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123 lines
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123 lines
6.4 KiB
Plaintext
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The Ultimate Turing Test
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Rought Draft #1
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(c) copyright 1992 by David Barberi
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dbarberi@sunsite.unc.edu
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What is the ultimate Turing Test?
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In 1950 Alan Turing published his now famous paper
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"Computing Machinery and Intelligence." In that paper he
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describes a method for humans to test AI programs. In its most
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basic form, a human judge sits at a computer terminal and
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interacts with the subject by written communication only. The
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judge decide if the subject on the other end of the computer link
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is a human or an AI program imitating a human.
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Can Turings test be improved on? Yes. With current
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advances in computer graphics, virtual reality, biomechanics and
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many other fields, it is possible to create an "Enhanced" or
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"Virtual" Turing test. The underlying idea of the test is still
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the same, but the amount of interaction between judge and subject
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is increased greatly.
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How would this Virtual Turing Test work? The first step is
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to create a 'world' for the judge and subject to inhabit.
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('World' is a Virtual Reality term that signifies a shared
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electronic space, or cyberspace, where everyone immersed in it
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has the ability to interact with everything else in the world)
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With current technology this may require the judge to wear a
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bodysuit, gloves, and eyephones. In the future, such bulky
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methods of entering cyberspace will be replaced by more natural
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and unobtrusive means, such as a direct neural interface.
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When the judge is immersed into the Virtual Turing Test
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world all his sensual stimulations are produced by the computer.
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The judge sees a three dimensional, high resolution computer
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graphic image of this new world from the viewpoint of his virtual
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twin. Inside this world the subject and various physical objects
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reside (let us say 2 chairs, a table, some cups, and a steaming
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pot of tea). The judge can sit at the chair, grab a cup and feel
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the texture of the cup against his hand by use of tactile
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response material next to his skin. The judge can change his
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viewpoint by getting up and walking around. If he drops the cup
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on the floor, it will shatter and a suitable sound will emerge
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from the three dimensional coordinates where the cup landed. For
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all extents and purposes, when he judge is immersed in the
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Virtual Turing Test the outside world does not exist.
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Sitting across from the judge will be the subject, a
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computer graphic image of a human being. The judge will not know
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if the subjects actions are controlled by another human or a
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suitably advanced computer simulation. The subject could be
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someone in the next room wearing the same equipment that the
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judge is wearing, and immersed in the same world that the judge
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is in. It is the judges role to test the subject and decide if
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it is human or not.
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If the subject is a human the computer will copy every
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movement the subject makes, every sound that they produce, every
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facial expression, every hand gesture, every eye movement. When
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the subject talks, the sound will originate from the mouth of the
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subjects virtual copy.
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If the subject is a simulation then the computer will
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control every aspect of the subject. The simulation must be able
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to speak and interact with the judge in every way that the a
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human subject would. If the judge reaches across the table to
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slap the subject in the head, the simulation will realize this
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and dodge out of the way, much like any human would do. The
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simulation will be able to interact with the virtual environment
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in every way that the judge can. If the judge politely asks the
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subject to pour them both a cup of tea, this physical interaction
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will be no problem for the simulation.
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The core of the simulation must control three basic items:
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comphrehensive communication with the judge, correct
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biomechanical movement, and awareness of its environment.
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The last of these items is the simplest. The computer
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already knows where every object is in the virtual world. It can
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easily calculate what 2 images would enter the simulations eyes
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from whatever viewpoint it happens to be at. Of course, the
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control program should not allow the simulation to know more then
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it should. If the Judge is holding a book behind his back and
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the simulation has not 'seen' the book yet, then, even through
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the control program knows where and what the book is, it will not
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pass this information to the simulation until the book comes into
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its field of view.
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The second item, correct biomechanical movement, deals with
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the way humans move. It is impossible for a normal human to bend
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his elbow past a certain point. The simulation will follow all
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the physical limitations that the human body has. It may not
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create a new arm or leg if needed, it may not turn it's head
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around 360 degrees, it may not fly into the air by flapping its
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arms, etc. This aspect of the simulation, while by no means
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trivial, can be created with the biomechanical data available
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today.
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The last, and hardest, item is comphrehensive
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communications. By comphrehensive we are not only talking about
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spoken words, but also the wealth of non-verbal cues that humans
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use. Such things that we take for granted, such as hand
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gestures, gaze of the eyes, position of the limbs, and facial
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gestures are all examples of non-verbal communications. It is
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the simulations job to use both verbal and non-verbal
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communications to make the judge think it is acting in a very
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'human' way.
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How does this Virtual Turing Test compare to Turings
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original test? We have replaced the limited communications
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allowed by two connected computer terminals with a comphrehensive
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environment of sight, sound and body. We allow the judge to base
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his decision not only on written words, but on spoken speech,
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non-verbal cues, and body movement.
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The test still holds to the spirit of the original. There
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is still a human judge that must use his intelligence and savvy
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to test the subject. Like the original test, the judge has no
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way of telling if the subject is human or not until he interacts
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with it. Like the original test, the goal of the computer is to
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create a simulation of human action so realistic that not even
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other humans can tell the difference.
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The technology exists today to hold a simplistic Virtual
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Turing Test. As more research and work is put into Virtual
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Reality, AI, and biomechanics, a suitably advanced human
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simulation can, and will, be produced.
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