共找到 20 条结果
We present Meena, a multi-turn open-domain chatbot trained end-to-end on data mined and filtered from public domain social media conversations. This 2.6B parameter neural network is simply trained to minimize perplexity of the next token. We also propose a human evaluation metric called Sensibleness and Specificity Average (SSA), which captures key elements of a human-like multi-turn conversation. Our experiments show strong correlation between perplexity and SSA. The fact that the best perplexity end-to-end trained Meena scores high on SSA (72% on multi-turn evaluation) suggests that a human-level SSA of 86% is potentially within reach if we can better optimize perplexity. Additionally, the full version of Meena (with a filtering mechanism and tuned decoding) scores 79% SSA, 23% higher in absolute SSA than the existing chatbots we evaluated.
Anthropomorphic robots, or robots with human-like appearance features such as eyes, hands, or faces, have drawn considerable attention in recent years. To date, what makes a robot appear human-like has been driven by designers» and researchers» intuitions, because a systematic understanding of the range, variety, and relationships among constituent features of anthropomorphic robots is lacking. To fill this gap, we introduce the ABOT (Anthropomorphic roBOT) Database---a collection of 200 images of real-world robots with one or more human-like appearance features (http://www.abotdatabase.info). Harnessing this database, Study 1 uncovered four distinct appearance dimensions (i.e., bundles of features) that characterize a wide spectrum of anthropomorphic robots and Study 2 identified the dimensions and specific features that were most predictive of robots» perceived human-likeness. With data from both studies, we then created an online estimation tool to help researchers predict how human-like a new robot will be perceived given the presence of various appearance features. The present research sheds new light on what makes a robot look human, and makes publicly accessible a powerful new tool for future research on robots» human-likeness.
famously argued that artificial neural networks lack this capacity and are therefore not viable models of the mind. Neural networks have advanced considerably in the years since, yet the systematicity challenge persists. Here we successfully address Fodor and Pylyshyn's challenge by providing evidence that neural networks can achieve human-like systematicity when optimized for their compositional skills. To do so, we introduce the meta-learning for compositionality (MLC) approach for guiding training through a dynamic stream of compositional tasks. To compare humans and machines, we conducted human behavioural experiments using an instruction learning paradigm. After considering seven different models, we found that, in contrast to perfectly systematic but rigid probabilistic symbolic models, and perfectly flexible but unsystematic neural networks, only MLC achieves both the systematicity and flexibility needed for human-like generalization. MLC also advances the compositional skills of machine learning systems in several systematic generalization benchmarks. Our results show how a standard neural network architecture, optimized for its compositional skills, can mimic human systematic generalization in a head-to-head comparison.
Abstract We design a battery of semantic illusions and cognitive reflection tests, aimed to elicit intuitive yet erroneous responses. We administer these tasks, traditionally used to study reasoning and decision-making in humans, to OpenAI’s generative pre-trained transformer model family. The results show that as the models expand in size and linguistic proficiency they increasingly display human-like intuitive system 1 thinking and associated cognitive errors. This pattern shifts notably with the introduction of ChatGPT models, which tend to respond correctly, avoiding the traps embedded in the tasks. Both ChatGPT-3.5 and 4 utilize the input–output context window to engage in chain-of-thought reasoning, reminiscent of how people use notepads to support their system 2 thinking. Yet, they remain accurate even when prevented from engaging in chain-of-thought reasoning, indicating that their system-1-like next-word generation processes are more accurate than those of older models. Our findings highlight the value of applying psychological methodologies to study large language models, as this can uncover previously undetected emergent characteristics.
This paper presents an overview of methods that can be used to collect and analyse data on user responses to spoken dialogue system components intended to increase human-likeness, and to evaluate how well the components succeed in reaching that goal. Wizard-of-Oz variations, human–human data manipulation, and micro-domains are discussed in this context, as is the use of third-party reviewers to get a measure of the degree of human-likeness. We also present the two-way mimicry target, a model for measuring how well a human–computer dialogue mimics or replicates some aspect of human–human dialogue, including human flaws and inconsistencies. Although we have added a measure of innovation, none of the techniques is new in its entirety. Taken together and described from a human-likeness perspective, however, they form a set of tools that may widen the path towards human-like spoken dialogue systems.
Considering that human-driven vehicles and autonomous vehicles (AVs) will coexist on roads in the future for a long time, how to merge AVs into human drivers' traffic ecology and minimize the effect of AVs and their misfit with human drivers, are issues worthy of consideration. Moreover, different passengers have different needs for AVs, thus, how to provide personalized choices for different passengers is another issue for AVs. Therefore, a human-like decision making framework is designed for AVs in this paper. Different driving styles and social interaction characteristics are formulated for AVs regarding driving safety, ride comfort and travel efficiency, which are considered in the modeling process of decision making. Then, Nash equilibrium and Stackelberg game theory are applied to the noncooperative decision making. In addition, potential field method and model predictive control (MPC) are combined to deal with the motion prediction and planning for AVs, which provides predicted motion information for the decision-making module. Finally, two typical testing scenarios of lane change, i.e., merging and overtaking, are carried out to evaluate the feasibility and effectiveness of the proposed decision-making framework considering different human-like behaviors. Testing results indicate that both the two game theoretic approaches can provide reasonable human-like decision making for AVs. Compared with the Nash equilibrium approach, under the normal driving style, the cost value of decision making using the Stackelberg game theoretic approach is reduced by over 20%.
In human-human interactions, corepresenting a partner's actions is crucial to successfully adjust and coordinate actions with others. Current research suggests that action corepresentation is restricted to interactions between human agents facilitating social interaction with conspecifics. In this study, we investigated whether action corepresentation, as measured by the social Simon effect (SSE), is present when we share a task with a real humanoid robot. Further, we tested whether the believed humanness of the robot's functional principle modulates the extent to which robotic actions are corepresented. We described the robot to participants either as functioning in a biologically inspired human-like way or in a purely deterministic machine-like manner. The SSE was present in the human-like but not in the machine-like robot condition. These findings suggest that humans corepresent the actions of nonbiological robotic agents when they start to attribute human-like cognitive processes to the robot. Our findings provide novel evidence for top-down modulation effects on action corepresentation in human-robot interaction situations.
Recently, the human-like behavior on the anthropomorphic robot manipulator is increasingly accomplished by the kinematic model establishing the relationship of an anthropomorphic manipulator and human arm motions. Notably, the growth and broad availability of advanced data science techniques facilitate the imitation learning process in anthropomorphic robotics. However, the enormous dataset causes the labeling and prediction burden. In this article, the swivel motion reconstruction approach was applied to imitate human-like behavior using the kinematic mapping in robot redundancy. For the sake of efficient computing, a novel incremental learning framework that combines an incremental learning approach with a deep convolutional neural network is proposed for fast and efficient learning. The algorithm exploits a novel approach to detect changes from human motion data streaming and then evolve its hierarchical representation of features. The incremental learning process can fine-tune the deep network only when model drifts detection mechanisms are triggered. Finally, we experimentally demonstrated this neural network's learning procedure and translated the trained human-like model to manage the redundancy optimization control of an anthropomorphic robot manipulator (LWR4+, KUKA, Germany). This approach can hold the anthropomorphic kinematic structure-based redundant robots. The experimental results showed that our architecture could not only enhance the regression accuracy but also significantly reduce the processing time of learning human motion data.
Machine learning is a means to derive artificial intelligence by discovering patterns in existing data. Here, we show that applying machine learning to ordinary human language results in human-like semantic biases. We replicated a spectrum of known biases, as measured by the Implicit Association Test, using a widely used, purely statistical machine-learning model trained on a standard corpus of text from the World Wide Web. Our results indicate that text corpora contain recoverable and accurate imprints of our historic biases, whether morally neutral as toward insects or flowers, problematic as toward race or gender, or even simply veridical, reflecting the status quo distribution of gender with respect to careers or first names. Our methods hold promise for identifying and addressing sources of bias in culture, including technology.
Engaging storytelling is a necessary skill for humanoid robots if they are to be used in education and entertainment applications. Storytelling requires that the humanoid robot be aware of its audience and able to direct its gaze in a natural way. In this paper, we explore how human gaze can be modeled and implemented on a humanoid robot to create a natural, human-like behavior for storytelling. Our gaze model integrates data collected from a human storyteller and a discourse structure model developed by Cassell and her colleagues for human-like conversational agents (1994). We used this model to direct the gaze of a humanoid robot, Honda's ASIMO, as he recited a Japanese fairy tale using a pre-recorded human voice. We assessed the efficacy of this gaze algorithm by manipulating the frequency of ASIMO's gaze between two participants and used pre and post questionnaires to assess whether participants evaluated the robot more positively and did better on a recall task when ASIMO looked at them more. We found that participants performed significantly better in recalling ASIMO's story when the robot looked at them more. Our results also showed significant differences in how men and women evaluated ASIMO based on the frequency of gaze they received from the robot. Our study adds to the growing evidence that there are many commonalities between human-human communication and human-robot communication
Abstract In 1950, Alan Turing proposed a test of whether a machine was intelligent: could a machine imitate a human so well that its answers to questions were indistinguishable from a human's? Ever since, creating intelligence that matches human intelligence has implicitly or explicitly been the goal of thousands of researchers, engineers, and entrepreneurs. The benefits of human-like artificial intelligence (HLAI) include soaring productivity, increased leisure, and perhaps most profoundly a better understanding of our own minds. But not all types of AI are human-like-in fact, many of the most powerful systems are very different from humans-and an excessive focus on developing and deploying HLAI can lead us into a trap. As machines become better substitutes for human labor, workers lose economic and political bargaining power and become increasingly dependent on those who control the technology. In contrast, when AI is focused on augmenting humans rather than mimicking them, humans retain the power to insist on a share of the value created. What is more, augmentation creates new capabilities and new products and services, ultimately generating far more value than merely human-like AI. While both types of AI can be enormously beneficial, there are currently excess incentives for automation rather than augmentation among technologists, business executives, and policy-makers.
暂无摘要(点击查看原文获取完整内容)
FNEGE 1, ABS 4
A humanoid robot, WABIAN-2R, capable of human-like walk with stretched knees and heel-contact and toe-off motions is proposed in this paper. WABIAN-2R has two 1-DOF passive joints in its feet to enable it to bend its toes in steady walking. Further, it has two 6-DOF legs, a 2-DOF pelvis, a 2-DOF trunk, two 7-DOF arms with 3-DOF hands, and a 3-DOF neck. In addition, a new algorithm for generating walking patterns with stretched knees and heel-contact and toe-off motions based on the ZMP criterion is described. In this pattern generation, some parameters of the foot trajectories of a biped robot are optimized by using a genetic algorithm in order to generate a continuous and smooth leg motion. Software simulations and walking experiments are conducted, and the effectiveness of the pattern generation and mechanism of WABIAN-2R, which have the ability to realize more human-like walking styles in a humanoid robot, are confirmed
This paper summarizes recent activities carried out for the development of an innovative anthropomorphic robotic hand called the DEXMART Hand. The main goal of this research is to face the problems that affect current robotic hands by introducing suitable design solutions aimed at achieving simplification and cost reduction while possibly enhancing robustness and performance. While certain aspects of the DEXMART Hand development have been presented in previous papers, this paper is the first to give a comprehensive description of the final hand version and its use to replicate human-like grasping. In this paper, particular emphasis is placed on the kinematics of the fingers and of the thumb, the wrist architecture, the dimensioning of the actuation system, and the final implementation of the position, force and tactile sensors. The paper focuses also on how these solutions have been integrated into the mechanical structure of this innovative robotic hand to enable precise force and displacement control of the whole system. Another important aspect is the lack of suitable control tools that severely limits the development of robotic hand applications. To address this issue, a new method for the observation of human hand behavior during interaction with common day-to-day objects by means of a 3D computer vision system is presented in this work together with a strategy for mapping human hand postures to the robotic hand. A simple control strategy based on postural synergies has been used to reduce the complexity of the grasp planning problem. As a preliminary evaluation of the DEXMART Hand’s capabilities, this approach has been adopted in this paper to simplify and speed up the transfer of human actions to the robotic hand, showing its effectiveness in reproducing human-like grasping.
Recent studies have shown that cognitive and social interventions are crucial to the overall health of older adults including their psychological, cognitive, and physical well-being. However, due to the rapidly growing elderly population of the world, the resources and people to provide these interventions is lacking. Our work focuses on the use of social robotic technologies to provide person-centered cognitive interventions. In this article, we investigate the acceptance and attitudes of older adults toward the human-like expressive socially assistive robot Brian 2.1 in order to determine if the robot's human-like assistive and social characteristics would promote the use of the robot as a cognitive and social interaction tool to aid with activities of daily living. The results of a robot acceptance questionnaire administered during a robot demonstration session with a group of 46 elderly adults showed that the majority of the individuals had positive attitudes toward the socially assistive robot and its intended applications.
The distinctly human ability for forceful precision and power "squeeze" gripping is linked to two key evolutionary transitions in hand use: a reduction in arboreal climbing and the manufacture and use of tools. However, it is unclear when these locomotory and manipulative transitions occurred. Here we show that Australopithecus africanus (~3 to 2 million years ago) and several Pleistocene hominins, traditionally considered not to have engaged in habitual tool manufacture, have a human-like trabecular bone pattern in the metacarpals consistent with forceful opposition of the thumb and fingers typically adopted during tool use. These results support archaeological evidence for stone tool use in australopiths and provide morphological evidence that Pliocene hominins achieved human-like hand postures much earlier and more frequently than previously considered.
The authors investigated basic properties of social exchange and interaction with technology in an experiment on cooperation with a human-like computer partner or a real human partner. Talking with a computer partner may trigger social identity feelings or commitment norms. Participants played a prisoner's dilemma game with a confederate or a computer partner. Discussion, inducements to make promises, and partner cooperation varied across trials. On Trial 1, after discussion, most participants proposed cooperation. They kept their promises as much with a text-only computer as with a person, but less with a more human-like computer. Cooperation dropped sharply when any partner avoided discussion. The strong impact of discussion fits a social contract explanation of cooperation following discussion. Participants broke their promises to a computer more than to a person, however, indicating that people make heterogeneous commitments.
This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. This problem can be typically formulated as a spacetime constraint problem. Our approach combines a hierarchical curve fitting technique with a new inverse kinematics solver. Using the kinematics solver, we can adjust the configuration of an articulated figure to meet the constraints in each frame. Through the fitting technique, the motion displacement of every joint at each constrained frame is interpolated and thus smoothly propagated to frames. We are able to adaptively add motion details to satisfy the constraints within a specified tolerance by adopting a multilevel B-spline representation which also provides a speedup for the interpolation. The performance of our system is further enhanced by the new inverse kinematics solver. We present a closed-form solution to compute the joint angles of a limb linkage. This analytical m...
Cellular senescence irreversibly arrests cell proliferation in response to oncogenic stimuli. Human cells develop a senescence-associated secretory phenotype (SASP), which increases the secretion of cytokines and other factors that alter the behavior of neighboring cells. We show here that "senescent" mouse fibroblasts, which arrested growth after repeated passage under standard culture conditions (20% oxygen), do not express a human-like SASP, and differ from similarly cultured human cells in other respects. However, when cultured in physiological (3%) oxygen and induced to senesce by radiation, mouse cells more closely resemble human cells, including expression of a robust SASP. We describe two new aspects of the human and mouse SASPs. First, cells from both species upregulated the expression and secretion of several matrix metalloproteinases, which comprise a conserved genomic cluster. Second, for both species, the ability to promote the growth of premalignant epithelial cells was due primarily to the conserved SASP factor CXCL-1/KC/GRO-alpha. Further, mouse fibroblasts made senescent in 3%, but not 20%, oxygen promoted epithelial tumorigenesis in mouse xenographs. Our findings underscore critical mouse-human differences in oxygen sensitivity, identify conditions to use mouse cells to model human cellular senescence, and reveal novel conserved features of the SASP.