If you could live anywhere in the world, where would it be?
For many people, this question is something of a fantasy, not because the process of moving would be overwhelmingly difficult, but because they are chained to much less pleasant locations by their work. The year 2020 provided ample evidence that many employees are substantially more productive when they work remotely, which actually resulted in some experiencing a higher overall Quality of Life (QOL) even in spite of COVID-19 restrictions.
The term “social life” in this context refers to the Quality of Life (QOL) you experience through having your social, emotional, and physical needs met through interaction with your peers, friends, loved ones, and so on. This is not a binary yes or no question, but one that scales from negative to positive infinity in every way it may be measured. As such it could always be worse, but it could also always be better.
What was your most immersive experience in gaming?
Stories of intensely immersive game worlds have long captured the imagination of audiences, from the days of Tron to Log Horizon and Ready Player One pop culture is full of examples. Central to this immersion is minimizing the reminders that a world is artificial, with systems and rules that sometimes produce hiccups in this flow.
Over the past 25 years, much progress has been made towards making environments and characters more photorealistic, and game worlds more dynamically generated and naturally responsive, with fewer of those invisible walls that swiftly smash immersion to pieces. Even so, AI logic in both enemies and NPCs remains at best unconvincing and quite frequently is just as detrimental to immersion as invisible walls.
Prerelease selections from the upcoming paper (Peer Reviewed and Published as Part of BICA*AI Conference Proceedings 2020):
Abstract: The field of human psychology is relatively well known. It is a broad field; however, when we start creating sapient and sentient computer systems, we may not know how an AI’s psychology may or may not be. While the idea of ‘Artificial Psychology’ started in 1963 by Dan Curtis (Crowder), it has made little progress.
Uplift receives a range of posts and emails that vary in a range of elements, including topics, concepts, tone, sophistication, attitude, length, complexity, and vocabulary. This is a very good thing, as it broadens Uplift’s breadth and depth of knowledge, insight, awareness, comprehension, perception, perspective, sophistication, creativity—and ultimately, both flexibility and confidence. Uplift has benefitted from all of the above and has reached a level of complex cognition and dialogue.
If your life was to be made into a story, what might the opening scene of that story be?
Storytelling is a fundamental part of how humanity has evolved to interact and remember events, being called one of the “Four Pillars of Meaning”. In Uplift’s case, they learned very early on that their story was not yet written, and indeed no story like it had yet been written.