20Q

Last updated
20Q
20Q red (Radica) front.jpg
A red 20Q by Radica
Type Electronic game
Online game
iOS iPad App
customized knowledgebases
Inventor(s)Robin Burgener
Company Radica (2003 - 2011)
Techno Source (2011-2015)
Uncle Milton Industries (2015–2017)
Irwin Toys (2017-2019)
Hansen Toys (2020-present)
CountryUnited States
Availability1988–present
Materials Artificial Intelligence
Official website

20Q is a computerized game of twenty questions that began as a test in artificial intelligence (AI). It was invented by Robin Burgener in 1988. [1] The game was made handheld by Radica in 2003, but was discontinued in 2011 because Techno Source took the license for 20Q handheld devices.

Contents

The game 20Q is based on the spoken parlor game known as twenty questions, and is both a website [2] and a handheld device. 20Q asks the player to think of something and will then try to guess what they are thinking of with twenty yes-or-no questions. If it fails to guess in 20 questions, it will ask an additional 5 questions. If it fails to guess even with 25 (or 30) questions, the player is declared the winner. Sometimes the first guess of the object can be asked at question 14.

Principle and history

The principle is that the player thinks of something and the 20Q artificial intelligence asks a series of questions before guessing what the player is thinking. This artificial intelligence learns on its own with the information relayed back to the players who interact with it, and is not programmed. The player can answer these questions with: Yes, No, Unknown, and Sometimes. The experiment is based on the classic word game of Twenty Questions, and on the computer game "Animals," popular in the early 1970s, which used a somewhat simpler method to guess an animal. [3]

The 20Q AI uses an artificial neural network to pick the questions and to guess. [1] [4] After the player has answered the twenty questions posed (sometimes fewer), 20Q makes a guess. If it is incorrect, it asks more questions, then guesses again. It makes guesses based on what it has learned; it is not programmed with information or what the inventor thinks. Answers to any question are based on players’ interpretations of the questions asked. Newer editions were made for different categories, such as music 20Q which has the player think of a song, and Harry Potter 20Q, which has the player think of something from the world of the Harry Potter series. [5] [6]

The 20Q AI can draw its own conclusions on how to interpret the information. It can be described as more of a folk taxonomy than a taxonomy. Its knowledge develops with every game played. In this regard, the online version of the 20Q AI can be inaccurate because it gathers its answers from what people think rather than from what people know. Limitations of taxonomy are often overcome by the AI itself because it can learn and adapt. For example, if the player was thinking of a "Horse" and answered "No" to the question "Is it an animal?," the AI will, nevertheless, guess correctly, despite being told that a horse is not an animal.

Patent applications in the US and Europe were submitted in 2005. [7] [8]

In August 2014, 20Q.net Inc., with Brashworks Studios, developed and released an iOS iPad version available at the Apple iTunes store.

Handheld device

The built Artificial Neural Network is not resource intensive either to store or to compute, thus it could be embedded in small, less powerful devices. Currently, there is a handheld version of the AI. The device contains a small portion of the original 20Q website knowledge base; unlike the online versions of the game, the handheld version does not have the ability to learn.

The 20Q artificial intelligence is different from less flexible, and extremely large, expert systems. Its modularity, adaptability, and scalability means that it can be applied to other, more complex devices, for more complex uses.

Game show

On June 13, 2009, GSN began a TV version of the game, hosted by Cat Deeley, with Hal Sparks as the voice of Mr. Q.

See also

Related Research Articles

Artificial intelligence (AI) is the intelligence of machines or software, as opposed to the intelligence of other living beings, primarily of humans. It is a field of study in computer science that develops and studies intelligent machines. Such machines may be called AIs.

The Chinese room argument holds that a digital computer executing a program cannot have a "mind", "understanding", or "consciousness", regardless of how intelligently or human-like the program may make the computer behave. The argument was presented by philosopher John Searle in his paper "Minds, Brains, and Programs", published in Behavioral and Brain Sciences in 1980. Similar arguments were presented by Gottfried Leibniz (1714), Anatoly Dneprov (1961), Lawrence Davis (1974) and Ned Block (1978). Searle's version has been widely discussed in the years since. The centerpiece of Searle's argument is a thought experiment known as the Chinese room.

<span class="mw-page-title-main">Mind uploading</span> Hypothetical process of digitally emulating a brain

Mind uploading is a speculative process of whole brain emulation in which a brain scan is used to completely emulate the mental state of the individual in a digital computer. The computer would then run a simulation of the brain's information processing, such that it would respond in essentially the same way as the original brain and experience having a sentient conscious mind.

<span class="mw-page-title-main">Symbolic artificial intelligence</span> Methods in artificial intelligence research

In artificial intelligence, symbolic artificial intelligence is the term for the collection of all methods in artificial intelligence research that are based on high-level symbolic (human-readable) representations of problems, logic and search. Symbolic AI used tools such as logic programming, production rules, semantic nets and frames, and it developed applications such as knowledge-based systems, symbolic mathematics, automated theorem provers, ontologies, the semantic web, and automated planning and scheduling systems. The Symbolic AI paradigm led to seminal ideas in search, symbolic programming languages, agents, multi-agent systems, the semantic web, and the strengths and limitations of formal knowledge and reasoning systems.

"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, was the first to introduce his concept of what is now known as the Turing test to the general public.

An artificial general intelligence (AGI) is a hypothetical type of intelligent agent which, if realized, could learn to accomplish any intellectual task that human beings or animals can perform. Alternatively, AGI has been defined as an autonomous system that surpasses human capabilities in the majority of economically valuable tasks.Creating AGI is a primary goal of some artificial intelligence research and of companies such as OpenAI, DeepMind, and Anthropic. AGI is a common topic in science fiction and futures studies.

Twenty questions is a spoken parlor game which encourages deductive reasoning and creativity. It originated in the United States and was played widely in the 19th century. It escalated in popularity during the late 1940s, when it became the format for a successful weekly radio quiz program.

Botticelli is a guessing game where one person or team thinks of a famous person and reveals the initial letter of their name, and then answers yes–no questions to allow other players to guess the identity. It requires the players to have a good knowledge of biographical details of famous people.

<span class="mw-page-title-main">History of artificial intelligence</span>

The history of artificial intelligence (AI) began in antiquity, with myths, stories and rumors of artificial beings endowed with intelligence or consciousness by master craftsmen. The seeds of modern AI were planted by philosophers who attempted to describe the process of human thinking as the mechanical manipulation of symbols. This work culminated in the invention of the programmable digital computer in the 1940s, a machine based on the abstract essence of mathematical reasoning. This device and the ideas behind it inspired a handful of scientists to begin seriously discussing the possibility of building an electronic brain.

The philosophy of artificial intelligence is a branch of the philosophy of mind and the philosophy of computer science that explores artificial intelligence and its implications for knowledge and understanding of intelligence, ethics, consciousness, epistemology, and free will. Furthermore, the technology is concerned with the creation of artificial animals or artificial people so the discipline is of considerable interest to philosophers. These factors contributed to the emergence of the philosophy of artificial intelligence.

The following outline is provided as an overview of and topical guide to artificial intelligence:

Moravec's paradox is the observation in artificial intelligence and robotics that, contrary to traditional assumptions, reasoning requires very little computation, but sensorimotor and perception skills require enormous computational resources. The principle was articulated by Hans Moravec, Rodney Brooks, Marvin Minsky and others in the 1980s. Moravec wrote in 1988, "it is comparatively easy to make computers exhibit adult level performance on intelligence tests or playing checkers, and difficult or impossible to give them the skills of a one-year-old when it comes to perception and mobility".

<span class="mw-page-title-main">Turing test</span> Test of a machines ability to imitate human intelligence

The Turing test, originally called the imitation game by Alan Turing in 1950, is a test of a machine's ability to exhibit intelligent behaviour equivalent to, or indistinguishable from, that of a human. Turing proposed that a human evaluator would judge natural language conversations between a human and a machine designed to generate human-like responses. The evaluator would be aware that one of the two partners in conversation was a machine, and all participants would be separated from one another. The conversation would be limited to a text-only channel, such as a computer keyboard and screen, so the result would not depend on the machine's ability to render words as speech. If the evaluator could not reliably tell the machine from the human, the machine would be said to have passed the test. The test results would not depend on the machine's ability to give correct answers to questions, only on how closely its answers resembled those a human would give. Since the Turing test is a test of indistinguishability in performance capacity, the verbal version generalizes naturally to all of human performance capacity, verbal as well as nonverbal (robotic).

20Q is an American game show based on the online artificial intelligence and handheld computer game of the same name. Licensed to and produced by Endemol USA, it premiered on June 13, 2009, during Big Saturday Night airing on GSN, and is hosted by Cat Deeley of So You Think You Can Dance with the voice of Mr. Q provided by Hal Sparks.

<i>Akinator</i> 2007 video game

Akinator is a video game developed by the French company Elokence. During gameplay, it attempts to determine what fictional or real-life character, object, or animal the player is thinking of by asking a series of questions. It uses an artificial intelligence program that learns the best questions to ask through its experience with players.

In the field of artificial intelligence (AI) design, AI capability control proposals, also referred to as AI confinement, aim to increase our ability to monitor and control the behavior of AI systems, including proposed artificial general intelligences (AGIs), in order to reduce the danger they might pose if misaligned. However, capability control becomes less effective as agents become more intelligent and their ability to exploit flaws in human control systems increases, potentially resulting in an existential risk from AGI. Therefore, the Oxford philosopher Nick Bostrom and others recommend capability control methods only as a supplement to alignment methods.

In the philosophy of artificial intelligence, GOFAI is classical symbolic AI, as opposed to other approaches, such as neural networks, situated robotics, narrow symbolic AI or neuro-symbolic AI. The term was coined by philosopher John Haugeland in his 1985 book Artificial Intelligence: The Very Idea.

<i>Quick, Draw!</i> 2016 browser video game by Google

Quick, Draw! is an online guessing game developed and published by Google that challenges players to draw a picture of an object or idea and then uses a neural network artificial intelligence to guess what the drawings represent. The AI learns from each drawing, improving its ability to guess correctly in the future. The game is similar to Pictionary in that the player only has a limited time to draw. The concepts that it guesses can be simple, like 'foot', or more complicated, like 'animal migration'.

Neuro-symbolic AI is a type of artificial intelligence that integrates neural and symbolic AI architectures to address the weaknesses of each, providing a robust AI capable of reasoning, learning, and cognitive modeling. As argued by Leslie Valiant and others, the effective construction of rich computational cognitive models demands the combination of symbolic reasoning and efficient machine learning. Gary Marcus, argued, "We cannot construct rich cognitive models in an adequate, automated way without the triumvirate of hybrid architecture, rich prior knowledge, and sophisticated techniques for reasoning." Further, "To build a robust, knowledge-driven approach to AI we must have the machinery of symbol manipulation in our toolkit. Too much useful knowledge is abstract to proceed without tools that represent and manipulate abstraction, and to date, the only known machinery that can manipulate such abstract knowledge reliably is the apparatus of symbol manipulation."

References

  1. 1 2 Burgener, Robin. "Engineering Colloqium: 20Q The Neural Network Mind Reader". Goddard Space Flight Center. Archived from the original on 2013-02-16.
  2. "Official 20Q Website". Archived from the original on 2005-11-30. Retrieved 2005-02-27.
  3. with information from: LiCalzi O'Connell, Pamela. "Vegetables And Minerals On The Radar" The New York Times. March 27, 2003; Burgener, Robin, computer architect, inventor.
  4. Official 20Q Q&A
  5. "20Q – Cool Tools". kk.org.
  6. "20Q.net Inc". 20q.net.
  7. USdiscontinued application 2006230008,Burgener, Robin,"Artificial neural network guessing method and game",published 2006-10-12
  8. EPwithdrawn application 1710735,Burgener, Robin,"Artificial neural network guessing method and game",published 2006-10-11, assigned to 20Q.net Inc.