Exploring Artificial Intelligence Futures
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AGI Safety Literature Review Arxiv:1805.01109V2 [Cs.AI] 21 May 2018
AGI Safety Literature Review∗y Tom Everitt, Gary Lea, Marcus Hutter ftom.everitt, gary.lea, [email protected] May 22, 2018 Australian National University The development of Artificial General Intelligence (AGI) promises to be a major event. Along with its many potential benefits, it also raises serious safety concerns (Bostrom, 2014). The intention of this paper is to provide an easily accessible and up-to-date collection of references for the emerging field of AGI safety. A significant number of safety problems for AGI have been identified. We list these, and survey recent research on solving them. We also cover works on how best to think of AGI from the limited knowledge we have today, predictions for when AGI will first be created, and what will happen after its creation. Finally, we review the current public policy on AGI. Contents 1 Introduction2 2 Understanding AGI2 3 Predicting AGI Development5 4 Problems with AGI7 5 Design Ideas for Safe AGI 10 arXiv:1805.01109v2 [cs.AI] 21 May 2018 6 Public Policy on AGI 17 7 Conclusions 20 ∗Cite as Tom Everitt, Gary Lea, and Marcus Hutter (2018). \AGI Safety Literature Review". In: Inter- national Joint Conference on Artificial Intelligence (IJCAI). arXiv: 1805.01109. yWe thank Matthew Graves, Kaj Sotala, Ramana Kumar and Daniel Eth for comments and suggestions. 1 1 Introduction An Artificial General Intelligence (AGI) is an AI system that equals or exceeds human intelligence in a wide variety of cognitive tasks. This is in contrast to today's AI systems that solve only narrow sets of tasks. -
Player Decentered Design
Edward Morrell PLAYER DECENTERED DESIGN Faculty of Information Technology and Communication Sciences Master’s Thesis April 2020 ABSTRACT Morrell, Edward: Player Decentered Design Master’s Thesis Tampere University Internet and Game Studies April 2020 This thesis presents Player Decentered Design as an alternative approach to creating videogames that actively opposes and subverts a more traditional User Centered Design process. Player Centered Design is a concept that developed alongside academic game studies through the incorporation of research from Human Computer Interaction. Both academia and the games industry are seen to increasingly incorporate Player Centered Design knowledge into teaching and game design, yet this approach has been subject to little critical evaluation. Such arguments against Player Centered Design include that the approach stifles creativity or promotes negative behaviour in players. The study presented here explores works of visual arts and design research, as well as a variety of videogames, in consideration of what an alternative to Player Centered Design could look like. The thesis documents a design process in which an experimental videogame is developed by the author, and can be categorised as a form of research through art and design. The creative process was recorded through the use of a reflective design diary over a six month period. This process is presented in the thesis as an autoethnography, allowing for an authentic retelling of a unique and timely research project. Befitting a project of research through art and design, the value of this research is not in any finalised design but rather in the knowledge that was gathered in the process. -
``It Started As a Joke'': on the Design of Idle Games
Paper Session 7: Beyond the Stereotypical CHI PLAY'19, October 22–25, 2019, Barcelona, Spain “It Started as a Joke”: On the Design of Idle Games Katta Spiel1;2, Sultan A. Alharthi3, Andrew Jian-Lan Cen2, Jessica Hammer4, Lennart E. Nacke2, Z O. Toups3 and Tess Tanenbaum5 1e-media Research Lab, Katholieke Universiteit Leuven, Leuven, Belgium 2HCI Games Group, Games Institute, University of Waterloo, Waterloo, ON, CA 3Play & Interactive Experiences for Learning Lab, New Mexico State University, Las Cruces, NM, USA 4HCI Institute / Entertainment Technology Center, Carnegie Mellon University, Pittsburgh, PA, USA 5Transformative Play Lab, Department of Informatics, University of California, Irvine, CA, USA [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] ABSTRACT The design of these games appears to aim for alternative play With idle games, active withdrawal from the game comprises scenarios and reformulates the range of potential player experi- an essential part of gameplay as players wait for the game state ences. Instead of a singular grand and momentous experience to change over time. This mode of interaction is paradigmatic a traditional videogame is expected deliver in a specific set- for the change of roles technologies have in our lives. However, ting, these games merge with everyday life, offering brief the design elements of idle games are less well understood, and casual engagements [30]. Seeing as one of the early idle particularly from the perspectives of developers. We inter- games—Cow Clicker [G10]—was developed as part of an aca- viewed six designers of six different popular idle games and demic argument [7], researchers’ increased interest in defining inquired into their individual approaches. -
On the Construction of Rhetor-Ethical Cognitive Machines Nathan D
Clemson University TigerPrints All Dissertations Dissertations 8-2018 Persuasive Intelligence: On the Construction of Rhetor-Ethical Cognitive Machines Nathan D. Riggs Clemson University, [email protected] Follow this and additional works at: https://tigerprints.clemson.edu/all_dissertations Recommended Citation Riggs, Nathan D., "Persuasive Intelligence: On the Construction of Rhetor-Ethical Cognitive Machines" (2018). All Dissertations. 2191. https://tigerprints.clemson.edu/all_dissertations/2191 This Dissertation is brought to you for free and open access by the Dissertations at TigerPrints. It has been accepted for inclusion in All Dissertations by an authorized administrator of TigerPrints. For more information, please contact [email protected]. PERSUASIVE INTELLIGENCE: ON THE CONSTRUCTION OF RHETOR-ETHICAL COGNITIVE MACHINES A Dissertation Presented to the Graduate School of Clemson University In Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy Rhetorics, Communication, and Information Design by Nathan D. Riggs August 2018 Accepted by: Dr. Steven B. Katz, Committee Chair Dr. Charles Starkey Dr. Jan Rune Holmevik Dr. Pamela Mack ABSTRACT This work concerns the rhetorical and moral agency of machines, offering paths forward in machine ethics as well as problematizing the issue through the development and use of an interdisciplinary framework informed by rhetoric, philosophy of mind, media studies and historical narrative. I argue that cognitive machines of the past as well as those today, such as rapidly improving autonomous vehicles, are unable to make moral decisions themselves foremost because a moral agent must first be a rhetorical agent, capable of persuading and of being persuaded. I show that current machines, artificially intelligent or otherwise, and especially digital computers, are primarily concerned with control, whereas persuasive behavior requires an understanding of possibility.