COMPUTER IDENTIFIES ANYTHING VIA 20 QUESTIONS
We all have played many of the classic childhood games such as
Simon, Hide and Seek, Red Rover and Connect The Dots. Word games
were a particular favorite of mine. I remember playing word games
such as Rhymes, Ghost and Hangman. That's probably why I now enjoy
doing a good crossword puzzle or word jumble. And while I'm still up
for a good game of Ghost whenever I take a long drive with friends
to help pass the time, the game that has recently come back in a big
way is Twenty Questions. For those of you who don't know the rules,
it's simple. You think of any object or thing and the other person
can ask up to 20 questions about it. You must answer their questions
as truthfully as you can. At the end, they try and guess the item
you mentally selected. Whether or not it is correctly named
determines who wins the game. There's been a growing popularity for
this game and isn't due to a wave of nostalgia. It's because of the
computer or to be more specific, it's because of a computer program
that plays the game so well that you'd almost swear it was reading
your mind.
The game is called 20Q and it's available in two versions. The
first offering is available online and can be played via a website.
The second way you can play is with a hand-held electronic game.
Both versions have been an ongoing development by its creator Robin
Burgener since the 1980's. I recently interviewed Burgener on my
radio show, Computer America. As we waxed nostalgic about how all of
this came about, it turns out that we shared some common interests
about Artificial Intelligence and an old computer program called
"Animals" that let you create and manage a growing database of
different animals. At first, the program knew about only one animal.
So when it would guess that animal which was incorrect, it asked you
the name of the animal you had selected. Let's say you said "dog" to
which it would ask for a question it could ask to identify the
animal. I replied with "Does it bark?" So the next time the program
ran, it would ask "Does it Bark?" If I said yes, it would ask if it
was a dog and it would win. If I said no, then it would again ask
for the name of the animal I was thinking and again ask for a
question that described it and on and on it would go. The more the
game was played, the more animals it would learn along with the
identifying questions. After a while, it really became difficult to
beat the game. And that was only about animals.
Now take that basic learning premise and apply it not just to
animals but to everything in the world and you begin to get a grasp
of how amazing Burgener's 20Q program actually is. It tries to guess
whatever item you think about and its accuracy is downright spooky.
Just play it and you'll know what I mean.
The online version has been learning since the 1980's so it knows
a lot of things about everything. This comes in part from the untold
numbers of people who play the game and thus continue to contribute
to its knowledge base. The handheld version contains much of the
database but is a closed system and cannot learn new items. But I've
played it at least a hundred times and so far I've only managed to
beat it twice. And each time I think this time I have it beat only
to have it nail my mentally selected item dead bang. What an amazing
little gizmo. Buttons on the little round device offer replies of
Yes, No, Sometimes and Unknown. You can customize it by turning the
sound effects on or off and control the scrolling speed of the one
line text display.
The online version offers additional replies such as Irrelevant,
Maybe, Probably, Doubtful, Usually, Depends, Rarely and Partly. It
also supports additional languages including Spanish, French,
Italian and German. And of course the online version continues to
learn and learn and learn.
So what will 20Q become when it "grows up?" Well the practical
applications are enormous. Imagine for example, a medical program
that asks questions in order to help a doctor make a diagnosis. The
fact is that the application of such a technology can be applied to
just about any field of expertise.
To play the 20Q game online for free, visit
www.20q.net. To
purchase the handheld electronic game, visit
www.20q.com.
20Q.net Inc. has granted a license to Radica Games to produce,
manufacture and distribute products based on the 20Q game. Radica
and 20Q.net Inc. have compressed the best of the 20Q.net website
into the hand-held electronic "Pocket 20Q". This 20Q pocket version
is about the size of a yo-yo and contains a neural-network with
approximately a quarter of a million synaptic connections. The
handheld game costs around $15 and comes in a variety of colors.
Later on in the year Radica plans to release two other versions. The
20Q Challenge ($35) sits on a table and displays its text as glowing
blue letters that seem to float and rotate inside a blue dome, and
the Deluxe 20Q-Big Screen ($20).
But whatever version you decide to try, just go ahead and play a
few games. You'll have lots of fun and you'll also get a glimpse
into a future where machines make accurate deductions, draw informed
conclusions and dare I say it, maybe even think. |