Author: BablBrain (page 1 of 3)

AI Alignment

This is a post/brain-dump on my thoughts on AI Alignment issues for the AI Alignment Prize, and the future of AI Alignment (and a bit on where the future of AI will go, on its present track- so basically, about a third of this will be wrong by May, except for the problems). Thing is, AI Alignment is a problem right now, in a few ways- and the reasons for it are more basic than the reasons it will be true so in the future (and also why it will be inevitable in the future).

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Parsing from text to graph using dictionaries, part 2

If my life depended on timely blogging, I’d be dead ten times over. Regardless, there’s stuff to talk about, and it involves parsing text into graphs. I updated the dictionary we talked about in the last blog, and I’m currently in the middle of another update. The short story is that using lookups in the dictionary for parsing got me a much faster parse time, and I found yet more flaws in how I was representing the words, leading to another format and moving the dictionary into a database instead of a flat file that is parsed at startup.

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Using a dictionary to build graphs from text

Like a drunk who wakes up in the alleyway after a bender, I’m sitting here typing about some recent months of progress in natural language processing, especially where it concerns using a dictionary to help parse the language. It’s all still related to the Interrogative AI I’ve been working on, of course, and for conversational AI in general.

Basically, the problem I was facing was how to interpret what a player says to a character. At first, I resorted to simple actions that the NPC would filter through their personality traits to respond to, and that was okay. Then, I went a bit further, since I was implementing a text interface for a demo, and included a list of words and simple sentiment markup (-1 for negative, 0 for neutral, 1 for positive) that I’d find in statements.

That was less okay, as I quickly found that unrestricted text input makes for some statements that are open to interpretation. Then, I decided to look back to how I’m using attributes in the AI for inspiration. Maybe expanding the attributes to be a lot more flexible was an idea that will pay off better than I originally thought. Read on, my friends…

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Demos, and more AI work…

Time flies when you’re working on stuff…

The good news is that I have a demo coming for Interrogative AI, so that you can play with it. The bad news is that it’s not ready today. The good news is that the bad news is because it’s a multiplayer game with RPG capabilities. Because a static demo was just way too easy for me! The bad news? It’s still not ready today 🙁

Have a screenshot:

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Opinion: Of course our brain processes information…

So, I read this interesting article by Robert Epstein titled “The Empty Brain”, in which he asserts that the brain does not process information, and that it is not a computer. He also asserts that the brain does not store memories. And other stuff. Anyway, I wanted to provide some counter-arguments for this article, because I think it ignores some pretty important things that we know about the brain…

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Evolving the Dialog Template

So, I’m taking a hammer to the current iteration of Dialog Templates for Interrogative…

The current iteration turned out to be a good starting point for a much more flexible and resilient system. It’s slower than I’d like, with less flexibility and too many functions needed to make it work. It leans on too many things, and is not properly encapsulated. What Interrogative needs, in order to match the flexibility and power of its back-end querying and knowledge representation, is a Dialog Template system that is equally flexible, resilient to missing data, able to be localized easier, and much more simplified.

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Opinion: The good and bad of AI in the near future…

AI has a lot in store for us in the next couple of decades…

Not all of it will be good (that’s our fault, not AI’s)- but a lot of it will, and even more of it depends on us and how we use it, both as individuals, and as as corporations, countries, and allies or enemies. The transition, however, may in fact be brutal…which is why we need to AI responsibly.

Click on to find out more…

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Interrogative Editor dev shots for early March, 2016

The Interrogative 3 Editor in all of its glory!

Okay, most of its glory. I finally settled on a color scheme for the editor, and after moving a few things around (and a few things yet to be moved), the editor is in a state good enough to show off. Take a look!

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Updating the data structures for Interrogative

It’s all about the data

I have to admit that I had resisted the urge to change the tables in the database for a few months, mainly because I’m as lazy as anyone else, and all of my work so far had been done against the data structured as it was. However, I find it hard to think that people would like to buy an AI tool that asked them to add 20+ tables to their database, many of which had only a dozen or so lines of data in them. It was wasteful. And besides, there’s a few gains that get made with using 3-4 tables instead…

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Lying and bad memory for your NPCs

People tell lies all of the time…

We’ve all told lies. From when you were a little kid trying to avoid punishment to the other day…when you were trying to avoid punishment. Lying is mostly about avoiding something that is harder. Avoiding judgement, punishment, awkward conversations, or more serious confrontations. Lies have a good deal of utility. Manipulating the knowledge you have can gain you an advantage over others, or mitigate certain circumstances. It is so prevalent in human society that most religious, cultural, and political power structures have varying amounts of laws, rules, and norms dedicated to when and why it is appropriate or inappropriate to lie.

Obviously, if we’re working on a conversational AI, we’re going to want to look at this behavior!

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