player Online Game
Drachen, Anders, Riley, Joseph, Baskin, Shawna, Klabjan, Diego
The in-game economies of massively multi-player online games (MMOGs) are complex systems that have to be carefully designed and managed. This paper presents the results of an analysis of auction house data from the MMOG Glitch, across a 14 month time period, the entire lifetime of the game. The data comprise almost 3 million data points, over 20,000 unique players and more than 650 products. Furthermore, an interactive visualization, based on Sankey flow diagrams, is presented which shows the proportion of the different clusters across each time bin, as well as the flow of players between clusters. The diagram allows evaluation of migration of players between clusters as a function of time, as well as churn analysis. The presented work provides a template analysis and visualization model for progression-based or temporal-based analysis of player behavior broadly applicable to games. Keywords: virtual economy, massively multi-player online game, game analytics, auction house, longitudinal analysis 1. Introduction Online games form a major component of the games industry, and have expanded strongly in terms of market share, variety and market penetration in recent years, notably due to the increasing availability of mobile platforms and the introduction of Free-to-Play (F2P) business models by the interactive entertainment industry [15,29,50,51]. Of the wide variety of online games, the Massively Multi-Player Online Game (MMOG) format, and its derivatives, is unique in that these games see thousands or more players interacting within the same virtual environment [21,22,42,46,64]. The games can support complex virtual societies that include ingame economies [3,8].