Chapter
6 return to philosophy through video games web
page
Artificial and Human Intelligence (Action
RPGs)
6A Key Words
6B
Key Arguments
6C
Cool Links
6D Discussion Questions
6A
Key Words return
to top
Assembler
Assembly language
Benign homuncularism
Church-Turing Thesis
Combinatorial syntax
Compositional semantics
Compiler
Computational paradox
Flexible adaptive richness
Frame problem
Knowledge by acquaintance
Knowledge by description
Language of thought
Linguaform
Machine language
Macros
Psychological underdetermination
Representational semantics
Semantic underdetermination
Translation
Thesis
Turing’s Thesis
Uncanny valley effect
6B
Key Arguments return to
top
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6C Cool Links return to top
- Stanford
Encyclopedia of Philosophy,
“Propositions” http://plato.stanford.edu/entries/propositions/
(accessed January 3, 2008).
- Wikipedia,
“Assembly Language,” http://en.wikipedia.org/wiki/Assembly_Language
(accessed January 3, 2008).
- Wikipedia,
“Maya,” http://en.wikipedia.org/wiki/Maya_(software)
(accessed April 25, 2008).
- Autodesk,
“Autodesk Maya” http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=7635018
(accessed April 25, 2008).
- Allclear, http://www.allclearonline.com/
(accessed April 25, 2008).
- Stephen
Grenade, “Introducing Interactive
Fiction,” http://brasslantern.org/beginners/introif.html
(accessed April 19, 2008).
- Wikipedia,
“Quaternions,” http://en.wikipedia.org/wiki/Quaternion
(accessed April 26, 2008).
- “Storytron
Overview,” http://www.storytron.com/overview/ov_index.html
(accessed January 20, 2008).
- Wikipedia,
“Computer Chess,” http://en.wikipedia.org/wiki/Computer_chess#Advanced_chess
(accessed January 7, 2008).
- Wikipedia,
“Church-Turing Thesis,” http://en.wikipedia.org/wiki/Church%27s_thesis
(accessed January 7, 2008).
- Ash
Asudeh & Ida Toivonen, “Systematic
imperfections,” http://www.ling.canterbury.ac.nz/personal/toivonen/pdf/asudeh-toivonen-RA.pdf
(accessed January 8, 2008).
- Cycorp,
Inc., http://www.cyc.com/cyc
(accessed January 22, 2008)
6D
Discussion Questions return
to top
1. Are animals less intelligent than humnas in the same way that humans
can be less intelligent than other humans? Defend your answer.
2. When people talk about "artificial intelligence" in games, what
kinds of properties do they usually intend to talk about? Answering
this fully will require doing some web research.
3. The authors argue that "flexible adaptive richness"
is a key component of intelligence. Describe this property and show how
it is involved in human, animal, and machine intelligence (reference
your answers to the the above questions). [Sections 5.3.4 and 5.4]
4. Describe both the sensory and cognitive uncanny valley effects. How
do good existing games get around these problems? How might future
games
do so? (Hint- one way to get around the sensory uncanny valley effect
is to make the graphics "cartoony." Could there be a cognitive analog
to this?)
5. Describe Russell's account of knowledge of the external world
and show what it seems to imply about machine belief
and perception. [Section 6.2.1]
6. Describe Fodor's language of thought hypothesis and benign
homuncularism.. Make sure to show how these
yield a neo-Russellian account of machine rational action. [Sections
6.2.2 and 6.2.3]
7. What is the computational paradox? How does the Chomskyan
notion of linguistic "competence" suggest a solution to one-half
of this
paradox (the fact that machines now do many things vastly better
than humans). [Section 6.3.2]
8. The authors allege that the signal failure of CRUM
comes from the fact that humans possess so much more flexible adaptive
richness than machines built using CRUM guidelines. (a) Explain and
evaluate Wilson's thesis of the underdetermination of content (Section
6.4.1), (b) showing how people's ability to communicate in spite of it
is a key case of flexible adaptive richness, and (c) how this
undermines CRUM's Russellian account of belief. [Section 3.4]
9. What is the frame problem? Explain and evaluate
with reference to video games and your previous points (in the above
answers) about flexible adaptive richness. [Section 6.4.2]
10. To the best of your ability (this is hard and if your logic
background is not great, don't despair): (a) explain the Church-Turing
Yhesis, (b) explain the limitation results discussed by the authors,
and (c) show why this
might be a problem for CRUM's account of inference. A complete answer
will involve reference to your answer to number Seven above. [Section
6.4.3]
11. As clearly and concisely as possible, describe CRUM's accounts of
(a) perception, (b) belief, (c) action, and (d) inference. In Section
3.4 the authors present problems for all of these. What problems have
the authors missed both in relation to biological (humans/animal) and
mechanical (computer) cognition. To what extent does the discussion of
creativity in the previous chapter also have bearing on this issue?
12. The authors assert the following two startling claims: (a) that
even though CRUM
is false, much more academic and commercial research and development is
needed, and (b) if and when good machine intelligences are developed,
the thinking/feeling/acting machines may be so complicated that we do
not fully understand the mechanical basis of their intelligence.
Evaluate and Explain both claims. [Section 3.5, including footnotes]
13. Write a memo to your software team with ideas about how the games
your company designs will exhibit more flexible adaptive richness (make
sure and explain all relevant concepts (e.g.
underdetermination, the frame problem) adequately.