Artificial Stupidity
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Artificial stupidity is a term used within the field of
computer science Computer science is the study of computation, information, and automation. Computer science spans Theoretical computer science, theoretical disciplines (such as algorithms, theory of computation, and information theory) to Applied science, ...
to refer to a technique of "
dumbing down Dumbing down is the deliberate oversimplification of intellectual content in education, literature, cinema, news, video games, and culture. Originating in 1933, the term "dumbing down" was movie-business slang, used by screenplay writers, meanin ...
"
computer programs A computer program is a sequence or set of instructions in a programming language for a computer to Execution (computing), execute. It is one component of software, which also includes software documentation, documentation and other intangibl ...
in order to deliberately introduce errors in their responses.


History

Alan Turing Alan Mathison Turing (; 23 June 1912 – 7 June 1954) was an English mathematician, computer scientist, logician, cryptanalyst, philosopher and theoretical biologist. He was highly influential in the development of theoretical computer ...
, in his 1950 paper ''
Computing Machinery and Intelligence "Computing Machinery and Intelligence" is a seminal paper written by Alan Turing on the topic of artificial intelligence. The paper, published in 1950 in ''Mind (journal), Mind'', was the first to introduce his concept of what is now known as th ...
'', proposed a test for intelligence which has since become known as the
Turing test The Turing test, originally called the imitation game by Alan Turing in 1949,. Turing wrote about the ‘imitation game’ centrally and extensively throughout his 1950 text, but apparently retired the term thereafter. He referred to ‘ iste ...
. While there are a number of different versions, the original test, described by Turing as being based on the " imitation game", involved a "machine intelligence" (a computer running an AI program), a female participant, and an interrogator. Both the AI and the female participant were to claim that they were female, and the interrogator's task was to work out which was the female participant and which was not by examining the participant's responses to typed questions. While it is not clear whether or not Turing intended that the interrogator was to know that one of the participants was a computer, while discussing some of the possible objections to his argument Turing raised the concern that "machines cannot make mistakes". As Turing then noted, the reply to this is a simple one: the machine should ''not'' attempt to "give the ''right'' answers to the arithmetic problems". Instead, deliberate errors should be introduced to the computer's responses.


Applications

Within computer science, there are at least two major applications for artificial stupidity: the generation of deliberate errors in
chatbots A chatbot (originally chatterbot) is a software application or web interface designed to have textual or spoken conversations. Modern chatbots are typically online and use generative artificial intelligence systems that are capable of main ...
attempting to pass the Turing test or to otherwise fool a participant into believing that they are human; and the deliberate limitation of computer AIs in
video games A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
in order to control the game's difficulty.


Chatbots

The first
Loebner prize The Loebner Prize was an annual competition in artificial intelligence that awarded prizes to the computer programs considered by the judges to be the most human-like. The format of the competition was that of a standard Turing test. In each round ...
competition was run in 1991. As reported in ''
The Economist ''The Economist'' is a British newspaper published weekly in printed magazine format and daily on Electronic publishing, digital platforms. It publishes stories on topics that include economics, business, geopolitics, technology and culture. M ...
'', the winning entry incorporated deliberate errors – described by ''The Economist'' as "artificial stupidity" – to fool the judges into believing that it was human. This technique has remained a part of the subsequent Loebner prize competitions, and reflects the issue first raised by Turing.


Game design

Lars Lidén argues that good game design involves finding a balance between the computer's "intelligence" and the player's ability to win. By finely tuning the level of "artificial stupidity", it is possible to create computer controlled plays that allow the player to win, but do so "without looking unintelligent".


Algorithms

There are many ways to deliberately introduce poor decision-making in search algorithms. For example, the
minimax Minimax (sometimes Minmax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, combinatorial game theory, statistics, and philosophy for ''minimizing'' the possible loss function, loss for a Worst-case scenari ...
algorithm is an adversarial search algorithm that is popularly used in games that require more than one player to compete against each other. The main purpose in this algorithm is to choose a move that maximizes the player's chance of winning and avoid moves that maximize the chance of his opponent winning. An algorithm like this would be extremely beneficial to the computer as computers are able to search thousands of moves ahead. To "dumb down" this algorithm to allow for different difficulty levels,
heuristic A heuristic or heuristic technique (''problem solving'', '' mental shortcut'', ''rule of thumb'') is any approach to problem solving that employs a pragmatic method that is not fully optimized, perfected, or rationalized, but is nevertheless ...
functions have to be tweaked. Normally, huge points are given in winning states. Tweaking the heuristic by reducing such big payoffs would reduce the chance of the algorithm in choosing the winning state. Creating heuristic functions to allow for stupidity is more difficult than one might think. If a heuristic allows for the best move, the computer opponent would be too omniscient, making the game frustrating and unenjoyable. But if the heuristic is poor, the game might also be unenjoyable. Therefore, a balance of good moves and bad moves in an adversarial game relies on a well-implemented heuristic function.


Arguments on artificial stupidity

A 1993 editorial in ''The Economist'' argues that there is "no practical reason" to attempt to create a machine that mimics the behaviour of a human being, since the purpose of a computer is to perform tasks that humans cannot accomplish alone, or at least not as efficiently. Discussing the winning entry in a 1991 Turing contest, which was programmed to introduce deliberate typing errors into its conversation to fool the judges, the editorial asks: "Who needs a computer that can't type?"


References

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Further reading

* TEDx: "The Turing Test, Artificial Intelligence and the Human Stupidity

Philosophy of artificial intelligence