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Artificial Psychology - The Quest for What It Means to Be Human - J. Friedenberg (Psych. Press, 2008) WW PDF

313 Pages·2008·8.66 MB·English
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Preview Artificial Psychology - The Quest for What It Means to Be Human - J. Friedenberg (Psych. Press, 2008) WW

ARTIFICIAL PSYCHOLOGY ��������������������������������������� ��������������� Psychology Press Taylor & Francis Group 270 Madison Avenue New York, NY 10016 Psychology Press Taylor & Francis Group 27 Church Road Hove, East Sussex BN3 2FA © 2008 by Taylor & Francis Group, LLC International Standard Book Number-13: 978-0-8058-5885-3 (Softcover) Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or uti- lized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopy- ing, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Visit the Taylor & Francis Web site at http://www.taylorandfrancis.com and the Psychology Press Web site at http://www.psypress.com This edition published in the Taylor & Francis e-Library, 2010. To purchase your own copy of this or any of Taylor & Francis or Routledge’s collection of thousands of eBooks please go to www.eBookstore.tandf.co.uk. ISBN 0-203-83791-6 Master e-book ISBN iii CONTENTS Figures v Tables ix Preface xi About the Author xv Chapter 1 Introduction 1 Chapter 2 Brain and Mind 17 Chapter 3 Perception and Action 37 Chapter 4 Learning and Memory 55 Chapter 5 Th inking 73 Chapter 6 Language 91 Chapter 7 Intelligence 109 Chapter 8 Creativity 127 Chapter 9 Free Will and Decision Making 147 Chapter 10 Consciousness 163 Chapter 11 Motivation and Emotion 179 Chapter 12 Biology 201 Chapter 13 Social Behavior 217 Chapter 14 Conclusion 235 iv • Contents Glossary 255 References 271 Name Index 285 Subject Index 291 v FIGURES 1.1 Th e android “Jules” by Hanson Robotics shows off at NextFest 2006. Androids look and act like people but are not considered human. 4 1.2 Elektro and Sparko, mechanical man and dog, get together before going out to the Westinghouse Exhibit at the 1939–40 World’s Fair. 8 1.3 Natural and artifi cial approaches to engineering a capacity like fl ying. 12 2.1 Th e anatomy of a neuron. 18 2.2 A mid-sagittal section of the human brain. 19 2.3 Is the mind the same as the brain? 20 2.4 Parallel and serial information-processing architectures. Boxes indicate modules or places where computations take place. Arrows indicate the fl ow of information as inputs and outputs between modules. 25 2.5 Th e basic functional hardware of most modern computers consists of memory, input-output devices, and a central processing unit that share a common communication bus. Th is is also known as a Von Neumann architecture. 28 2.6 An example of a three-layer artifi cial neural network. 30 3.1 NASA and DARPA have developed Robonaut for work on the International Space Station. Robonaut has a dexterous fi ve-fi ngered hand that can grasp and manipulate a wide variety of tools. 45 3.2 General schematic architecture for an agent. 47 3.3 Cog and his designer Rodney Brooks play with a slinky. Cog was developed at the MIT Artifi cial Intelligence Laboratory and can use haptic feedback to adjust its actions and is also capable of copying human behavior. 51 3.4 Honda’s ASIMO robot shakes hands. It can also walk on level surfaces and up and down stairs. 54 4.1 An associative network like this can be classically conditioned. It can learn to make associations between two stimuli that co-occur frequently. 57 vi • Figures 4.2 A model showing the diff erent types of human memory and memory processes. 65 4.3 A semantic network is used to represent and organize information about facts. 68 5.1 Th e Turing Test. A computer program has not yet been devised that can fool a human judge. 75 5.2 Th e hypothetical Chinese Room scenario. Is rule-following enough to allow for understanding? 78 5.3 Human thoughts are intentional. Th ey are directed toward something in the world. One aspect of intentionality is an appropriate causal relation. Th inking about a house might trigger childhood memories that one could then talk about. 84 6.1 People eff ortlessly use language to communicate complex ideas to one another. Language is thus the ideal medium for human-machine interaction. 92 6.2 Two of Luc Steel’s robotic agents focus on the same object and use a word to express it. Th ey are able to spontaneously develop a language and use it to create shared meaning. 95 6.3 A sentence tree diagram depicts the diff erent parts of an utterance. Recovery of this type of structure is necessary in order to understand speech. 100 6.4 Th e organization of the Lotus Conversational Interface (LCI) program. Developed at IBM Research, it is capable of carrying on limited spoken dialogues with human users. 107 7.1 Examples of questions that might be found on the verbal section of the Wechsler Adult Intelligence Scale (WAIS). 112 7.2 Depiction of a block world. Instructions given to a program like SHRDLU are interpreted and used to perform actions such as picking up one shape and placing it on top of another. 116 7.3 A game tree for tic-tac-toe. Each branch in the tree represents a possible move, each node the result of a move. 119 7.4 Th e architecture of an expert system (ES). An ES can be used to solve complex problems such as medical diagnoses that require specialized knowledge. 121 7.5 Shakey was one of the fi rst robots to use planning to move about simplifi ed environments. 123 7.6 A schematic representation of human cortical organization. It is characterized by increasing levels of abstraction that allow for recognition, expectation, and cross-modal comparison. 125 8.1 A spatial insight problem illustrating convergent thinking. Can you connect all nine dots using just four straight lines? 133 Figures • vii 8.2 A painting by AARON. 139 8.3 Th e BRUTUS system architecture. When given appropriate information, BRUTUS can create complex stories. 141 9.1 Cortical regions underlying voluntary motor action. 149 9.2 A decision tree depicting how a college department might go about hiring a new faculty member. 153 10.1 Pentti Haikonen’s cognitive model of consciousness based on human neural processing. 170 10.2 A model showing Baar’s Global Workspace Th eory. It serves as the inspiration for Stan Franklin’s Intelligent Distribution Agent. 172 11.1 Psychologist Abraham Maslow formulated a hierarchy of human needs. In his model, we work to satisfy lower-level needs fi rst. Once these are taken care of, we then turn our attention to satisfying higher-level needs. 181 11.2 A thermostat is a very simple device that uses negative feedback to maintain fl uctuations about a constant state. Our bodies also employ such principles. 183 11.3 Fear pathways. Th e “low” road through the amygdala mediates fast emotional responding. Th e “high” road through the cortex allows for slower thoughtful consideration. 190 11.4 Th e diff erent human brain areas involved in emotional responding. 192 11.5 Th e CogAff architecture models many of the steps involved in emotional processing. 195 11.6 Kismet expresses surprise as Cynthia Breazeal shows it a children’s toy. Kismet displays facial emotions in response to human interaction and built- in drive systems. It can display interest, surprise, happiness, disgust, anger, sadness, fear, fatigue, and calm. 197 12.1 Creatures from Conway’s Game of Life. Th ese dynamic two-dimensional “life-forms” emerged spontaneously in a system governed by very simple rules. 205 12.2 Crossover of binary code is a type of “mating” whereby genetic material from two sources, such as a male and female, are swapped. Th e result are “off spring” with a new combination of instructions, similar to, but not identical with, their “parents.” 207 12.3 Researchers in Th e Golem Project at Brandeis University created robots that locomote under their own power. Th e robots were assembled from basic parts that included rigid and moveable rods. Th e results were not designed a priori, but emerged from evolutionary principles. 209 12.4 A schematic of the AbioCor™ Implantable Replacement Heart. An external battery wirelessly transmits power to an internal rechargeable battery. Th e controller unit senses and controls pumping speed. 213 viii • Figures 12.5 “Chew-Chew” the gastrobot, developed by Th e Gastrobotics Group at Th e University of South Florida. Chew-Chew obtains all its energy needs through sugar cubes placed into its “mouth.” Th e goal is to develop robots that are energy self-suffi cient in natural outdoor environments. 215 13.1 A bidding process of the sort used in multi-agent systems. Th ese protocols allow the best agent to get the job and mimic the kinds of group interactions we see in human societies. 220 13.2 A humanoid entry in the 2006 RoboCup contest. Will robots beat humans in the World Cup soccer championship by 2050? 222 13.3 Boilerplate with Pancho Villa, 1916. Did Boilerplate really exist? 225 13.4 Th e “uncanny valley.” When robots look humanlike but are clearly discernible as non-human, they produce a negative emotional response. 226 13.5 ISAC’s multi-agent architecture. Designed by researchers at Vanderbilt University, ISAC can interpret and respond to people’s intentions. 229 14.1 Historically, computing power has shown tremendously fast increases. By current estimates, we will be able to artifi cially reproduce the computing power of the human brain by about 2020. 243 14.2 An artifi cial geisha girl performs a dance routine. Robotic presence in our everyday days is likely to increase in the future. Robots may perform many of the functions we now only perceive humans as capable of doing. 247 14.3 Hans Moravec suggests we may ultimately be able to transfer our consciousness to machine receptacles and so attain immortality. Is this possible? 249 ix TABLES 1.1 Diff erent defi nitions of personhood according to Foerst (2004). 3 2.1 Major parts of the human brain and their function. 19 5.1 Diff erent features of computable and uncomputable processes. 90 6.1 Selected dialogue act tags in the DAMSL program. Forward-looking functions identify the type of statements made by a conversational partner. Backward-looking functions identify the relationship of an utterance to previous utterances by the other speaker. 106 9.1 Key stages in the evolution of freedom, according to Dennett (2003). 151 9.2 Calculating a weighted average is one way to determine which of four schools to attend. It is an example of outstanding candidate choice because the school with the highest score is the one that is picked. 156

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