ELIZA: the first chatbot to fool people

Chatbots are now everywhere. You seemingly can’t touch a computer without one offering its opinion, or trying to help. This explosion is a result of the advent of what are called Large Language Models: sophisticated programs that in part copy the way human brains work. Chatbots have been around far longer than the current boom, though. The earliest successful one, called ELIZA, was, built in the 1960s by Joseph Weizenbaum, who with his Jewish family had fled Nazi Germany in the 1930s. Despite its simplicity ELIZA was very effective at fooling people into treating it as if it were a human.

Head thinking in a speech bubble
Image adapted from one by by Gerd Altmann from Pixabay

Weizenbaum was interested in human-computer interaction, and whether it could be done in a more human-like way than just by typing rigid commands as was done at the time. In doing so he set the ball rolling for a whole new metaphor for interacting with computers, distinct from typing commands or pointing and clicking on a desktop. It raised the possibility that one day we could control computers by having conversations with them, a possibility that is now a reality.

His program, ELIZA, was named after the character in the play Pygmalion and musical My Fair Lady. That Eliza was a working class women who was taught to speak with a posh accent gradually improving her speech, and part of the idea of ELIZA was that it could gradually improve based on its interactions. At core though it was doing something very simple. It just looked for known words in the things the human typed and then output a sentence triggered by that keyword, such as a transformation of the original sentence. For example, if the person typed “I’m really unhappy”, it might respond “Why are you unhappy?”.

In this way it was just doing a more sophisticated version of the earliest “creative” writing program – Christopher Strachey’s Love Letter writing program. Strachey’s program wrote love letters by randomly picking keywords and putting them into a set of randomly chosen templates to construct a series of sentences.

The keywords that ELIZA looked for were built into its script written by the programmer and each allocated a score. It found all the keywords in the person’s sentence but used the one allocated the highest score. Words like “I” had a high score so were likely to be picked if present. A sentence starting “I am …” can be transformed into a response “Why are you …?” as in the example above. to make this seem realistic, the program needed to have a variety of different templates to provide enough variety of responses, though. To create the response, ELIZA broke down the sentence typed into component parts, picked out the useful parts of it and then built up a new response. In the above example, it would have pulled out the adjective, “happy” to use in its output with the template part “Why are you …”, for example.

If no keyword was found, so ELIZA had no rule to apply, it could fall back on a memory mechanism where it stored details of the past statements typed by the person. This allowed it to go back to an earlier thing the person had said and use that instead. It just moved on to the next highest scoring keyword from the previous sentence and built a response based on that.

ELIZA came with different “characters” that could be loaded in to it with different keywords and templates of how to respond. The reason ELIZA gained so much fame was due to its DOCTOR script. It was written to behave like a psychotherapist. In particular, it was based on the ideas of psychologist Carl Rogers who developed “person-centred therapy”, where a therapist, for example, echos back things that the person says, always asking open-ended questions (never yes/no ones) to get the patient talking. (Good job interviewers do a similar thing!) The advantage of it “pretending” to be a psychotherapist like this is that it did not need to be based on a knowledge bank of facts to seem realistic. Compare that with say a chatbot that aims to have conversations about Liverpool Football Club. To be engaging it would need to know a lot about the club (or if not appear evasive). If the person asked it “Who do you think the greatest Liverpool manager was?” then it would need to know the names of some former Liverpool managers! But then you might want to talk about strikers or specific games or … A chatbot aiming to have conversations about any topic the person comes up with convincingly needs facts about everything! That is what modern chatbots do have: provided by them sucking up and organising information from the web, for example. As a psychotherapist, DOCTOR never had to come up with answers, and echoing back the things the person said, or asking open-ended questions, was entirely natural in this context and even made ti seem as though it cared about what the people were saying.

Because Eliza did come across as being empathic in this way, the early people it was trialled on were very happy to talk to it in an uninhibited way. Weizenbaum’s secretary even asked him to leave while she chatted with it, as she was telling it things she would not have told him. That was despite the fact, or perhaps partly because, she knew she was talking to a machine. Others were convinced they were talking to a person just via a computer terminal. As a result it was suggested at the time that it might actually be used as a psychotherapist to help people with mental illness!

Weizenbaum was clear though that ELIZA was not an intelligent program, and it certainly didn’t care about anyone, even if it appeared to be. It certainly would not have passed the Turing Test, set previously by Alan Turing that if a computer was truly intelligent people talking to it would be indistinguishable from a person in its answers. Switch to any knowledge-based topic and the ELIZA DOCTOR script would flounder!

ELIZA was also the first in a less positive trend, to make chatbots female because this is seen as something that makes men more comfortable. Weizenbaum chose a female character specifically because he thought it would be more believable as a supportive, emotional female. The Greek myth Pygmalion from which the play’s name derives is about a male sculptor falling in love with a female sculpture he had carved, that then comes to life. Again this fits a trend of automaton and robots in films and reality being modelled after women simply to provide for the whims of men. Weizenbaum agreed he had made a mistake, saying that his decision to name ELIZA after a woman was wrong because it reinforces a stereotype of women. The fact that so many chatbots have then copied this mistake is unfortunate.

Because of his experiences with ELIZA he went on to become a critic of Artificial Intelligence (AI). Well before any program really could have been called intelligent (the time to do it!), he started to think about the ethics of AI use, as well as of the use of computers more generally (intelligent or not). He was particularly concerned about them taking over human tasks around decision making. He particularly worried that human values would be lost if decision making was turned into computation, beliefs perhaps partly shaped by his experiences escaping Germany where the act of genocide was turned into a brutally efficient bureaucratic machine, with human values completely lost. Ultimately, he argued that computers would be bad for society. They were created out of war and would be used by the military as a a tool for war. In this, given, for example, the way many AI programs have been shown to have built in biases, never mind the weaponisation of social media, spreading disinformation and intolerance in recent times, he was perhaps prescient.

by Paul Curzon, Queen Mary University of London

Fun to do

If you can program why not have a go at writing an ELIZA-like program yourself….or perhaps a program that runs a job interview for a particular job based on the person specification for it.

More on …

Magazines …

Front cover of CS4FN issue 29 - Diversity in Computing
Cover of CS4FN Issue 16 - Clean up your language


Subscribe to be notified whenever we publish a new post to the CS4FN blog.


This page and talk are funded by EPSRC on research agreement EP/W033615/1.

I wandered lonely as a mass of dejected vapour – try some AI poetry

Ever used an online poem generator, perhaps to get started with an English assignment? They normally have a template and some word lists you can fill in, with a simple algorithm that randomly selects from the word lists to fill out the template. “I wandered lonely as a cloud” might become “I zoomed destitute as a rainbow” or I danced homeless as a tree”. It would all depend on those word lists. Artificial Intelligence and machine learning researchers are aiming to be more creative.

Stanford University, the University of Massachusetts and Google have created works that look like poems, by accident. They were using a machine learning Artificial Intelligence they had previously ‘trained’ on romantic novels to research the creation of captions for images, and how to translate text into different languages. They fed it a start and end sentence, and let the AI fill in the gap. The results made sense though were ‘rather dramatic’: for example

“he was silent for a long moment
he was silent for a moment
it was quiet for a moment
it was dark and cold
there was a pause
it was my turn”

Is this a real poem? What makes a poem a poem is in itself an area of research, with some saying that to create a poem, you need a poet and the poet should do certain things in their ‘creative act’. Researchers from Imperial College London and University College Dublin used this idea to evaluate their own poetry system. They checked to see if the poems they generated met the requirements of a special model for comparing creative systems. This involved things like checking whether the work formed a concept, and including measures such as flamboyance and lyricism.

Read some poems written by humans and compare them to poems created by online poetry generators. What makes it creativity? Maybe that’s up to you!

Jane Waite, Queen Mary University of London


More on …

  • The algorithm that could not speak its name
    • See also this article about Christopher Strachey, who came up with the first example of a computer program that could create lines of text (from lists of words) to make up love poems.

Related Magazine …


Subscribe to be notified whenever we publish a new post to the CS4FN blog.


This blog is funded by EPSRC on research agreement EP/W033615/1.

QMUL CS4FN EPSRC logos

A handshaking puzzle

By Przemysław Wałęga, Queen Mary University of London

Logical reasoning and proof, whether done using math notation or informally in your head, is an important tool of computer scientists. The idea of proving, however, is often daunting for beginners and it takes a lot of practice to master this skill. Here we look at a simple puzzle to get you started.

Two art models shaking hands
Image by GU LA from Pixabay

Computer Scientists use logical reasoning and proofs a lot. They can be used to ensure correctness of algorithms. Researchers doing theoretical computer science use proofs all the time, working out theories about computation.

Proving mathematical statements can be very challenging, though. Coming up with a proof often requires making observations about a problem and exploiting a variety of different proof methods. Making sure that the proof is correct, concise, and easy to follow matters too, but that in itself needs skill and a lot of practice. As a result, proving can be seen as a real art of mathematics.

Let’s think about a simple puzzle to show how logical thinking can be used when solving a problem. The puzzle can be solved without knowing any specific maths, so anyone can attempt it, but it will probably look very hard to start with.

Before you start working on it though, let me recommend that first you try to solve it entirely in your mind, that is, with no pen and paper (and definitely no computer!). 

The Puzzle

Here is the puzzle, which I heard at a New Year’s party from a friend Marcin:

Mrs. and Mr. Taylor hosted a party and invited four other couples. After the party, everyone gathered in the hallway to say their goodbyes with handshakes. No one shook hands with themselves (of course!) or their partner, and no one shook hands with the same person more than once. Each person kept track of how many people they had shaken hands with. At one point, Mr. Taylor shouted “STOP” and asked everyone to say how many people they had shaken hands with. He received nine different answers. 

How many people did Mrs Taylor shake hands with?

I will give you some hints to help solving the puzzle, but first try to solve it on you own, and see how far you get. Maybe you will be solve the puzzle on your own? 

Why did I recommend solving the puzzle without pen and paper? Because, our goal is to use logical and critical thinking instead of finding a solution in a “brute force” manner, that is, blindly listing all the possibilities and checking each of them to find a solution to the puzzle. As an example of a brute force way of solving a problem, take a crossword puzzle where you have all but one of the letters of a word. You have no idea what the clue is about, so instead you just try the 26 possible letters for the missing one and see which make a word and then check which that do fit the clue! 

Notice that the setting of our puzzle is finite: there are 10 people shaking hands, so the number of ways they shake hands is also finite if bigger than say checking 26 different letters of the crossword problem. That means you could potentially list all the possible ways people might shake hands to solve the puzzle. This is, however, not what we are aiming for. We would like to solve the puzzle by analysing the structure of the problem instead of performing brute force computation. 

Also, it is important to realise that often mathematicians solve puzzles (or prove theorems) about situations in which the number of possibilities is infinite so the brute force approach of listing them all is not possible at all. There are also many situations where the brute force approach is applicable in theory, but in practice it would require considering too many cases: so many that even the most powerful computers would not be able to provide us with an answer in our lifetimes. 

Handshake
Image by Robert Owen-Wahl from Pixabay

For our puzzle, you may be tempted to list all possible handshake situations between 10 people. Before you do start listing them, let’s check how much time you would need for that.  You have to consider every pair that can be formed from 10 people. A mathematician refers to that as “10 choose 2”, the answer to which is that there are 45 possible pairs among 10 people (the first person pairs with 9 others, the next has 8 others to pair with having been paired with the first already, and so on and 9+8+….+1 = 45). However, 45 is not the number that we are looking for. Each of these pairs can either shake hands or not, and we need to consider all those different possibilities. There are 245 such handshake combinations. How big is this number? The number 210 is 1024, so it is approximately 1000. Hence 240=(210)4 (which is clearly smaller than our 245) is approximately 10004 = 1,000,000,000,000 that is, a trillion. Listing a trillion combinations should sound scary to you. Indeed, if you can be quick enough to write each of the trillion combinations in one second, you will spend 31 688 years. Let’s not try this!

Of course, we can look more closely at the description of the puzzle to decrease the number of combinations. For example, we know that nobody shakes hands with their partner, which will already massively reduce the number. However, let’s try to solve the puzzle without using any external memory aids or computational power. Only our minds.

Can you solve it? A key trick that mathematicians and computer scientists use is to break down problems into simpler problems first (decomposition). You may not be able to solve this puzzle straight away, so instead think about what facts you can deduce about the situation instead.

If you need help, start by considering Hint 1 below. If you are still stuck, maybe Hint 2 will help? Answer these questions and you will be a long way to solving the puzzle.

Hints

  1. Mr. Taylor received nine different answers. What are these answers?
  2. Knowing the numbers above, can you work out who is a partner of whom?

No luck in solving the puzzle? Try to spend some more time before giving up!  Then read on. If you managed to solve it you can compare your way of thinking with the full solution below.

Solution

First we will answer Hint 1. We can show that the answers received by Mr. Taylor are 0, 1, 2, 3, 4, 5, 6, 7, and 8. There are 5 couples, meaning that there are 10 people at the party (Mr. and Mrs. Taylor + 4 other couples). Each person can shake hands with at least 0 people and at most 8 other people (since there are 10 people, and they cannot shake hands with themselves or their partner). Since Mr. Taylor received nine different answers from the other 9 people, they need to be 0, 1, 2, 3, 4, 5, 6, 7, and 8. This is an important observation which we will use in the second part of the solution.

Next, we will answer Hint 2. Let’s call P0 the person who answered 0, P1 the person who answered 1, …, P8 the person who answered 8. The person with the highest (or the lowest) number of handshakes is a good one to look at first.

  • Who is the partner of P8? P8 did not shake hands with themselves and with P0 (as P0 did not shake hands with anybody). So P8 had to shake hands with all the other 8 people. Since no one shakes hands with their partner, it follows that P0 is the partner of P8!
  • Who is the partner of P7? They did not shake hands with themselves, with P0 and with P1, because we already know that P1 shook hands with P8, and they shook hands with only one person. So the partner of P7 can be either P8, P0, or P1. Since P8 and P0 are partners, P7 needs to be the partner of P1.
  • Following through with this analysis for P6 and P5, we can show that the following are partners: P8 and P0, P7 and P1, P6 and P2, P5 and P3. The only person among P0, … , P8 who is left without a partner is P4. So P4 needs to be Mrs. Taylor, the partner of Mr. Taylor, the one person left who didn’t give a number. 

Consequently, we have also showed that Mr Taylor shook hands with 4 people. 

Observe that the analysis above does not only provide us an answer to the puzzle, but it also allows us to uniquely determine the handshake setting as presented in the picture below (called a graph by Computer Scientists). Here, people are nodes (circles) and handshakes are represented as edges (lines) in the graph. Red edges correspond to handshakes with P8, blue edges are handshakes with P7, green with P6 and yellow with P5. Partners are located next to each other, for example, Mr. Taylor is a partner with P4.

Image by CS4FN

Large Language Models

Although this article is about logical thinking, and not about tools to solve logic puzzles, it is interesting to see if current AI models are capable of solving the puzzle. As puzzles go it is relatively easy and occurs on the Internet in different settings and languages, so large language models (LLMs) trained on the Internet should be good at solving it. Let’s test them!

I asked ChatGPT-4o and Gemini 1.5 Flash to solve the puzzle. To my surprise, both of them did struggle. They had problems with understanding some parts of the problem formulation and made mathematical mistakes. 

  • ChatGPT seems to wrongly assume that Mr. Taylor answered his own question about the number of handshakes, and so, that each of 10 people announced a different number of handshakes. As follows from our solution of the puzzle, there exists exactly one graph representing the handshake situation. In this graph, the number of handshakes of Mr. and Mrs. Taylor is the same, namely 4. Hence, the additional assumption made by ChatGPT (that each of 10 people had a different number of handshakes) makes the situation described in the puzzle impossible. Interestingly, ChatGPT was able to solve such an impossible puzzle providing a correct answer… Does it mean that ChatGPT has solved the puzzle?
  • Gemini, in contrast, states that the puzzle cannot be solved without more information such as the order of arrivals. This is clearly wrong. We know how to solve the puzzle and the order of arrivals is actually completely irrelevant to the puzzle! 

This small experiment uses basic LLMs and does not aim to draw any conclusions about their capabilities. I am quite certain that one can find an LLM that can solve this simple puzzle without mistakes. However, this experiment aims to emphasise the need for checking AI solutions yourself. To do that you need to gain the skills of doing proof yourself!

In what follows I provide answers obtained from AI models and highlight as bold parts which are wrong assumptions or reasoning.

Solution by ChatGPT:

Key Observations:

  1. There are 10 people in total at the party (5 couples: Mr. and Mrs. Taylor and 4 other couples).
  2. No one shakes hands with their own partner.
  3. No one shakes hands with themselves or the same person more than once.
  4. The handshake answers must be unique and range from 0 to 9 (since there are 10 people, including Mr. and Mrs. Taylor).

Solution:

  • Since there are 10 people total, the number of handshakes any one person could have ranges from 0 to 9.
  • If everyone gives a unique answer, it means:
    • One person shook hands with 0 people.
    • Another shook hands with 1 person.
    • Another with 2, and so on, up to 9.

Steps:

  1. The person who shook hands with 9 people: This person shook hands with everyone else, meaning their partner (who doesn’t shake hands with them) must have shaken hands with 0 people.
  2. The person who shook hands with 8 people: This person shook hands with everyone except their partner and the person who shook hands with 0.
  3. By continuing this pattern, we see that for every unique count of handshakes k, the person with k handshakes corresponds to a partner with 9−k handshakes.

Mrs. Taylor’s Handshakes:

  • Mr. Taylor shouted “STOP” after collecting answers from all 10 people. Since there are 9 different handshake counts, one of those counts must belong to Mrs. Taylor.
  • Let’s assume Mr. Taylor is among the group and is the one with the maximum or minimum handshakes.
  • The pairing pattern ensures Mrs. Taylor’s number of handshakes must fall within the range, but based on symmetry of couples logic !

The key is to match couples symmetrically:

If Mr. Taylor gets answers (0, 1, 2,…

Let’s refine the solution:

  • The possible handshake counts are 0,1,2,…,9, ensuring each number is unique.
  • The pairing works such that if one person shakes k hands, their partner shakes 9-k hands.

This logic means:

  • The person who shook 9 hands paired with the person who shook 0.
  • The person who shook 8 hands paired with the person who shook 1, and so on.

Mrs. Taylor’s Count:

If there are nine unique handshake counts (from 0 to 9), Mrs. Taylor must have shaken 4 hands because her partner, Mr. Taylor, who controls the setup, must fall at the midpoint to allow symmetrical pairing logic.

Solution by Gemini:

Certainly, let’s solve the handshake puzzle!

Understanding the Problem:

  • We have 10 people at the party (Mr. and Mrs. Taylor, plus 4 other couples).
  • No one shakes hands with themselves or their partner.
  • No one shakes hands with the same person more than once.
  • Each person keeps track of how many handshakes they’ve done.
  • Mr. Taylor asks everyone how many handshakes they’ve done, and gets 9 different answers.
  • We need to figure out how many handshakes Mrs. Taylor did.

Let’s Analyze:

The key to solving this is to consider the possible range of handshakes each person could have.

  • Lowest Possible Handshakes: If someone is the first to arrive and doesn’t shake hands with anyone else, they’ll have 0 handshakes.
  • Highest Possible Handshakes: The maximum number of handshakes depends on the order of arrivals and who shakes hands with whom. In the most efficient scenario, everyone could shake hands with everyone else except their partner. This would lead to a maximum of 8 handshakes for each person.

Now, let’s consider the 9 different answers:

Since there are 9 different answers, and the minimum is 0, the maximum number of handshakes someone could have is 8.

Let’s think about Mrs. Taylor:

  • She can’t have 0 handshakes because she would have to shake hands with someone eventually.
  • She can’t have 8 handshakes because Mr. Taylor would have to have the same number (since they are the only couple).

Therefore, Mrs. Taylor must have shaken hands with a number between 1 and 7.

Unfortunately, without more information about the order of arrivals and who shook hands with whom, we can’t pinpoint the exact number of handshakes Mrs. Taylor did.

Let me know if you’d like to explore a specific scenario with a particular order of arrivals and handshakes to determine Mrs. Taylor’s exact number!

More on …

Related Magazines …


Subscribe to be notified whenever we publish a new post to the CS4FN blog.


This blog is funded by UKRI, through grant EP/W033615/1.

Nemisindo: breaking the sound barrier

Womens feet walking on a path
Image by ashokorg0 from Pixabay

Games are becoming ever more realistic. Now, thanks to the work of Joshua Reiss’s research team and their spinout company, Nemisindo, it’s not just the graphics that are amazing, the sound effects can be too.

There has been a massive focus over the years in improving the graphics in games. We’ve come along way from Pong and its square ball and rectangular paddles. Year after year, decades after decade, new algorithms, new chips and new techniques have been invented that combined with the capabilities of ever faster computers, have meant that we now have games with realistic, real-time graphics immersing us in the action as we play. And yet games are a multimedia experience and realistic sounds matter too if the worlds are to be truly immersive. For decades film crews have included whole teams of Foley editors whose job is to create realistic everyday sounds (check out the credits next time you watch a film!). Whether the sound is of someone walking on a wooden floor in bare feet, walking on a crunchy path,opening thick, plush curtains, or an armoured knight clanging their way down a bare, black cliff, lots of effort goes into getting the sound just right.

Game sound effects are currently often based on choosing sounds from a sound library, but games, unlike films, are increasingly open. Just about anything can happen and make a unique noise while doing so. The chances of the sound library having all the right sounds get slimmer and slimmer.

Suppose a knight character in a game drops a shield. What should it sound like? Well, it depends on whether it is a wooden shield or a metal one. Did it land on its edge or fall horizontally, and was it curved so it rang like a bell? Is the floor mud or did it hit a stone path? Did it bounce or roll? Is the knight in an echoey hall, on a vast plain or clambering down those clanging cliffs…

All of this is virtually impossible to get exactly right if you’re relying on a library of sound samples. Instead of providing pre-recorded sounds as sound libraries do, the software of Josh and team’s company Nemisindo (which is the Zulu word for ‘sound effects’), create new sounds from scratch exactly when they are needed and in real time as a game is played. This approach is called “procedural audio technology”. It allows the action in the game itself to determine the sounds precisely as the sounds are programmed based on setting options for sounds linked to different action scenarios, rather than selecting a specific sound. Aside from the flexibility it gives, this way of doing sound effects gives big advantages in terms of memory too: because sounds are created on the fly, large libraries of sounds no longer need to be stored with the program. 

Nemisindo’s new software provides generated procedural sounds for the Unreal game engine allowing anyone building games using the engine to program a variety of action scenarios with realistic sounds tuned to the situation in their game as it happens…

In future, if that Knight steps off the stone path just as she drops her shield the sound generated will take the surface it actually lands on into account…

Procedural sound is the future of sound effects so just as games are now stunning visually, expect them in future to become ever more stunning to listen to too. As they do the whole experience will become ever more immersive… and what works for games works for other virtual environments too. All kinds of virtual worlds just became a lot more realistic. Getting the sound exactly right is no longer a barrier to a perfect experience.

Nemisindo has support from Innovate UK.

– Paul Curzon, Queen Mary University of London

More on …


Magazines …


Our Books …

Subscribe to be notified whenever we publish a new post to the CS4FN blog.


This blog is funded by EPSRC on research agreement EP/W033615/1.

QMUL CS4FN EPSRC logos

Mike Lynch: sequencing success

Mike Lynch was one of Britain’s most successful entrepreneurs. An electrical engineer, he built his businesses around machine learning long before it was a buzz phrase. He also drew heavily on a branch of maths called Bayesian statistics which is concerned with understanding how likely, even apparently unlikely, things are to actually happen. This was so central to his success that he named his super yacht, Bayesian, after it. Tragically, he died on the yacht, when Bayesian sank in a freak, extremely unlikely, accident. The gods of the sea are cruel.

Synthesisers

A keyboard synthesiser
Image by Julius H. from Pixabay

Mike started his path to becoming an entrepreneur at school. He was interested in music, and especially the then new but increasingly exciting, digital synthesisers that were being used by pop bands, and were in the middle of revolutionising music. He couldn’t afford one of his own, though, as they cost thousands. He was sure he could design and build one to sell more cheaply. So he set about doing it.

He continued working on his synthesiser project as a hobby at Cambridge University, where he originally studied science, but changed to his by-then passion of electrical engineering. A risk of visiting his room was that you might painfully step on a resistor or capacitor, as they got everywhere. That was not surprising giving his living room was also his workshop. By this point he was also working more specifically on the idea of setting up a company to sell his synthesiser designs. He eventually got his first break in the business world when chatting to someone in a pub who was in the music industry. They were inspired enough to give him the few thousand pounds he needed to finance his first startup company, Lynett Systems.

By now he was doing a PhD in electrical engineering, funded by EPSRC, and went on to become a research fellow building both his research and innovation skills. His focus was on signal processing which was a natural research area given his work on synthesisers. They are essentially just computers that generate sounds. They create digital signals representing sounds and allow you to manipulate them to create new sounds. It is all just signal processing where the signals ultimately represent music.

However, Mike’s research and ideas were more general than just being applicable to audio. Ultimately, Mike moved away from music, and focussed on using his signal processing skills, and ideas around pattern matching to process images. Images are signals too (resulting from light rather than sound). Making a machine understand what is actually in a picture (really just lots of patches of coloured light) is a signal processing problem. To work out what an image shows, you need to turn those coloured blobs into lines, then into shapes, then into objects that you can identify. Our brains do this seamlessly so it seems easy to us, but actually it is a very hard problem, one that evolution has just found good solutions to. This is what happens whether the image is that captured by the camera of a robot “eye” trying to understand the world or a machine trying to work out what a medical scan shows. 

This is where the need for maths comes in to work out probabilities, how likely different things are. Part of the task of recognising lines, shapes and objects is working out how likely one possibility is over another. How likely is it that that band of light is a line, how likely is it that that line is part of this shape rather than that, and so on. Bayesian statistics gives a way to compute probabilities based on the information you already know (or suspect). When the likelihood of events is seen through this lens, things that seem highly unlikely, can turn out to be highly probably (or vice versa), so it can give much more accurate predictions than traditional statistics. Mike’s PhD used this way of calculating probabilities even though some statisticians disdained it. Because of that it was shunned by some in the machine learning community too, but Mike embraced it and made it central to all his work, which gave his programs an edge.

While Lynett Systems didn’t itself make him a billionaire, the experience from setting up that first company became a launch pad for other innovations based on similar technology and ideas. It gave him the initial experience and skills, but also meant he had started to build the networks with potential investors. He did what great entrepreneurs do and didn’t rest on his laurels with just one idea and one company, but started to work on new ideas, and new companies arising from his PhD research.

Fingerprints

Fingerprint being scanned
Image by alhilgo from Pixabay

He realised one important market for image pattern recognition, that was ripe for dominating, was fingerprint recognition. He therefore set about writing software that could match fingerprints far faster and more accurately than anyone else. His new company, Cambridge Neurodynamics, filled a gap, with his software being used by Police Forces nationwide. That then led to other spin-offs using similar technology

He was turning the computational thinking skills of abstraction and generalisation into a way to make money. By creating core general technology that solved the very general problems of signal processing and pattern matching, he could then relatively easily adapt and reuse it to apply to apparently different novel problems, and so markets, with one product leading to the next. By applying his image recognition solution to characters, for example, he created software (and a new company) that searched documents based on character recognition. That led on to a company searching databases, and finally to the company that made him famous, Autonomy.

Fetch

A puppy fetching a stick
Image from Pixabay

One of his great loves was his dog, Toby, a friendly enthusiastic beast. Mike’s take on the idea of a search engine was fronted by Toby – in an early version, with his sights set on the nascent search engine market, his search engine user interface involved a lovable, cartoon dog who enthusiastically fetched the information you needed. However, in business finding your market and getting the right business model is everything. Rather than competing with the big US search engine companies that were emerging, he switched to focussing on in-house business applications. He realised businesses were becoming overwhelmed with the amount of information they held on their servers, whether in documents or emails, phone calls or videos. Filing cabinets were becoming history and being replaced by an anarchic mess of files holding different media, individually organised, if at all, and containing “unstructured data”. This kind of data contrasts with the then dominant idea that important data should be organised and stored in a database to make processing it easier. Mike realised that there was lots of data held by companies that mattered to them, but that just was not structured like that and never would be. There was a niche market there to provide a novel solution to a newly emerging business problem. Focussing on that, his search company, Autonomy, took off, gaining corporate giants as clients including the BBC. As a hands-on CEO, with both the technical skills to write the code himself and the business skills to turn it into products businesses needed, he ensured the company quickly grew. It was ultimately sold for $11 billion. (The sale led to an accusation of fraud in hte US, but, innocent, he was acquitted of all the charges).

Investing

From firsthand experience he knew that to turn an idea into reality you needed angel investors: people willing to take a chance on your ideas. With the money he made, he therefore started investing himself, pouring the money he was making from his companies into other people’s ideas. To be a successful investor you need to invest in companies likely to succeed while avoiding ones that will fail. This is also about understanding the likelihood of different things,  obviously something he was good at. When he ultimately sold Autonomy, he used the money to create his own investment company, Invoke Capital. Through it he invested in a variety of tech startups across a wide range of areas, from cyber security, crime and law applications to medical and biomedical technologies, using his own technical skills and deep scientific knowledge to help make the right decisions. As a result, he contributed to the thriving Silicon Fen community of UK startup entrepreneurs, who were and continue to do exciting things in and around Cambridge, turning research and innovation into successful, innovative companies. He did this not only through his own ideas but by supporting the ideas of others.

Man on rock staring at the sun between 2 parallel worlds
Image by Patricio González from Pixabay

Mike was successful because he combined business skills with a wide variety of technical skills including maths, electronic engineering and computer science, even bioengineering. He didn’t use his success to just build up a fortune but reinvested it in new ideas, new companies and new people. He has left a wonderful legacy as a result, all the more so if others follow his lead and invest their success in the success of others too.

In memory of a friend

Paul Curzon, Queen Mary University of London

More on …

Magazines …

Front cover of CS4FN issue 29 - Diversity in Computing


Subscribe to be notified whenever we publish a new post to the CS4FN blog.


This blog is funded by EPSRC on research agreement EP/W033615/1.

QMUL CS4FN EPSRC logos

To be (CEO) or not to be (CEO)

Just because you start a start-up doesn’t mean you have to be the boss (the CEO) running the company… Hamit Soyel didn’t and his research-based company, DragonFlyAI is flourishing.

Hamit’s computer science research (with Peter McOwan) at Queen Mary concerns understanding human (and animal) vision systems. Building on the research of neuroscientists they created computational models of vision systems. These are just programs that work in the way we believe our brains process what we see. If our understanding is correct then the models should see as we see. For example, one aspect of this is how our attention is drawn to some things and not others. If the model is accurate, it should be able to predict things we will definitely notice, and predict things we probably won’t. It turned out their models were really good at this.

They realised that their models had applications in marketing and advertising (an advert that no one notices is a waste of money). They therefore created a startup company based on their research. Peter sadly died not long after the company was founded leaving Hamit to make it a success. He had a choice to make though. Often people who start a startup company set themselves up as the CEO: it is their company so they want control. To do this you need good business skills though and also to be willing to devote the time to make the business a success. You got to this point though because of your technical and creative skills,

When you start a company you want to make a difference, but to actually do that you need a strong team and that team doesn’t have to be “behind” you, they can be “with” you – after all the best teams are made up of specialists who work to their strengths as well as supporting and working well with each other. Perhaps your strengths lie elsewhere, rather than in running a business,

With support from Queen Mary Innovations who helped him set up DragonflyAI and have supported it through its early years, Hamit decided his strengths were in the creative and technical side of the business, so he became the Chief Scientist and Inventor rather than the CEO. That role was handed to an expert as were the other senior leadership roles such as Marketing and Sales, Operations and Customer Success. That meant Hamit could focus on what he did best in further developing the models, as well as in innovating new ideas. This approach also gives confidence to investors that the leadership team do know what they are doing and that if they like the ideas then the company will be a success.

As a result, Hamit’s business is now a big success having helped a whole series of global companies improve their marketing, including Mars and Coca-Cola. DragonflyAI also recently raised $6m in funding from investors to further develop the business.

As Hamit points out:

By delegating operations to a professional leadership team, you can concentrate on areas you truly enjoy that fuel your passion and creativity, ultimately enhancing your fulfilment and contribution to your company and driving collective success.”

To be the CEO or not be the CEO depends on your skills and ambition, but you must also think about what is best for the company, as Hamit has pointed out. It is important to realise though that you do not have to be the CEO just because you founded the company.

Paul Curzon, Queen Mary University of London,

based on an interview between Hamit Soyel and Queen Mary Innovations

More on …


Magazines …


Our Books …


Subscribe to be notified whenever we publish a new post to the CS4FN blog.


This blog is funded by EPSRC on research agreement EP/W033615/1.

QMUL CS4FN EPSRC logos

Mixing Research with Entrepreneurship: Find a need and solve it

A mixing desk
Image by Ida from Pixabay

Becoming a successful entrepreneur often starts with seeing a need: a problem someone has that needs to be fixed. For David Ronan, the need was for anyone to mix and master music but the problem was that of how hard it is to do this. Now his company RoEx is fixing that problem by combining signal processing ans artificial intelligence tools applied to music. It is based on his research originally as a PhD student

Musicians want to make music, though by “make music” they likely mean playing or composing music. The task of fiddling with buttons, sliders and dials on a mixing desk to balance the different tracks of music may not be a musician’s idea of what making music is really about, even though it is “making music” to a sound engineer or producer. However, mixing is now an important part of the modern process of creating professional standard music.

This is in part a result of the multitrack record revolution of the 1960s. Multitrack involves recording different parts of the music as different tracks, then combining them later, adding effects, combining them some more … George Martin with the Beatles pioneered its use for mainstream pop music in the 1960s and the Beach Boys created their unique “Pet Sounds” through this kind of multitrack recording too. Now, it is totally standard. Originally, though, recording music involved running a recording machine while a band, orchestra and/or singers did their thing together. If it wasn’t good enough they would do it all again from the beginning (and again, and again…). This is similar to the way that actors will act the same scene over and over dozens of times until the director is happy. Once happy with the take (or recording) that was basically it and they moved on to the next song to record.

With the advent of multitracking, each musician could instead play or sing their part on their own. They didn’t have to record at the same time or even be in the same place as the separate parts could be mixed together into a single whole later. Then it became the job of engineers and the producer to put it all together into a single whole. Part of this is to adjust the levels of each track so they are balanced. You want to hear the vocals, for example, and not have them drowned out by the drums. At this point the engineer can also fix mistakes, cutting in a rerecording of one small part to replace something that wasn’t played quite right. Different special effects can also be applied to different tracks (playing one track at a different speed or even backwards, with reverb or auto-tuned, for example). You can also take one singer and allow them to sing with multiple versions of themselves so that they are their own backing group, and are singing layered harmonies with themselves. One person can even play all the separate instruments as, for example, Prince often did on his recordings. The engineers and producer also put it all together and create the final sound, making the final master recording. Some musicians, like Madonna, Ariana Grande and Taylor Swift do take part in the production and engineering parts of making their records or even take over completely, so they have total control of their sound. It takes experience though and why shouldn’t everyone have that amount of creative control?

Doing all the mixing, correction and overdubbing can be laborious and takes a lot of skill, though. It can be very creative in itself too, which is why producers are often as famous as the artists they produce (think Quincy Jones or  Nile Rogers, for example). However, not everyone wanting to make their own music is interested in spending their time doing laborious mixing, but if you don’t yet have the skill yourself and cant afford to pay a producer what do you do? 

That was the need that David spotted. He wanted to do for music what instagram filters did for images, and make it easy for anyone to make and publish their own professional standard music. Based in part on his PhD research he developed tools that could do the mixing, leaving a musician to focus on experimenting with the sound itself.

David had spent several years leading the research team of an earlier startup he helped found called AI Music. It worked on adaptive music: music that changes based on what is happening around it, whether in the world or in a video game being played. It was later bought by Apple. This was the highlight of his career to that point and it helped cement his desire to continue to be an innovator and entrepreneur. 

With the help of Queen Mary, where he did his PhD, he therefore decided to set up his new company RoEx. It provides an AI driven mixing and mastering service. You choose basic mixing options as well as have the ability to experiment with different results, so still have creative control. However, you no longer need expensive equipment, nor need to build the skills to use it. The process becomes far faster too. Mixing your music becomes much more about experimenting with the sound: the machine having taken over the laborious parts, working out the optimum way to mix different tracks and produce a professional quality master recording at the end.

David  didn’t just see a need and have an idea of how to solve it, he turned it into something that people want to use by not only developing the technology, but also making sure he really understood the need. He worked with musicians and producers through a long research and development process to ensure his product really works for any musician.

– Paul Curzon, Queen Mary University of London

More on …


Magazines …


Our Books …


Subscribe to be notified whenever we publish a new post to the CS4FN blog.


This blog is funded by EPSRC on research agreement EP/W033615/1.

QMUL CS4FN EPSRC logos

The logic of Queens

A corner of a Queens Puzzle
A corner of a Queens Puzzle: Image by Paul Curzon

Queens is a fairly simple kind of logic puzzle found for example on LinkedIn as a way to draw you back to the site. Doing daily logic puzzles is good both for mental health and to build logical thinking skills. As with programming, solving logic puzzles is mostly about pattern matching (also a useful skill to practice daily) rather than logic per se. The logic mainly comes in working out the patterns.

Let’s explore this with Queens. The puzzle has simple rules. The board is divided into coloured territories and you must place a Queen in each territory. However, no two Queens can be in the same row or column. Also no two Queens can be adjacent, horizontally, vertically or diagonally.

If we were just to use pure logic on these puzzles we would perhaps return to the rules themselves constantly to try and deduce where Queens go. That is perhaps how novices try to solve puzzles (and possibly get frustrated and give up). Instead, those who are good at puzzles create higher level rules that are derived from the basic rules. Then they apply (ie pattern match against) the new rules whenever the situation applies. As an aside this is exactly how I worked when using machine-assisted proof to prove that programs and hardware correctly met their specification, doing research into better ways to ensure the critical devices we create are correct.

Let’s look at an example from Queens. Here is a puzzle to work on. Can you place the 8 Queens?

An initial Queens puzzle - an 8x8 grid with 8 territories marked out
mage by Paul Curzon
The same puzzle with squares in one column ruled out as places for a Queen
mage by Paul Curzon

Where to start? Well notice the grey territory near the bottom. It is a territory that lives totally in one column. If we go to the rules of Queens we know that there must be a Queen in this territory. That means that Queen must be in that column. We also know that only one Queen can be in a column. That means none of the other territories in that column can possibly hold a Queen there. We can cross them all out as shown.

In effect we have created a new derived inference rule.

IF a territory only has squares available in one column 

THEN cross out all squares of other territories in that column

By similar logic we can create a similar rule for rows.

Now we can just pattern match against the situation described in that rule. If ever you see a territory contained completely in a row or column, you can cross out everything else in that row/column.

In our case in doing that it creates new situations that match the rule. You may also be able to work out other rules. One obvious new rule is the following:

IF a territory only has one free space left and no Queens 

THEN put a Queen in that free space
The same puzzle with squares in two more columns ruled out as places for two more Queens
mage by Paul Curzon

We can derive more complicated rules too. For example, we can generalise our first rule to two columns. Can you find a pair of territories that reside in the same two columns only? There is such a pair in the top right corner of our puzzle. If there is such a situation then as both must have a Queen, between them they must be the territories that provide the Queens for both those two columns. That means we can cross out all the squares from other territories in those two columns. We get the rule:

IF two territories only have squares available in two columns

THEN cross out all squares of other territories in both columns

Becoming good at Queens puzzles is all about creating more of these rules that quickly allow you to make progress in all situations. As you apply rules, new rules become applicable until the puzzle is solved.

Can you both apply these rules and if need be derive some more to pattern match your way to solving this puzzle?

It turns out that programming is a lot like this too. For a novice, writing code is a battle with the details of the semantics (the underlying logical meaning) of the language finding a construct that does what is needed. The more expert you become the more you see patterns where you have a rule you can apply to provide the code solution: IF I need to do this repeatedly counting from 1 to some number THEN I use a for loop like this… IF I have to process a 2 dimensional matrix of possibilities THEN I need a pair of nested for loops that traverse it by rows and columns… IF I need to do input validation THEN I need this particular structure involving a while loop… and so on.

Perhaps more surprisingly, research into expert behaviour suggests that is what all expert behaviour boils down to. Expert intuition is all about subconscious pattern matching for situations seen before turned into subconscious rules whether expert fire fighters or expert chess players. Now machine learning AIs are becoming experts at things we are good at. Not suprisingly, what machine learning algorithms are good at is spotting patterns to drive their behaviour.

Paul Curzon, Queen Mary University of London

More on …

Magazines …

Front cover of CS4FN issue 29 - Diversity in Computing

Subscribe to be notified whenever we publish a new post to the CS4FN blog.


This blog is funded by EPSRC on research agreement EP/W033615/1.

QMUL CS4FN EPSRC logos

Ask About Asthma

An inhaler being pressed so the mist of drug can be seen emerging
Image of inhaler by Cnordic CNordic from Pixabay

Mid-September, as many young people are heading back to school after their summer holiday, is Asthma Week where NHS England suggests that teachers, employers and government workers #AskAboutAsthma. The goal is to raise awareness of the experiences of those with asthma, and to suggest techniques to put in place to help children and young people with asthma live their best lives.

One of the key bits of kit in the arsenal of people with asthma is an inhaler. When used, an inhaler can administer medication directly into the lungs and airways as the user breathes in. In the case of those with asthma, an inhaler can help to reduce inflammation in the airways which might prevent air from entering the lungs, especially during an asthma attack.

It’s only recently, however, that inhalers are getting the technology treatment. Smart inhalers can help to remind those with asthma to take their medication as prescribed (a common challenge for those with asthma) as well as tracking their use which can be shared with doctors, carers, or parents. Some smart inhalers can also identify if the correct inhaler technique is being used. Researchers have been able to achieve this by putting the audio of people using an inhaler through a neural network (a form of artificial intelligence), which can then classify between a good and bad technique.

As with any medical technology, these smart inhalers need to be tested with people with asthma to check that they are safe and healthy, and importantly to check that they are better than the existing solutions. One such study started in Leicester in July 2024, where smart inhalers (in this case, ones that clip onto existing inhalers) are being given to around 300 children in the city. The researchers will wait to see if these children have better outcomes than those who are using regular inhalers.

This sort of technology is a great example of what computer scientists call the “Internet of Things” (IoT). This refers to small computers which might be embedded within other devices which can interact over the internet… think smart lights in your home that connect to a home assistant, or fridges that can order food when you run out. 

A lot of medical devices are being integrated into the internet like this… a smart watch can track the wearer’s heart rate continuously and store it in a database for later, for example. Will this help us to live happier, healthier lives though? Or could we end up finding concerning patterns where there are none?

Daniel Gill, Queen Mary University of London

More on…

Linked Research Papers

Magazines …


Subscribe to be notified whenever we publish a new post to the CS4FN blog.


This blog is funded by EPSRC on research agreement EP/W033615/1.

QMUL CS4FN EPSRC logos

Art Touch and Talk Tour Tech

A sculpture of a head and shouldrers, heavily textured with a network of lines and points
Image by NoName_13 from Pixabay

What could a blind or partially-sighted person get from a visit to an art gallery? Quite a lot if the art gallery puts their mind to it. Even more if they make use of technology. So much so, we may all want the enhanced experience.

The best art galleries provide special tours for blind and partially-sighted people. One kind involves a guide or curator explaining paintings and other works of art in depth. It is not exactly like a normal guided tour that might focus on the history or importance of a painting. The best will give both an overview of the history and importance whilst also giving a detailed description of the whole picture as well as the detail, emphasising how each part was painted. They might, for example, describe the brush strokes and technique as well as what is depicted. They help the viewer create a really detailed mental model of the painting.

One visually-impaired guide who now gives such tours at galleries such as Tate Britain, Lisa Squirrel, has argued that these tours give a much deeper and richer understanding of the art than a normal tour and certainly more than someone just looking at the pictures and reading the text as they wander around. Lisa studied Art History at university and before visiting a gallery herself reads lots and lots about the works and artists she will visit. She found that guided tours by sighted experts using guided hand movements in front of a painting helped her build really good internal models of the works in her mind. Combined with her extensive knowledge from reading, she wasn’t building just a picture of the image depicted but of the way it was painted too. She gained a deep understanding of the works she explored including what was special about them.

The other kind of tour art galleries provide is a touching tour. It involves blind and partially-sighted visitors being allowed to touch selected works of art as part of a guided tour where a curator also explains the art. Blind art lover, Georgina Kleege, has suggested that touch tours give a much richer experience than a normal tour, and should also be put on for all for this reason. It is again about more than just feeling the shape and so “working out its form that”seeing” what a sighted person would take in at a glance. It is about gaining a whole different sensory experience of the work: its texture, for example, not a lesser version just of what it looks like.

How might technology help? Well, the company, NeuroDigital Technologies, has developed a haptic glove system for the purpose. Haptic gloves are gloves that contain vibration pads that stimulate the skin of the person in different, very fine ways so as to fool the wearer’s brain into thinking it is touching things of different shapes and textures. Their system has over a thousand different vibration patterns to simulate different feelings of touching surfaces. They also contain sensors that determine the precise position of the gloves in space as the person moves their hands around.

The team behind the idea scanned several works of art using very accurate laser scanners that build up a 3D picture of the thing being scanned. From this they created a 3D model of the work. This then allowed a person wearing to feel as though they were touching the actual sculpture feeling all the detail. More than that the team could augment the experience to give enhanced feelings in places in shadow, for example, or to emphasise different parts of the work.

A similar system could be applied to historical artifacts too: allowing people to “feel” not just see the Rosetta Stone, for example. Perhaps it could also be applied to paintings to allow a person to feel the brush strokes in a way that could just not otherwise be done. This would give an enhanced version of the experience Lisa felt was so useful of having her hand guided in front of a painting and the brush strokes and areas being described. Different colours might also be coded with different vibration patterns in this way allowing a series of different enhanced touch tours of a painting, first exploring its colours, then its brush strokes, and so on.

What about talking tours? Can technology help there? AIs can already describe pictures, but early versions at least were trained on the descriptions people have given to images on the Internet: “a black cat sitting on top of the TV looking cute”, The Mona Lisa: a young woman staring at you”. That in itself wouldn’t cut it. Neither would training the AI on the normal brief descriptions on the gallery walls next to works of art. However, art books and websites are full of detail and more recent AIs can give very detailed descriptions of art works if asked. These descriptions include what the picture looks like overall, the components, colours, brushstrokes and composition, symbolism, historical context and more (at least for famous paintings). With specific training from curators and art historians the AIs will only get better. What is still missing for a blind person though from the kind of experience Lisa has when experiencing painting with a guide, is the link to the actual picture in space – having the guide move her hand in front of the painting as the parts are described. However, all that is needed to fill that gap is to combine a chat-based AI with a haptic glove system (and provide a way to link descriptions to spatial locations on the image). Then, the descriptions can be linked to positions of a hand moving in space in front of a virtual version of the picture. Combine that with the kind of system already invented to help blind people navigate, where vibrations on a walking stick indicate directions and times to turn, and the gloves can then not only give haptic sensations of the picture in front of the picture or sculpture, but also guide the person’s movement over it.

Whether you have such an experience in a gallery, in front of the work of art, or in your own front room, blind and partially sighted people could soon be getting much better experiences of art than sighted people. At which point, as Georgina Kleege, suggested for normal touch tours, everyone else will likely want the full “blind” experience too.

Paul Curzon, Queen Mary University of London

More on …


Magazines …

Front cover of CS4FN issue 29 - Diversity in Computing

Subscribe to be notified whenever we publish a new post to the CS4FN blog.



This blog is funded through EPSRC grant EP/W033615/1.