Select Page
What Defines Artificial Intelligence? The Complete WIRED Guide

What Defines Artificial Intelligence? The Complete WIRED Guide

Artificial intelligence is here. It’s overhyped, poorly understood, and flawed but already core to our lives—and it’s only going to extend its reach. 

AI powers driverless car research, spots otherwise invisible signs of disease on medical images, finds an answer when you ask Alexa a question, and lets you unlock your phone with your face to talk to friends as an animated poop on the iPhone X using Apple’s Animoji. Those are just a few ways AI already touches our lives, and there’s plenty of work still to be done. But don’t worry, superintelligent algorithms aren’t about to take all the jobs or wipe out humanity.

The current boom in all things AI was catalyzed by breakthroughs in an area known as machine learning. It involves “training” computers to perform tasks based on examples, rather than relying on programming by a human. A technique called deep learning has made this approach much more powerful. Just ask Lee Sedol, holder of 18 international titles at the complex game of Go. He got creamed by software called AlphaGo in 2016.

There’s evidence that AI can make us happier and healthier. But there’s also reason for caution. Incidents in which algorithms picked up or amplified societal biases around race or gender show that an AI-enhanced future won’t automatically be a better one.

What Defines Artificial Intelligence The Complete WIRED Guide

The Beginnings of Artificial Intelligence

Artificial intelligence as we know it began as a vacation project. Dartmouth professor John McCarthy coined the term in the summer of 1956, when he invited a small group to spend a few weeks musing on how to make machines do things like use language. 

He had high hopes of a breakthrough in the drive toward human-level machines. “We think that a significant advance can be made,” he wrote with his co-organizers, “if a carefully selected group of scientists work on it together for a summer.”

Those hopes were not met, and McCarthy later conceded that he had been overly optimistic. But the workshop helped researchers dreaming of intelligent machines coalesce into a recognized academic field.

Early work often focused on solving fairly abstract problems in math and logic. But it wasn’t long before AI started to show promising results on more human tasks. In the late 1950s, Arthur Samuel created programs that learned to play checkers. In 1962, one scored a win over a master at the game. In 1967, a program called Dendral showed it could replicate the way chemists interpreted mass-spectrometry data on the makeup of chemical samples.

As the field of AI developed, so did different strategies for making smarter machines. Some researchers tried to distill human knowledge into code or come up with rules for specific tasks, like understanding language. Others were inspired by the importance of learning to understand human and animal intelligence. They built systems that could get better at a task over time, perhaps by simulating evolution or by learning from example data. The field hit milestone after milestone as computers mastered tasks that could previously only be completed by people.

Deep learning, the rocket fuel of the current AI boom, is a revival of one of the oldest ideas in AI. The technique involves passing data through webs of math loosely inspired by the working of brain cells that are known as artificial neural networks. As a network processes training data, connections between the parts of the network adjust, building up an ability to interpret future data.

Artificial neural networks became an established idea in AI not long after the Dartmouth workshop. The room-filling Perceptron Mark 1 from 1958, for example, learned to distinguish different geometric shapes and got written up in The New York Times as the “Embryo of Computer Designed to Read and Grow Wiser.” But neural networks tumbled from favor after an influential 1969 book coauthored by MIT’s Marvin Minsky suggested they couldn’t be very powerful.

Not everyone was convinced by the skeptics, however, and some researchers kept the technique alive over the decades. They were vindicated in 2012, when a series of experiments showed that neural networks fueled with large piles of data could give machines new powers of perception. Churning through so much data was difficult using traditional computer chips, but a shift to graphics cards precipitated an explosion in processing power. 

The Unnerving Rise of Video Games that Spy on You

The Unnerving Rise of Video Games that Spy on You

Tech conglomerate Tencent caused a stir last year with the announcement that it would comply with China’s directive to incorporate facial recognition technology into its games in the country. The move was in line with China’s strict gaming regulation policies, which impose limits on how much time minors can spend playing video games—an effort to curb addictive behavior, since gaming is labeled by the state as “spiritual opium.”

The state’s use of biometric data to police its population is, of course, invasive, and especially undermines the privacy of underage users—but Tencent is not the only video game company to track its players, nor is this recent case an altogether new phenomenon. All over the world, video games, one of the most widely adopted digital media forms, are installing networks of surveillance and control.

In basic terms, video games are systems that translate physical inputs—such as hand movement or gesture—into various electric or electronic machine-readable outputs. The user, by acting in ways that comply with the rules of the game and the specifications of the hardware, is parsed as data by the video game. Writing almost a decade ago, the sociologists Jennifer R. Whitson and Bart Simon argued that games are increasingly understood as systems that easily allow the reduction of human action into knowable and predictable formats.

Video games, then, are a natural medium for tracking, and researchers have long argued that large data sets about players’ in-game activities are a rich resource in understanding player psychology and cognition. In one study from 2012, Nick Yee, Nicolas Ducheneaut, and Les Nelson scraped player activity data logged on the World of Warcraft Armory website—essentially a database that records all the things a player’s character has done in the game (how many of a certain monster I’ve killed, how many times I’ve died, how many fish I’ve caught, and so on).

The researchers used this data to infer personality characteristics (in combination with data yielded through a survey). The paper suggests, for example, that there is a correlation between the survey respondents classified as more conscientious in their game-playing approach and the tendency to spend more time doing repetitive and dull in-game tasks, such as fishing. Conversely, those whose characters more often fell to death from high places were less conscientious, according to their survey responses.

Correlation between personality and quantitative gameplay data is certainly not unproblematic. The relationship between personality and identity and video game activity is complex and idiosyncratic; for instance, research suggests that gamer identity intersects with gender, racial, and sexual identity. Additionally, there has been general pushback against claims of Big Data’s production of new knowledge rooted in correlation. Despite this, games companies increasingly realize the value of big data sets to gain insight into what a player likes, how they play, what they play, what they’ll likely spend money on (in freemium games), how and when to offer the right content, and how to solicit the right kinds of player feelings.

While there are no numbers on how many video game companies are surveilling their players in-game (although, as a recent article suggests, large publishers and developers like Epic, EA, and Activision explicitly state they capture user data in their license agreements), a new industry of firms selling middleware “data analytics” tools, often used by game developers, has sprung up. These data analytics tools promise to make users more amenable to continued consumption through the use of data analysis at scale. Such analytics, once available only to the largest video game studios—which could hire data scientists to capture, clean, and analyze the data, and software engineers to develop in-house analytics tools—are now commonplace across the entire industry, pitched as “accessible” tools that provide a competitive edge in a crowded marketplace by companies like Unity, GameAnalytics, or Amazon Web Services. (Although, as a recent study shows, the extent to which these tools are truly “accessible” is questionable, requiring technical expertise and time to implement.) As demand for data-driven insight has grown, so have the range of different services—dozens of tools in the past several years alone, providing game developers with different forms of insight. One tool—essentially Uber for playtesting—allows companies to outsource quality assurance testing, and provides data-driven insight into the results. Another supposedly uses AI to understand player value and maximize retention (and spending, with a focus on high-spenders).