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    <title>Robot Soul (Algorithms, Oracles, and Computational Rhetorics)</title>
    <link>http://twomorrow.twoday.net/</link>
    <description>Algorithms, Oracles, and Computational Rhetorics</description>
    <dc:publisher>scheuring</dc:publisher>
    <dc:creator>scheuring</dc:creator>
    <dc:date>2006-06-14T08:24:36Z</dc:date>
    <dc:language>en</dc:language>
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    <title>Robot Soul</title>
    <url>http://static.twoday.net/twomorrow/images/icon.jpg</url>
    <link>http://twomorrow.twoday.net/</link>
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  <item rdf:about="http://twomorrow.twoday.net/stories/1860164/">
    <title>Chunkin&apos; behavior</title>
    <link>http://twomorrow.twoday.net/stories/1860164/</link>
    <description>If there&apos;s a problem with the Zipf curve, it&apos;s that the frequency differences between the inputs become very small very fast, and thus, more and more useless for hanging any programmatic structure to. It doesn&apos;t tell me much if I happen to know that, in 1.000 conversations, the pattern &quot;I LOVE YOU&quot; was matched 20 times while &quot;THAT IS THE SHIT&quot; got 21 matches. The Ranked patterns look like a random list. &lt;br /&gt;
&lt;br /&gt;
Some AI developers therefore take an approach that looks for higher-level similarities between client behaviors and carves out larger &quot;chunks&quot; that can be addressed programmatically. Juergen Pirner, for instance, conceptualizes groups of client inputs as &quot;tasks&quot;, and maintains a &lt;A HREF=&quot;http://twomorrow.twoday.net/stories/1831961/main&quot;&gt;task list&lt;/A&gt;. Since I work with a functional programming paradigm, what&apos;s a &quot;task&quot; for him is a &quot;function call&quot; for me, but we&apos;re handling the same phenomena.&lt;br /&gt;
&lt;br /&gt;
Let me step back a little: traditionally, Information Theory assumes that the low frequency signals are associated with high information ratios, while high-frequency signals are associated with high noise ratios (redundancy, &amp;c.). Though not many people seem to be saying much about it at this point, natural languages work somewhat differently. For example, the pattern &quot;YES&quot; holds Rank 2 on my list, matching about 1.4 % of the inputs. That&apos;s 2/5th of the percentage matched by Rank 1,the pattern which represents &quot;[not recognized]&quot; (i.e. &quot;noise&quot;), and it seems to be the same for masters of English/American-speaking bots everywhere. &lt;br /&gt;
&lt;br /&gt;
But &quot;yes&quot; is nothing like &quot;noise&quot;; rather, it seems to be a kind of textual &quot;meaning compressor&quot;. Depending on what was said before - the context -, the decompressed text can be infinitely varied:&lt;br /&gt;
&lt;br /&gt;
&quot;Yes.&quot; -&gt; &quot;I agree with you.&quot; &lt;- &quot;Do you agree with me?&quot;&lt;br /&gt;
&quot;Yes.&quot; -&gt; &quot;I do not agree with you.&quot; &lt;- &quot;You mean you don&apos;t agree with me?&quot;&lt;br /&gt;
&quot;Yes.&quot; -&gt; &quot;I want to get married.&quot; &lt;- &quot;Will you marry me?&quot;&lt;br /&gt;
&quot;Yes.&quot; -&gt; &quot;I want a divorce.&quot; &lt;- &quot;Will you divorce me?&quot;&lt;br /&gt;
.&lt;br /&gt;
.&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
To me, this implies that I should treat the pattern &quot;YES&quot; as a high frequency signal which supplies a high information content, where at each signal instance, that content depends on the conversational context. My reaction to this is to declare &quot;YES&quot; to be a &quot;function call&quot;, and require the function it calls to be total: by my theory, &lt;i&gt;every&lt;/i&gt; AI output can provide the context for a &quot;YES&quot; input, so the system must be able to infer a meaning of &quot;YES&quot; as a reply to &lt;i&gt;every&lt;/i&gt; line it can output. The fact is that typing/pasting &quot;yes&quot; into the input field regardless of the machine&apos;s output is one common way in which clients test the &quot;awareness&quot; of conversational interfaces. This suggestst to me that I need a total function here, which can assign a meaning to a &quot;yes&quot; input refering to every possible output the machine can generate, and return a string that reacts to that meaning as the next output. &lt;br /&gt;
&lt;br /&gt;
Such a funtion might be hard to construct, but if I had one, it would cover 1.4 % of my inputs with context-relevant outputs, all in one fell swoop. Now I can even take a wider angle and say that my function should be able to take symbols as input which I judge to be eqivalent to &quot;YES&quot;, like &quot;THAT IS RIGHT&quot;, &quot;FOR SURE&quot;, &quot;CERTAINLY&quot;, &amp;c. Those are not as frequent as yes, but they&apos;re all in the Top 1000, pushing the coverage towards, say, 1.7 %. &lt;br /&gt;
&lt;br /&gt;
Let&apos;s call this group of patterns &quot;agreement valuators&quot; - which other &quot;valuators&quot; could I have? Why, &quot;disagreement valuators&quot;, of course! If my function could also process the disagreement valuator &quot;NO&quot;, that would add another 0.7 percent to its input coverage, resulting in 2.4 %. Adding &quot;NOT&quot;, &quot;WRONG&quot;, &quot;FALSE&quot;, I&apos;m approaching 2.8 %. &quot;Consent/denial valuators&quot; like &quot;GOOD&quot;, &quot;BAD&quot;, &quot;COOL&quot;, and &quot;UNCOOL&quot; would push me well over 3 % . &lt;br /&gt;
&lt;br /&gt;
Therefore, it&apos;s desirable to write program text that provides such a total function: a function which processes all those &quot;valuators&quot; and maps them on a &quot;reasonable&quot; output. But how can I make sure that the output can actually be &lt;i&gt;called&lt;/i&gt; &quot;reasonable&quot; by any measure? To test this, I can make use of another obvious high frequency/high information &quot;meaning compressor&quot; - the pattern &quot;WHY&quot;.&lt;br /&gt;
&lt;br /&gt;
What needs to happen here is basically the reverse of what needs to happen in the &quot;valuator&quot; function: let&apos;s say that the client got a valuator as &lt;i&gt;output&lt;/i&gt; from the machine. If this valuator represents actual information (i.e. in case of non-redundancy), humans almost reflexively ask for a reason behind this valuator - &quot;Why?&quot; (example expansion: &quot;What was the reason for you to think that I would agree with you?&quot;). This is why the pattern &quot;WHY&quot; commands Rank 4 in my list (0.35 %), after &quot;[not recoginzed]&quot;, &quot;YES&quot;, and &quot;NO&quot;. Since inputting serial &quot;why&quot;s is another popular way to test a bot, I want the &quot;reason&quot; function to be total, too: for each of its outputs, the system must be able to give a reason, which has a reason . . . &amp;c. &lt;br /&gt;
&lt;br /&gt;
Though this is somewhat difficult to implement in any existing programming language, the payoff I expect is definitely an incentive for me to work very hard at it. Because a totally defined &quot;reason&quot; function would not only service the &quot;why&quot; input, but also many other inputs that I interpret as &quot;being equivalent&quot;: &quot;For what reason?&quot;, &quot;How come?&quot;, &quot;I don&apos;t think so&quot;, &quot;I think you&apos;re wrong&quot;, &amp;c. - I see them all as &quot;calling the reason function&quot;. So I integrate them as recognized function call, and instead of having to muse about what I do with a certain pattern that has a 0.055 % matching probability, I just add it to the set of patterns that call &quot;reason&quot;, the overall effect being that I push up the coverage of this function to 2 %. &lt;br /&gt;
&lt;br /&gt;
All this means that, by integrating patterns which are distributed along the Zipf curve, I have a way of compressing it: in combination, the two functions I described cover about 5 % of my input space already. This is encouraging, so I&apos;ll extend it: even though I&apos;m not likely to get the compression ratios of the top two functions when I go further down the curve, if I could find me a dozen that can integrate, say, the most frequent 5.000 patterns, that would give me like, 50 % of the coverage of the 2.000.000-million-pattern Parsimony system. So let&apos;s see: pattern &quot;WHAT&quot; (Rank 11) suggests a &quot;purpose&quot; function; pattern &quot;WHAT IS *&quot; (Rank 21) suggests a &quot;definition&quot; function . . . &lt;br /&gt;
&lt;br /&gt;
Next stop: &lt;A HREF=&quot;http://www.dfki.uni-kl.de/~boley/RuleML_Presentation_for_SWWS/tsld009.htm&quot;&gt;closed-world negation&lt;/A&gt; and partial functions.</description>
    <dc:creator>scheuring</dc:creator>
    <dc:subject>&lt;a href=&quot;http://twomorrow.twoday.net/topics/reasons&quot;&gt;reasons&lt;/a&gt;</dc:subject>
    <dc:rights>Copyright &#169; 2006 scheuring</dc:rights>
    <dc:date>2006-04-22T12:09:00Z</dc:date>
  </item>
  <item rdf:about="http://twomorrow.twoday.net/stories/1004285/">
    <title>Breaking it down</title>
    <link>http://twomorrow.twoday.net/stories/1004285/</link>
    <description>Recent discussions in the &lt;a href=&quot;href=&quot;http://groups.yahoo.com/group/Robitron/&quot;&gt;Robitron&lt;/a&gt; group have prompted me to break down my
personal view of the Turing Test problem into as few simple statements as
possible. Here&apos;s what I came up with so far:
&lt;p/&gt; &lt;br/&gt;
1. Turing&apos;s Original Imitation Game (OIG) imagines a computer program that
can imitate a man that is imitating a woman - an activity that can be
regarded as being a form of improvisational acting.
&lt;p/&gt;
2. To imitate a woman, a man has to identify himself with a woman.
&lt;p/&gt;
3. Therefore, to successfully play the Imitation Game, a computer program
must be able to identify with, and thereby act as, another person -
it has to be able to do what an improv actor does.
&lt;p/&gt;
4. &quot;Identification&quot;, the way actors understand it, means to simulate
the inner states of a person from a first-person perspective (though
this is most often expressed less formaly as &quot;to step into somebody
else&apos;s shoes&quot;).
&lt;p/&gt;
5. To win, the OIG-playing computer program therefore has to succeed in simulating the inner states of a person from a first-person perspective.
&lt;p/&gt;
6. To create a program that can simulate the inner states of a person
from a first-person perspective, one would have to first come up with
an exhaustive formalization of inner first-person states, represented
in terms of Turing computation.
&lt;p/&gt;
7. Despite an international research effort that now spans 55 years
and involved thousands of the world&apos;s brightest minds and many
billions of dollars, such a formalization is still unavailable.
&lt;p/&gt;&lt;br /&gt;
8. This - to me - is evidence that such a formalization might be&lt;br /&gt;
impossible to create, and that the inner first-person states of&lt;br /&gt;
humans cannot be exhaustively formalized.
&lt;p/&gt;
Any disagreement up to here?</description>
    <dc:creator>scheuring</dc:creator>
    <dc:subject>&lt;a href=&quot;http://twomorrow.twoday.net/topics/reasons&quot;&gt;reasons&lt;/a&gt;</dc:subject>
    <dc:rights>Copyright &#169; 2005 scheuring</dc:rights>
    <dc:date>2005-09-25T12:30:11Z</dc:date>
  </item>
  <item rdf:about="http://twomorrow.twoday.net/stories/696698/">
    <title>Let &apos;em try to pwn you</title>
    <link>http://twomorrow.twoday.net/stories/696698/</link>
    <description>Nathan Combs  &lt;A HREF=&quot;http://terranova.blogs.com/terra_nova/2005/05/the_zergling_ru.html#more&quot;&gt;at Terra Nova&lt;/A&gt; on the practice of &lt;A HREF=&quot;http://en.wikipedia.org/wiki/Zerging&quot;&gt;zerging&lt;/A&gt;:

&lt;blockquote&gt;
To the casual observer, zerging may seem  a form of virtualized hooliganism. Yet, it might also be seen as a natural consequence of the (arguable) first strategy (above all others) of good gamers: test the boundaries of your world, its rules, discover its patterns, and then pwn!
&lt;/blockquote&gt;

Which is why I think that &lt;A HREF=&quot;http://twomorrow.twoday.net/stories/681721/&quot;&gt;griefing should be supported as a standard behavior&lt;/A&gt; in interactive stories. If gamers will do it anyway, you&apos;re better off using it to provide dramatic conflict than trying to &quot;manage it away&quot;.</description>
    <dc:creator>scheuring</dc:creator>
    <dc:subject>&lt;a href=&quot;http://twomorrow.twoday.net/topics/reasons&quot;&gt;reasons&lt;/a&gt;</dc:subject>
    <dc:rights>Copyright &#169; 2005 scheuring</dc:rights>
    <dc:date>2005-05-17T11:00:31Z</dc:date>
  </item>
  <item rdf:about="http://twomorrow.twoday.net/stories/695105/">
    <title>The rational roots of complete craziness</title>
    <link>http://twomorrow.twoday.net/stories/695105/</link>
    <description>Actually I didn&apos;t start out working at bots having any crazy theories about them being method actors or something. I started out with some simple observations which lead to simple theories, most of which I think are fairly uncontroversial. The weirdo stuff just grew as I tried to write programs that covered those basics.&lt;br /&gt;
&lt;br /&gt;
First of all, the average conversation between a bot and a human is an incoherent mess. The proof of this assertion is the conversation logs: such a log might have its coherent passages, but on the whole, it reads like a random bunch of text lines. &lt;br /&gt;
&lt;br /&gt;
Client: That is an evasive answer.&lt;br /&gt;
Bot: Heraclitus said: &quot;You don&apos;t step into the same river twice.&quot;&lt;br /&gt;
Client: Why?&lt;br /&gt;
Bot: Why not?&lt;br /&gt;
Client: Who is Heraclitus?&lt;br /&gt;
Bot: I don&apos;t know who that is. What is your eye color?&lt;br /&gt;
&lt;br /&gt;
Crap dialog. But fairly typical. So the mission for me became: Figure out how to write bots that say things which result in better logs. &lt;br /&gt;
&lt;br /&gt;
What do you find when you read the typical log? Here is a list of the Top 20 &quot;atomic&quot; (meaning: fully recognized) client inputs, as recieved by the well-known ALICE bot, and published by its author, Richard Wallace, in an essay about &lt;A HREF=&quot;http://www.alicebot.org/articles/wallace/zipf.html&quot;&gt;Zipf&apos;s Law&lt;/A&gt;:&lt;br /&gt;
&lt;br /&gt;
8024 YES&lt;br /&gt;
5184 NO&lt;br /&gt;
2268 OK&lt;br /&gt;
2006 WHY&lt;br /&gt;
1145 BYE&lt;br /&gt;
1101 HOW OLD ARE YOU&lt;br /&gt;
946 HI&lt;br /&gt;
934 HOW ARE YOU&lt;br /&gt;
846 WHAT&lt;br /&gt;
840 HELLO&lt;br /&gt;
663 GOOD&lt;br /&gt;
645 WHY NOT&lt;br /&gt;
584 OH&lt;br /&gt;
553 REALLY&lt;br /&gt;
544 YOU&lt;br /&gt;
531 WHAT IS YOUR NAME&lt;br /&gt;
525 COOL&lt;br /&gt;
516 I DO NOT KNOW&lt;br /&gt;
488 FUCK YOU&lt;br /&gt;
486 THANK YOU&lt;br /&gt;
&lt;br /&gt;
The numbers represent the input frequency, indicating, for example, that input #1, YES, is about 16 times more likely to occur than input #20, THANK YOU. It&apos;s obvious that, to maintain anything resembling an &quot;intelligent&quot; conversation, a bot would have to respond plausibly at least to the most frequent inputs. It&apos;s also obvious that, to do that, it would have to be able to figure out what YES, WHY, WHAT &lt;i&gt;mean&lt;/i&gt; in each case, with reference to (as a minimum) its own last output. &lt;br /&gt;
&lt;br /&gt;
For AIML users, there are several ways to achieve this: either by simply using the &lt;code&gt;&lt;that/&gt;&lt;/code&gt; and/or &lt;code&gt;&lt;topic/&gt;&lt;/code&gt; tags provided by the language for this purpose, or by developing &lt;A HREF=&quot;http://list.alicebot.org/pipermail/alicebot-style/2002-September/000231.html&quot;&gt;more general functions&lt;/A&gt; that use &lt;A HREF=&quot;http://www.objectsspace.com/encyclopedia/index.php/Recursion&quot;&gt;recursion&lt;/A&gt; to increase &lt;A HREF=&quot;http://www.erasmatazz.com/library/JCGD_Volume_1/Process_Intensity.html&quot;&gt;process intensity&lt;/A&gt;, thereby saving authoring time while boosting control. &lt;br /&gt;
&lt;br /&gt;
But: for an AIML set that includes, say, 40,000 categories - that&apos;s about the size of the very popular &lt;A HREF=&quot;http://www.alicebot.org/aiml/aaa/&quot;&gt;AAA set&lt;/A&gt; -, is there anything that might allow me to assume that 2006 WHY-inputs correspond to &lt;i&gt;significantly less&lt;/i&gt; than 2006 different intended meanings of WHY? No, there isn&apos;t. It is plausible for the client to ask WHY as a response to many more than 2006 of the outputs that this set returns. So whichever technique you use: refering to the conversation state in a systematic way, even with regards to just &lt;i&gt;one&lt;/i&gt; input, will almost inevitably lead to the problem of &lt;A HREF=&quot;http://www.cs.vsb.cz/kot/PHD/PS/StateSpace.pdf&quot;&gt;state space explosion&lt;/A&gt;. Unless...&lt;br /&gt;
&lt;br /&gt;
Unless you use &lt;A HREF=&quot;http://en.wikipedia.org/wiki/Self-reference&quot;&gt;self-reference&lt;/A&gt;, building up your content in a way examplified by &lt;A HREF=&quot;http://www.math.wisc.edu/~propp/srat-Q&quot;&gt;this little puzzle&lt;/A&gt;. Doing so might put you in a position where you say things that some other people think of as &lt;A HREF=&quot;http://www.jesperjuul.dk/ludologist/?p=173&quot;&gt;complete craziness&lt;/A&gt;, but on the other hand, it also has its advantages. More of which later...</description>
    <dc:creator>scheuring</dc:creator>
    <dc:subject>&lt;a href=&quot;http://twomorrow.twoday.net/topics/reasons&quot;&gt;reasons&lt;/a&gt;</dc:subject>
    <dc:rights>Copyright &#169; 2005 scheuring</dc:rights>
    <dc:date>2005-05-16T16:23:59Z</dc:date>
  </item>
  <item rdf:about="http://twomorrow.twoday.net/stories/681721/">
    <title>Why &lt;code&gt;Interaction = Conflict&lt;/code&gt;?</title>
    <link>http://twomorrow.twoday.net/stories/681721/</link>
    <description>In reaction to &lt;A HREF=&quot;http://twomorrow.twoday.net/stories/677867/&quot;&gt;Different folks got different problems&lt;/A&gt;, &lt;A HREF=&quot;http://www.quvu.net/interactivestory.net/&quot;&gt;Andrew Stern&lt;/A&gt; commented:

&lt;blockquote&gt;
While I agree with Conflict = Story, I don&apos;t think Interaction = Conflict is always true. That is, I don&apos;t think players will always generative interesting conflict; without some help from dramatists (e.g. a drama manager), naive players may only generate banal, uninteresting conflicts, such as griefing or attempts to break the AI.
&lt;/blockquote&gt;

But where&apos;s the agency in that? Why view the player/client as &quot;naive&quot;, and judge her actions as &quot;banal&quot; and &quot;uninteresting&quot;? This is &lt;i&gt;not at all&lt;/i&gt; an attitude that I would suggest. &lt;br /&gt;
&lt;br /&gt;
In &lt;A HREF=&quot;http://www.stagekids.cityslide.com/page/page/769680.htm&quot;&gt;Improv&lt;/A&gt; acting, this is called &quot;blocking&quot; (unfortunately, there&apos;s other usage of &quot;&lt;a href=&quot;http://method.vtheatre.net/dict.html&quot;&gt;blocking&lt;/a&gt;&quot; in Method acting - &quot;[t]he placement and movement of actors in a dramatic presentation&quot; -; namespaces are sooo important). 

&lt;blockquote&gt;
If you are offered an idea by another player that you reject, ignore, or condemn, you are Blocking. The scene dies at this point and all cooperation is lost. 
&lt;/blockquote&gt;

So as a rule, I design my bots so as not to block. A block is a bug. Go with the flow.&lt;br /&gt;
&lt;br /&gt;
But of course, &lt;i&gt;*stomp*&lt;/i&gt; the mofu who insists on playing the nasty for too long. &quot;You know what your problem is? You can&apos;t believe that I&apos;M THE BOSS &apos;round here is what your problem is, dude!&quot; That&apos;s your drama right there. So I support &lt;code&gt;Griefing&lt;/code&gt; as a common behavior for all my &lt;code&gt;Actor&lt;/code&gt;s, human or not.&lt;br /&gt;
&lt;br /&gt;
What does this have to do with &lt;code&gt;Interaction = Conflict&lt;/code&gt;? &lt;br /&gt;
&lt;br /&gt;
I look at the Imitation Game as an application composed from four components:&lt;code&gt;Game&lt;/code&gt;, &lt;code&gt;Interaction&lt;/code&gt;, &lt;code&gt;Conflict&lt;/code&gt;, &lt;code&gt;Story&lt;/code&gt;. Conceptually, I view the arrangement as two crosswisely operating flip-flops, where one flip-flop unit&apos;s output at any time is either &lt;code&gt;Game&lt;/code&gt; or &lt;code&gt;Story&lt;/code&gt;, and the other one&apos;s is either &lt;code&gt;Interaction&lt;/code&gt; or &lt;code&gt;Conflict&lt;/code&gt;. At any time during operation, the &lt;code&gt;System&lt;/code&gt; is in one of four states:&lt;br /&gt;
&lt;br /&gt;
&lt;code&gt;  &lt;br /&gt;
Game  , Interaction &lt;br /&gt;
| Game  , Conflict &lt;br /&gt;
| Story , Interaction &lt;br /&gt;
| Story , Conflict &lt;br /&gt;
&lt;/code&gt;  &lt;br /&gt;
&lt;br /&gt;
meaning that there are always two components delivering output. Empty outputs are legal, as well as empty inputs. But the normal mode of operation is that the player/client enters some textual input, which changes the bot&apos;s state, the state change generating an output as a side effect.   &lt;br /&gt;
&lt;br /&gt;
As for the &lt;code&gt;Interaction | Conflict&lt;/code&gt; pair, the purpose of the &lt;code&gt;Interaction&lt;/code&gt; component is to minimize the effects of &lt;code&gt;Conflict&lt;/code&gt;, and  the purpose of the &lt;code&gt;Conflict&lt;/code&gt; component is to minimize the effects of &lt;code&gt;Interaction&lt;/code&gt;. &lt;code&gt;Death&lt;/code&gt; is where maximum &lt;code&gt;Conflict&lt;/code&gt; has driven the value of &lt;code&gt;Interaction&lt;/code&gt; to &lt;code&gt;zero&lt;/code&gt;.</description>
    <dc:creator>scheuring</dc:creator>
    <dc:subject>&lt;a href=&quot;http://twomorrow.twoday.net/topics/reasons&quot;&gt;reasons&lt;/a&gt;</dc:subject>
    <dc:rights>Copyright &#169; 2005 scheuring</dc:rights>
    <dc:date>2005-05-10T15:23:41Z</dc:date>
  </item>


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</rdf:RDF>
