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Many researchers hope that a sufficiently powerful natural language processing system would be able to acquire knowledge on it's own, by reading the existing text available over the internet. One young inventor named Daniel Nase put together a program in November 2001 using Boolean that completely replicated the English language. The theory behind this program was "if man reasons primarily through language, then a computer with a complete understand of language could reason and learn just like any human being". This program used a variety of Boolean Logic tests and reduced the English language into a simple Boolean Logic format and used Goto instructions for processing information. One unique aspect of the program was its ability to reason and discard inaccurate information by performing logic tests and emailing a carefully selected group of teachers. Daniel refered to the program as "a developing child, the more you teach it, the more useful it becomes". The prototype of this program was lost due to a breakin at his ocompany office in Auburn, WA. Daniel says, "the program was a thousand lines of code and it took him 3 months to complete working 16 hours a day, and I could write it again". Daniel believed that the mature application would require a mainframe or super computer to run, because of the enormous amount of processing and storage space required. He said "it was literally designed to learn anything and operate any program, but you had to tell it to take action and show it how to do it the first time". "It isn't the Hollywood version of A.I." Daniel envisioned that "this new type of program would replace future operating systems and possibly interact with end users via their cell phones". He also said it would provide consumers with a powerful software program that can quickly learn, adapt and combat malicious software, and the mature program could boost the productivity of software engineers by hundreds or even thousands of times depending on the amount of resources available".
Many researchers hope that a sufficiently powerful natural language processing system would be able to acquire knowledge on it's own, by reading the existing text available over the internet.


Some straightforward applications of natural language processing include ] (or ]) and ].<ref> Some straightforward applications of natural language processing include ] (or ]) and ].<ref>

Revision as of 05:20, 1 December 2007

"AI" redirects here. For other uses of "AI" and "Artificial intelligence", see AI (disambiguation).
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Garry Kasparov playing against Deep Blue, the first machine to win a chess match against a reigning world champion.
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The modern definition of artificial intelligence (or AI) is "the study and design of intelligent agents" where an intelligent agent is a system that perceives its environment and takes actions which maximizes its chances of success. John McCarthy, who coined the term in 1956, defines it as "the science and engineering of making intelligent machines." Other names for the field have been proposed, such as computational intelligence, synthetic intelligence or computational rationality.

The term artificial intelligence is also used to describe a property of machines or programs: the intelligence that the system demonstrates. Among the traits that researchers hope machines will exhibit are reasoning, knowledge, planning, learning, communication, perception and the ability to move and manipulate objects. General intelligence (or "strong AI") has not yet been achieved and is a long-term goal of AI research.

AI research uses tools and insights from many fields, including computer science, psychology, philosophy, neuroscience, cognitive science, linguistics, operations research, economics, control theory, probability, optimization and logic. AI research also overlaps with tasks such as robotics, control systems, scheduling, data mining, logistics, speech recognition, facial recognition and many others.

Perspectives on AI

The rise and fall of AI in public perception

Main articles: History of artificial intelligence and Timeline of artificial intelligence See also: AI Winter

The notion of artificial intelligence dates back to classical antiquity, however it was not until the advent of the modern programmable digital computer that algorithms could be developed and tested. The first coordinated research effort took place at a conference on the campus of Dartmouth College in the summer of 1956. Those who attended would become the leaders of AI research for many decades, especially John McCarthy, Marvin Minsky, Allen Newell and Herbert Simon, who founded AI laboratories at MIT, CMU and Stanford. They and their students wrote programs that were, to most people, simply astonishing: computers were solving word problems in algebra, proving logical theorems and speaking English. By the middle 60s their research was heavily funded by DARPA, and they were optimistic about the future of the new field:

  • 1965, H. A. Simon: "machines will be capable, within twenty years, of doing any work a man can do"
  • 1967, Marvin Minsky: "Within a generation ... the problem of creating 'artificial intelligence' will substantially be solved."

These predictions, and many like them, would not come true. They had failed to recognize the difficulty of some of the problems they faced. In 1974, in response to the criticism of England's Sir James Lighthill and ongoing pressure from congress to fund more productive projects, DARPA cut off all undirected, exploratory research in AI. This was the first AI Winter.

In the early 80s, the field was revived by the commercial success of expert systems and by 1985 the market for AI had reached more than a billion dollars. Minsky and others warned the community that enthusiasm for AI had spiraled out of control and that disappointment was sure to follow. Minsky was right. Beginning with the collapse of the Lisp Machine market in 1987, AI once again fell into disrepute, and a second, more lasting AI Winter began.

In the 90s AI achieved its greatest successes, albeit somewhat behind the scenes. Artificial intelligence was adopted throughout the technology industry, providing the heavy lifting for logistics, data mining, medical diagnosis and many other areas. The success was due to several factors: the incredible power of computers today (see Moore's law), a greater emphasis on solving specific subproblems, the creation of new ties between AI and other fields working on similar problems, and above all a new commitment by researchers to solid mathematical methods and rigorous scientific standards.

The philosophy of AI

Main articles: Philosophy of artificial intelligence and Ethics of artificial intelligence

The strong AI vs. weak AI debate ("can a man-made artifact be conscious?") is still a hot topic amongst AI philosophers. This involves philosophy of mind and the mind-body problem. Most notably Roger Penrose in his book The Emperor's New Mind and John Searle with his "Chinese room" thought experiment argue that true consciousness cannot be achieved by formal logic systems, while Douglas Hofstadter in Gödel, Escher, Bach and Daniel Dennett in Consciousness Explained argue in favour of functionalism. In many strong AI supporters' opinions, artificial consciousness is considered the holy grail of artificial intelligence. Edsger Dijkstra famously opined that the debate had little importance: "The question of whether a computer can think is no more interesting than the question of whether a submarine can swim."

Epistemology, the study of knowledge, also makes contact with AI, as engineers find themselves debating similar questions to philosophers about how best to represent and use knowledge and information (e.g., semantic networks).

AI in myth and fiction

Main article: Artificial intelligence in fiction

Beings created by man have existed in mythology long before their currently imagined embodiment in electronics (and to a lesser extent biochemistry). Some notable examples include: Golems, and Frankenstein. These, and our modern science fiction stories, enables us to imagine that the fundamental problems of perception, knowledge representation, common sense reasoning, and learning have been solved and let's us consider the technology's impact on society. With Artificial Intelligence's theorized potential equal to or greater than our own, the impact can range from service (R2D2), cooperation (Lt. Commander Data), and/or human enhancement (Ghost in the Shell) to our domination (With Folded Hands) or extermination (Terminator (series), The Matrix (series), Battlestar Galactica (re-imagining)). Given the negative consequences, ranging from fear of losing one's job to an AI, the clouding of our self image, to the extreme of the AI Apocalypse, it is not surprising the Frankenstein complex would be a common reaction. Subconsciously we demonstrate this same fear in the Uncanny Valley hypothesis. See AI and Society in fiction for more ...


With the capabilities of a human, a sentient AI can play any of the roles normally ascribed to humans in literature, such as protagonist (Bicentennial Man (film)), antagonist (Terminator, HAL 9000), faithful companion (R2D2), cometic relief (C3PO). See Sentient AI in fiction ...


While most portrayals of AI in science fiction deal with sentient AIs, many imagined futures incorporate AI subsystems in their vision: such as self-navigating cars and speech recognition systems. See non-sentient AI in fiction for more ...


The inevitability of the integration of AI into human society is also argued by some science/futurist writers such as Kevin Warwick and Hans Moravec and the manga Ghost in the Shell

The future of AI

Main article: Strong AI

AI research

Problems of AI

While there is no universally accepted definition of intelligence, AI researchers have studied several traits that are considered essential.

Deduction, reasoning, problem solving

Early AI researchers developed algorithms that imitated the process of conscious, step-by-step reasoning that human beings use when they solve puzzles, play board games, or make logical deductions. These early methods often couldn't be applied to real world situations because the were unable to handle incomplete or imprecise information. However, by the late 80s and 90s, AI research developed highly successful methods for dealing with uncertainty, employing concepts from probability and economics.

For difficult problems, most of these algorithms can require enormous computational resources — most experience a "combinatorial explosion": the amount of memory or computer time required becomes astronomical when the problem goes beyond a certain size. The search for more efficient problem solving algorithms is a high priority for AI research.

It is not clear, however, that conscious human reasoning is any more efficient when faced with a difficult abstract problem. Cognitive scientists have demonstrated that human beings solve most of their problems using unconscious reasoning, rather than the conscious, step-by-step deduction that early AI research was able to model. For many problems, people seem to simply jump to the correct solution: they think "instinctively" and "unconsciously". These instincts seem to involve skills usually applied to other problems, such as motion and manipulation (our so-called "embodied" skills that allow us deal with the physical world) or perception (for example, our skills at pattern matching). It is hoped that sub-symbolic methods, like computational intelligence and situated AI, will be able to model these instinctive skills. The problem of unconscious problem solving, which forms part of our commonsense reasoning, is largely unsolved.

Knowledge representation

Main articles: knowledge representation and commonsense knowledge

Another important measure of intelligence is how much an agent knows. Many of the problems machines are expected to solve will require extensive knowledge about the world. Knowledge representation and knowledge engineering are central to AI research. Among the things that AI needs to represent are: objects, properties, categories and relations between objects; situations, events, states and time; causes and effects; knowledge about knowledge (what we know about what other people know); and many other, less well researched domains. A complete representation of "what exists" is an ontology (borrowing a word from traditional philosophy). Ontological engineering is the science of finding a general representation that can handle all of human knowledge.

Among the most difficult problems in knowledge representation are:

  • Default reasoning and the qualification problem: Many of the things people know take the form of "working assumptions." For example, if a bird comes up in conversation, people typically picture a animal that is fist sized, sings, and flies. None of these things are true about birds in general. John McCarthy identified this problem in 1969 as the qualification problem: for any commonsense rule that AI researchers care to represent, there tend to be a huge number of exceptions. Almost nothing is simply true or false in the way that abstract logic requires. AI research has explored a number of solutions to this problem.
  • Unconscious knowledge: Much of what people know isn't represented as "facts" or "statements" that they could actually say out loud. They take the form of intuitions or tendencies and are represented in the brain unconsciously and sub-symbolically. This unconscious knowledge informs, supports and provides a context for our conscious knowledge. As with the related problem of unconscious reasoning, it is hoped that situated AI or computational intelligence will provide ways to represent this kind of knowledge.
  • The breadth of common sense knowledge: The number of atomic facts that the average person knows is astronomical. Research projects that attempt to build a complete knowledge base of commonsense knowledge, such as Cyc, require enormous amounts of tedious step-by-step ontological engineering — they must be built, by hand, one complicated concept at a time.

Planning

Main article: automated planning and scheduling

Intelligent agents must be able set goals and achieve them. They need a way to visualize the future: they must have a representation of the state of the world and be able to make predictions about how their actions will change it. There are several types of planning problems:

  • Classical planning problems assume that the agent is the only thing acting on the world, and that the agent can be certain what the consequences of it's actions may be. Partial order planning problems take into account the fact that sometimes it's not important which sub-goal the agent achieves first.
  • If the environment is changing, or if the agent can't be sure of the results of its actions, it must periodically check if the world matches its predictions (conditional planning and execution monitoring) and it must change its plan as this becomes necessary (replanning and continuous planning).
  • Some planning problems take into account the utility or "usefulness" of a given outcome. These problems can be analyzed using tools drawn from economics, such as decision theory or decision analysis and information value theory.
  • Multi-agent planning problems try to determine the best plan for a community of agents, using cooperation and competition to achieve a given goal. These problems are related emerging fields like evolutionary algorithms and swarm intelligence.

Learning

Main article: machine learning

Natural language processing

Main article: natural language processing

Natural language processing gives machines the ability to be read and understand the languages human beings speak. The problem of natural language processing involves such subproblems as syntax and parsing, semantics and disambiguation, and discourse understanding. (e.g., identifying the speech act, using coherence relations in the text, and deciphering the speaker's intentions or pragmatics.) Many researchers hope that a sufficiently powerful natural language processing system would be able to acquire knowledge on it's own, by reading the existing text available over the internet. One young inventor named Daniel Nase put together a program in November 2001 using Boolean that completely replicated the English language. The theory behind this program was "if man reasons primarily through language, then a computer with a complete understand of language could reason and learn just like any human being". This program used a variety of Boolean Logic tests and reduced the English language into a simple Boolean Logic format and used Goto instructions for processing information. One unique aspect of the program was its ability to reason and discard inaccurate information by performing logic tests and emailing a carefully selected group of teachers. Daniel refered to the program as "a developing child, the more you teach it, the more useful it becomes". The prototype of this program was lost due to a breakin at his ocompany office in Auburn, WA. Daniel says, "the program was a thousand lines of code and it took him 3 months to complete working 16 hours a day, and I could write it again". Daniel believed that the mature application would require a mainframe or super computer to run, because of the enormous amount of processing and storage space required. He said "it was literally designed to learn anything and operate any program, but you had to tell it to take action and show it how to do it the first time". "It isn't the Hollywood version of A.I." Daniel envisioned that "this new type of program would replace future operating systems and possibly interact with end users via their cell phones". He also said it would provide consumers with a powerful software program that can quickly learn, adapt and combat malicious software, and the mature program could boost the productivity of software engineers by hundreds or even thousands of times depending on the amount of resources available".

Some straightforward applications of natural language processing include information retrieval (or text mining) and machine translation.

Perception

Main articles: machine perception, computer vision, and speech recognition

Motion and manipulation

Main article: robotics

Social intelligence

Main article: affective computing

Emotion and social skills play two roles for an intelligent agent:

  • It must be able predict the actions of others, by understanding their motives and emotional states. (This involves elements of game theory, decision theory, as well as the ability model human emotions and the perceptual skills to detect emotions.)
  • For good human-computer interaction, an intelligent machine also to needs to display emotions — at the very least it must appear polite and sensitive to the humans it interacts with. At best, it should appear to have normal emotions itself.

General intelligence

Main articles: strong AI and AI-complete

Most researchers hope that their work will eventually be incorporated into a machine with general intelligence (known as strong AI), combining all the skills above and exceeding human abilities at most or all of them. A few believe that anthropomorphic features like artificial consciousness or an artificial brain may be required for such a project.

Many of the problems above are considered AI-complete: to solve one problem, you must solve them all. For example, even a straight-forward, limited and specific task like machine translation is AI complete. To translate accurately, a machine must be able to understand the text. It must be able to follow the author's argument, so it must have some ability to reason. It must have extensive world knowledge so that it knows what is being discussed — it must at least be familiar with all the same commonsense facts that the average human translator knows. Some of this knowledge is in the form of facts that can be explicitly represented, but some knowledge is unconscious and closely tied to the human body: for example, the machine may need to understand how an ocean makes one feel to accurately translate a specific metaphor in the text. It must also model the authors' goals, intentions, and emotional states to accurately reproduce them in a new language. In short, the machine is required to have wide variety of human intellectual skills, including reasoning, commonsense knowledge and the intuitions that underly motion and manipulation, perception, and social intelligence. Machine translation, therefore, is believed to be AI-complete: it may require strong AI to be done as well as humans can do it.

Approaches to AI

Artificial intelligence is a young science and is still a fragmented collection of subfields. At present, there is no established unifying theory that links the subfields into a coherent whole.

Cybernetics and brain simulation

In the 40s and 50s, a number of researchers explored the connection between neurology, information theory, and cybernetics. Some of them built machines that used electronic networks to exhibit rudimentary intelligence, such as W. Grey Walter's turtles and the Johns Hopkins Beast. Many of these researchers gathered for meetings of the Teleological Society at Princeton and the Ratio Club in England.

Traditional symbolic AI

When access to digital computers became possible in the middle 1950s, AI research began explore that possibility that human intelligence could be reduced to symbol manipulation. The research was centered in three institutions: CMU, Stanford and MIT, and each one developed it's own style of research. John Haugeland named these approaches to AI "good old fashioned AI" or "GOFAI".

Cognitive simulation
Economist Herbert Simon and Alan Newell studied human problem solving skills and attempted to formalize them, and their work laid the foundations of the field of artificial intelligence, as well as cognitive science, operations research and management science. Their research team performed psychological experiments to demonstrate the similarities between human problem solving and the programs (such as their "General Problem Solver") they where developing. This tradition, centered at Carnegie Mellon University, would eventually culminate in the development of the Soar architecture in the middle 80s.
Logical AI
Unlike Newell and Simon, John McCarthy felt that machines did not need to simulate human thought, but should instead try find the essence of abstract reasoning and problem solving, regardless of whether people used the same algorithms. His laboratory at Stanford (SAIL) focussed on using formal logic to solve wide variety of problems, including knowledge representation, planning and learning. Work in logic led to the development of the programming language Prolog and the science of logic programming.
"Scruffy" symbolic AI
In contrast to the formal methods pursued at CMU, Stanford and Edinburgh, the researchers at MIT (such as Marvin Minsky and Seymour Papert) found that solving difficult problems in vision and natural language processing required ad-hoc solutions -- they argued that there was no silver bullet, no simple and general principle (like logic) that would capture all the aspects of intelligent behavior. An important realization was that AI required large amounts of commonsense knowledge, and that this had to be engineered one complicated concept at time. This tradition, which Roger Schank named "scruffy AI" still forms the basis of research into commonsense knowledge, such as Doug Lenat's Cyc.
Knowledge based AI
When computers with large memories became available around 1970, researchers from all three traditions began to build knowledge into AI applications. This "knowledge revolution" led to the development and deployment of expert systems, the first truly successful form of AI software.

Sub-symbolic AI

During the 1960s, symbolic approaches had achieved great success at simulating high-level thinking in small demonstration programs. Approaches based on cybernetics or neural networks were abandoned or pushed into the background. By the 1980s, however, progress in symbolic AI seemed to stall and many believed that symbolic systems would never be able to imitate all the processes of human cognition, especially perception, robotics, learning and pattern recognition. A number of researchers began to look into "sub-symbolic" approaches to specific AI problems.

Bottom-up, situated, behavior based or nouvelle AI
Researchers from the related field of robotics, such as Rodney Brooks, rejected symbolic AI and focussed on the basic engineering problems that would allow robots to move and survive. Their work revived the non-symbolic viewpoint of the early cybernetics researchers of the 50s and reintroduced the use of control theory in AI. These "bottom-up" approaches are known as behavior-based AI, situated AI or Nouvelle AI.
Computational Intelligence
Interest in neural networks and "connectionism" was revived by David Rumelhart and others in the middle 1980s. These and other sub-symbolic approaches, such as fuzzy systems and evolutionary computation, are now studied collectively by the emerging discipline of computational intelligence.
The new neats
In the 1990s, AI researchers developed sophisticated mathematical tools to solve specific subproblems. These tools are truly scientific, in the sense that their results are both measurable and verifiable, and they have been responsible for many of AI's recent successes. The shared mathematical language has also permitted a high level of collaboration with more established fields (like mathematics, economics or operations research). Russell & Norvig (2003) describe this movement as nothing less than a "revolution" and "the victory of the neats."

Intelligent agent paradigm

The "intelligent agent" paradigm became widely accepted during the 1990s. Although earlier researchers had proposed modular "divide and conquer" approaches to AI, the intelligent agent did not reach its modern form until Judea Pearl, Alan Newell and others brought concepts from decision theory and economics into the study of AI. When the economist's definition of a rational agent was married to computer science's definition of an object or module, the intelligent agent paradigm was complete.

An intelligent agent is a system that perceives its environment and takes actions which maximizes its chances of success. The simplest intelligent agents are programs that solve specific problems. The most complicated intelligent agents would be rational, thinking human beings.

The paradigm gives researchers license to study isolated problems and find solutions that are both verifiable and useful, without agreeing on single approach. An agent that solves a specific problem can use any approach that works — some agents are symbolic and logical, some are sub-symbolic neural networks and some can be based on new approaches (without forcing researchers reject old approaches that have been proven to work). The paradigm provides a common language to describe problems and share their solutions with each other, and with other fields that also used concepts of abstract agents, like decision theory.

Integrating the approaches

An agent architecture or cognitive architecture allows researchers to build more versatile and intelligent systems out of interacting intelligent agents in a multi-agent system. A system with both symbolic and sub-symbolic components is a hybrid intelligent system, and the study of such systems is artificial intelligence systems integration.

Tools of AI research

In the course of 50 years of research, AI has developed a large number of tools to solve the most difficult problems in computer science. A few of the most general of these methods are discussed below.

Search

Main article: search algorithm

Many problems in AI can be solved in theory by intelligently searching through many possible solutions:

  • Reasoning can be reduced to a form a search. For example, in game playing, the agent can search through a tree of possible moves and counter moves to find a strategy that improves its position. (Tools for two person games include minimax and alpha-beta pruning.) Logical proof can be viewed as searching for a path the leads from premises to conclusions, where each step is the application of an inference rule. Many other reasoning problems, such as constraint satisfaction and dynamic programming are solved using a form of search.
  • Planning algorithms search through trees of goals and subgoals, attempting to find a path a target goal. These sets of goals and subgoals can be represented with graphs (as in the graphplan algorithm), or in a hierarchical task network.

There a several types of search algorithms:

Logic

Main articles: logic programming and production system

Logic was introduced into AI research by John McCarthy in his 1958 Advice Taker proposal. The most important technical development was J. Alan Robinson's discovery of the resolution and unification algorithm for logical deduction in 1963. This procedure is simple, complete and entirely algorithmic, and can easily be performed by digital computers. However, a naive implementation of the algorithm quickly leads to a combinatorial explosion or an infinite loop, so sophisticated search methods are used to implement the inference engine that is at the core of a logical agent or logic programming system.

Logic is used for knowledge representation and problem solving, but it can applied to other problems as well. For example, the satplan algorithm uses logic for planning, and inductive logic programming is a method for learning.

There are several different forms of logic used in AI research.

Stochastic methods

Main articles: Bayesian network, hidden Markov model, and Kalman filter

Starting in the late 80s and early 90s, Judea Pearl and others championed the use of stochastic or probabilistic methods in artificial intelligence. Researchers have used principles from probability theory to devise a number of powerful tools.

Bayesian networks have been applied to a large number of problems, such as: uncertain reasoning (using the Bayesian inference algorithm), learning (using the expectation-maximization algorithm), and planning (using decision networks).

Probabilistic methods have been particularly successful at dealing with processes that occur over time. Several successful algorithms have been developed for filtering, prediction, smoothing and finding explanations for streams of data, such as hidden Markov models, Kalman filters and dynamic Bayesian networks. These tools are used for the problems of perception (such as pattern matching) and learning.

Economic models

Main articles: utility theory, decision theory, and game theory

AI has been able to use tools drawn from economics, such as decision theory and decision analysis, Bayesian decision networks, information value theory, Markov decision processes, dynamic decision networks, game theory and mechanism design These tools have been especially important for planning problems.

Classifiers and statistical learning methods

Main articles: classifier (mathematics) and machine learning

The simplest AI applications can be divided into two types: classifiers ("if shiny then diamond") and controllers ("if shiny then pick up"). Controllers do however also classify conditions before inferring actions, and therefore classification forms a central part of many AI systems.

Classifiers are functions that use pattern matching to determine a closest match. They can be tuned according to examples, making them very attractive for use in AI. These examples are known as observations or patterns. In supervised learning, each pattern belongs to a certain predefined class. A class can be seen as a decision that has to be made. All the observations combined with their class labels are known as a data set.

When a new observation is received, that observation is classified based on previous experience. A classifier can be trained in various ways; there are mainly statistical and machine learning approaches.

A wide range of classifiers are available, each with its strengths and weaknesses. Classifier performance depends greatly on the characteristics of the data to be classified. There is no single classifier that works best on all given problems; this is also referred to as the "no free lunch" theorem. Various empirical tests have been performed to compare classifier performance and to find the characteristics of data that determine classifier performance. Determining a suitable classifier for a given problem is however still more an art than science.

The most widely used classifiers are the neural network, kernel methods such as the support vector machine, k-nearest neighbor algorithm, Gaussian mixture model, naive Bayes classifier, and decision tree. The performance of these classifiers have been compared over a wide range of classification tasks in order to find data characteristics that determine classifier performance.

Neural networks

Main articles: neural networks and connectionism
A neural network is an interconnected group of nodes, akin to the vast network of neurons in the human brain.

Techniques and technologies in AI which have been directly derived from neuroscience include neural networks and connectionism. The study of neural networks began with cybernetics researchers, working in the decade before the field AI research was founded. In the 1960s Frank Rosenblatt developed an important early version, the perceptron. Paul Werbos discovered the backpropagation algorithm in 1984, which led to a renaissance in neural network research and connectionism in general in the middle 1980s. The Hopfield net, a form of attractor network, was first described by John Hopfield in 1982.

Neural networks are applied to the problem of learning, using such techniques as Hebbian learning and the relatively new field of Hierarchical Temporal Memory which simulates the architecture of the neocortex.

Social and emergent models

Main article: evolutionary computation

Several algorithms for learning use tools from evolutionary computation, such as genetic algorithms and swarm intelligence.

Control theory

Main article: intelligent control

Control theory, the grandchild of cybernetics, has many important applications, especially in robotics.

Specialized languages

Main articles: IPL, Lisp (programming language), Prolog, STRIPS, and Planner

AI researchers have developed specialized languages for AI research. The first programming language developed for AI was IPL, developed by Alan Newell, Herbert Simon and J. C. Shaw, and the two most important languages are Lisp (developed by John McCarthy at MIT in 1958) and Prolog, a language based on logic programming (invented by French researchers Alain Colmerauer and Phillipe Roussel, in collaboration with Robert Kowalski of the University of Edinburgh). These two languages are used in the vast majority of AI applications. Two other important historical languages are the planning languages STRIPS (developed at Stanford) and Planner (developed at MIT), both in the 1960s.

Research challenges

A legged league game from RoboCup 2004 in Lisbon, Portugal.

The 800 million-Euro EUREKA Prometheus Project on driverless cars (1987-1995) showed that fast autonomous vehicles, notably those of Ernst Dickmanns and his team, can drive long distances (over 100 miles) in traffic, automatically recognizing and tracking other cars through computer vision, passing slower cars in the left lane. But the challenge of safe door-to-door autonomous driving in arbitrary environments will require additional research.

The DARPA Grand Challenge was a race for a $2 million prize where cars had to drive themselves over a hundred miles of challenging desert terrain without any communication with humans, using GPS, computers and a sophisticated array of sensors. In 2005, the winning vehicles completed all 132 miles (212 km) of the course in just under seven hours. This was the first in a series of challenges aimed at a congressional mandate stating that by 2015 one-third of the operational ground combat vehicles of the US Armed Forces should be unmanned. For November 2007, DARPA introduced the DARPA Urban Challenge. The course will involve a sixty-mile urban area course. Darpa has secured the prize money for the challenge as $2 million for first place, $1 million for second and $500,000 for third.

A popular challenge amongst AI research groups is the RoboCup and FIRA annual international robot soccer competitions. Hiroaki Kitano has formulated the International RoboCup Federation challenge: "In 2050 a team of fully autonomous humanoid robot soccer players shall win the soccer game, comply with the official rule of the FIFA, against the winner of the most recent World Cup."

A lesser known challenge to promote AI research is the annual Arimaa challenge match. The challenge offers a $10,000 prize until the year 2020 to develop a program that plays the board game Arimaa and defeats a group of selected human opponents.

In the post-dot-com boom era, some search engine websites use a simple form of AI to provide answers to questions entered by the visitor. Questions such as What is the tallest building? can be entered into the search engine's input form, and a list of answers will be returned. AskWiki is an example this sort of search engine.

Applications of artificial intelligence

Business

Banks use artificial intelligence systems to organize operations, invest in stocks, and manage properties. In August 2001, robots beat humans in a simulated financial trading competition (BBC News, 2001). A medical clinic can use artificial intelligence systems to organize bed schedules, make a staff rotation, and provide medical information. Many practical applications are dependent on artificial neural networks, networks that pattern their organization in mimicry of a brain's neurons, which have been found to excel in pattern recognition. Financial institutions have long used such systems to detect charges or claims outside of the norm, flagging these for human investigation. Neural networks are also being widely deployed in homeland security, speech and text recognition, medical diagnosis (such as in Concept Processing technology in EMR software), data mining, and e-mail spam filtering.

Robots have become common in many industries. They are often given jobs that are considered dangerous to humans. Robots have proven effective in jobs that are very repetitive which may lead to mistakes or accidents due to a lapse in concentration and other jobs which humans may find degrading. General Motors uses around 16,000 robots for tasks such as painting, welding, and assembly. Japan is the leader in using and producing robots in the world. In 1995, 700,000 robots were in use worldwide; over 500,000 of which were from Japan.

Toys and games

The 1990s saw some of the first attempts to mass-produce domestically aimed types of basic Artificial Intelligence for education, or leisure. This prospered greatly with the Digital Revolution, and helped introduce people, especially children, to a life of dealing with various types of AI, specifically in the form of Tamagotchis and Giga Pets, the Internet (example: basic search engine interfaces are one simple form), and the first widely released robot, Furby. A mere year later an improved type of domestic robot was released in the form of Aibo, a robotic dog with intelligent features and autonomy.

List of applications

Typical problems to which AI methods are applied

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Other fields in which AI methods are implemented

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Lists of researchers, projects & publications

See also

Main list: List of basic artificial intelligence topics

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Notes

  1. Textbooks that define AI this way include Poole, Mackworth & Goebel 1998, p. 1, Nilsson 1998, and Russell & Norvig 2003, preface (who prefer the term "rational agent") and write "The whole-agent view is now widely accepted in the field" (Russell & Norvig 2003, p. 55)
  2. Although there is some controversy on this point (see Crevier 1993, p. 50), McCarthy states unequivocally "I came up with the term" in a c|net interview. (See Getting Machines to Think Like Us.)
  3. See John McCarthy, What is Artificial Intelligence?
  4. Poole, Mackworth & Goebel 1998, p. 1
  5. Poole, Mackworth & Goebel 1998, p. 1, Law 1994
  6. Russell & Norvig 2003, p. 17
  7. ^ This list of intelligent traits is based on the topics covered by the major AI textbooks, including: Russell & Norvig 2003, Luger & Stubblefield 2004, Poole, Mackworth & Goebel 1998 and Nilsson 1998.
  8. ^ General intelligence (strong AI) is discussed by popular introductions to AI, such as: Kurzweil 1999, Kurzweil 2005, Hawkins & Blakeslee 2004
  9. Russell & Norvig 2003, pp. 5–16
  10. See AI Topics: applications
  11. Crevier 1993, pp. 47–49, Russell & Norvig 2003, p. 17
  12. Russell and Norvig write "it was astonishing whenever a computer did anything kind of smartish." Russell & Norvig 2003, p. 18
  13. Crevier 1993, pp. 52–107, Moravec 1988, p. 9 and Russell & Norvig 2003, p. 18-21. The programs described are Daniel Bobrow's STUDENT, Newell and Simon's Logic Theorist and Terry Winograd's SHRDLU.
  14. Crevier 1993, pp. 64–65
  15. Simon 1965, p. 96 quoted in Crevier 1993, p. 109
  16. Minsky 1967, p. 2 quoted in Crevier 1993, p. 109
  17. Crevier 1993, pp. 115–117, Russell & Norvig 2003, p. 22, NRC 1999 under "Shift to Applied Research Increases Investment." and also see Howe, J. "Artificial Intelligence at Edinburgh University : a Perspective"
  18. Crevier 1993, pp. 161–162, 197–203 and and Russell & Norvig 2003, p. 24
  19. Crevier 1993, p. 203
  20. Crevier 1993, pp. 209–210
  21. Russell & Norvig, p. 28 harvnb error: no target: CITEREFRussellNorvig (help), NRC 1999 under "Artificial Intelligence in the 90s"
  22. Russell & Norvig, pp. 25–26 harvnb error: no target: CITEREFRussellNorvig (help)
  23. "We cannot yet characterize in general what kinds of computational procedures we want to call intelligent." John McCarthy, Basic Questions
  24. Problem solving, puzzle solving, game playing and deduction: Russell & Norvig 2003, chpt. 3-9, Poole et al., Luger & Stubblefield 2004, chpt. 3,4,6,8, Nilsson, chpt. 7-12 harvnb error: no target: CITEREFNilsson (help).
  25. Uncertain reasoning: Russell & Norvig 2003, pp. 452–644, Poole, Mackworth & Goebel 1998, pp. 345–395, Luger & Stubblefield 2004, pp. 333–381, Nilsson 1998, chpt. 19
  26. Intractability and efficiency and the combinatorial explosion: Russell & Norvig 2003, pp. 9, 21–22
  27. Several famous examples: Wason (1966) showed that people do poorly on completely abstract problems, but if the problem is restated to allowed the use of intuitive social intelligence, performance dramatically improves. (See Wason selection task) Tversky, Slovic & Kahnemann (1982) harvtxt error: no target: CITEREFTverskySlovicKahnemann1982 (help) have shown that people are terrible at elementary problems that involve uncertain reasoning. (See list of cognitive biases for several examples). Lakoff & Nunez (2000) harvtxt error: no target: CITEREFLakoffNunez2000 (help) have controversially argued that even our skills at mathematics depend on knowledge and skills that come from "the body", i.e. sensorimotor and perceptual skills. (See Where Mathematics Comes From)
  28. Knowledge representation: ACM 1998, I.2.4, Russell & Norvig 2003, pp. 320–363, Poole, Mackworth & Goebel 1998, pp. 23–46, 69–81, 169–196, 235–277, 281–298, 319–345 Luger & Stubblefield 2004, pp. 227–243, Nilsson 1998, chpt. 18
  29. Knowledge engineering: Russell & Norvig 2003, pp. 260–266, Poole, Mackworth & Goebel 1998, pp. 199–233, Nilsson 1998, chpt. ~17.1-17.4
  30. ^ Representing categories and relations: Semantic networks, description logics, inheritance, including frames and scripts): Russell & Norvig 2003, pp. 349–354, Poole, Mackworth & Goebel 1998, pp. 174–177, Luger & Stubblefield 2004, pp. 248–258, Nilsson 1998, chpt. 18.3
  31. ^ Representing events and time: Situation calculus, event calculus, fluent calculus (including solving the frame problem): Russell & Norvig 2003, pp. 328–341, Poole, Mackworth & Goebel 1998, pp. 281–298, Nilsson 1998, chpt. 18.2
  32. ^ Causal calculus: Poole, Mackworth & Goebel 1998, pp. 335–337
  33. ^ Representing knowledge about knowledge: Belief calculus, modal logics: Russell & Norvig 2003, pp. 341–344, Poole, Mackworth & Goebel 1998, pp. 275–277
  34. Ontology: Russell & Norvig 2003, pp. 320–328
  35. McCarthy & Hayes 1969
  36. ^ Default reasoning and default logic, non-monotonic logics, circumscription, closed world assumption, abduction (Poole et al. places abduction under "default reasoning". Luger et al. places this under "uncertain reasoning"): Russell & Norvig 2003, pp. 354–360, Poole, Mackworth & Goebel 1998, pp. 248–256, 323–335 Luger & Stubblefield 2004, pp. 335–363, Nilsson 1998, ~18.3.3
  37. Crevier 1993, pp. 113–114, Moravec 1988, p. 13, Lenat 1989 (Introduction), Russell & Norvig 2003, p. 21
  38. Planning: ACM 1998, ~I.2.8, Russell & Norvig 2003, pp. 375–459, Poole, Mackworth & Goebel 1998, pp. 281–316, Luger & Stubblefield 2004, pp. 314–329, Nilsson 1998, chpt. 10.1-2, 22
  39. Classical planning: Russell & Norvig 2003, pp. 375–430 Poole, Mackworth & Goebel 1998, pp. 281–309, Luger & Stubblefield 2004, pp. 314–329, Nilsson 1998, chpt. 10.1-2, 22
  40. Partial order planning: Russell & Norvig 2003, pp. 387–395, Poole, Mackworth & Goebel 1998, pp. 309–315, Nilsson 1998, chpt. 22.2
  41. Planning and acting in non-deterministic domains: conditional planning, execution monitoring, replanning and continuous planning: Russell & Norvig 2003, pp. 430–449
  42. ^ Decision theory and decision analysis: Russell & Norvig 2003, pp. 584–597, Poole, Mackworth & Goebel 1998, pp. 381–394
  43. ^ Information value theory: Russell & Norvig 2003, pp. 600–604
  44. Multi-agent planning and emergent behavior Russell & Norvig 2003, pp. 449–455
  45. Natural language processing: ACM 1998, I.2.7, Russell & Norvig 2003, pp. 790–831, Poole, Mackworth & Goebel 1998, pp. 91–104, Luger & Stubblefield 2004, pp. 591–632
  46. Syntax and parsing: Russell & Norvig 2003, pp. 795–810, Luger & Stubblefield 2004, pp. 597–616
  47. Semantics and disambiguation: Russell & Norvig 2003, pp. 810–821
  48. Discourse understanding (coherence relations, speech acts, pragmatics): Russell & Norvig 2003, pp. 820–824
  49. Applications of natural language processing, including information retrieval (or text mining) and machine translation Russell & Norvig 2003, pp. 840–857, Luger & Stubblefield 2004, pp. 623–630
  50. Minsky 2007 harvnb error: no target: CITEREFMinsky2007 (help), Picard 1997 harvnb error: no target: CITEREFPicard1997 (help)
  51. Shapiro 1992, p. 9
  52. Among the researchers who laid the foundations of cybernetics, information theory and neural networks were Claude Shannon, Norbert Weiner, Warren McCullough, Walter Pitts, Donald Hebb, Donald McKay, Alan Turing and John Von Neumann. McCorduck 2004, pp. 51–107 Crevier 1993, pp. 27–32, Russell & Norvig 2003, pp. 15, 940, Moravec 1988, p. 3.
  53. Haugeland 1985, pp. 112–117
  54. Then called Carnegie Tech
  55. Crevier 1993, pp. 52–54, 258–263, Nilsson 1998, p. 275
  56. See Science at Google Books, and McCarthy's presentation at AI@50
  57. Crevier 1993, pp. 193–196
  58. Crevier 1993, pp. 163–176. Neats vs. scruffies: Crevier 1993, pp. 168.
  59. Crevier 1993, pp. 145–162
  60. The most dramatic case of sub-symbolic AI being pushed into the background was the devastating critique of perceptrons by Marvin Minsky and Seymour Papert in 1969. See History of AI, AI winter, or Frank Rosenblatt. (Crevier 1993, pp. 102–105).
  61. Nilsson (1998, p. 7) characterizes these newer approaches to AI as "sub-symbolic".
  62. Brooks 1990 and Moravec 1988
  63. Crevier 1993, pp. 214–215 and Russell & Norvig 2003, p. 25
  64. See IEEE Computational Intelligence Society
  65. Russell & Norvig 2003, p. 25-26
  66. "The whole-agent view is now widely accepted in the field" Russell & Norvig 2003, p. 55.
  67. ^ The intelligent agent paradigm is discussed in major AI textbooks, such as: Russell & Norvig 2003, pp. 27, 32–58, 968–972, Poole, Mackworth & Goebel 1998, pp. 7–21, Luger & Stubblefield 2004, pp. 235–240
  68. For example, both John Doyle (Doyle 1983) harv error: no target: CITEREFDoyle1983 (help) and Marvin Minsky's popular classic The Society of Mind (Minsky 1986) harv error: no target: CITEREFMinsky1986 (help) used the word "agent" to describe modular AI systems.
  69. Russell & Norvig 2003, pp. 27, 55
  70. Agent architectures, hybrid intelligent systems, and multi-agent systems: ACM 1998, I.2.11, Russell & Norvig (1998, pp. 27, 932, 970–972) harvtxt error: no target: CITEREFRussellNorvig1998 (help) and Nilsson (1998, chpt. 25)
  71. Search algorithms: Russell & Norvig 2003, pp. 59–189, Poole, Mackworth & Goebel 1998, pp. 113–163, Luger & Stubblefield 2004, pp. 79–164, 193–219, Nilsson 1998, chpt. 7-12
  72. Adversarial search: Russell & Norvig 2003, pp. 161–185, Luger & Stubblefield 2004, pp. 150–157, Nilsson 1998, chpt. 12
  73. ^ Forward chaining, backward chaining, Horn clauses, production systems, blackboard systems and logical deduction as search: Russell & Norvig 2003, pp. 217–225, 280–294, Poole, Mackworth & Goebel 1998, pp. ~46-52, Luger & Stubblefield 2004, pp. 62–73, Nilsson 1998, chpt. 2.2, 5.4
  74. Constraint satisfaction: Russell & Norvig 2003, pp. 137–156, Poole, Mackworth & Goebel 1998, pp. pp. 147-163
  75. Dynamic programming: Russell & Norvig 2003, p. 293, Poole, Mackworth & Goebel 1998, pp. 145–147, Nilsson 1998, p. 178
  76. State space search and planning: Russell & Norvig 2003, pp. 382–387, Poole, Mackworth & Goebel 1998, pp. 298–305, Nilsson 1998, chpt. 10.1-2
  77. Graphplan: Russell & Norvig 2003, pp. 395–402
  78. Hierarchical task network: Russell & Norvig 2003, pp. 422–430
  79. Naive searches: Russell & Norvig 2003, pp. 59–93, Poole, Mackworth & Goebel 1998, pp. 113–132, Luger & Stubblefield 2004, pp. 79–121, Nilsson 1998, chpt. 8
  80. John McCarthy writes that "the combinatorial explosion problem has been recognized in AI from the beginning" in Review of Lighthill report
  81. Heuristic or informed searches: Russell & Norvig 2003, pp. 94–109, Poole, Mackworth & Goebel 1998, pp. pp. 132-147, Luger & Stubblefield 2004, pp. 133–150, Nilsson 1998, chpt. 9
  82. Optimization searches: Russell & Norvig 2003, pp. 110–116, 120–129, Poole, Mackworth & Goebel 1998, pp. 56–163, Luger & Stubblefield 2004, pp. 127–133
  83. Genetic algorithms: Russell & Norvig 2003, pp. 116–119, Poole, Mackworth & Goebel 1998, pp. 162, Luger & Stubblefield 2004, pp. 509–530, Nilsson 1998, chpt. 4.2
  84. Logic: ACM 1998, ~I.2.3, Russell & Norvig 2003, pp. 194–310, Luger & Stubblefield 2004, pp. 35–77, Nilsson 1998, chpt. 13-16
  85. McCorduck 2004, p. 51, Russell & Norvig 2003, pp. 19, 23
  86. Resolution and unification are discussed in: Russell & Norvig 2003, pp. 213–217, 275–280, 295–306, Poole, Mackworth & Goebel 1998, pp. 56–58, Luger & Stubblefield 2004, pp. 554–575, Nilsson 1998, chpt. 14 & 16
  87. Inference engine, inference and logic programming: Russell & Norvig 2003, pp. 213–224, 272–310, Poole, Mackworth & Goebel 1998, pp. 46–58, Luger & Stubblefield 2004, pp. 62–73, 194–219, 547–589, Nilsson 1998, chpt. 14 & 16
  88. Satplan: Russell & Norvig 2003, pp. 402–407, Poole, Mackworth & Goebel 1998, pp. 300–301, Nilsson 1998, chpt. 21
  89. Explanation based learning, relevance based learning, inductive logic programming, case based reasoning: Russell & Norvig 2003, pp. 678–710, Poole, Mackworth & Goebel 1998, pp. 414–416, Luger & Stubblefield 2004, pp. ~422-442, Nilsson 1998, chpt. 10.3, 17.5
  90. Propositional logic: Russell & Norvig 2003, pp. 204–233, Luger & Stubblefield 2004, pp. 45–50 Nilsson 1998, chpt. 13
  91. First order logic and features such as equality: ACM 1998, ~I.2.4, Russell & Norvig 2003, pp. 240–310, Poole, Mackworth & Goebel 1998, pp. 268–275, Luger & Stubblefield 2004, pp. 50–62, Nilsson 1998, chpt. 15
  92. Fuzzy logic: Russell & Norvig 2003, pp. 526–527
  93. Russell & Norvig 2003, pp. 25–26 (on Judea Pearl's contribution). Stochastic methods are described in all the major AI textbooks: ACM 1998, ~I.2.3, Russell & Norvig 2003, pp. 462–644, Poole, Mackworth & Goebel 1998, pp. 345–395, Luger & Stubblefield 2004, pp. 165–191, 333–381, Nilsson 1998, chpt. 19
  94. Probability: Russell & Norvig 2003, pp. 462–489, Poole, Mackworth & Goebel 1998, pp. 346–366, Luger & Stubblefield 2004, pp. ~165-182, Nilsson 1998, chpt. 19.1
  95. Bayesian networks: Russell & Norvig 2003, pp. 492–523, Poole, Mackworth & Goebel 1998, pp. 361–381, Luger & Stubblefield 2004, pp. ~182-190, ~363-379, Nilsson 1998, chpt. 19.3-4
  96. Bayesian inference algorithm: Russell & Norvig 2003, pp. 504–519, Poole, Mackworth & Goebel 1998, pp. 361–381, Luger & Stubblefield 2004, pp. ~363-379, Nilsson 1998, chpt. 19.4 & 7
  97. Bayesian learning and the expectation-maximization algorithm Russell & Norvig 2003, pp. 712–724, Poole, Mackworth & Goebel 1998, pp. 424–433, Nilsson 1998, chpt. 20
  98. ^ Bayesian decision networks: Russell & Norvig 2003, pp. 597–600
  99. Russell & Norvig 2003, pp. 537–581
  100. Hidden Markov model: Russell & Norvig 2003, pp. 549–551
  101. Kalman filter: Russell & Norvig 2003, pp. 551–557
  102. Dynamic Bayesian network: Russell & Norvig 2003, pp. 551–557
  103. ^ Markov decision processes and dynamic decision networks: Russell & Norvig 2003, pp. 613–631
  104. Game theory and mechanism design: Russell & Norvig 2003, pp. 631–643
  105. Statistical learning methods and classifiers: Russell & Norvig 2003, pp. 712–754, Luger & Stubblefield 2004, pp. 453–541
  106. ^ Neural networks and connectionism: Russell & Norvig 2003, pp. 736–748, Poole, Mackworth & Goebel 1998, pp. 408–414, Luger & Stubblefield 2004, pp. 453–505, Nilsson 1998, chpt. 3
  107. Kernel methods: Russell & Norvig 2003, pp. 749–752
  108. K-nearest neighbor algorithm: Russell & Norvig 2003, pp. 733–736
  109. Gaussian mixture model: Russell & Norvig 2003, pp. 725–727
  110. Naive Bayes classifier: Russell & Norvig 2003, pp. 718
  111. Decision tree: Russell & Norvig 2003, pp. 653–664, Poole, Mackworth & Goebel 1998, pp. 403–408, Luger & Stubblefield 2004, pp. 408–417
  112. van der Walt, Christiaan. "Data characteristics that determine classifier performance" (PDF).
  113. Perceptrons: Russell & Norvig 2003, pp. 740–743, Luger & Stubblefield 2004, pp. 458–467
  114. Backpropagation: Russell & Norvig 2003, pp. 744–748, Luger & Stubblefield 2004, pp. 467–474, Nilsson 1998, chpt. 3.3
  115. Competitive learning, Hebbian coincidence learning, Hopfield networks and attractor networks: Luger & Stubblefield 2004, pp. 474–505.
  116. Hawkins & Blakeslee 2004
  117. Genetic algorithms for learning: Luger & Stubblefield 2004, pp. 509–530, Nilsson 1998, chpt. 4.2
  118. Artificial life and society based learning: Luger & Stubblefield 2004, pp. 530–541
  119. Control theory: ACM 1998, ~I.2.8, Russell & Norvig 2003, pp. 926–932
  120. Crevier 1993, p. 46-48
  121. Lisp: Luger & Stubblefield 2004, pp. 723–821
  122. Crevier 1993, pp. 59–62, Russell & Norvig 2003, p. 18
  123. Prolog: Poole, Mackworth & Goebel 1998, pp. 477–491, Luger & Stubblefield 2004, pp. 641–676, 575–581
  124. Crevier 1993, pp. 193–196
  125. Congressional Mandate DARPA
  126. The RoboCup2003 Presents: Humanoid Robots playing Soccer PRESS RELEASE: 2 June 2003
  127. "Robots beat humans in trading battle". BBC News, Business. The British Broadcasting Corporation. August 8 2001. Retrieved 2006-11-02. {{cite web}}: Check date values in: |year= (help)CS1 maint: year (link)
  128. "Robot," Microsoft® Encarta® Online Encyclopedia 2006

References

Major AI textbooks

Other sources

Further reading

  • R. Sun & L. Bookman, (eds.), Computational Architectures Integrating Neural and Symbolic Processes. Kluwer Academic Publishers, Needham, MA. 1994.

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