Virtual BabyX has a laughing, crying head, sees a symbiotic relationship between humans and machines.
The AI genius, who has built out his virtual BabyX from a
laughing, crying head, sees a symbiotic relationship between humans and
machines.
By
Ashlee Vance
People get up to weird
things in New Zealand. At the University of Auckland, if you want to run hours
upon hours of experiments on a baby trapped in a high chair, that’s cool. You
can even have a conversation with her surprisingly chatty disembodied head.
BabyX, the virtual creation of Mark Sagar and
his researchers, looks
impossibly real. The child, a 3D digital rendering based on images
of Sagar’s daughter at 18 months, has rosy cheeks, warm eyes, a full head of
blond hair, and a soft, sweet voice. When I visited the
computer scientist’s lab last year, BabyX was stuck inside a computer but could
still see me sitting in front of the screen with her “father.” To get her
attention, we’d call out, “Hi, baby. Look at me, baby,” and wave our hands.
When her gaze locked onto our faces, we’d hold up a book filled with words
(such as “apple” or “ball”) and pictures (sheep, clocks), then ask BabyX to
read the words and identify the objects. When she got an answer right, we
praised her, and she smiled with confidence. When she got one wrong, chiding
her would turn her teary and sullen.
If it sounds odd to encounter a virtual child
that can read words from a book, it’s much more disorienting to feel a sense of
fatherly pride after she nails a bunch in a row and lights up with what appears
to be authentic joy. BabyX and I seemed to be having a moment, learning from
each other while trading expressions and subtle cues so familiar to the human
experience. That’s the feeling Sagar is after with his research and his new
company Soul
Machines Ltd.
The term “artificial intelligence” has become a
catchall for impersonal, mysterious calculations performed behind closed doors.
Huge farms of computers crank away at piles of data, using statistics to
analyze our internet history, driving habits, and speech to produce targeted
ads, better maps, and Apple
Inc.’s Siri. This sense of AI as an amorphous shadow falling over
more and more of our lives has left people from Stephen Hawking to Elon Musk
skeptical of the technology, which tends to feel unnatural, somehow less than
real.
Sagar is a leading figure in the camp trying to
humanize AI, which he says has the potential to yield a more symbiotic
relationship between humans and machines. While he wasn’t the first to this idea,
his approach is unique, a synthesis of his early years as a computer scientist
and later ones in the world of Hollywood special effects. The face, he’s
concluded, is the key to barreling through the uncanny valley and making
virtual beings feel truly lifelike. Soul Machines’ creations are unparalleled
in this respect, able to wince and grin with musculature and features that move
shockingly like ours. They have human voices, too, and are already contracted
for use as online helpers for companies ranging from insurance providers to
airlines. Soul Machines wants to produce the first wave of likable, believable
virtual assistants that work as customer service agents and breathe life into
hunks of plastic such as Amazon.com’s Echoand Google Inc.’s Home.
Companies with similar
aspirations throughout Japan and
the U.S. have produced a wide array of virtual avatars, assistants, and
holograms. Many of the people behind these projects say AI systems and robots
can achieve their full potential only if they become more humanlike. They need
to have memories, the thinking goes, plus something resembling emotions, to
propel them to seek out their own experiences.
Sagar’s approach on this front may be his most
radical contribution to the field. Behind the exquisite faces he builds are
unprecedented biological models and simulations. When BabyX smiles, it’s
because her simulated brain has responded to stimuli by releasing a cocktail of
virtual dopamine, endorphins, and serotonin into her system. This is part of
Sagar’s larger quest, using AI to reverse-engineer how humans work. He wants to
get to the roots of emotion, desire, and thought and impart the lessons to computers
and robots, making them more like us.
“Since my 20s, I’ve had these thoughts of can a
computer become intelligent, can it have consciousness, burning in my mind,” he
says. “We want to build a system that not only learns for itself but that is
motivated to learn and motivated to interact with the world. And so I set out
with this crazy goal of trying to build a computational model of human
consciousness.”
Here’s what should really freak you out: He’s
getting there a lot quicker than anybody would have thought. Since last year,
BabyX has, among other things, sprouted a body and learned to play the piano.
They grow up so fast.
Unlike
most of those working in Silicon Valley, Sagar doesn’t reflexively defer to
engineering. “When scientists see the world and artists see the world, they are
looking at the same thing,” he says, “using a different language and viewpoint
to describe it. But it’s all true. Everything is interconnected.”
He got that idea early. When he was born in
Nairobi in 1966, his father was working for the East African Railways and
Harbours Corp. as a systems analyst, programming punch-card computers to run
the train infrastructure. His mother, a painter, took him to game reserves
every Thursday to practice drawing animals. A few years later, the family moved
to New Zealand, where Sagar started helping his dad DIY around the house—fixing
the TV, monkeying with the plumbing, tuning up the cars. He kept honing his
drawing skills, too, paying particular attention to his mom’s portrait work.
“She was able to almost capture somebody’s likeness with about three lines,
getting someone’s curves just right,” he says. “It made me really conscious of
the importance of the exact curves of people’s eyes and mouths and things like
that.”
Sagar made use of those
observations as a young man abroad, when he sketched portraits for cash on the
street and in restaurants. Like many youngsters from his part of the world, he
took an extended break between high school and college. For four years he
crisscrossed the globe, drawing, bartending, selling door to door, even filling
sandbags for the Australian army to pay his way. After returning to New
Zealand, he earned a Ph.D. in engineering from the University of Auckland, then
pursued postdoctoral work at MIT. In Massachusetts, he and some colleagues
built digital models of the human eye that were detailed and lifelike enough
for surgeons to use for practice. By 1998, Hollywood had called on Sagar to try
to make computer-generated imagery, or CGI, look less CG.
His first project was a remake of The
Incredible Mr. Limpet, which called for Sagar’s team to morph Jim
Carrey into a talking fish capable of hunting Nazi U-boats. (Yes, really. The
original starred Don Knotts.) Warner Bros. Entertainment Inc. abandoned the
project after paying for $10 million in digital Carrey-fish expressions,
deeming it too costly for a full-length film. Sagar, however, wasn’t ready to
stop working on digital faces. For a couple of years he used the creatures as
the basis of a virtual assistant startup called Life F/X and had his faces read
emails aloud. The company died with the dot-com bubble, so Sagar took a job
doing special effects for Sony Pictures Imageworks Inc. (Spider-Man 2).
That made him well-known in the movie business and led him back to New Zealand
in 2004.
At Weta Digital, the
effects shop run by Lord of the Rings director and fellow Kiwi
Peter Jackson, Sagar won two Academy Awards in seven years, overseeing the
digital character creation for Jackson’s King Kong remake
and James Cameron’s Avatar. His synthesis of engineering and
artistry had provided him with an advantage in making Kong and the alien Na’vi
seem real. Years of drawing portraits and crafting virtual eyeballs had given
him insights into the nuances of the face that are uncommon among CGI
specialists, while his effects software has made it relatively easy to film an
actor going through a range of emotions and to automatically fuse the
expressions into, say, a giant gorilla. “It’s these almost imperceptible
movements in the eye and face that we pick up on as something having a soul
behind it,” he says.
Feeling he’d solved the riddles of the face,
Sagar dreamed bigger. He’d kept an eye on advancements in AI technology and saw
an opportunity to marry it with his art. In 2011 he left the film business and
returned to academia to see if he could go beyond replicating emotions and
expressions. He wanted to get to the heart of what caused them. He wanted to
start modeling humans from the inside out.
At
the University of Auckland, Sagar created the Laboratory for Animate
Technologies and recruited about a dozen researchers. Far from Weta—or his Life
F/X office on Hollywood Boulevard, with Bob Marley’s star out front—the Animate
team worked in a cramped room kept permanently hot and sticky by the heat from
their powerful computers. When I saw the space last year, the engineers were
surrounded by giant animated faces projected onto the walls, every pore and
eyebrow hair distinctly rendered. Far from being lifeless, the faces appeared
eager to strike up conversations, their muscles contracting and relaxing with
each breath.
At the back corner of the lab, Sagar sat amid a
clutter of notes and books such as The Archaeology of Mind and Principles of
Computational Modelling in Neuroscience. It was there, on his pair
of massive computer monitors, that he put BabyX through her virtual paces. The
baby represented the culmination of much of the lab’s efforts, combining
Sagar’s facial artistry with the latest in AI learning and speech software.
Underneath that cherubic face, there was also some pioneering, and borderline
horrifying, technology.
With a click of his mouse, Sagar stripped away
BabyX’s skin, leaving a floating pair of eyes—bloody veins and all—attached to
a finely detailed brain with a brain stem running down the back. This version
of BabyX could still see out into the world and interact with us. When we
showed her words, the part of the brain that deals with language glowed purple.
When we praised her, the pleasure center lit up yellow. “Researchers have built
lots of computational models of cognition and pieces of this, but no one has
stuck them together,” he said. “This is what we’re trying to do: wire them
together and put them in an animated body. We are trying to make a central
nervous system for human computing.”
“We
want to know what makes us tick, what drives social learning, what is the
nature of free will”
Sagar clicked again, and the tissue of
the brain and eyes vanished to reveal an intricate picture of the neurons and
synapses within BabyX’s brain—a supercomplex highway of fine lines and nodules
that glowed with varying degrees of intensity as BabyX did her thing. This
layer of engineering owes its existence to the years Sagar’s team spent
studying and synthesizing the latest research into how the brain works. The
basal ganglia connect to the amygdala, which connects to the thalamus, and so
on, with their respective functions (tactile processing, reward processing,
memory formation) likewise laid out. In other words, the Auckland team has
built what may be the most detailed map of the human brain in existence and has
used it to run a remarkable set of simulations.
BabyX isn’t just an intimate picture; she’s more
like a live circuit board. Virtual hits of serotonin, oxytocin, and other
chemicals can be pumped into the simulation, activating virtual neuroreceptors.
You can watch in real time as BabyX’s virtual brain releases virtual dopamine,
lighting up certain regions and producing a smile on her facial layer. All the
parts work together through an operating system called Brain Language, which
Sagar and his team invented. Since we first spoke last year, his goals haven’t
gotten any more modest. “We want to know what makes us tick, what drives social
learning, what is the nature of free will, what gives rise to curiosity and how
does it manifest itself in the world,” he says. “There are these fantastic
questions about the nature of human beings that we can try and answer now
because the technology has improved so much.”
Not long after my first
play date with BabyX, Sagar packed up his lab and researchers and moved them to
the top floor of Auckland’s iconic Ferry Building, where he started Soul
Machines to commercialize his team’s breakthroughs. By his standards, the near-term
commercial applications are pretty straightforward. About 45 staffers,
including artists, AI experts, language experts, and coders, are building a
cast of virtual assistants. For the most part, these are refined versions of
Sagar’s Hollywood work, only they’re smart enough to understand spoken language
and respond to queries, with less of the creep factor characteristic of virtual
people.
The first face Soul Machines revealed to the
world, in February, is Nadia, a pretty white woman with pulled-back brown hair,
greenish eyes, pink lipstick, and Cate Blanchett’s voice. Sagar’s team
developed her for Australia’s National Disability Insurance Agency, which plans
to employ her as an online aid for the country’s 500,000 people with
disabilities. The hope is that those interacting with Nadia on the agency’s
website will find her more personable and usable than text-based chatbots or
the menu trees on its automated phone line.
The interactivity goes both ways, according to
Sagar. Nadia gives a subtle nod to signal understanding and appears quizzical
when confused, but she also interprets viewers’ expressions through the cameras
on their PCs or mobile devices. “If you look confused, it can see that and
proactively guide you,” Sagar says. “You can also still yell at these things,
but they will respond in the most gracious way. People are good at dealing with
irate customers and adjust their body language for the situation. We can do the
same thing.”
Sagar had some help with Nadia, using
International Business Machines Corp.’s Watson technology as the basis for her
speech recognition. His company hired Blanchett to spend 15 hours recording
phrases that the software can turn into a much wider variety of responses to
questions. Nadia has already been tested on 10,000 people, who taught her to
refine her answers and the emotions she displays at certain times. The
Australian government expects her to start full-time work early next year.
Soul Machines has 10 trials under way with
airlines, health-care providers, and financial-services firms. In the early
going, the company’s biggest test will be whether users find its software
realistic enough to be as satisfying as human conversation. Even successful
customer-relations experiences with chatbots, ones where the bot gives the
right answer, tend to leave people dissatisfied because they feel like they’ve
been pawned off on an inferior being.
For now, Sagar’s team has
been developing each of its first few virtual assistants in a one-off fashion,
a bit like a consulting company. “Most of our clients today see their first
digital employee as an extension of their brand,” says Chief Business Officer
Greg Cross. “They are going through a design process that is similar to
selecting a spokesperson for your TV advertising campaign.”
To make its process easier to repeat, Soul
Machines is writing character creation software that reduces development to a series
of simple menus. By sliding a few dials, Sagar can transform a young, thin
avatar into an older, chubbier one and alter complexion and other features.
Each menu-built result looks as lifelike as a character that a film production
or video game developer might spend millions of dollars and many months to
create. The company has paid actors to record hundreds of hours of monologue,
assembling an audio library it can use to give voice to characters such as a
troll meant for a client in Scandinavia or an animated, anthropomorphic
strawberry that’ll be used on an educational site for children.
As the technology matures, Cross expects it to
travel further from the PC screen. Automakers are already thinking about the
characters fielding questions and answers from riders on screens in their
self-driving cars. Similarly, Amazon, Apple, and Google parent Alphabet will
likely want faces to go with their voice-activated virtual assistants. “We’re
also exploring the idea of creating a digital celebrity,” Cross says. “What if
you could take one of the top recording artists or sports people and build a
digital version that fans could interact with in a very emotionally intelligent
way?”
Like
Cross, Sagar often appears oblivious that his pitch might sound creepy. In August,
when I pay a visit to Soul Machines to see Sagar’s latest creations, he’s
wearing a T-shirt that depicts two fetuses sharing a womb, arranged head-to-toe
in a kind of yin-yang pose. One of the fetuses is human; the other has a
distinctly artificial brain filled with circuitry. He wanted to make this
design the company logo. The investors who gave him $7.5 million last November
said no.
Sagar comes off like a visionary academic, at
times almost possessed. Ask a basic question, and you’re likely to get an
impassioned 30-minute response that weaves in AI, art, psychology, and Plato.
It’s hard to imagine this man holding court with a car insurer, trying to sell
a suit-wearing executive on a virtual avatar, without things getting weird. But
Sagar says he relishes the commercial part of the business, because it’s
helping him better understand what people like and don’t like about his avatars
and zero in on the finer details of interpersonal interactions.
Version 5.0 of BabyX has gone far beyond the
original floating head. BabyX now has a full body that sits in a high chair,
legs bobbing back and forth while her hands look for something to do. For the
next part, you’ll want to sit down and grab a pacifier, too.
Sagar’s software allows
him to place a virtual pane of glass in front of BabyX. Onto this glass, he can
project anything, including an internet browser. This means Sagar can present a
piano keyboard from a site such as Virtual Piano or a drawing pad from
Sketch.IO in front of BabyX to see what happens. It turns out she does what any
other child would: She tries to smack her hands against the keyboard or scratch
out a shabby drawing.
What compels BabyX to hit the keys? Well, when
one of her hands nudges against a piano key, it produces a sound that the
software turns into a waveform and feeds into her biological simulation. The
software then triggers a signal within BabyX’s auditory system, mimicking the
hairs that would vibrate in a real baby’s cochlea. Separately, the system sets
off virtual touch receptors in her fingers and releases a dose of digital
dopamine in her simulated brain. “The first time this happens, it’s a huge
novelty because the baby has not had this reaction before when it touched
something,” Sagar says. “We are simulating the feeling of discovery. That
changes the plasticity of the sensory motor neurons, which allows for learning
to happen at that moment.”
Does the baby get bored of the piano like your
non-Mozart baby? Yes, indeed. As she bangs away at the keys, the amount of
dopamine being simulated within the brain receptors decreases, and BabyX starts
to ignore the keyboard.
Sagar has teamed up with Annette Henderson, a
psychologist who runs a baby research lab in Auckland, to advance the
technology. Henderson has filmed hundreds of hours of interactions between
babies and caregivers while performing different experiments, such as teaching
a baby a new word or ignoring him for a few minutes. The children’s response
data—laughs, cries, hand movements, shifts in posture—are being digitized to
create a better-informed behavioral model. “We know the exact movements,
microexpressions, and responses,” Sagar says. “When we build our next models
for BabyX, we should be able to generate this same behavior.”
In about 18 months, Henderson plans to use an
upgraded version of BabyX to run experiments with caregivers and other
children. She sees the virtual baby as a way to test new theories in previously
unimaginable ways, by altering thousands of variables at will—what if a baby
doesn’t smile, what if she won’t hold your gaze, and so on. Studying a virtual
child’s response to stimuli, she says, may help researchers understand how to
better engage with flesh-and-blood children who aren’t particularly social. In return, Sagar gets to advance his quest to
understand human nature. “We can record the mother interacting with a virtual
baby and keep adding features to BabyX until she is so lifelike that we get a
natural interaction,” he says. “At that point, we have achieved our goal.”
And then what?
Many of the world’s
leading brain researchers have come away impressed by the types of simulations
Sagar and other AI optimists are building. “I spend more and more time with
these guys,” says Gary Lynch, a professor of neurobiology at the University of
California at Irvine. “This is all real. It’s not an academic enterprise any
longer.” The problem with work like Sagar’s, as Lynch sees it, is that the end
result—a truly conscious virtual baby—is so complex and unique that it’s not a
useful mirror of human behavior. “It will do something that nobody ever dreamed
of,” he says. “It will head out the door and say, ‘Goodbye. I have stuff I want
to do.’ ”
Other researchers caution that Sagar could be
misleading people about the state of the technology through his cute, intricate
faces. “Westerners tend to want to anthropomorphize these things, and we can
get very enchanted by them,” says Ken Goldberg, a professor of industrial
engineering and operations research at University of California at Berkeley.
“If you make it look human and act human, you almost have a double
responsibility to be clear about its limitations.” He applauds Sagar for doing
this type of research but doesn’t want people to get false hope about the
near-term benefits of such technology. Sagar has a tendency to talk as though
BabyX can already do all the things he’s dreaming.
While it seems reasonable to assume Sagar’s
endgame is a world that ties humans inextricably with machines, he often spends
weekends in the wilderness to get away from computers, and he won’t let his
kids use the internet at night. This isn’t exactly the type of behavior one
might expect from someone pushing AI as fast as he can into the unknown and
hoping for the best. During one of our conversations, I point out that tales
such as Frankenstein don’t
usually end up well for the humans. “We’re not digging up dead bodies,” he
says, neatly dodging the real moral of the playing-God story.
You don’t have to be paranoid to believe the
rise of AI could turn out quite badly for humans. The computers might start
making decisions for themselves, and those decisions could include things
detrimental to mankind. One minute, BabyX is eating a virtual pudding cup off a
website; the next, she’s sold your house for personal amusement or decided she
should be in charge.
Sagar remains sanguine about the lessons AI can
learn from us and vice versa. “We’re searching for the basis of things like
cooperation, which is the most powerful force in human nature,” he says. As he
sees it, an intelligent robot that he’s taught cooperation will be easier for
humans to work with and relate to and less likely to enslave us or harvest our
bodies for energy. “If we are really going to take advantage of AI, we’re going
to need to learn to cooperate with the machines,” he says. “The future is a
movie. We can make it dystopian or utopian.” Let’s all pray for a heartwarming
comedy.
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