Logic and artificial intelligence
Artificial Intelligence
Reasoning about knowledge
Extensions of first order logic
Extensions of first order logic
Artificial Intelligence and Literary Creativity: Inside the Mind of Brutus, a Storytelling Machine
Artificial Intelligence and Literary Creativity: Inside the Mind of Brutus, a Storytelling Machine
Logic and Artificial Intelligence: Divorced, Still Married, Separated...?
Minds and Machines
Minds and Machines
Attempto Controlled English (ACE)Language ManualVersion 3.0
Attempto Controlled English (ACE)Language ManualVersion 3.0
Toward a General Logicist Methodology for Engineering Ethically Correct Robots
IEEE Intelligent Systems
On Intelligence
AI Game Development
Cognitive illusions and the lying machine: a blueprint for sophistic mendacity
Cognitive illusions and the lying machine: a blueprint for sophistic mendacity
Towards a "theory of mind" in simulated robots
Proceedings of the 11th Annual Conference Companion on Genetic and Evolutionary Computation Conference: Late Breaking Papers
Towards a simple robotic theory of mind
PerMIS '09 Proceedings of the 9th Workshop on Performance Metrics for Intelligent Systems
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With respect to genuine cognitive faculties, present synthetic characters inhabiting online virtual worlds are, to say the least, completely impaired. Current methods aimed at the creation of “immersive” virtual worlds only avatars and NPCs the illusion of mentality and, as such, will ultimately fail. Like behaviorism, this doomed approach focuses only on the inputs and outputs of virtual characters and ignores the rich mental structures that are essential for any truly realistic social environment. While this “deceptive” tactic may be suitable so long as a human is in the driver's seat compensating for the mental deficit, truly convincing autonomous synthetic characters must possess genuine mental states, which can only result from a formal theory of mind. We report here on our attempt to invent part of such a theory, one that will enable artificial agents to have and reason about the beliefs of others, resulting in characters that can predict and manipulate the behavior of even human players. Furthermore, we present the “embodiment” of our recent successes: Eddie, a four year old child in Second Life who can reason about his own beliefs to draw conclusions in a manner that matches human children his age.