The researchers programmed E with a degree of artificial intelligence to make "him" believe that he (and not the parents) had given the pistol to the distraught boy, and then asked E a series of questions designed to glean his logic for doing so. The result is a surreal simulation during which Bringsjord's diabolical incarnation attempts to produce a logical argument for its actions: The boy wanted a gun, E had a gun, so E gave the boy the gun.
Bringsjord and his team by the end of the year hope to have completed the fourth generation of E, which will be able to use artificial intelligence and a limited set of straightforward English (no slang, for example) to "speak" with computer users.
Following the path of a true logician, Bringsjord's interest in the portrayal of virtuousness and evil in literature led to his interest in software that helps writers develop ideas and create stories; this, in turn, spurred him to develop his own software for simulating human behavior, both good and odious, says Barry Smith, a distinguished professor of bioinformatics and ontology at the State University of New York at Buffalo who is familiar with Bringsjord's work. "He's known as someone on the fringe of philosophy and computer science."
Bringsjord and Smith both have an interest in finding ways to better understand human behavior, and their work has attracted the attention of the intelligence community, which is seeking ways to successfully analyze the information they gather on potential terrorists. "To solve problems in intelligence analysis, you need more accurate representations of people," Smith says. "Selmer is trying to build really good representations of human beings in all of their subtlety."
Bringsjord acknowledges that the endeavor to create pure evil, even in a software program, does raise ethical questions, such as, how researchers could control an artificially intelligent character like E if "he" was placed in a virtual world such as Second Life, a Web-based program that allows people to create digital representations of themselves and have those avatars interact in a number of different ways.
"I wouldn't release E or anything like it, even in purely virtual environments, without engineered safeguards," Bringsjord says. These safeguards would be a set of ethics written into the software, something akin to author Isaac Asimov's "Three Laws of Robotics" that prevent a robot from harming humans, requires a robot to obey humans, and instructs a robot to protect itself—as long as that does not violate either or both of the first two laws.
"Because I have a lot of faith in this approach," he says, "E will be controlled."