Synthetic Sentience on DemandCharles Ostman What may be considered to be the future for some, is already the past being unfolded into the present. * Synthetic sentience as an Engineerable Process * Synthetic sentience as a strategic resource * The Internet as an Organism * We Are Becoming Emmersed into an Irreversible Human/Internet Symbiosis * As intelligent agents abound, so does our increased dependancy upon them * Agents on demand, today . . . * Bots on the loose . . . spreading, multiplying, infesting everywhere * In the beginning . . . *Knowledge Engineering as an Industry, and the Spawning of the "Next Generation" of Intelligent Agents, Artificial Organisms * The asthetics of engagement, and the reward for participation * Virtual Entertainment in a Virtual World * Sensory Seduction as an Engineered Process, Invokation of Rapture as an Event Cue * Intelligent Agents as a Mechanism for Ergonomic Enhancement of Interactive Environments, and Demographic Data Extraction * Xenomorphic Avatars as Virtual Character Entities * A Simple Model of an Organelle Component Hierarchy, and Complexity Layering as Would Apply to the Construction of a Synthetic Organism Xenomorph * Self Evolving Personality Organelles, Virtual Emotion Constructors, Emotional Sentience as an Entertainment Commodity * The Need for Bi-Directional, Vicarious Existance Entities as an Experiencial Entertainment Medium * Rentable Organisms, Avatars on Loan, Disposable Personality Entities AbstractWithout question, there is a state of change at hand, the rate of which itself is an acceleration vector never before experienced in all of known recorded human history. The contextual relationships between rapidly evolving technologies, ever expanding volumes and complexities of information resources, and socio-economic systems which are being spawned from a domain which I refer to as the "virtual terraform", are going to reshape almost every aspect of life as it is currently understood to be. To study the nuances and implications of this synergistic codependancy process is to empower oneself to become an adaptable entity, capable of evolving, and utilizing the maximum potential functionality of the tools embedded into what is becoming an interactive, bidirectional experiencial conveyance system, which can be referred to as the "media matrix". " In that context, at the very top of the list, is the advent of synthetic sentience as a strategic resource, the internet system itself functioning as an evolvable system, and the deployment of advanced autonomous agent systems and "synthetic environments" populated with virtual communities of agent entities which utilize GP (genetic programming), neural net and related processes, and forms of process dynamics which instigate and foster the enterprise of inter-agent communications, conditionalized knowledge engineering, and "spawnable" process modalities which enhance (or even exceed) human capacity for decision rendering for mission critical applications. In essense, it is my belief (as well as a growing number of other participants in this arena of development) that knowledge velocity, scale, and complexity are rapidly exceeding human capacity for effective decision rendering under duress, in ever shorter time cycle increments. Compression in decision boundary temporal domains is tracking directly with compression in functionality (complexity and scale) domains, thus placing a rapidly accelerating "pressure topology" on the surface of the "process dynamic manifold" from which policy, and strategic decision rendering can be evoked, as a process. The future I had speculated upon even just a few short years ago is already coming to life. Knowledge itself is even being compressed into shorter useful lifetime cycle windows. We are rapidly entering into a realm where decision rendering, as a mission critical process, will will simply exceed human capacity. At the threshold of crossing that event horizon, the ability to have access to the virtual terraform, populated with a potentially infinite number of intelligent agents and sentient entities, will no longer be an interesting luxury. It will become an absolute requirement. Synthetic Sentience as an Engineerable ProcessSynthetic sentience, as an engineerable process, is rapidly emmerging from the obscure realms of academic interest, or a narrowly defined range of industrial and military applications, and becoming translated into a viable, commercial commodity. Indeed, numerous projects currently exist, in various stages of development which are specifically engineered as "synthetic sentience" engines. Concepts which were once considered to be strictly confined to the wispy realms of science fiction are being translated into functional hardware and software components, which in turn are destined to become the "organistic subcomponents" of the global internet organism. Demonstrated at the world's first Virtual Humans Conference, held in Los Angeles, the equivilant of emotional sentience displayed as a process. Actually, the majority of demonstrations offered by various vendors were much more in the realm of physical human modelling, interactive biokinetics, and the tools for creating the 3D interface environments that these "virtual humans" would reside in. Two notable examples were offered which shed light on the more compelling artificial intelligence components which could truly bring the virtual humans "to life". Offering an asthetically appealing, and functionally "correct" human form is, of course, the primary initial attraction "event" in the enterprise of luring real human participation in a synthetic environment. The quality of emotional interaction, however, is the stimulus which instigates a continued commitment to participation. To this end, the work demonstrated by Professor Daniel Thalmann, of the Swiss Federal Institute of Technology, clearly indicated the direction this pursuit is aimed at. In his "virtual garden" example, a fully rendered, realtime synthetic environment, populated by approximately 20 humans, both male and female, would encounter each other at seemingly random intervals of activity. If any two or more of these entities would approach each other to within a certain virtual "personal proximity" range, they would then attempt to communicate as an emotional event stimulus. If the results of the communication were "friendly", they would touch, walk around together, and essentially behave as "real" humans might in an emotionally interesting chance encounter. That the synthetic environment was on such a scale, populated with that many humans interacting simultaneously, represented an impressive level of computational complexity. Even the asthetics of the humans, and their environment settings was enough to be genuinely engaging to witness. The other example of this type of work demonstrated, which was on an even larger "scale" of behavioral complexity and quasi-sentience, was that offered by Professor Paul Rosenbloom, from the University of Southern California. As he describes his efforts to develop "synthetic digital societies", he points out that his mission is to "create virtual minds with a unified theory of human cognition". He went on to describe his applied theories and processes, in which "neural net self learning behavioral and emotional modelling with synthetic human avatars" is the primary goal of his efforts. His development efforts have been primarily financed by military agencies, with particular emphasis in very large scale synthetic environment simulations of various battle field sites populated by an array of synthetic humans operating as opposing teams of "agent entities". There is a significant point here, however. By the very nature of the conference participation, and by the published statement of its organizer, Dr. Sandra Helsel, this technology is being seen as the components for the next form of interactive emotionally ergonomic communication, virtual theater environments, intelligent "malls", and a myriad of other applications which will become commercially viable in the near future. As the editor of VR News, a leading trade journal representing the academic and commercial development of virtual reality applications, she offered this commentary to describe the significance of this event: "Two powerful forces are combining to open up the Virtual Humans marketplace. The first is the accelerating and tangible market interest now evident in all forms of Virtual Reality. The hype and the hope are at last giving way to solid commercial activity. Right across the board, from commercial training to entertainment systems, and from virtual engineering to heritage reconstructions, the market is maturing and growing, and multi-million dollar contract awards are no longer a rarity." "The second, inevitably, is the Internet. Around a half-dozen on-line 3D communities are up and running, complete with their first-generation avatars. In a few years time there will be hundreds, and then thousands - social, cultural, commercial meeting places, visited daily by millions of people." "What is crystal clear is that these virtual environments need to have virtual people in them. On-line social and games communities are designed specifically for that purpose. Virtual cars, aircraft, houses, retail stores and factories are not just for looking at - they will be used by real people when they are built, and they too need virtual humans, to check out their accessibility and convenience, maintainability and safety. Virtual shopping malls will have sales 'bots; historical reconstructions will have guides, sometimes taking the form of contemporary inhabitants; virtual fashion shows will have mannequins; virtual learning environments will have virtual teachers, demonstrators, and difficult customers." "Until recently, there was no virtual humans marketplace to speak of: just a few pioneering research groups - notably Prof. Badler's team at the University of Pennsylvania, and the Thalmanns in Switzerland - a handful of products, and a few significant projects each year. There is now an unmistakeable undercurrent of change, and of new interest. The leading VR software companies are building or licensing human modeling extensions; performance animation is becoming commonplace at marketing events, and is moving strongly into the TV and virtual studio field; standards discussions are under way in relation to humanoids for ergonomic testing." Synthetic Sentience as a Strategic ResourceIn the realm of commercial agenting systems and protocols, quite a variety of options are available, both for the private and corporate user. The deployment of intelligent, interactive autonomous agents as a self functioning, dynamic system, accessable as a "resource node" on the internet extends far beyond general consumer applications. The examples cited above are only a very minimal suggestion to the totality of intelligent agent populations which are spreading rapidly throughout the realm of the "virtual terraform". No longer merely a pasttime for the web hobbyist, an academic researcher, or even the tentative experimentation of a growing business enterprise, reliance upon knowledge engineering, as a deliverable commodity, is rapidly becoming a requirement for competitive survival. Indeed, a threshold will soon occur when the for strategic agent deployment will become an absolute, rather than an option, for commercial viability in a competitive marketplace. Decision rendering under duress is a process which has been studied in great detail, particularly in very large scale synthetic environment simulations developed for the military. Sentience, as definable in part by the "awareness" of one's self, can in some cases be measured by the defensive posturing and maneuvoring that a "synthetic entity" will employ on its own behalf. In the arena of defensive reasoning and response activity interactions, the quality or "robustness" of the behavior can be judged not only by how well did the entity in question "survive" the implied threat or "trauma event" of the moment, but also, how effectively did it learn to adapt, and therefore "improve" its response to the next perceived threat event. To the extent that this type of defensive behavior can be codified into a functioning, evolvable, even predatory entity, has recently been deployed beyond merely the realms of academic research, or even military applications development. In a market environment where the new currency is time, and commodity of highest value is the aquisition of conditionalized knowledge and its immediate application, there is little if any margin for error or misjudgement. Increased dependancy on not only "engineered knowledge", but also on synthetically enhanced reasoning and deduction, will become a strategic imperative to almost all functioning business operations. The synergistic combination of this new market environment, the drastic increase in "internet connectivity", and the technologies which are about to become available as "modular components" embedded in this massive connectivity grid is the socio-economic breeding ground for this newly emmerging "synthetic sentience" based product line. These are the precursory ingrediants for spawning an environment in which the global internet system begins to take on "organic" properties. Self modifying, self organizing, "hyper switch" networks, routing the "activity stream" events of advanced artifical intelligence driven agent entities, which in turn generate synthetically driven "decision rendering" processes, are all properties that one could assign to a macro system "pseudo organsim". This model is futher enhanced by the continued dependance, by the human population, on the "health" of the organism, i.e., the internet system and its "organic" features, to provide the very essence of life in terms of business, work, education, and entertainment. It is a telling indicator of the cultural norm of a techno-industrial
society, such as that prevalent in the major cities of Japan, that the
creation of such artificial lifeform "entertainment" content
would be accepted, and even desired as a practical alternative to "real"
lifeforms as personal companions. Synthetic sentience, as an engineerable
process, is rapidly emerging from the obscure realms of academic interest,
or a narrowly defined range of industrial and military applications, and
becoming translated into a viable, commercial commodity. Indeed, numerous
projects currently exist, in various stages of development which are specifically
engineered as "synthetic sentience" engines. Concepts which
were once considered to be strictly confined to the wispy realms of science
fiction are being translated into functional hardware and software components,
which in turn are destined to become the "organistic subcomponents"
of the global Internet organism.
It was also at a time when the marketability of such a capability was
seen as being confined to a relatively narrow, if not "esoteric"
range of applications. This form of technology was not seen as a generally
attractive "investment" in terms of commercial viability. But
now, as the Internet has been "primed" to become the ubiquitous,
universally accepted environment for business, information resource access,
education, and entertainment content, the market share potential is extra-
ordinarily alluring.
Imana, with their Talisman product line, is another current example of
this agenting process being applied as a "consumer" service.
As they describe it, "Imana is the creator of Talisman, an advanced
framework for cooperative agent and information discovery systems. Talisman
enables a new generation of products and services to offer personalized
information delivery, targeted advertising, and self-forming online communities." "Imana's foundation is the Talisman & trade cooperative agent
technology. Talisman agents discover relevant information and resources
guided by the preferences of each individual. They succeed by sharing
their information with other agents, cooperating to make new discoveries." What was just described in the previous section consisted of some of
the first commercial applications offering online access to "intelligent
agent" technologies for the average consumer participant. The next
step of development is to offer Internet access to three dimensional,
interactive environment realms populated with "intelligent avatar"
entities, and related dynamic components as a "commercial" product.
As the creators of "OZ Virtual," OZ Interactive, inc. describe
it, "welcome to the next dimension in social computing." This
current example of this type of application service provider offers access
to an online Internet server, and development custom of VRML interactive
environments, including customized avatar and "intelligent angel"
entities.
The deployment of intelligent, interactive autonomous agents as a self
functioning, dynamic system, accessible as a "resource node"
on the Internet extends far beyond general consumer applications. Competitive,
even "predatory" knowledge manipulation and engineering, as
a process, is being seen as a strategic resource. In a business environment
driven by an ever increasing dependency for near realtime information
access, and intelligent processing, this type of a "virtual"
resource base becomes as strategically important as any other assets a
business can include in its "arsenal" of available resources.
Indeed, a threshold will soon occur when the requirement for strategic
agent deployment will become an absolute, rather than an option, for commercial
viability in a competitive marketplace. The synergistic combination of this new market environment, the drastic
increase in "Internet connectivity," and the technologies which
are about to become available as "modular components" embedded
in this massive connectivity grid is the socio-economic breeding ground
for this newly emerging "synthetic sentience" based product
line. These are the precursory ingredients for spawning an environment
in which the global Internet system begins to take on "organic"
properties. Self modifying, self organizing, "hyper switch"
networks, routing the "activity stream" events of advanced artificial
intelligence driven agent entities, which in turn generate synthetically
driven "decision rendering" processes, are all properties that
one could assign to a macro system "pseudo organism." This model is further enhanced by the continued dependence, by the human
population, on the "health" of the organism, i.e., the Internet
system and its "organic" features, to provide the very essence
of life in terms of business, work, education, and entertainment. Of its own accord, growing at a rapidly accelerating pace, this organism
may eventually "evolve" to a status of truly symbiotic interactivity.
In nature, symbiosis is the co-existence of two dissimilar organisms in
close proximity to each other, particularly when such a union is advantageous
to both, as in the case of the fungus and algae that together form a lichen.
If one were to consider that the global Internet has already crossed the
"functional complexity" status of either one of those components
(the organic properties of an algae or a fungus), then a symbiotic model
can already be said to exist. The planet's human population, in an ever
more global society, becomes ever more dependent on the net to provide
near- realtime access to almost all information; it becomes something
of the "bloodstream" of that population. The appeal for much of the TV viewing public today is the opportunity
to engage in a temporary, vicarious fantasy experience as they "interact"
with the character(s) they identify with on their favorite sitcom series,
"soap opera," or whatever. However, as a cultural norm, the
desire for attaining a satisfactory "entertainment fulfillment"
event will become ever more demanding. Against this backdrop of mono-directional broadcast media, has also emerged
the first layers of interactive entertainment content. Until recently,
however, the majority of interactive content development has focused almost
exclusively on competitive, militaristic themes where the interface into
the environment was very biokinetically dependent, and the reward for
participation was measured by the successful vanquishing of an enemy or
predatory opponent. By extreme contrast, the next layer of interactive entertainment "synthetic
environments" are being produced to present the human participant
with the reward of participation being the emotional engagement of various
characters, and the various forms they "evolve" into. In these
new realms, biokinetic interfacing is almost arbitrary to the depth and
quality of interaction. This desire for more engaging, vicarious interaction
with the character sets and "virtual situations" of interest
will no longer be satisfied by merely viewing such a fantasy realm. It
is at this "threshold of desire" that a new industry will emerge
to satisfy this demand. This new industry will be engaged in the enterprise of supplying immersive
synthetic environments, populated with user definable, emotionally sentient
"synthetic personality" characters, object oriented modular
scene components, personality attributes, and related artifacts of applied
artificial intelligence based "entertainment" content. In other
words, the defacto equivalent of sentience on demand, as a commodity. In other words, a self modifying branching structure, re-organizing its
interconnectivity geometries as an adaptive process. As an organistic
macro structure, the system "learns" to optimize its connectivity
to the human population embedded in the "tissue" of its structure.
The question could be asked, is this the beginning of an organism behavioral
state? Does this represent a human/Internet symbiosis of an organic nature? These are the very types of interdependency characteristics that most
symbiotic relationships are identified by. In order to further illustrate
the premise of the global Internet as an organism, one would still need
to establish a complexity model, a capacity for self instigated growth
factor potential. Even if that growth factor is dependent (at least for
now) on direct human interaction and connectivity, a modality for self
modification driven by human spawned activity "patterns" is
the model for the eventual evolution of a global scale collective form
of sentience. The degree to which the human population is immersed in this symbiosis
will be measured by the extent that the artifacts of culture, processes
of expression, entertainment and recreation, i.e., the very essence of
human identity-becomes dependent on the global Internet system.
There will indeed be a demand, even a requirement in this newly emerging world (both virtual and real) for libraries of "character entities" with various forms of "strategic functionality" embedded in the logical lexicon of their personality construct. Strategic deployment of "sentience on demand" will likely extend far beyond the perimeters of "entertainment" or recreation, and no doubt become a serious component in the competitive arena of knowledge engineering and data miming. Much of the business world of today relies specifically on the "quality" of the information base it can research, and extract meaningful content from, as its primary "weapon" in maintaining a competitive edge. Without question, the ability to construct, and deploy "rentable" research agents with quasi-sentient properties to "ply the waters" of the global information data base will be viewed as a strategic resource. Access to such "sentience on demand" itself will become a major
business, with an entire infrastructure evolving around this provider
service. In its eventual implementation, the precursory elements of an
object oriented personality constructor system, which allows for the implementation
of user definable "synthetic personality" entities in a dynamic,
interactive immersive environment, will be as "common" as the
various Internet related services are today.. These "character entities"
will actually possess the defacto equivalent of emotional sentience, and
are designed (as the interactive audio/visual artifacts of self modifying/self
organizing code structures) with xenomorphic personality attributes. The artificial intelligence developments that much of the public has
seen evidence of from the "distant" past is nothing even remotely
comparable to the current genre of this domain. More recently, forays
into this theoretical realm are rapidly being translated into functional
"systems" (both hardware and software) that can provide this
type of "synthetic sentience" as an avatar based, virtual environment
"entertainment" application. The seductive potential of an environment should not be underestimated.
The degree to which rapture can be invoked, as a process, is a measure
of the effectiveness of the environment. As a mechanism for sustained
interaction within the environment, even to the extent that leaving the
environment represents a "sacrifice" on the part of the human
participant in the environment, aesthetic cue features have as much importance
as the virtual organisms that may be resident in the environment. In a world where the human population is "seduced" into surrendering
its connection to the real world, and is enticed to "opt out"
of the natural surrounding environment, the hunger, indeed the requirement,
for ever more engaging synthetic environment interaction will no longer
represent a voluntary, recreational event. The paradigm of stimulation,
pursuit of aesthetic content, and interaction with sentient beings, will
transition, at least in part, further away from the "real world,"
and into the purchasable commodity of the "synthetic world. This
is the beginning edge, the metaphorical threshold point of a synergistic
co-dependence between the Internet, where access to the synthetic world
is available, and the human population that is drawn to it for interactive
stimulation. This is a challenge, perhaps even a perceived threat to the cultural
norms that most people understand today. But this realm is also a source
for spectacular potential in aesthetic content development in the virtual
environments of the near future. In essence, the range of forms and structures available in the nature
of the real world, even in the most prolific rain forests, oceanscapes,
geological terraforms, and so on, are a "fixed" value. There
is a finite limit to the known range of available realms, and their respective
content, here in the real world. This limitation disappears in the virtual
world. Though this may seem to be a tentative argument at this moment in time,
I submit that in the future, the "commodity" of exploration
of infinite varieties of aesthetically compelling synthetic environments
will in itself represent a behavioral transition in entertainment events.
Virtual terraforms, ecosystems, and "environment sets" could
indeed be as compelling as the pseudo-personality entities that may, as
a selectable option, be resident in these virtual worlds. Intelligent Agents as a Mechanism for Ergonomic Enhancement of Interactive Environments, and Demographic Data Extraction With the rapid emergence of electronic multimedia as an environment conducive
to providing access to products and services, the concept of "agents,"
which has been in existence for years, is evolving into a new concept,
"intelligent agents," as a mechanism for ergonomically enhancing
the interactive experience of the user of such media. Also, and perhaps
of greater importance to the creators of these "media environments,"
is the bi-directional data stream generated by the interactive usage of
these environments by an ever increasing, and diverse user base. This process provides demographics data feedback output which symbolically
represents the activities, reaction patterns, and behavioral attributes
of the human user in response to whatever event cues are provided in the
media environment. As a dynamic process, this has the obvious potential
of generating a demographics data base that help the designers of these
environments create more compelling, and seductive content an "entertainment"
event. However, an even greater potential exists to actually utilize this
output feedback data stream as the dynamic input stimulus to influence
the behavior and "evolution" of synthetic organisms, and their
synthetic "personality" attributes. From the Early Creation of Agents, to the Evolution of Intelligent Avatars
The development of agents, as a design and implementation process, could
be viewed as the enabling technology leading to the next level of operational
complexity and functionality, the "avatar." The concept of agents
in general stems from the early days of attempting to create intelligent,
automated mechanisms for contextually searching large scale data bases.
Commonly referred to as "agents" or "intelligent agents,"
the range of functionality, methods of deployment, and complexity of task
handling as an agenting process vary widely. Interestingly, the more sophisticated and complex the code construction
of the agent internally, the more "approximate," or fault tolerant,
a definition of desired content can be invoked to actually initiate (and
successfully complete) the search. The ability to approximate values,
or determine a "truth proximity" threshold as a test for recognizing
a valid data set as a search process, is the beginning edge of intelligence
features designed into an agent entity. Some early versions of these intelligent
agents often employed various versions of so-called "fuzzy logic"
as a programming mechanism for creating the agent. Fuzzy logic, as a logical
lexicon, is specifically designed to respond to approximations, and relative
"nearness" of values, rather than respond only to absolute values,
which is the case for more traditional programming languages and logic
structures. The most sophisticated of all modalities of search engine types are those
which can "learn" on their own from repeated input stimulus,
and therefore develop an affinity factor for a particular range, or approximation,
of a content type. Such intelligent agents often rely upon self modifying
and self organizing code structures, which can in turn compose their own
search criteria "on the fly" as a dynamic process.
These types of agent components tend to utilize neural net like features,
and often adopt behavioral characteristics that resemble the activities
of an artificial organism. The development of such agenting systems, based
on artificial intelligence behavioral attributes utilizing quasi-organic,
neural net-like feature sets, can be viewed as the enabling technology
leading towards the next increment of agent entity development, the "avatar." The avatars of today, for the most part, are not designed to independent,
self modifying entities which yield the virtual equivalence of "sentience"
as a behavioral attribute. This is not to say, however, that this is not
possible. It is from this initial inception of "agent construction"
as a process, and various related hybrids, that the precursors of "synthetic
personality" entities become apparent. A Simple Model of an Organelle Component Hierarchy, and Complexity Layering as Would Apply to the Construction of a Synthetic Organism Xenomorph The organistic subcomponents, as feature set attribute "objects,"
have a range of interconnectability and exchangeability within the classification
of their species type, and layer of complexity they are designed to correspond
with. This is the framework of a clustering model, as it is often referred
to in "traditional" neural net-like structures. For the sake
of definition in this particular description of synthetic personality
generating adaptor engines, these organistic subcomponent "clusters"
will be referred to as "organelles." Included here is a brief statement which describes a theoretical hierarchical
model for a dynamic, self assembling, self organizing, xenomorph component
system. The components, and their subsequent clustering and macro-clustering
formations, form the criteria of an ascending layer of complexity protocol. Cross compatibility of species types within a given complexity layer
can remain relatively constant to within a certain range of functionality
"descriptors." A group of macro cluster objects, consisting
of an aggregate population of specific species types, can in turn organize
into "super" macro clusters, and thereby ascend into the next
layer of complexity status. At this level of complexity, the "super macro cluster" object
begins to assume the attributes of an organ within a complete organism,
hence an "organelle." Now, the degree of cross compatibility
of different organelle types is confined to a relatively narrow range
of specialization, and attribute features. As a personality constructor process engine, the arrangement of the organelle
components, at the "outermost" spherical layer of complexity,
forms the essence of the personality type. The numbers of complexity layers,
and the diversity of functionality sets required to render a truly heuristic
model of a synthetic personality "entity" is a matter of definition,
and debate. The object here is to merely outline the protocol of a structural
form, and logical lexicon, representing this process. Self Evolving Personality Organelles: Virtual Emotion Constructors Personality attribute libraries of these organelle components would be
available to a user who wishes to construct a "root personality"
for their avatar, over which they would have initial total control. However,
just as with evolutionary personality growth in humans, the emotional
components of the personality would tend to generate their own nuanced
predilections over time. This is where the boundary of emotional sentience begins to form. The
behaviors of an artificial personality would not be confined to those
that were originally assigned to it. The human creator of the "virtual
personality" would have a decreasing mantle of control over the behavior
of the avatar-organism. Conversely, the organism develops increasing independence,
perhaps ultimately even an awareness of "self" over a consistent
series of self-modifying personality iterations. The Need for Bi-Directional, Vicarious Existance Entities as an Experiencial Entertainment Medium
People today live vicariously through the lives of characters on their
favorite TV programs. This process takes place in a real world where human
interaction is still common and continuous. However, as the degree of
electronic bi-directional connectivity increases, and "physical co-existence"
gives way ever more to "virtual co-existence," so will the desire
for enhanced, vicarious entertainment event content. Rentable Organisms, Avatars on Loan, and Disposable Personalities: Emotional Sentience as an Entertainment Commodity
Entire catalogs of personality trait feature sets would become part of
the "product line" of online synthetic environments. This will
become a key new entertainment commodity of the cyber realm. The complexity
and richness of experience, not just in the activity aspects of synthetic
environments, but even more so in the emotional richness of the avatar
entities that we vicariously live with. What would people pay to have
this entertainment? Why "watch" a movie, when you can configure
and live in it, with your own collection of self-evolving characters? So, how does this concept relate to an interactive, "recreational"
experience for the user who wants to experiment with, or live vicariously
through the experiences of their personal synthetic organism avatar? Consider
a realm in which your own personal synthetic organism possesses the ability
to independently recognize, and interact with other pseudo-organisms that
it encounters in the environment that you have decided to temporarily
reside in. The "quality" of such interactions would depend in
part on the cognitive threshold enhancement features that could be assigned
to your organism. These feature sets are part of a menu of personality
factor sets. The more complex and adaptive, the higher degree of computing
resource is required to support, i.e., the higher the relative rental
fee for access to these enhancements. A community of such xenomorphs could draw upon a sufficiently large enough
population of personality organelle and suborganelle component types to
reconstruct and adapt themselves to continue to thrive, and perform enhanced
predictive analysis of their volatile environment. This would serve as
an observational mechanism for providing an output data stream indicating
their behavioral reactions. The behavioral reaction sets, and the patterns that these reactions may
be correlated to, would serve as a vicarious window into this synthetic
environment. The external observer of these reaction pattern sets could
be, in a sense, allowed the privilege of peering into this synthetic environment,
and "see" what is about to happen, or at least have an enhanced
predictive analytical thread of cognition with which to base criteria
for decision rendering. It is this enhanced thread of cognition, driven by the predictive analysis
characteristics of the self-adapting, self-organizing attributes of the
xenomorphic organism entities flourishing in their synthetic environments,
which provide a unique mechanism for adaptive, quasi-sentient behavioral
interactivity. As an enabling technology for a new form of "entertainment,"
synthetic organisms comprise a very broad range of possible applications. By contrast, in a dynamic, virtual mall synthetic environment, the aesthetics
of presentation and the attributes of the interactive experience itself,
are all dynamic variables that can be directly driven by "personality
attributes" of a shopper's intelligent agent avatar. The intelligent
agent avatar is an extension of the human shopper, projected into the
virtual environment. As a representation of the shopper's personality
traits, demographic features, aesthetic and/or emotional stimulus/response
characteristics, the avatars's "personality matrix" dynamically
"shape" their interaction with the array of event stimuli available
in the synthetic environment. Therefore, if a person enters a virtual world shopping experience via
this medium, their interaction with the content would be dynamically customized
to their unique properties as defined by their avatar representation.
The end result is a dramatically variable, user-specific, unique experience
for each shopper, emanating from a common product database/artificial
environment. An intelligent agent is essentially a search engine component that can
independently query for and acquire data objects according to parameters
established during the inception of the agent. A self-modifying agent,
using neural net-like code as a kernel, would generate the properties
inherent in personality attributes; aesthetic event cue stimuli/response
elements. These factors would symbolically represent the "live"
shopper. The shopper's experience in the virtual environment would then
be driven by, and be uniquely specific to, the properties inherent in
the agent-a virtual extension of the shopper. A series of object-oriented personality components (or "organelles"
in the organic metaphor) that represent characteristic feature sets, can
be arranged and connected to form a basic personality matrix specific
to the user. To build the personality, we need an initial input stimulus
event, from which the first layer of response stimuli sets are extracted.
It could be something as mundane as a form template. However, the process
could be made much more compelling, more like entertainment. If such entertainment
events were embedded in the initial "visit" to the virtual catalog/mall
front end, one could generate much more robust demographic data to "custom
tailor" the virtual mall to the individual visitor. As the user responds favorably to some stimulus events, and less so to
others, the end result is a "weighting factor" affinity template;
a structural template representing those features most likely to elicit
a positive response from the potential shopper. This then becomes the
feedback loop to generate a second layer response stimuli set, which in
turn becomes the back propagation data stream to "guide" the
user into interactively structuring their avatar/intelligent agent entity. The more cycles of interaction with this agent customization process,
the more robust and user specific the agents' response stimulus characteristics
become. Those response stimulus sets then become the template that shapes
the hierarchy, presentation, and interactive feature sets of the product
presentation event sequences about to be experienced by the user. Synthetic, self-organizing, reconstructive environments are the obvious
breeding grounds for immersive virtual theme parks. Furthermore, the range
of aesthetic and interactive activities these environments can offer the
vicarious visitor is extended by the features of other "intelligent
avatar" visitors with their quasi-organic behavioral attributes. Self evolving "virtual terraforms" are envisioned in this model
as the landscapes, terrains, and structures that can be visited and interacted
with. In my vision of this model, the virtual terraforms themselves are
as dynamic, and potentially organic in functionality as the avatar entities
that visit them. The synthetic environment itself can become an integral
part the entertainment content. As explained earlier, developmental evolution of so-called gobots and
knowbots was the "primordial beginning" of artificial intelligence
driven search engines. These were designed to be "trained" with
a basic set of contextual parameters. Once "let loose" out into
a network, they attempt to establish their own data streams and affinity
factors to find whatever it happens to think might be interesting or relevant
to its initial training "template." A training template is not a rigid parameter set, with an absolute match
requirement to satisfy a logical "yes" value when an exact word,
name, or other identifier tag is found, but rather an approximation value
that represents a logical "similar" value. The "relative
similarity" value itself can be a dynamically modifiable feature
set, so that a consecutively broader search context can be established,
and redefined as the knowbot searches for, and finds, items to which it
has established an affinity. Subsequent artificial intelligence search engines were designed with
neural net like process elements. In search operations invoked with these
newly developed types of systems, every instance of a successful approximation
match strengthens, or magnifies the robustness to which another example
of a similar stimulus will be responded to. In this way, such a process engine "learns" from its experiencial
exposure, and in the process builds up its own content addressable memory
region. In other words, the longer such an "entity" is allowed
to reside at a node and actively scan all data streams or logon to access
nodes looking for something it "wants," the better it gets at
the process. Hence, the business of developing ever more sophisticated data searching,
contextual linking, and "intelligent" processing has become
an industry in its own right. In fact, for many businesses, the ability
to have access to "knowledge engineering," as a resource, is
as crucial to its operation in a competitive environment. It is the evolutionary
development of knowledge engineering tools and techniques that is now
spawning the next generation of tools, and resource base, with which to
begin to create the "intelligent avatars," synthetic personalities
and organisms, and the virtual environments they reside in. The interesting feature of this scenario is that as the total number
of human users, volume of information content, and node sites continues
to increase, a relative complexity threshold is being approached which
already surpasses many "simple" organisms in connectivity and
stimulus processing. This model is beginning to take on the behavioral
characteristics of higher level organic behavior. This is exactly the symbiotic model found in organisms in nature, that
is, the required, rather than optional, interdependency between the two
(or more) components in a symbiotic system. Human behavior, and interests, are in fact being shaped by the structure
of the Internet. People are no longer limited by geographical constraints
as the primary determinant feature in their activities or interests. The
concept of residing in "cyberspace" as a daily activity, for
leisure, social gatherings, political interest activities, education,
etc., is considered "normal" everyday activities for a very
rapidly increasing percentage of the human population. In a subtle, yet
irreversible transition, the Internet is becoming embedded in almost every
aspect of human activity. As the embedding process penetrates ever further
into the strata of daily human activity, the resulting symbiosis is enhanced
to a status of perceived requirement by its users. Restructuring the "virtual terraforms" of earth's inhabitants
is being driven by the ever increasing growth rate of the global connectivity
grid. It is the synergistic codependency between the global Internet system,
and the human population that symbiotically connects to it, that is at
the very heart of this process. The concept of "entertainment," a fundamental requirement for
the well being of any person attempting to function in the existence matrix
of daily life, will likely change as radically as the technical and socio-economic
components of the new age at hand. It is in this arena that the Internet
plays an extraordinarily central role, will begin to take on truly organistic
behavioral attributes on a global scale, and drive the very essence of
human behavior and motivations in the near future. Interaction with other individuals may, or may not, necessarily require
"real" organic contact, but rather the enhanced, sensory illusion
of an experiential event stream. It is in this cyber resource base that
the components of an individual's existence matrix will reside, and to
which the authority of access and control are dispensed. Experiential technologies, as they become accessible via the global connectivity
grid, are in essence the interface components for creating its organic,
symbiotic characteristics. The enabling technology processes spawned by
the implementation of the global Internet system are rapidly converging
into a new "existence matrix" which the human population will
learn to adapt, and evolve into. At the heart of this realm is emerging
an entirely different definition of what constitutes "entertainment,"
and by what mechanisms a sense of recreational and aesthetic fulfillment
can be experienced. "Virtual Entertainment" in a Virtual World Entertainment content need not be limited to merely observing or participating
with a predetermined series of events. The entertainment "event stream"
itself may have the potential of becoming an ever-self- modifying, reconstructive
environment which spawns its own contents according to the activities
of the human participants. Furthermore, on the Internet, the limitations
of geographical and temporal constraint essentially disappear, which allows
a consistently high "refresh rate" of these live contributions. Adventures with Avatars, life in the AlphaWorld As it turns out, an interest in developing a rules based nano-molecular
handling mechanism model, which later led to developing procedural process
engines with this focus in mind, led to his eventual attendance of the
conference. Which, as such moments of fate would tend to dictate, was
not too dissimilar from my own pathway into this realm, and the eventual
investigation into the development of the logical lexicon models for self
assembling, self organizing nano component systems. And in both of our
cases, but implemented via very different strategies, we both began to
apply our various dynamic nanocomponent behavioral modeling schemes toward
the task mimicking of synthetic organisms, and synthetic sentience modeling
characteristics. He started with artificial life research well over a decade ago, conducted
research at USC in optical computing, later migrated to IBM and continued
work in the optical computing development field, but these are only minimal
samplings of his migrating ways. He eventually ended up in Czechoslovakia
after the fall of the Berlin wall, and led a software development team
populated by former eastern block cold war engineering staff and graduate
students. There, he was sponsored by Xerox and IBM to develop specialized
document generation software, with his rooms full of computers and fellow
engineers in residence in an ancient university building in downtown Prague.
In this environment, he began to explore yet another "open ended"
series of artificial lifeform experiments As Bruce explains in great detail about the history of the alchemist
colonies that once thrived in Prague, and the details minutiae of the
reverse engineered cloned IBM mainframe computers that he fondly recalled
having witnessed there, a moment occurred where the emergence of the global
Internet system as a viable, cross cultural "interfacing" mechanism
became apparent. It was also at this moment that the cellular autanoma
aspects of this interconnectivity grid system, with its potential for
self organizing, self modifying "structural" components seized
his attention. For the next three years, he drove throughout Croatia,
much of eastern and western Europe, and then came to the U.S. and Canada,
all the while observing, learning, and formulating his conceptual vision
of how this global connectivity grid, and the human interaction with it,
would evolve. "One other factor to consider is that programming languages (scripts)
are inherently inflexible. Any given script node can only produce a certain
combination of behaviors. The effect of realism in a VRML scene could
be lost if, say, the digital dog always behaves in a predictable set of
ways. If our goal is to make believable, compelling and realistic virtual
worlds, then they will have a lot of the properties of the natural world.
We posit that the only way to look and act like real biology is to emulate
real biology." Copyright © 1997, 1998 Charles Ostman Brought to you
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