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Computers that can spew out jokes faster and more
groanworthy than Groucho Marx would have dreamed of may be a vital tool in
teaching children to learn a second language, or in teaching disabled children
to speak, according to an expert in artificial intelligence.
For most of us, being asked ``What do you give a hurt lemon?'' and being told,
``Lemon aid'' sounds like the occasion for deep depression. But the fact that a
computer program was able to ask that question and supply that answer has
implications for structural linguistics - and for artificial intelligence.
And, as Dr Kim Binsted told the Humour, Art and the Brain festival at Winchester
in southern England recently, its applications may go far beyond the automated
production of joke-bearing lolly sticks.
Binsted created the first Joke Analysis and Production Engine (Jape) in 1996, to
combine her academic interest in artificial intelligence (AI) with her personal
interest in improvisational comedy. Now, a fifth-generation upgrade of the
program is being used in Standup - a three-year language-teaching experiment in
Edinburgh and Dundee funded with 364,000 (HK$5.18 million) from the
Engineering and Physical Sciences Research Council.
The ``System To Augment Non-speaker's Dialogue Using Puns'', to give it its full
name, helps speech-impaired children incorporate humour into their exchanges.
Other versions of the technology can be used in automated ``chatbots'' for
second-language teaching.
``The program will chat back but also integrate jokes into the language about
the topic of the week,'' says Binsted. ``Because the program is working with
the same kids week in week out, it can integrate things it learns about them
into the humour. So if the kid says their brother is tall, the assistant can
make a somewhat lame joke about `I hear giraffes look up to him'.''
The principle behind the original Jape was, by concentrating on puns - which AI
scientists seem to agree are the lowest form of wit - to generate algorithms
that could produce simple jokes.
``We started with simple puns because they don't require much knowledge,'' says
Binsted.
An example: Jape would look at its dictionary and perform a three-step
operation. 1) Make a new ``word'' by, say, substitution: ``spook-tacles'' for
``spectacles''. 2) Find a plausible description for the item: ``glasses for
ghosts''. 3) Arrange the relationship in Q & A form: ``What do near-sighted
ghosts wear? Spooktacles.'' Jape's efforts were then tested on 120 eight- to
11-year-olds, who were asked to assess the results for ``jokiness'' and
funniness.
``Because we were testing these jokes on eight- to 11-year-olds we can't put any
sexual humour into the test,'' says Binsted. ``But, bless it, when it comes
across a phrase, it will riff on that phrase until it's done. The first time I
hooked it up to the big dictionary, one of the first phrases it found promising
was `male orgasm' - and it went off on that for ages. The variations!''
A more complex program, Wiscraic - Witty Idiomatic Sentence Creation Revealing
Ambiguity In Context - which works with idioms rather than simple puns, and was
geared to helping language acquisition, was developed by Binsted's associate,
Justin McKay. ``The performing lumberjack took a bough,'' it announced, for
example.
There aren't many laughs in the title of a recent paper co-authored by Binsted, The
Cognitive Linguistics of Scalar Humour. In fact, you would hardly be
able to guess that it explains what you're really doing when you tell your
friend: ``Yo mama's so fat, her ass has its own postcode.''
But ``yo mama'' jokes, according to Binsted, could be the next step up in
complexity for computer-generated mirth. When you leave the realm of joke
generation, and enter that of amusement, AI starts to shade into philosophy:
Getting a computer to crack a joke is one thing; getting a computer to laugh at
a joke is quite another. But if you ever wanted a computer that could surf the
Internet, manage your finances, and help you learn French by insulting your
mother, it may be around the corner.
THE DAILY TELEGRAPH
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