Large language models trained for code generation can be applied to speaking virtual worlds into existence (creating virtual worlds). In this work we show that prompt-based methods can both accelerate in-VR level editing, as well as can become part of gameplay rather than just part of game development. As an example, we present Codex VR Pong which shows non-deterministic game mechanics using generative processes to not only create static content but also non-trivial interactions between 3D objects. This demonstration naturally leads to an integral discussion on how one would evaluate and benchmark experiences created by generative models - as there are no qualitative or quantitative metrics that apply in these scenarios. We conclude by discussing impending challenges of AI-assisted co-creation in VR.
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Many real-world applications of language models (LMs), such as code autocomplete and writing assistance, involve human-LM interaction, but the main LM benchmarks are non-interactive, where a system produces output without human intervention. To evaluate human-LM interaction, we develop a framework, Human-AI Language-based Interaction Evaluation (H-LINE), that expands non-interactive evaluation along three dimensions, capturing (i) the interactive process, not only the final output; (ii) the first-person subjective experience, not just a third-party assessment; and (iii) notions of preference beyond quality. We then design five tasks ranging from goal-oriented to open-ended to capture different forms of interaction. On four state-of-the-art LMs (three variants of OpenAI's GPT-3 and AI21's J1-Jumbo), we find that non-interactive performance does not always result in better human-LM interaction and that first-person and third-party metrics can diverge, suggesting the importance of examining the nuances of human-LM interaction.
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大型语言模型,例如OpenAI的法典和DeepMind的字母,可以生成代码来解决以自然语言表达的各种问题。这项技术已经在至少一项广泛使用的编程编辑器扩展程序中进行了商业化:Github Copilot。在本文中,我们探讨了具有大型语言模型(LLM辅助编程)的编程与程序员协助的先前概念化相似,并且与众不同。我们借鉴了公开可用的经验报告,有关LLM辅助编程以及先前的可用性和设计研究。我们发现,尽管LLM辅助编程通过搜索和重用分享了一些编译,配对编程和编程的属性,但技术可能性和实践经验都存在根本差异。因此,应该将LLM辅助编程视为具有自己独特的属性和挑战的新方法。最后,我们借鉴了用户研究的观察结果,在该观察中,非专家最终用户程序员使用LLM辅助工具来求解电子表格中的数据任务。我们讨论可能出现的问题,并在将大型语言模型应用于最终用户编程时,尤其是对于几乎没有编程专业知识的用户。
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The text-to-image model Stable Diffusion has recently become very popular. Only weeks after its open source release, millions are experimenting with image generation. This is due to its ease of use, since all it takes is a brief description of the desired image to "prompt" the generative model. Rarely do the images generated for a new prompt immediately meet the user's expectations. Usually, an iterative refinement of the prompt ("prompt engineering") is necessary for satisfying images. As a new perspective, we recast image prompt engineering as interactive image retrieval - on an "infinite index". Thereby, a prompt corresponds to a query and prompt engineering to query refinement. Selected image-prompt pairs allow direct relevance feedback, as the model can modify an image for the refined prompt. This is a form of one-sided interactive retrieval, where the initiative is on the user side, whereas the server side remains stateless. In light of an extensive literature review, we develop these parallels in detail and apply the findings to a case study of a creative search task on such a model. We note that the uncertainty in searching an infinite index is virtually never-ending. We also discuss future research opportunities related to retrieval models specialized for generative models and interactive generative image retrieval. The application of IR technology, such as query reformulation and relevance feedback, will contribute to improved workflows when using generative models, while the notion of an infinite index raises new challenges in IR research.
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We present a retrospective on the state of Embodied AI research. Our analysis focuses on 13 challenges presented at the Embodied AI Workshop at CVPR. These challenges are grouped into three themes: (1) visual navigation, (2) rearrangement, and (3) embodied vision-and-language. We discuss the dominant datasets within each theme, evaluation metrics for the challenges, and the performance of state-of-the-art models. We highlight commonalities between top approaches to the challenges and identify potential future directions for Embodied AI research.
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Covid19 Pandemary已经证明了需要远程学习和虚拟学习应用,如虚拟现实(VR)和基于平板电脑的解决方案。开发人员创建复杂的学习情景是非常耗时的,可能需要一年多。使用系统分析师,开发人员和3D艺术家的团队也是昂贵的。有要求提供简单的方法,使讲师能够为其实验室教程创建自己的内容。已经开发了开发通用模型的研究,以便为需要与实验室资源进行实际交互的科目的半自动创建虚拟学习工具。除了用于创建数字双胞胎的系统之外,还提出了一种描述为电动实验室教程创建虚拟学习应用程序的案例研究。
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MetaVerse,巨大的虚拟物理网络空间,为艺术家带来了前所未有的机会,将我们的身体环境的每个角落与数字创造力混合。本文对计算艺术进行了全面的调查,其中七个关键主题与成权相关,描述了混合虚拟物理现实中的新颖艺术品。主题首先涵盖了MetaVerse的建筑元素,例如虚拟场景和字符,听觉,文本元素。接下来,已经反映了诸如沉浸式艺术,机器人艺术和其他用户以其他用户的方法提供了沉浸式艺术,机器人艺术和其他用户中心的若干非凡类型的新颖创作。最后,我们提出了几项研究议程:民主化的计算艺术,数字隐私和搬迁艺术家的安全性,为数字艺术品,技术挑战等等的所有权认可。该调查还担任艺术家和搬迁技术人员的介绍材料,以开始在超现实主义网络空间领域创造。
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Recent developments in natural language generation (NLG) using neural language models have brought us closer than ever to the goal of building AI-powered creative writing tools. However, most prior work on human-AI collaboration in the creative writing domain has evaluated new systems with amateur writers, typically in contrived user studies of limited scope. In this work, we commissioned 13 professional, published writers from a diverse set of creative writing backgrounds to craft stories using Wordcraft, a text editor with built-in AI-powered writing assistance tools. Using interviews and participant journals, we discuss the potential of NLG to have significant impact in the creative writing domain--especially with respect to brainstorming, generation of story details, world-building, and research assistance. Experienced writers, more so than amateurs, typically have well-developed systems and methodologies for writing, as well as distinctive voices and target audiences. Our work highlights the challenges in building for these writers; NLG technologies struggle to preserve style and authorial voice, and they lack deep understanding of story contents. In order for AI-powered writing assistants to realize their full potential, it is essential that they take into account the diverse goals and expertise of human writers.
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Recent progress in artificial intelligence (AI) has renewed interest in building systems that learn and think like people. Many advances have come from using deep neural networks trained end-to-end in tasks such as object recognition, video games, and board games, achieving performance that equals or even beats humans in some respects. Despite their biological inspiration and performance achievements, these systems differ from human intelligence in crucial ways. We review progress in cognitive science suggesting that truly human-like learning and thinking machines will have to reach beyond current engineering trends in both what they learn, and how they learn it. Specifically, we argue that these machines should (a) build causal models of the world that support explanation and understanding, rather than merely solving pattern recognition problems; (b) ground learning in intuitive theories of physics and psychology, to support and enrich the knowledge that is learned; and (c) harness compositionality and learning-to-learn to rapidly acquire and generalize knowledge to new tasks and situations. We suggest concrete challenges and promising routes towards these goals that can combine the strengths of recent neural network advances with more structured cognitive models.
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我们介绍了ThreedWorld(TDW),是交互式多模态物理模拟的平台。 TDW能够模拟高保真感官数据和富裕的3D环境中的移动代理和对象之间的物理交互。独特的属性包括:实时近光 - 真实图像渲染;对象和环境库,以及他们定制的例程;有效构建新环境课程的生成程序;高保真音频渲染;各种材料类型的现实物理相互作用,包括布料,液体和可变形物体;可定制的代理体现AI代理商;并支持与VR设备的人类交互。 TDW的API使多个代理能够在模拟中进行交互,并返回一系列表示世界状态的传感器和物理数据。我们在计算机视觉,机器学习和认知科学中的新兴的研究方向上提供了通过TDW的初始实验,包括多模态物理场景理解,物理动态预测,多代理交互,像孩子一样学习的模型,并注意研究人类和神经网络。
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事实证明,在学习环境中,社会智能代理(SIA)的部署在不同的应用领域具有多个优势。社会代理创作工具使场景设计师能够创造出对SIAS行为的高度控制的量身定制体验,但是,另一方面,这是有代价的,因为该方案及其创作的复杂性可能变得霸道。在本文中,我们介绍了可解释的社会代理创作工具的概念,目的是分析社会代理的创作工具是否可以理解和解释。为此,我们检查了创作工具Fatima-Toolkit是否可以理解,并且从作者的角度来看,其创作步骤可以解释。我们进行了两项用户研究,以定量评估Fatima-Toolkit的解释性,可理解性和透明度,从场景设计师的角度来看。关键发现之一是,法蒂玛 - 库尔基特(Fatima-Toolkit)的概念模型通常是可以理解的,但是基于情感的概念并不那么容易理解和使用。尽管关于Fatima-Toolkit的解释性有一些积极的方面,但仍需要取得进展,以实现完全可以解释的社会代理商创作工具。我们提供一组关键概念和可能的解决方案,可以指导开发人员构建此类工具。
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We are currently unable to specify human goals and societal values in a way that reliably directs AI behavior. Law-making and legal interpretation form a computational engine that converts opaque human values into legible directives. "Law Informs Code" is the research agenda capturing complex computational legal processes, and embedding them in AI. Similar to how parties to a legal contract cannot foresee every potential contingency of their future relationship, and legislators cannot predict all the circumstances under which their proposed bills will be applied, we cannot ex ante specify rules that provably direct good AI behavior. Legal theory and practice have developed arrays of tools to address these specification problems. For instance, legal standards allow humans to develop shared understandings and adapt them to novel situations. In contrast to more prosaic uses of the law (e.g., as a deterrent of bad behavior through the threat of sanction), leveraged as an expression of how humans communicate their goals, and what society values, Law Informs Code. We describe how data generated by legal processes (methods of law-making, statutory interpretation, contract drafting, applications of legal standards, legal reasoning, etc.) can facilitate the robust specification of inherently vague human goals. This increases human-AI alignment and the local usefulness of AI. Toward society-AI alignment, we present a framework for understanding law as the applied philosophy of multi-agent alignment. Although law is partly a reflection of historically contingent political power - and thus not a perfect aggregation of citizen preferences - if properly parsed, its distillation offers the most legitimate computational comprehension of societal values available. If law eventually informs powerful AI, engaging in the deliberative political process to improve law takes on even more meaning.
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自2016年成立以来,Alexa奖计划使数百名大学生能够通过Socialbot Grand Challenge探索和竞争以发展对话代理商。挑战的目的是建立能够与人类在流行主题上连贯而诱人的代理人20分钟,同时达到至少4.0/5.0的平均评分。但是,由于对话代理商试图帮助用户完成日益复杂的任务,因此需要新的对话AI技术和评估平台。成立于2021年的Alexa奖Taskbot Challenge建立在Socialbot Challenge的成功基础上,通过引入交互式协助人类进行现实世界烹饪和做自己动手做的任务的要求,同时同时使用语音和视觉方式。这项挑战要求TaskBots识别和理解用户的需求,识别和集成任务和域知识,并开发新的方式,不分散用户的注意力,而不必分散他们的任务,以及其他挑战。本文概述了Taskbot挑战赛,描述了使用Cobot Toolkit提供给团队提供的基础架构支持,并总结了参与团队以克服研究挑战所采取的方法。最后,它分析了比赛第一年的竞争任务机器人的性能。
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Drawing from the resources of psychoanalysis and critical media studies, in this paper we develop an analysis of Large Language Models (LLMs) as automated subjects. We argue the intentional fictional projection of subjectivity onto LLMs can yield an alternate frame through which AI behaviour, including its productions of bias and harm, can be analysed. First, we introduce language models, discuss their significance and risks, and outline our case for interpreting model design and outputs with support from psychoanalytic concepts. We trace a brief history of language models, culminating with the releases, in 2022, of systems that realise state-of-the-art natural language processing performance. We engage with one such system, OpenAI's InstructGPT, as a case study, detailing the layers of its construction and conducting exploratory and semi-structured interviews with chatbots. These interviews probe the model's moral imperatives to be helpful, truthful and harmless by design. The model acts, we argue, as the condensation of often competing social desires, articulated through the internet and harvested into training data, which must then be regulated and repressed. This foundational structure can however be redirected via prompting, so that the model comes to identify with, and transfer, its commitments to the immediate human subject before it. In turn, these automated productions of language can lead to the human subject projecting agency upon the model, effecting occasionally further forms of countertransference. We conclude that critical media methods and psychoanalytic theory together offer a productive frame for grasping the powerful new capacities of AI-driven language systems.
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过场动物是许多视频游戏不可或缺的一部分,但是它们的创作既昂贵又耗时,并且需要许多游戏开发人员缺乏的技能。尽管AI已被利用为半自动过场动画的生产,但结果通常缺乏专业人类董事特征的样式的内部一致性和统一性。我们用Cine-AI克服了这一缺点,Cine-AI是一种开源程序性摄影工具集,能够以杰出的人类导演的风格生成游戏中过场动画。 Cine-AI在流行的游戏引擎团结中实现,具有新颖的时间轴和情节板界面,用于设计时间操纵,并结合运行时摄影自动化。通过两项使用定量和定性措施的用户研究,我们证明了Cine-AI产生过过过场动物,这些过场动物与目标主管正确关联,同时提供高于平均水平的可用性。我们的导演模仿数据集可公开使用,可以由用户和电影爱好者扩展。
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人工智能研究中的一个新兴主题是创建模型,以模拟特定人员的决策和行为,包括游戏玩法,文本生成和艺术表达。这些模型以对个人的量身定制的方式以及为互动而不是简单地繁殖固定的预计行为的复制方式而超越了早期的方法。我们将这些称为模拟模型,在本文中,我们开发了一个框架,以表征其日益增长的可用性所带来的道德和社会问题。我们的框架包括用于使用此类模型的许多不同方案,并考虑了对一系列不同参与者的影响,包括正在建模的目标,部署模型的操作员以及与之交互的实体。
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培训和测试监督对象检测模型需要大量带有地面真相标签的图像。标签定义图像中的对象类及其位置,形状以及可能的其他信息,例如姿势。即使存在人力,标签过程也非常耗时。我们引入了一个新的标签工具,用于2D图像以及3D三角网格:3D标记工具(3DLT)。这是一个独立的,功能丰富和跨平台软件,不需要安装,并且可以在Windows,MacOS和基于Linux的发行版上运行。我们不再像当前工具那样在每个图像上分别标记相同的对象,而是使用深度信息从上述图像重建三角形网格,并仅在上述网格上标记一次对象。我们使用注册来简化3D标记,离群值检测来改进2D边界框的计算和表面重建,以将标记可能性扩展到大点云。我们的工具经过最先进的方法测试,并且在保持准确性和易用性的同时,它极大地超过了它们。
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在设计基于AI的系统中,有蓬勃发展的兴趣,以帮助人类设计计算系统,包括自动生成计算机代码的工具。这些最值得注意的是,以第一个自我描述的“Ai对程序员”,GitHub Copilot,一种在开源GitHub代码上培训的语言模型。但是,代码通常包含错误 - 因此,鉴于Copilot处理的大量未曝避代码,肯定是语言模型将从可利用的错误代码中学到。这提出了对Copilot代码捐助的安全的担忧。在这项工作中,我们系统地调查了可能导致Github CopIlot推荐不安全代码的普遍存在和条件。为了执行此分析,我们提示CopIlot在与高风险CWE相关的方案中生成代码(例如,从吉利的“前25名”列表中的方案)。我们探索了三个不同代码生成轴上的Copilot的表现 - 检查它如何表现为特定的弱点多样性,提示的多样性以及域的多样性。总共生产89个不同的Copilot方案,以完成,生产1,689个计划。其中,我们发现大约40%的脆弱。
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In this chapter, we review and discuss the transformation of AI technology in HCI/UX work and assess how AI technology will change how we do the work. We first discuss how AI can be used to enhance the result of user research and design evaluation. We then discuss how AI technology can be used to enhance HCI/UX design. Finally, we discuss how AI-enabled capabilities can improve UX when users interact with computing systems, applications, and services.
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本文探讨了大语言模型的自然语言生成能力,并应用于编程课程中常见的两种学习资源类型。使用OpenAI Codex作为大语言模型,我们创建编程练习(包括示例解决方案和测试用例)和代码说明,从定性和定量上评估这些练习。我们的结果表明,大多数自动生成的内容既新颖又明智,在某些情况下可以按原样使用。在创建练习时,我们发现仅通过提供关键字作为模型输入来影响编程概念和它们所包含的上下文主题非常容易。我们的分析表明,大规模生成机器学习模型是指导者的工具,尽管仍然需要进行一些监督以确保生成的内容的质量在传递给学生之前。我们进一步讨论了OpenAI Codex和类似工具对入门编程教育的含义,并强调了未来的研究流,这些研究流有可能提高教师和学生的教育体验质量。
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