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Technology Review: How Spam is Improving AI
www.technologyreview.com/printer_friendly_article....
Tuesday, October 14, 2008
How Spam is Improving AI
Anti-spam puzzles are helping researchers develop smarter algorithms.
By Kurt Kleiner

Those pesky visual puzzles that have to be completed each time you sign up for a Web mail account or post a comment to a blog are under attack. It's not just from spam-spewing computers or hackers, though; it's also from researchers who are using anti-spam puzzles to develop smarter, more humanlike algorithms.

The most common type of puzzle (a series of distorted letters and numbers) is increasingly being cracked by smarter AI software. And a computer scientist has now developed an algorithm that can defeat even the latest photograph-based tests.

Known as CAPTCHAs (Completely Automated Public Turing test to tell Computers and Humans Apart), these puzzles were developed in the late '90s as a way to separate real users from machines that create e-mail accounts to send out spam or log in to message boards to post ad links. The Turing Test, named after mathematician Alan Turing, involves measuring intelligence by having a computer try to impersonate a real person.

Textual CAPTCHAs are a good way to tell humans and spam-bots apart, because distorted letters and numbers can easily be read by real people (most of the time) but are fiendishly difficult for computers to decipher. However, computer scientists have long seen CAPTCHAs as an interesting AI challenge. Designers of textual CAPTCHAs have gradually introduced more distortion to prevent machines from solving them. But they have to balance security against usability: as distortion increases, even real human beings begin to find CAPTCHAs difficult to decipher.

Earlier this year, Jeff Yan, a researcher at the University of Newcastle, U.K., revealed a program capable of completing the textual CAPTCHAs used to protect Microsoft's Hotmail, MSN, and Windows Live services with a success rate of 60 percent. This might not sound like much, but it's significant, since a computer can try its attack thousands of times each minute. Yan withheld the paper until Microsoft had a chance to tweak its CAPTCHAs so that they were more difficult to crack. But at the ACM Computer and Communication Security Conference in Alexandria, VA, later this month, Yan will present details of another program that he says can crack even more widely used textual CAPTCHAs.

So an alternative is to ask users to solve different kinds of puzzles. But another paper to be presented at the same conference describes an algorithm that could spell trouble for even newer CAPTCHAs.

Philippe Golle of the Palo Alto Research Center has developed a program that can correctly pass an image-based CAPTCHA called Asirra, developed by Microsoft. Asirra asks users to correctly classify images of either cats or dogs using a database of three million images provided by animal-rescue organizations. This task should be even harder for computers than recognizing squiggly letters, but Golle's program can correctly identify the cats or dogs shown by Asirra 83 percent of the time.

Golle trained his program using 8,000 images collected from the same website. Through trial and error, his software gradually learned to tell cats and dogs apart, based on a statistical analysis of color and texture in each photo. The pink of the dogs' tongues and the green of the cats' eyes provided strong clues, Golle says, but it is only by studying color and texture information from so many images that his program could attack the problem. "Machine learning is very good at aggregating information," Golle says.

However, although each individual picture was recognized 83 percent of the time, the full CAPTCHA test requires 12 pictures to be identified simultaneously, so the attack actually works only 10.3 percent of the time.

Golle says that an easy countermeasure would be for Asirra to present more pictures, which would further drive down the success rate of the attack. Microsoft did not respond to our requests for comment.

Despite all this progress, it's unclear whether or not real spammers are currently using AI attacks against real CAPTCHAs. Websense Security Labs, in San Diego, has released reports about spammers cracking CAPTCHAs, but often this involves simply having low-paid workers solve CAPTCHAs manually.

Luis von Ahn, a computer scientist at Carnegie Mellon University, who helped coin the term CAPTCHA, says that it's not clear that any common CAPTCHAs have been broken by machine attack in the real world. "I don't know of anybody who's thinking of getting rid of the CAPTCHA because it doesn't work," he says.

However, von Ahn notes that using humans comes at a cost. Even if workers are paid just $3 per 1,000 CAPTCHAs, that is expensive, he says, especially since most of the hacked Web mail accounts will be shut down soon after they begin to send out spam. So a truly automated attack would reduce the cost to spammers and greatly increase the number of successful attacks they could afford, he says.

But until computers start to get much smarter, CAPTCHA creators will always be able to implement a few simple tweaks to make a CAPTCHA much harder. "I do think there will be a day when, essentially, CAPTCHAs are going to be useless," von Ahn says. "But I don't think it's this year, or next."

Copyright Technology Review 2008.

Op-Ed Contributor - The Rise of the Machines - NYTimes.com
www.nytimes.com/2008/10/12/opinion/12dooling.html?...
October 12, 2008
Op-Ed Contributor

The Rise of the Machines

By RICHARD DOOLING

Omaha

“BEWARE of geeks bearing formulas.” So saith Warren Buffett, the Wizard of Omaha. Words to bear in mind as we bail out banks and buy up mortgages and tweak interest rates and nothing, nothing seems to make any difference on Wall Street or Main Street. Years ago, Mr. Buffett called derivatives “weapons of financial mass destruction” — an apt metaphor considering that the Manhattan Project’s math and physics geeks bearing formulas brought us the original weapon of mass destruction, at Trinity in New Mexico on July 16, 1945.

In a 1981 documentary called “The Day After Trinity,” Freeman Dyson, a reigning gray eminence of math and theoretical physics, as well as an ardent proponent of nuclear disarmament, described the seductive power that brought us the ability to create atomic energy out of nothing.

“I have felt it myself,” he warned. “The glitter of nuclear weapons. It is irresistible if you come to them as a scientist. To feel it’s there in your hands, to release this energy that fuels the stars, to let it do your bidding. To perform these miracles, to lift a million tons of rock into the sky. It is something that gives people an illusion of illimitable power, and it is, in some ways, responsible for all our troubles — this, what you might call technical arrogance, that overcomes people when they see what they can do with their minds.”

The Wall Street geeks, the quantitative analysts (“quants”) and masters of “algo trading” probably felt the same irresistible lure of “illimitable power” when they discovered “evolutionary algorithms” that allowed them to create vast empires of wealth by deriving the dependence structures of portfolio credit derivatives.

What does that mean? You’ll never know. Over and over again, financial experts and wonkish talking heads endeavor to explain these mysterious, “toxic” financial instruments to us lay folk. Over and over, they ignobly fail, because we all know that no one understands credit default obligations and derivatives, except perhaps Mr. Buffett and the computers who created them.

Somehow the genius quants — the best and brightest geeks Wall Street firms could buy — fed $1 trillion in subprime mortgage debt into their supercomputers, added some derivatives, massaged the arrangements with computer algorithms and — poof! — created $62 trillion in imaginary wealth. It’s not much of a stretch to imagine that all of that imaginary wealth is locked up somewhere inside the computers, and that we humans, led by the silverback males of the financial world, Ben Bernanke and Henry Paulson, are frantically beseeching the monolith for answers. Or maybe we are lost in space, with Dave the astronaut pleading, “Open the bank vault doors, Hal.”

As the current financial crisis spreads (like a computer virus) on the earth’s nervous system (the Internet), it’s worth asking if we have somehow managed to colossally outsmart ourselves using computers. After all, the Wall Street titans loved swaps and derivatives because they were totally unregulated by humans. That left nobody but the machines in charge.

How fitting then, that almost 30 years after Freeman Dyson described the almost unspeakable urges of the nuclear geeks creating illimitable energy out of equations, his son, George Dyson, has written an essay (published at Edge.org) warning about a different strain of technical arrogance that has brought the entire planet to the brink of financial destruction. George Dyson is an historian of technology and the author of “Darwin Among the Machines,” a book that warned us a decade ago that it was only a matter of time before technology out-evolves us and takes over.

His new essay — “Economic Dis-Equilibrium: Can You Have Your House and Spend It Too?” — begins with a history of “stock,” originally a stick of hazel, willow or alder wood, inscribed with notches indicating monetary amounts and dates. When funds were transferred, the stick was split into identical halves — with one side going to the depositor and the other to the party safeguarding the money — and represented proof positive that gold had been deposited somewhere to back it up. That was good enough for 600 years, until we decided that we needed more speed and efficiency.

Making money, it seems, is all about the velocity of moving it around, so that it can exist in Hong Kong one moment and Wall Street a split second later. “The unlimited replication of information is generally a public good,” George Dyson writes. “The problem starts, as the current crisis demonstrates, when unregulated replication is applied to money itself. Highly complex computer-generated financial instruments (known as derivatives) are being produced, not from natural factors of production or other goods, but purely from other financial instruments.”

It was easy enough for us humans to understand a stick or a dollar bill when it was backed by something tangible somewhere, but only computers can understand and derive a correlation structure from observed collateralized debt obligation tranche spreads. Which leads us to the next question: Just how much of the world’s financial stability now lies in the “hands” of computerized trading algorithms?

Here’s a frightening party trick that I learned from the futurist Ray Kurzweil. Read this excerpt and then I’ll tell you who wrote it:

But we are suggesting neither that the human race would voluntarily turn power over to the machines nor that the machines would willfully seize power. What we do suggest is that the human race might easily permit itself to drift into a position of such dependence on the machines that it would have no practical choice but to accept all of the machines’ decisions. ... Eventually a stage may be reached at which the decisions necessary to keep the system running will be so complex that human beings will be incapable of making them intelligently. At that stage the machines will be in effective control. People won’t be able to just turn the machines off, because they will be so dependent on them that turning them off would amount to suicide.

Brace yourself. It comes from the Unabomber’s manifesto.

Yes, Theodore Kaczinski was a homicidal psychopath and a paranoid kook, but he was also a bloodhound when it came to scenting all of the horrors technology holds in store for us. Hence his mission to kill technologists before machines commenced what he believed would be their inevitable reign of terror.

We are living, we have long been told, in the Information Age. Yet now we are faced with the sickening suspicion that technology has run ahead of us. Man is a fire-stealing animal, and we can’t help building machines and machine intelligences, even if, from time to time, we use them not only to outsmart ourselves but to bring us right up to the doorstep of Doom.

We are still fearful, superstitious and all-too-human creatures. At times, we forget the magnitude of the havoc we can wreak by off-loading our minds onto super-intelligent machines, that is, until they run away from us, like mad sorcerers’ apprentices, and drag us up to the precipice for a look down into the abyss.

As the financial experts all over the world use machines to unwind Gordian knots of financial arrangements so complex that only machines can make — “derive” — and trade them, we have to wonder: Are we living in a bad sci-fi movie? Is the Matrix made of credit default swaps?

When Treasury Secretary Paulson (looking very much like a frightened primate) came to Congress seeking an emergency loan, Senator Jon Tester of Montana, a Democrat still living on his family homestead, asked him: “I’m a dirt farmer. Why do we have one week to determine that $700 billion has to be appropriated or this country’s financial system goes down the pipes?”

“Well, sir,” Mr. Paulson could well have responded, “the computers have demanded it.”

Richard Dooling is the author of “Rapture for the Geeks: When A.I. Outsmarts I.Q.”

daedalus-winter2004.pdf (application/pdf Object)
www.chimera.info/daedalus/downloads/daedalus-winte...
Daedalus Winter 2004 - Special Issue on Role-Playing Games 
MAKE: Blog: iRobot - Photos and video of the PackBot!
www.makezine.com/blog/archive/2006/06/irobot_photo...

iRobot - Photos and video of the PackBot!




We visited iRobot last week and took a ton of photos of the evolution of their bots, from the Roomba robot vacuum (with its open interface) to the PackBot - Photo set and MP4 video.

FSU researcher's work on unmanned ground vehicles could save soldiers' lives
www.fsu.edu/news/2006/06/01/unmanned.vehicle/

FSU researcher's work on unmanned ground vehicles could save soldiers' lives

by Barry Ray

Over the past three years, thousands of American soldiers in Iraq have been horribly injured or killed by improvised explosive devices (IEDs). The explosives, placed near or buried under roadways and often detonated by remote control, frequently target U.S. military vehicles and convoys—often with deadly success.

Emmanuel G. Collins with a CISCOR robotic vehicle

At Florida State University, one researcher is working on new technologies that could reduce the carnage. Emmanuel G. Collins, the John H. Seely Professor of Mechanical Engineering at the Florida A&M University-FSU College of Engineering, envisions the creation of an unmanned ground vehicle that could patrol large areas without putting U.S. soldiers in harm's way.

Webcam capable multiplatform face identification SDK
www.neurotechnologija.com/vl_sdk.html

Facial Recognition Software

 VeriLook SDK is based on the VeriLook PC-based face recognition technology and is intended for biometric systems developers and integrators. It allows rapid development of the biometric application using functions from VeriLook library, which ensure high reliability of the face identification, 1:1 and 1:N matching modes, simultaneous multiple faces' detection, processing and identification with comparison speed of 100,000 faces per second.

VeriLook can be easily integrated into the customer's security system. The integrator has a complete control over SDK data input and output; therefore SDK functions can be used in connection with most cameras (including webcams) and any database. Integrator could develop any user interface.

VeriLook is available as VeriLook 3.0 Standard SDK.

VeriLook 3.0 Standard SDK

VeriLook 3.0 Standard SDK allows to develop face identification systems for Microsoft Windows, Linux and Mac OS X platforms. The kit includes programming samples in several programming languages.


Click to zoom



Click to zoom



ArsGeek » Blog Archive » Give Me Some Rubber, Glue and I Can Take Over Your Life!
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URxD: Beyond Face Recognition
www.cbl.uh.edu/URxD/research/overview.html
Biometrics - your face is your password
 


In a radical new approach to solving identiy theft, CBL researchers are using three-dimensional information to obtain a unique biometric signature of a person's face. With cutting-edge hardware and novel algorithms, they are designing system that turns a process practically as effortless as taking a photograph into a powerful authentication protocol.

Remembering dozens of personal identification numbers and passwords is not the solution to identity theft. Both are inconvenient to memorize and impractical to safeguard, and in essence merely tie two pieces of information together. Once the secret is compromised, the rest follows. The solution is to be able to tie private information to its owner in a way that cannot be compromised - biometric authentication

The CBL's URxD system has the potential to move face recognition technology to the high performance gear needed for widespread application. The system determines not only the characteristics of each face, but also whether the person is wearing glasses, allowing for a practical system which offers high accuracy. So far, face recognition methods have focused on appearance - capturing, representing, and matching facial characteristics as they appear on two-dimensional images in the visible spectrum. This is quite challenging to machine recognition because such characteristics vary with orientation, age, habits (e.g., bearded appearance), and illumination. Instead, our system uses three-dimensional information, and has achieved the best published results when tried to 4,007 datasets (part of the international face recognition Grand Challenge organized by NIST). These results show strong promise in overcoming the difficult problems that have been holding back progress in this field for many years.

Official Google Blog: A better way to organize photos?
googleblog.blogspot.com/2006/08/better-way-to-orga...

A better way to organize photos?

8/15/2006 09:37:00 AM

Posted by Adrian Graham, Picasa Product Manager

It's not always easy to search through your personal photos, and it's certainly a lot harder than searching the web. Unless you take the time to label and organize all your pictures (and I'll freely admit that I don't), chances are it can be pretty hard to find that photo you just know is hidden somewhere deep inside your computer.

We've been working to make Picasa (Google's free photo-organizing software) even better when it comes to searching for your own photos—to make finding them be as easy as finding stuff on the web. Luckily we've found some people who share this goal, and are excited that the Neven Vision team is now part of Google.

Neven Vision comes to Google with deep technology and expertise around automatically extracting information from a photo. It could be as simple as detecting whether or not a photo contains a person, or, one day, as complex as recognizing people, places, and objects. This technology just may make it a lot easier for you to organize and find the photos you care about. We don't have any specific features to show off today, but we're looking forward to having more to share with you soon.
Artificial Intelligence and Interactive Entertainment Conference
www.aiide.org/
 

AIIDE (AI and Interactive Digital Entertainment)

AIIDE is the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. Sponsored by the American Association for Artificial Intelligence (AAAI), the conference is targeted at both the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial computer and video games.



AIIDE-07 author registration and submission index site http://www.aaai.org/Conferences/AIIDE/aiide07.php.

IMPORTANT DATES

December to January: Authors register on the AIIDE web site
January 22, 2007: Electronic submission of full paper
February 2, 2007: Electronic submission of demonstration abstract
March 10, 2007: Notification of acceptance decision
iRobot Scooba Exposed: What's Inside This Robotic Maid > Disassembly
www.informit.com/articles/article.asp?p=474235&rl=...

iRobot Scooba Exposed: What's Inside This Robotic Maid

Article Information

Article Description

Imagine having your chores drastically reduced with the help of a robot. Seth Fogie details one such robot, iRobot's Scooba, and *literally* shows you the ins and outs of this incredible machine.

Related Book

Absolute Beginner's Guide to Building Robots

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Robots have long fascinated humanity. Movies like "Artificial Intelligence: AI" (2001) and "I, Robot" (2004) portrait possible futures where all your mundane chores are performed by a mechanical life form. Just imagine not ever cleaning the windows, doing the dishes, or washing your car! On average, a family spends 1.8 hours per day doing just such activities. That is 12.6 hours a week, 655 hours a year, or 2,047 days of your life wasted on something that a robot could do.

While technology is several decades away from producing a fully automated cleaning robot, you can get a taste of the robot lifestyle today. In fact, the first robot cleaner was released in 2002 by a company named, ironically, iRobot. The Roomba is a self-contained "smart" vacuuming device that can be set up to automatically vacuum your carpets at a specified time, and then return to the charger after it has completed the job. In the last few years, the company has even opened up their programming interface to "hackers" who have managed to turn this device into their own customized multifunction toy.

The latest release (early 2006) from iRobot was the Scooba, which was created with your kitchen floor in mind. According to its website, the Scooba is "The first floor washing robot for the home that preps, washes, scrubs and dries your floor."

In this article, we are going to see just how this robot works, from the inside out. As you will see, trying to build a computerized robot that uses water is not a simple feat! Be sure to check out the iRobot site for an external shot of the Scooba that you can rotate and zoom.

Bootstrapping the brain: unsupervised program learns baby talk
arstechnica.com/news.ars/post/20070724-bootstrappi...

Bootstrapping the brain: unsupervised program learns baby talk

By John Timmer | Published: July 24, 2007 - 11:31PM CT

Nature-versus-nurture debates have been going on for centuries, but they have been steadily growing in sophistication as we learn more about how the brain functions and appreciate how self-organizing systems can produce elaborate behavior. One of the areas where the debate plays out is in the acquisition of language, where cognitive scientists have been arguing over whether the brain comes with some preset patterns that it fits language into, or whether it generates its entire language recognition system on the fly. In an attempt to help address this issue, some researchers have explored the ability of systems to generate their own language categorization system and, in the process, crafted a program that can learn to recognize vowels on its own.

The work built on previous studies that had suggested that children are best able to categorize speech when different tokens are presented to them as a distinct peaks along a Gaussian curve. So they devised algorithms that could identify higher-dimension Gaussian clustering of speech tokens. These systems then trained themselves with vowel sounds derived from recordings of people speaking to babies in either Japanese and English. After a few thousand iterations, they were tested for accuracy against further recordings. The key feature of these tests was that the programs were not given any information as to how many different vowel sounds would be presented (it was four in these tests).

The first system they tried took what might be viewed as an evolutionary approach. It was simply supplied with a large number of randomly generated Gaussian clusters and scored each cluster based on how well they encompassed the data that they were fed. Over many iterations, clusters that provided poor fits were eliminated, ultimately leaving just a few that fit the data best. The results were impressive: the majority of the models correctly recognized four distinct tokens, and could identify them with over 90 percent accuracy.

Unfortunately, as the authors noted, the brain is unlikely to come with a set of predefined Gaussian clusters to select from, so this program was probably a poor representation of the actual process of learning language. So, they set up a second algorithm, this one closer in structure to a neural network in a three-dimensional space. If a given speech token fell at a given node, the connections between it and the surrounding nodes were strengthened. Here, the results weren't as good, but the models did recognize the four vowel tokens with over 80 percent success rates.

The work has some implications for the nature-versus-nurture debate here, as it suggests that the brain doesn't necessarily need preformed language capacity but may require the ability to recognize Gaussian distributions. This puts the results somewhere between the two extremes. The authors note that other results had already suggested the brain had this capacity, both for language and other recognition processes.

But the results also have some interesting implications for self-training computer systems. Given a few basic audio properties, the evolutionary system could train itself to both identify the number of categories they represent, and successfully place other speech tokens into the correct categories. It's possible that similar approaches could work for other recognition processes, such as visual identification.

 

PNAS has released the paper to the press, but has yet to make it available to subscribers.  When it is released, it should appear here.

New chip promises better AI performance in games
arstechnica.com/news.ars/post/20060905-7665.html

New chip promises better AI performance in games

9/5/2006 11:55:12 AM, by Eric Bangeman

A new company called AIseek announced what it describes as the world's first dedicated processor for artificial intelligence. Called the Intia Processor, the AI chip would work in conjunction with optimized titles to improve nonplayer character AI. Similar to the way in which physics accelerators can make a game's environment look much more realistic, Intia would make the NPCs act more true to life.

AIseek will offer an SDK for developers that will enable their titles to take advantage of the Intia AI accelerator. According to the company, Intia works by accelerating low-level AI tasks up to 200 times compared to a CPU doing the work on its own. With the acceleration, NPCs will be better at tasks like terrain analysis, line-of-sight sensory simulation, path finding, and even simple movement. In fact, AIseek guarantees that with its coprocessor NPCs will always be able to find the optimal path in any title using the processor.

Intia will enable developers to support much larger maps, including the possibility of dynamically changing maps that the NPCs could then adapt to. AIseek's hope is that use of Intia will result in the "creation of new game worlds that are based on large, rapidly changing environments."

AIseek has a handful of demos available in the form of movies purporting to show how NPCs operate using the company's AI acceleration. I couldn't get all of them to download, but the one I was able to watch was impressive: two armies with tanks and infantry in a head-on battle. As the terrain changed due to damage inflicted by the tanks, the infantrymen adapted their paths as they advanced through the scene.

If you're hoping that the NPCs in your favorite title will start acting smarter anytime soon, you'll be disappointed. Right now, it's unclear whether Intia is anything more than a name associated with a web site designed to attract venture capital funding. There is nothing indicating when Intia will be shipping, when AIseek's SDK will be available to developers, or what type of hardware will be necessary to use it. However, if you've ever been irritated by the stupidity of the NPCs in your favorite title, a dedicated AI coprocessor may be worth the wait.

IEEE Spectrum: Engineering Spore
www.spectrum.ieee.org/print/6594
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Sponsored By
Engineering Spore
By David Kushner
Photo-Illustration: Sean McCabe; Original Photo: Ryan Anson/AFP/Getty Images

It's time to make a creature. Let's start with its body. Stretch down a pair of legs and pull out two arms so that it looks long and lean. On one end of the body, pop on intelligent eyes behind large round glasses. Add a mop of peppery hair and a prominent nose and ears. Sprinkle on scruffy semibeard growth. Call it Will Wright.

Now put the creature in its habitat: the workspace of a computer game developer in Emeryville, Calif. Spread the studios of Maxis Software, which Wright cofounded in 1987, over the floors of two nondescript office buildings. Sprinkle the interior with dirt-encrusted mountain bikes leaning against cubicle walls and overgrown, pumpkin-orange beanbag chairs. Now surround Wright with others of his kind, hunched behind desks, typing at keyboards, PC monitors glowing.

The software engineers, artists, and others who work at Maxis, now owned by video-game giant Electronic Arts, have migrated here because Wright is a legend. Over the past two decades, the 48-year-old Wright, who studied architecture and mechanical engineering at Louisiana Tech University, has utterly transformed his industry with hits like SimCity, in which players build virtual towns, and the best-selling computer game franchise of all time, The Sims, in which players create virtual people and then watch them interact. In the process, Wright has helped forge a new, more toylike frontier in computer gaming, where the main goal is not so much to score points or kill bad guys but to create cool stuff.

The game they're working on this bright February day is called Spore, and it's the most ridiculously ambitious simulation game yet. Sure, there've been virtual worlds like Second Life, which let you customize your characters. In games like Fable and Black & White, the characters even evolve in appearance and reputation based on how the player defines them: the more evil your beast, for example, the more feared it becomes. LittleBigPlanet, an upcoming game from Media Molecule for Sony's PlayStation 3 game console, is built around player-made terrains and characters. But Wright's Spore is by far the boldest in terms of unleashing players' creativity. In Spore the players create life itself—starting with ooze-dwelling, one-celled creatures that learn, grow, and evolve into intelligent beings with advanced cultures and technologies, able to conquer their planets and outer space.

Computer gamers everywhere have eagerly awaited Wright's latest project since he began talking about it in 2000. Spore is finally due to be released this month, more than a year behind schedule. Wright attributes its recent delays to localization, the process of tailoring the game to different countries and languages. Others around the Maxis office cite the boss's high expectations. Wright concedes their point but shrugs it off.

“For games, it is a long time, but for me it's not a big deal,” he says, sipping coffee in his cluttered corner office. “I'd rather spend a couple of extra years and have it be a big seller than short it by a year or two and have it be mediocre.”

Spore is anything but. Other games may look and sound better, but few games are as original as this one. It offers players far more choice and open-ended play than any game before it. If Spore lives up to its creator's vision, it will likely be heralded as one of those milestones that redefines what a game can be—just as Doom, a first-person shooter game, pioneered fast-action multiplayer competition in 1993 and Guitar Hero delivered the thrill of music performance by introducing a guitar-shaped controller.

IMAGE: Electronic Arts

Sim Everything: Through the course of the game, creatures evolve from single-celled organisms into hyperadvanced societies.

The anticipation—and pressure—is high. “I call Wright a genius because he truly is one of the most innovative developers out there,” writes one gaming blogger. “Spore...is creating an entirely new genre.”

The game unfolds through five stages, each of which riffs on an established genre of play. It starts, fittingly, in a two-dimensional world, with a single-celled organism that gobbles up microbes and plants to accrue DNA points. Once the spore collects enough DNA, an editing palette pops up that lets you design the next evolutionary stage of the creature's body. Your creature is then thrown into a three-dimensional environment where it must dodge predators and find a partner with which to reproduce. By the third stage, your creature is fully evolved and you switch to controlling its entire tribe, as you would in real-time strategy games like Electronic Arts' Command & Conquer.

Next up is the civilization phase, in which you can assemble vehicles and buildings to bring your tribe's city to life, in the spirit of SimCity or Civilization. If you succeed in conquering your planet and avoiding an enemy takeover, you graduate to the fifth and final level: outer space. Here the object is to fight off invaders and take over other planets.

Developing a game in which the players create all the key parts—the characters, buildings, and vehicles—poses an obvious conundrum: “There's no content,” says Maxis technology fellow Chris Hecker. “Initially, the problem was, well, what is [Spore] supposed to be?”

When you boot up most games for the first time, you're immediately immersed in an existing world, complete with a cast of characters who behave in predetermined ways. Perhaps the game has tree-lined streets or castles with dungeons and moats. Maybe colonies of dwarves and trolls populate those worlds, or maybe gangsters do. These objects are all encoded in the game's original software exactly as the developers envisioned and animated them.

In Spore, that model doesn't apply. Almost nothing exists until the player makes choices about each object's shape and texture. To enable that design process, the relatively small team of 20 artists and seven programmers created a palette of editing tools. They think of it as an “artist in a box” or, as Maxis software engineer Colin Andrews puts it, “Mr. Potato Head on steroids.” Maxis released a stripped-down version of the tool palette, known as the Creature Creator, on 16 June to build buzz for the game. Eight days later, early adopters had created more than a million creatures.

To understand why the Creature Creator is so compelling, consider its incredible flexibility. Say a player wants to make a building. Spore provides a menu of architectural elements to tinker with: windows, doors, that kind of thing. The player clicks and drags the pieces onto a base structure and can stretch or shrink them along several axes. From the game's perspective, each building's design is simply a list of instructions; when the player is finished tinkering, those instructions direct the game engine to generate an image of the building and place it within the Spore world. Simple enough.

Then there's the process of making a creature, which offers a whole other level of variety and complexity. For instance, each creature can have any number of features and appendages—eyes, mouths, legs, feet—which can be stretched and curled like clay into outlandish shapes. But that indeterminacy presents an unusual problem: how exactly does a game company write software that generates realistic movements for “an eight-legged, two-headed thing with four mouths and no neck?” Wright says. “We don't know what we're animating.”

To convincingly evoke even the wackiest animal a player could design, the game code had to be able to apply the knowledge of a human animator, on the fly—the ability to understand body language and subtle facial expressions and then to encapsulate those qualities abstractly in software. Wright decided to build Spore's real-time animation around a technique called procedural generation. The “procedure” in Spore is a set of algorithms that execute a player's designs, generating entirely new content in the midst of game play. Other game developers have used the technique for years in a limited way, but no game has ever relied on it so heavily to create highly customizable yet lifelike creatures in real time.

So the Maxis team had little to go on as they tried to figure out how to make their exotic beasts move. Wright, who builds BattleBots for fun and possesses a voracious intellect and curiosity, decided to hit the books. He began reading up on biomechanics—in particular, the physics and physiology of how animals move. “Depending on the leg length and how supple the spine is,” he says, “you can get a characteristic oscillation of the [torso] of the creature over the ground.”

IMAGE: Electronic Arts

Composing Creatures: An editing palette gives Spore players free rein to create unique and curiously realistic characters.

To get a creature to walk or run convincingly, the software engineers encoded an overarching set of rules on how to generate movement. The animation algorithms start by looking at the number of legs, the length of each leg, and the creature's bodily symmetry to calculate something called a walking ratio. If one side has twice as many legs as the other, for example, the ratio would be one to two. The algorithms will also compute the rhythm of a creature's footfalls—the length of time between, say, a front leg and a back leg hitting the ground in a single stride. The overall gait takes all these factors into account, along with the dimensions of the torso and head (or heads, as the case may be). The result is a convincingly lifelike motion.

The Maxis team then had to see if those movement rules worked on actual Spore beings. The team devised a huge menagerie of test creatures, observed how they stumbled around, and then adjusted the software's algorithms, essentially creating a virtual island of Dr. Moreau. “We have these tests where we take 10 totally crazy, random creatures and run animation on them,” Wright says. “And we find out that it works for these seven, but for these two the legs look weird and for this one the back isn't straight enough. We're refining those algorithms all the time.”

To illustrate, Wright goes over to his Dell computer and, with a few pecks at the keyboard, brings up the game's Creature Creator on screen. He starts with a short, fat torso and attaches birdlike wings on its sides for ears. From a palette of eyeballs, he clicks and drags a pair of big round eyes and drops them onto the beast's shoulders. He continues to tweak the anatomy, equipping the creature with legs, arms, hands, and so on.

Even as Wright experiments with different looks, the beast begins to move—wiggling its newly attached limbs and blinking its new eyes. It even seems to show its approval of certain choices by smiling and nodding.

Based on each new creature's features and shape, the animation software determines the sounds it can make, the way it dances, and much more. A skinny beast with a beak and decorative tufts of hair may flutter its eyelashes and emit a high-pitched warble, while a hulking creature with spikes along its spine may blink slowly and communicate in a baritone growl. Those traits in turn end up influencing whether the creature greets other species with a friendly advance or with an attack, and the fate of its civilization depends on those nuances.

Wright clicks on a button to test the creature he's just designed. With short legs on one side and long legs on the other, the animal lumbers awkwardly but convincingly across the screen. Indeed, the little legs scurry just fast enough to keep up with the long ones. But Wright isn't done with him yet. “What would it take to make any creature sad?” he asks, tapping away at the keyboard. Suddenly this alien being adopts a recognizably sad pose, dropping its torso, curling down the edges of its mouth, and dully drooping its eyelids. You feel kind of sorry for the little guy.

This beast is relatively straightforward, but the Maxis team had to allow for the most twisted possibilities a player might dream up—for instance, a creature with no limbs. “Now the game has to deal with all the ramifications of that,” says Hecker. “So how do you pick up a piece of fruit?”

In conventional animation systems, the concept of a limb may be encoded not as an object but rather as a set of spatial transformations that can be applied to a body. To accomplish this, an animator can assign labels to parts of a character's skeleton. When a character reaches for that fruit, the animation might state something like, “Rotate bone 1 from 0 to 52 degrees.”

But in Spore the skeleton is unknown until the game is already in play. So instead of using labels, the programmers encode generic descriptions of each body part, referring to a specific limb by describing its context relative to other body parts. Let's say a creature throws a punch at a bad guy. The animation may dictate the action with instructions that would read something like, “Move upper leftmost grasper from rest position to a position parallel to your leftmost head, then move to some position relative to the enemy's topmost nose.” The code analyzes the body in search of the parts that match that profile. In short, rather than directing bones to assume prescribed positions, animators are using higher-level directives to describe what the bones should do. This strategy was key to opening up a much wider field of character types and activities—though it certainly didn't make writing the game easy. The code can look for a limb by using a description that may be satisfied by one body part, several, or none. Coping with indeterminate results, while keeping the animation interesting by not simply ignoring extra limbs, drives up the complexity of the game code.

And then there are the creatures that are so weird they defy the game's generalized rules of movement. To catch those freakish cases, the code checks for certain features: for example, does the creature have any kind of paw or claw? If not, a separate set of instructions will govern the creature's movement, instructing it to use its mouth as a hand. And because the creature has no legs to use in calculating movement, it gets an inchwormlike slither. Rather than try to write very complex algorithms that cover every imaginable kind of beast, the programmers instead identified a few exceptional creature skeletons and wrote code that chooses different sets of rules for them. “It just kind of ripples out in a lot of different ways,” Hecker says.

It's one thing to create and animate a creature in Spore, but Wright and his team knew that players would also want to share their creations. “What we saw with The Sims was that people loved downloading tools and creating stuff in the game,” says Wright. Players routinely surfed Web sites specially set up for trading Sims add-ons, such as modifications to a character's appearance, houses, and furniture. But the experience was a hassle because players had to find and then import each item into the game one by one. “We wanted to basically make that [process] part of the game play,” he says.

To do that, Maxis devised the Pollinator. This tool lets players easily search through the buildings, vehicles, and beasts created by other gamers and incorporate them into their own worlds. They can also sort through the stuff by theme—whimsical or Wizard of Oz, futuristic or “Futurama.” This is what Wright means when he describes the game as “a massively single-player experience”: it's a one-person game that can draw on many sources. While the Spore DVD will ship with some ready-made creatures and buildings—so that a player's creatures aren't initially running around in an empty universe—the rest of the content will come from the players, who can upload their creations to Maxis's game servers for others to access.

To store and sift through such a huge amount of data, the Maxis team had to compress the data files down to a manageable size. Here, the hurdle became “how do we keep the data rate really low so that even if I'm not on the Internet I can still have the local database with lots and lots of content?” Wright says.

With its detailed terrains and texture maps, one planet in Spore could occupy 10 megabytes of space on a player's hard drive. “We don't have the disc space to deliver a million planets,” says Maxis art director Ocean Quigley. When a player creates a planet, an instruction list for generating that world is saved along with certain seed values, which are like keys that the software uses to reopen the world later. To conjure up lots of different planets for each game, the code requires that certain values or quantities be more or less randomly assigned. Algorithms embedded in the game's software can generate those strings of seemingly unrelated numbers, but the starting value—or seed—must vary so as to avoid generating the same string of numbers each time the algorithms are run. “We want the planets to be ‘random,' but we also need to be able to re-create it exactly when you come back later,” Andrews explains. “Storing the seed lets us do that.”

The programmers also had to winnow down the list to just the core guidelines needed to reconstitute a planet—or building, creature, or spaceship. Sometimes that meant making tough choices that in effect curtail a player's creativity. Originally, for instance, Spore's Creature Creator allowed players to design animals with looped spines. Unfortunately, doughnut-shaped animals raised all sorts of exceptions to the animation rules. The solution: bye-bye, doughnuts.

To manage the flow of so many player-created creatures and items, and to help players find content they like, Spore uses the same kind of collaborative filtering that sites like Amazon and Netflix have made popular, based on the preferences of other players who have chosen a certain design. Players will also be able to subscribe to Sporecasts—a kind of RSS feed of content other people create for the game. As Spore spreads, stars of content design will likely emerge, as they have in Second Life and in other online gaming communities.

“I can imagine so many cool possibilities that we're just scratching the surface of,” Wright says. He envisions Spore races centered around user-designed vehicles and flying games featuring users' spaceships.

But Wright's imagination stretches only so far. He anticipates the day when Spore players take charge and steer the game into unseen territory. “That's when the fans become an even larger designer [than us],” he says. “In some sense, we're kind of codesigning Spore. Fans are going to drive its future.”

Computer program to take on the Unabomber | The Register
www.theregister.com/2007/07/24/man_machine_poker_c...

Computer program to take on the Unabomber

Man vs. Machine challenge

Published Tuesday 24th July 2007 05:11 GMT
Mobile computing: Opportunities and risk - Free whitepaper Wireless Email Solutions - Free whitepaper');}

How intelligent is a computer - and just what does it mean to be intelligent, anyway?

The Association for the Advancement of Artificial Intelligence (AAAI) aims to clarify that question with its Man vs. Machine Poker Challenge, taking place today and tomorrow in Vancouver, British Columbia.

Polaris, a poker program developed at the Computer Poker Research Group of the University of Alberta, will compete against poker professionals Phil “The Unabomber” Laak and Ali Eslami in a two day Texas Hold’em tournament designed to test the limits of computer “thought” in real world scenarios.

Part of the challenge for proponents of artificial intelligence lies in the difficulty of defining exactly what intelligence is: “intelligence” as we typically understand it is a rather haphazard measurement of our abilities, some of which lend themselves to duplication via computer software, and some of which do not. Human intelligence is as much about communication and nuance as it is about performing mathematical functions, which is all that computers are really good at. Computers, in short, excel at the purely computational tasks that lend themselves to ready measurement, which is why within the closed universe of the chessboard computers are capable of beating even the greatest human players.

On the other hand, computers do miserably at the forms of emotional intelligence that define so much of what we are as human beings. Poker - a game of imperfect information, with its potent mixture of probability and human psychology – is the kind of talent that in the past has humbled even the most powerful supercomputers.

Polaris seeks to redress that imbalance.

Two copies of the program will compete as a team against the two professionals in a version of duplicate poker, a poker variant designed to minimize the element of chance. In duplicate poker, players at different tables play the same hand and compete not against those at their own table, but against those playing the same hand at different tables. Luck is still involved, inasmuch as no one can predict the behavior of the other table’s opponents, but the game is largely one of skill, which is why it has slipped under the radar of the ever-vigilant American authorities.

In the Man vs. Machine Poker Challenge, each teammate will play the hand of his teammate’s opponent, and teammates are forbidden to communicate with each other during the match. The match should therefore provide a fairly accurate gauge of the relative skill of each individual player, and provide at least a glimpse of just how much of that emotional intelligence can be coded into computer program. It should also provide insight into the hotly debated topic of the degree to which skillful poker play consists of an understanding of numeric probability and how much is sheer bluff.

Imperfect information characterizes the world in which we live, and the development of a computer capable of functioning at a high level at a poker table would be a major breakthrough for the artificial intelligence community, with implications far beyond the gambling world.

My money’s on the Unabomber.®

Burke Hansen, attorney at large, heads a San Francisco law office

GeekList: Free Computer Version of Board and Card Games with Artificial Intelligence Computer Oppone
boardgamegeek.com/geeklist/8323
Board and Card Games with Artificial Intelligence Computer Opponents and with Screen Shots
I have been busy trying to earn my avatar by taking screen shots of these games. I know many lists have been done on this subject but how many have actual screen shots?
Here is my list for abstract strategy games:
http://www.boardgamegeek.com/geeklist.php3?action=view&listi...

A board game price search engine:
http://www.michaelareed.com/boardgamesearch/index.html
The Chronicle: Wired Campus Blog: Team Studies Artificial Intelligence With Poker-Playing Computer
chronicle.com/wiredcampus/article/1492/team-studie...

Team Studies Artificial Intelligence With Poker-Playing Computer

Computers may have defeated the world’s best chess masters, but they aren’t ready to take on human poker players, says Jonathan Schaeffer, of the University of Alberta. That’s because computer scientists have not yet figured out how to write programs that can make informed decisions based on incomplete or inaccurate information, he told the Canadian Press News Service.

Mr. Schaeffer, who is chairman of the university’s computer-science department and holder of a Canada research chair in artificial intelligence, was part of the team that designed Hyperborean, a computer that took top prizes a tournament for poker-playing programs, held last month by the American Association of Artificial Intelligence (The Wired Campus, July 6).

Poker is more challenging than chess, Mr. Schaeffer said, because in the latter you can look at the board and “have complete knowledge of the game.”

“But in the real world, knowing everything is just so rare,” he added. “Everything we do all day long is all about partial information. So poker’s much more representative of what the real world’s like, and in that sense it becomes a much harder problem. The end result is that we’re going to learn more in terms of research outcomes from poker than we ever did from chess.”

Posted on Sunday August 13, 2006 | Permalink |
EETimes.com - AI beats human poker champions
www.eetimes.com/news/latest/showArticle.jhtml;jses...
AI beats human poker champions



R. Colin Johnson
EE Times
(07/07/2008 2:31 PM EDT)

PORTLAND, Ore. — Humanity was dealt a decisive blow by a poker-playing artificial intelligence program called Polaris during the Man-Machine Poker Competition in Las Vegas.

Poker champs fought the AI system to a draw, then won in the first two of four rounds (each round had Polaris playing 500 hands against two humans, whose points were averaged.) But in the final two rounds of the match, Polaris beat both human teams, two wins out of four, with one loss and one draw.

IBM's Deep Blue beat chess champion Gary Kasparov in 1997. A year later, the University of Alberta's Computer Poker Research Group began winning hands with early prototypes that eventually became Polaris. A decade later, Polaris 2.0 added poker to the list of machine triumphs.

The key to Polaris' poker prowess last weekend was a tactical shift in midstream designed to prevent human's from exploiting perceived weaknesses. Add to that, Polaris learned from experience.

"There are two really big changes in Polaris over last year," said professor Michael Bowling, who supervised graduate students who programmed Polaris. "First of all, our poker model is much expanded over last year--its much harder for humans to exploit weaknesses. And secondly, we have added an element of learning, where Polaris identifies which common poker stratagy a human is using and switches its own strategy to counter. This complicated the human players ability to compare notes, since Polaris chose a different strategy to use against each of the humans it played," Bowling said.

Nick "Stoxtrader" Grudzien lost his round of 500 hands to Polaris, an artificial intelligence program from the University of Alberta.

Before the Las Vegas match, this newest version of Polaris had only played two matches against champion poker players, resulting in one loss and one victory. Polaris repeated the pattern of improving as it learned, falling to humans in the first two rounds, but defeating them in rounds three and four. "Repeatedly, I heard players exclaim that they had never seen a human do that before," said Bowling. "Switching strategies really threw the humans for a loop."

Polaris played against Nick "Stoxtrader" Grudzien--a $1 million poker contest winner and founder of a Web site which provides poker-coaching and online play with world champions. Other human champions were coaches on Grudzien's site.

In the first Man-Machine Poker Competition, two human champions beat Polaris in its last two matches, but Polaris won and played to a draw in the first two. The older version of Polaris did not learn, but the humans did, beating Polaris 1.0 in three of four rounds by exploiting weaknesses.

Polaris 2.0 had learning built into its programming, thereby countering the learning ability of the humans by switching strategies whenever they did.

Even though Polaris beat the humans in Las Vegas, the University of Alberta group said it expects to be asked for rematches by the vanquished pros as well as by other poker experts who will claim the win by Polaris was a fluke. "Even after Deep Blue beat Kasparov, there were still some skeptics, and I think the same is true here," said Bowling. "Over the next year or so there are going to have to be several rematches before everyone is convinced that humans have been surpassed by machines in poker."

Meanwhile, Bowling's group plans to expand Polaris beyond its current limitations, enabling it to play more complicated poker games than its current heads-up, hold-em version. They also plan to expand efforts to apply the poker-playing algorithms to useful applications.

"The techniques we are devising have broad applications outside of poker," said Bowling. "For instance, wireless sensor networks are exploring one of our poker-like algorithms to lay out sensors in buildings in a way that yields better understanding of how heat flow patterns affect efficiency."

One algorithm, called counter-factual regret, monitored the outcome of hands lost by Polaris and what could have been done to change the outcome. Polaris could then watch for similar circumstances and adjust more effectively.

BioTools Inc. (Edmonton, Alberta) has built previous versions of Polaris into a downloadable poker coach called the Poker Academy.

O'Reilly Network Safari Bookshelf - AI Techniques for Game Programming
safari.oreilly.com/193184198X?a=102682
AI Techniques for Game Programming
by Mat Buckland

Publisher: Premier Press
Pub Date: 2002
ISBN: 1-931841-98-X
Pages: 480
Slots: 1.0
Table of Contents
Overview

"AI Techniques for Game Programming" takes the difficult topics of genetic algorithms and neural networks and explains them in plain English. Gone are the tortuous mathematic equations and abstract examples to be found in other books. Each chapter takes readers through the theory a step at a time, explaining clearly how they can incorporate each technique into their own games. After a whirlwind tour of Windows programming, readers will learn how to use genetic algorithms for optimization, path-finding, and evolving control sequences for their game agents. Coverage of neural network basics quickly advances to evolving neural motion controllers for their game agents and applying neural networks to obstacle avoidance and map exploration. Backpropagation and pattern recognition is also explained. By the end of the book, readers will know how to train a network to recognize mouse gestures and how to use state-of-the-art techniques for creating neural networks with dynamic topologies

Features

  • The CD includes:

  • A demo of Colin McRae Rally 2

  • Adobe Acrobat Reader 5.5

  • All source code and executables from the book

ZDNet India > News > software > Algorithm helps computers beat humans at Go
www.zdnetindia.com/news/software/stories/172306.ht...

Algorithm helps computers beat humans at Go

By Reuters , Reuters,
February 22, 2007


Computers can beat some of the world's top chess players, but the most powerful machines have failed at the popular Asian board game Go, in which human intuition has so far proven key.

Two Hungarian scientists have come up with an algorithm that helps computers pick the right move in Go, played by millions around the world, in which players must capture spaces by placing black-and-white marbles on a board in turn.

"We are not far from reaching the level of a professional Go player," Levente Kocsis of the Hungarian Academy of Sciences computing lab Sztaki said.

The 19x19 grid board that top players use is still hard for a machine to use, but the new algorithm is promising because it makes better use of the growing power of computers than did earlier Go software.

"Programs using this method immediately improve if you use two processors instead of one, say, which was not typical for earlier programs," Kocsis said.

Whereas a chess program can evaluate a scenario by assigning numerical values to pieces--9 to the queen and 1 to a pawn, for example--and to the tactical worth of their position, that technique is not valid for Go.

In Go, all marbles have an identical value, and scenarios are more complex, so the computer has to think about all potential moves through the end of the game and emulate the outcome of each alternative move.

Even the most powerful computers have failed at that task, but Kocsis and colleague Csaba Szepesvari have found a way to help computers focus on the most promising moves, using an analogy with slot machines in a casino.

Punters will find that certain one-armed bandits in a casino appear to pay more on average than others, but an intelligent player should also try machines that have so far paid less, in case they are hiding a jackpot, Kocsis said.

The key is to find the balance between the two sorts of machine.

Go software using a similar method, called UCT (Upper Confidence bounds applied to Trees), does not have to scan all possible outcomes of a game and can quickly find the best mix of scenarios to check.

"This bandit algorithm has proven advantages," Kocsis said.

The possible outcomes of a game are like branches of a tree, and earlier Go programs, unable to scan all branches, picked some at random and tried to find the best move from that sample.

The UCT method (PDF) helps a computer decide which routes are most worth investigating. Programs based on it have consistently won games against most other machines, according to Kocsis.

 
Alberta team studies artificial intelligence with poker-playing computer
 
Kristine Owram
Canadian Press

Sunday, August 13, 2006

EDMONTON (CP) - If the crew of 2001: A Space Odyssey needed to defeat evil supercomputer HAL, they should have challenged it to a game of poker.

Unlike IBM's Deep Blue, a computer that was able to beat world-champion chess player Garry Kasparov in 1997, even the world's best poker-playing computers would flop against the top human players.

That's because computer scientists have not yet figured out how to write programs that can make informed decisions based on incomplete or inaccurate information, said Jonathan Schaeffer, chair of the University of Alberta's computer science department and Canada Research Chair in artificial intelligence.

"The skills that make human poker players really good are skills that don't seem to match well with what computers can do," said Schaeffer. "Computers aren't particularly good at learning, for example, or reasoning by analogy."

Schaeffer was part of the team that designed Hyperborean, a poker-playing computer that recently went undefeated at two tournaments hosted by the American Association of Artificial Intelligence.

In the first tournament, four computers played 40,000 hands of limit Texas hold 'em against each of their competitors. Each program was given seven seconds to make its next move and the computer that won the most money won the tournament.

In the second competition, the computers played 12,000 hands of poker against each of their opponents but were given a total of 60 seconds to make their decisions to encourage a higher level of play.

To ensure that no one computer got lucky, each side was given the opportunity to play its opponent's hand after each deal.

Although more than 250,000 hands of poker were played between the two tournaments, Hyperborean wasn't designed simply to amuse poker lovers, said Michael Bowling, head of the research group that created the computer.

"Poker has what are currently some of the biggest challenges to (artificial intelligence) systems, and uncertainty is the primary hurdle that we're facing," said Bowling, adding that the University of Alberta program was able to use its opponents' actions to infer certain things about their hands.

"The same techniques, the same principles that we're developing to build poker systems are the same principles that can be applied to many other problems."

The University of Alberta was one of the first institutions in the world to attempt to develop a poker-playing computer, said Bowling. The research was initiated in 1997 by a graduate student named Darse Billings.

"He was actually an ex-professional poker player, and also being somewhat of a math geek, he said, 'Can we actually build programs that can do as well as humans can at this very psychological game?' Then it sort of steamrolled because it's an exciting and fun topic to work on," said Bowling.

The programs used to create Hyperborean have been licensed to a University of Alberta spinoff company called BioTools, he added, and have been turned into an online practice tool called Poker Academy.

"We're not at the point where we can beat the world's elite professional players, but we can certainly give them a reasonable competition so that they're not playing with something that makes horrible mistakes," he said.

But researchers are still a long way from creating a Deep Blue-quality poker program, said Schaeffer.

"The nice thing about chess as a property of the game is what we call perfect information. You look at the board, you know where all the pieces are, you know whose turn it is - you have complete knowledge of the game," he said.

"But in the real world, knowing everything is just so rare. Everything we do all day long is all about partial information. So poker's much more representative of what the real world's like, and in that sense it becomes a much harder problem.

"The end result is that we're going to learn more in terms of research outcomes from poker than we ever did from chess."

© The Canadian Press 2006
Wired News: AI Invades Go Territory
www.wired.com/news/technology/1,71804-0.html

AI Invades Go Territory

By Brendan Borrell| Also by this reporter
02:00 AM Sep, 19, 2006

Chess was once the pinnacle of geekdom, but then the artificial intelligence geeks got too smart for chess and turned to Go. Why Go?

The game is more than a thousand years older than chess, and the number of possible moves in a game of Go exceeds the number of atoms in the universe. But most importantly, computer programs haven't yet beaten the human masters of Go.

Around the world, dedicated coders trade secrets on the computer go mailing list and compete monthly during the KGS Computer Go Tournaments.

In the past year, a new strategy implemented by computer scientist Rémi Coulom at the Université de Lille in France, has revolutionized the way these programmers have approached the problem. Coulom's program Crazy Stone won a gold medal at the 2006 Computer Olympiad in Torino, Italy. Recently, Coulom spoke to Wired News to explain some of the challenges of Go and what makes Crazy Stone work so well.

Wired News: What makes programming go so much tougher than chess?

Remí Coulom: In Go, you don't capture pieces, and so it's very difficult to say that black is ahead or white is ahead just by looking at the board. In order to survive, a group of stones needs to surround two "eyes" -- empty areas that can't be invaded by the opponent.

On a 19-by-19(-line) board, you'll have plenty of stones whose life or death status is undecided, and this is extremely difficult to analyze statically. This is different from the situation with chess or (checkers), where you can look at the board and say, "I have one more pawn than you."

WN: What are "Monte Carlo” methods and how do they apply to Go?

Coulom: Monte Carlo methods are named after a quarter of Monaco that's famous for its casinos. In the case of Go, the basic idea goes like this: To evaluate a potential move, you simulate thousands of random games. And if black tends to win more often than white, then you know that move is favorable to black.

WN: With 250 moves in a typical game, that must take a lot of computational power.

Coulom: The version of Crazy Stone in the Torino Olympiad ran on a four-CPU machine -- two dual-core AMD Opterons at 2.2 GHz -- and did about 50,000 random games per second. Unlike traditional algorithms, the Monte Carlo approach is extremely easy to parallelize, so it can take advantage of the multi-core architecture of the new generation of processors.

WN: Crazy Stone was not the first program to use Monte Carlo methods, but it was successful enough that it started a trend among Go programmers. What was your innovation?

Coulom: Because you can't sample every possible random game, the Monte Carlo algorithm can easily fail to find the best moves. For instance, if most of the random games resulting from a certain move are losses, but one is a guaranteed win, the basic algorithm would take the average of those games and still evaluate it as a bad position.

Crazy Stone is clever enough to avoid this problem. When it notices that one sequence of moves looks better than the others, it tends to play it more often in the random games.

WN: Why have people like Nick Wedd, the moderator of the monthly KGS tournaments, complained that watching games played by Monte Carlo programs can be boring?

Coulom: Monte Carlo programs maximize the probability of winning, not the margin that they win by. When they're very far ahead of the opponent, then they'll always play a safe move, which might look boring compared to more aggressive alternatives. It may be boring to watch, but it's more efficient in winning games.

WN: I've heard that a lot of the top Go programs are written by top Go players. What's your experience with the game?

Coulom: Before I started to write my first Go program, I decided I was going to play well enough to beat the other programs out there. But I don't think being a strong player is important to write a strong program. When I was still programming chess, this was obvious: my program was immensely stronger than me.

Some of the programs out there do use these set sequences of play, called joseki, but I avoid hard-coding this knowledge. I see some programs blunder because they blindly apply a hard-coded pattern.

See also

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O'Reilly Network Safari Bookshelf - AI Game Development: Synthetic Creatures with Learning and React
safari.oreilly.com/1592730043?a=102682
AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors
by Alex J. Champandard

Publisher: New Riders
Pub Date: November 26, 2003
ISBN: 1-5927-3004-3
Pages: 768
Slots: 1.0
Table of Contents
 | Index
Overview

Neural networks, decision trees, genetic classifiers: If these are AI concepts you'd like to employ in your own games-and you know your way around C++-this is the book for you! In these pages, leading game AI developer Alex J. Champandard shows you how to create a slew of autonomous synthetic creatures-in the process exploring the techniques and theories central to AI game development. Complex concepts are made easily graspable, even fun, as you apply them to the step-by-step development of your own complete bot. The focus here is on designing individual creatures, each with unique abilities and skills. Each chapter tackles a specific problem, using demos and examples to drive the points home. Best of all, Alex draws on his own

International Computer Science Institute | 2006 News
www.icsi.berkeley.edu/news/

Just in time for the World Cup final match on July 9th, Thomas Schmidt, a visiting researcher working on FrameNet, has completed "Kicktionary", a semantically annotated dictionary of soccer terms in German, French, and English. To call it a dictionary, however, is a bit misleading. It's more like a multilingual guide to the game of soccer, which not only defines terms, but defines them relative to other soccer terms, gives sample sentences showing correct usage, and clearly illustrates the situations during a soccer match relating to each term. If you've been following the World Cup this year, but were too embarrassed to admit to friends and colleagues that you actually don't know what a corner kick is, this tool could prove to be very useful.

Additionally, it clearly shows how beneficial semantic annotation, such as that used in ICSI's FrameNet project, can be. While a regular dictionary simply provides basic definitions, pronunciation, and part of speech information, a semantically annotated dictionary such as Schmidt's kicktionary provides the context necessary to show the meaning of a word as it applies specifically to soccer. By providing what is known as frame semantic information, the kicktionary allows a user to understand the nuances in meanings of words as they are used to describe soccer.

What Celebrity Do You Look Like?

Since our society places so much importance on the concept of being known, why not find out which celebrity you most resemble? Lord knows we wasted a few minutes going through our various photos, only to be told that we look like Alban Berg (who?). Using super secret face recognition algorithms, MyHeritage analyzes your facial features and compares them to those found in its large database of celebrity faces. Simply upload your mugshot to their servers and voilà, instant gratification. This is a total productivity killer, as we imagine offices everywhere scanning photos and giggling like children at the results. So if you've got a minute, why not take a look, just don't come crying to us when MyHeritage tells you that you look like Golem.

MyHeritage Home Page [MyHeritage via Chip Chick]

IEEE Spectrum: Checkers, Solved!
www.spectrum.ieee.org/jul07/5379

Checkers, Solved! By Suhas Sreedhar

Make no mistakes and it's a draw, says computer scientist

19 July 2007—You might have to find a new game to play on your computer or cellphone soon, because checkers will only frustrate you. Even if you play it perfectly—without any mistakes, choosing the best strategy in each situation—you’ll have absolutely no chance of winning. One of the most popular board games in history, checkers has been definitively proved to end in a draw when played perfectly by both sides, according to Jonathan Schaeffer, professor of computer science, and his colleagues at the University of Alberta, Edmonton, Canada. They published their proof today on the Web site of the journal Science .

It took Schaeffer nearly 16 years to complete his checkers odyssey. He began by inventing Chinook, the world’s first computer program to win a world championship against a human in checkers, or any other game, for that matter. The program, created in 1989, draws from a library of stored opening moves that had been played by grandmasters, an endgame database that traces backward from the final results of games (wins, losses, or draws), and a deep-search algorithm that makes decisions during play based on evaluating all possible outcomes a certain number of moves ahead.

Photo: Jonathan Schaeffer

MAN VS. MACHINE: Chinook, a checkers playing computer program, played champion Marion Tinsley [right] at the first Man v. Machine World Championship match in 1992, in London. Tinsley, beat the program then, but had to withdraw from a rematch in 1994. Chinook played a key role in proving that checkers, when played perfectly by both sides always ends in a draw.

In 1990, Chinook won the right to compete in the World Championship by coming in second place at the United States National Open Checkers Championship to Marion Tinsley, considered to be the greatest checkers player who ever lived. Chinook was all set to face Tinsley in the World Championship, but the American Checker Federation (ACF) and the English Draughts Association (EDA) had not sanctioned the match. Tinsley, wanting to face the program, resigned his title in protest. The ACF and EDA soon created the Man vs. Machine World Championship to accommodate the match. Chinook lost to Tinsley, with two wins to Tinsley’s four. In 1994, Chinook was retooled with more information, including previous strategies used by Tinsley, and faced off against the grandmaster in a rematch. All six games played resulted in draws. Tinsley, who was suffering from pancreatic cancer, withdrew from the tournament and died seven months later. Chinook was declared the Man vs. Machine World Champion and went on to defend its title against grandmaster Don Lafferty by winning one match, losing one, and then drawing 18. After that defense, Schaeffer retired Chinook from playing and put it to use in helping to solve checkers.

Solving checkers, a game played on a board with 64 squares using 12 black and 12 white or red pieces, was a daunting task. There are 500 billion billion (5 x 1020) possible situations that could arise while playing. Strongly solving the game or computing all of these possible positions would have taken decades, says Schaeffer. Instead, he implemented a two-pronged search technique that concluded with the game being a draw by examining only a fraction of all the possible game scenarios.

First, he constructed databases of endgames, building backward from all the possible wins, losses, or draws that checkers could conclude with. A so-called backward-searching algorithm built the path of situations that would have led to these endgames all the way to the point where there were 10 game pieces on the board. The result is a database of 39 trillion positions compressed using a homebrew algorithm into an average of 237 gigabytes for an average of 154 positions per byte of data.

When Schaeffer first developed these databases, it took him seven years—from 1989 to 1996—to build backward from the endgame to the point where there were eight pieces on the board. Deeming that there wasn’t enough horsepower or RAM available to compute any further, in 1997 he suspended the project. When he resumed the project in 2001, computing power had so improved that the endgame databases that had taken years to compute were redone in the course of a month. From there the eight-piece scenarios were extended back to 10-piece scenarios.

The next step was to use a forward-search technique, such as the ones chess software typically rely on to figure out how to get to those 10-piece situations from the beginning of the game, when all 24 pieces are on the board.

This forward search, however, was not performed in the way Chinook or IBM’s Deep Blue—the chess-playing computer that defeated world champion Garry Kasparov 10 years ago—would have done it. Those programs used deep-search algorithms to make their next moves by analyzing all possible situations that are one-move deep, then all possible situations that are two-moves deep, and so on.

Instead, Schaeffer and his colleagues used a technique called “best first” to prioritize searching various positions and lines of play. At a given position in the game there are several possible moves that can be made. Instead of exploring all of these moves to their final outcomes using deep search, Schaeffer's team used Chinook to provide a measure of what the strongest line of play would be—what would most likely result in a win in the fewest moves. This line of play was evaluated first. If it did result in a win, then there was no need to search any other parallel lines of play, because the entire line was already known to result in a strong win. A win in such an instance is not a characteristic of perfect play by both sides; perfect play means that each side will try to win in as few moves as possible, or delay losing in as many moves as possible. Since a win was achieved so quickly, it means the losing side made a mistake and did not play perfectly. Entire lines of play branching from various positions were eliminated this way, vastly reducing the number of lines that had to be deeply explored. By applying such a technique, Schaeffer’s team was able to solve checkers using the least amount of effort. Of the 5 x 1020 possible positions, Schaeffer needed to evaluate only 1014 to prove that checkers, played perfectly, results in a draw.

Players had suspected for a while that checkers would result in a draw, says Schaeffer. Human players draw so frequently when playing that since 1934 championship tournaments require the first three half-moves (black-white-black) to be done randomly from a list of accepted openings in order to reduce the number of draws. Schaeffer’s proof solved checkers for 19 different openings, all of which end in draws. There are 300 total tournament openings, but many of these were determined to either be mirrors of other positions or altogether irrelevant to the proof because they lead to positions common to other openings.

Solving checkers has taken a big monkey off Schaefer’s back. The fact that the game wasn’t solved for every possible position and then tucked away in a database doesn’t seem to bother him. “Well, the checkers players would love it, because [then] you’ve got this oracle that can tell them everything—answer every single unanswered question in the game of checkers,” he says. “But first of all, I don’t have the patience to do it. And second of all, I don’t have the technology to do it.” Even with the best data-compression techniques, Schaeffer says, the amount of storage required to solve all possible positions of checkers would exceed even the capacity of the world’s biggest supercomputers with tens of petabytes (1015) of storage by an order of magnitude. That puts it—at the earliest—at least a decade away.

But there is little motivation for Schaeffer to pursue such a quest. He has solved checkers and has painstakingly verified that none of the data were corrupt or inaccurate. Vasik Rajlich, an international chess master [profiled in “Dream Jobs,” IEEE Spectrum, February 2007 described the accomplishment as the latest in a line of games that have been solved computationally. “Every now and then some game is solved,” he says. “And now we can ‘check this box’ for a rather major game.” So far researchers have solved Connect Four, Qubic, Go-Moku, Nine Men’s Morris, and Awari.

As for the question of solving a game like chess, which people suspect will also result in a draw, the amount of data is even more monstrous. The number of positions in checkers is thought to be roughly the square root of the number of positions in chess. That’s somewhere in the order of 1040 to 1050 positions. Schaeffer says that even with the two-pronged technique he used in solving checkers, a breakthrough such as quantum computing would be needed to even attempt to solve chess. But he isn’t quick to rule out the possibility. “The one thing I’ve learned in all of this is to never underestimate the advances in technology,” he says.

Slashdot | Researchers Create an Automatic Backup Band for Singers
tech.slashdot.org/article.pl?sid=08/04/07/1550226&...

Researchers Create an Automatic Backup Band for Singers

Posted by ScuttleMonkey on Monday April 07, @12:47PM
from the william-hungs-of-the-world-unite dept.
Researchers at Microsoft Labs are hoping to allow untrained singers to have their own automatic backup band in the near future. A new piece of software, "MySong", promises to take a sung melody and using a probability computation algorithm, generate an appropriate chord accompaniment. There is also a video of the process on the Microsoft Labs website. "'The idea is to let a creative but musically untrained individual get a taste of song writing and music creation,' Morris told New Scientist. 'There was nothing out there that could take a sung vocal melody as an input and then generate appropriate chords to accompany it. [...] Since people rarely sing at precise frequencies, MySong compares a sung melody to the 12 standard musical notes. It then feeds an approximate sequence of notes to the system's chord probability computation algorithm. This algorithm has been trained, through analysis of 300 rock, pop, country and jazz songs, to recognize fragments of melody and chords that work well together, as well as chords that complement each another.'"
Math Trek: Tetris Is Hard, Science News Online, Oct. 26, 2002
www.sciencenews.org/articles/20021026/mathtrek.asp

Tetris Is Hard

Ivars Peterson

As many computer- and video-game players have long known, the insanely addictive, immensely popular game of Tetris is tough. You can't really win; you merely try your best to improve upon previous results.

The seven tetrominoes of Tetris.

The game was invented in 1985 by mathematician Alexey Pajitnov, then a computer engineer at the Academy of Science's Computer Center in Moscow. The game board is a rectangular grid of squares, initially occupied by a given configuration of filled squares. The player is given, one by one, a sequence of what are called p tetrominoes. A tetromino is a set of four squares (or blocks) arranged into a larger square, a "T," an "L," or some other configuration. Each piece starts in the middle of the top row of the game board and falls downward at a constant speed. As it falls, the player can rotate the piece or slide it sideways.

Pieces travel downward as far as they can go, then stop, permanently fixed in place. As soon as one piece reaches its resting spot, the next one begins its descent. If, when a piece comes to rest, all the squares in an entire row of the grid are filled, that row is cleared. All higher rows drop down one row. A player loses when a new piece is blocked by filled grid squares and cannot descend at all. The player's goal is to maximize his or her score, which increases as pieces are placed and rows cleared.

Now, Erik D. Demaine, Susan Hohenberger, and David Liben-Nowell of the Massachusetts Institute of Technology's Laboratory for Computer Science have analyzed Tetris from a computational perspective, focusing on the computer resources required to play the game successfully. In effect, they determined the relative running time or amount of memory a computer would require to play the game in its most demanding form.

The researchers initially focused on a version of Tetris in which the player knows the identity and order of all the pieces that will be presented. They also allowed the player an arbitrary number of shifts and rotations before a piece dropped into place.

We studied this version "because its hardness captures much of the difficulty of playing Tetris," they remarked. "Intuitively, it is only easier to play Tetris with complete knowledge of the future, so the difficulty of playing the offline version suggests the difficulty of playing the online version."

To get a measure of the computational complexity of Tetris, Demaine and his coworkers considered a generalized version of the game—one in which the game board grid could be any number of squares wide and high.

In this context, the computer scientists discovered that maximizing the number of rows cleared while playing the given sequence of pieces belongs to a category of problems described as NP-complete. An NP problem is one for which it is relatively easy to check whether a given answer is correct, but may require an impossibly long time to solve by any direct procedure. Interestingly, the computer game Minesweeper also belongs to the NP-complete category.

It turns out that other goals of Tetris, such as maximizing the number of pieces placed before a loss occurs or minimizing the height of the highest filled grid square, also belong to the NP-complete category. So, even if you know all the pieces in advance and can take as long as you want for each move, the game is still challenging.

Demaine and his collaborators also looked at other variants of Tetris. They evaluated, for example, the effect of restrictions on rotations, limitations on player agility, and the use of smaller sets of different tetrominoes.

What about the computational complexity of the actual game, where the sequence of pieces is generated randomly and the pieces can fall very quickly? That's still an open question.

References:

Demaine, E.D., S. Hohenberger, and D. Liben-Nowell. Preprint. Tetris is hard, even to approximate. Abstract available at http://xxx.lanl.gov/abs/cs.CC/0210020.

Kaye, R. 2000. Minesweeper is NP-complete. Mathematical Intelligencer 22(No. 2):9-15. See also http://www.mat.bham.ac.uk/R.W.Kaye/minesw/minesw.htm.

Peterson, I. 2002. Logic in the blocks. Science News 162(Aug. 17):106-108. Available at http://www.sciencenews.org/20020817/bob10.asp.

______. 1999. Minesweeper logic. Science News Online (May 1). Available at http://www.sciencenews.org/sn_arc99/5_1_99/mathland.htm.

The official Tetris Web site can be found at http://www.tetris.com/index_front.html.

Erik Demaine has a Web page at http://theory.lcs.mit.edu/~edemaine/.

For information about Minesweeper as an NP-complete problem, see http://www.claymath.org/prizeproblems/milliondollarminesweeper.htm.

**********
A collection of Ivars Peterson's early MathTrek articles, updated and illustrated, is now available as the MAA book Mathematical Treks: From Surreal Numbers to Magic Circles. See http://www.maa.org/pubs/books/mtr.html.

A Decade After Kasparov's Defeat, Deep Blue Coder Relives Victory -
www.wired.com/science/discoveries/news/2007/05/mur...

A Decade After Kasparov's Defeat, Deep Blue Coder Relives Victory

Robert Andrews 05.11.07 | 2:00 AM
Murray Campbell

On this day 10 years ago, the human race got an inferiority complex. A computer, Deep Blue, beat Russian Garry Kasparov, the greatest chess player on the planet, and mankind’s place in the order of things was reshuffled.

Blame IBM. Deep Blue was just the latest in a line of three supercomputers developed by Big Blue’s research scientists over the decade before its triumph in New York on May 11, 1997.

The first, Deep Thought, emerged in 1988 from the drawing board of Carnegie Mellon grad student Feng-hsiung Hsu, who was hired by the computer maker a year later with the express intention of usurping the primacy of human logic.

Upon joining IBM, Hsu recruited several programmers, including his computer science classmate, Canadian Murray Campbell, with whom he had prototyped an early chess-playing computer named Chiptest several years earlier.

Kasparov, who was the youngest-ever world chess champion, trounced the first Deep Thought in a 1989 matchup. A much-improved machine, benefiting from IBM’s considerable resources, proved stiffer competition in a February 1996 rematch. It was the third incarnation, dubbed Deep Blue, that finally knocked the master from his perch 15 months later.

The match immediately became an iconic symbol of the advances made in artificial intelligence and supercomputing. Kasparov has since retired, like Deep Blue, which now resides in a museum. He has become a vocal advocate for democracy in today’s Russia. But Campbell, who moved the pieces on Deep Blue’s command, is still at IBM in New York state; he told Wired News he would mark the anniversary by watching videos of the contest.

Wired News: What is the state of supercomputer-versus-human matchups? How are we humans doing?

Murray Campbell: Not so well! The current world champion, Vladimir Kramnik from Russia, lost a match to a PC program in November, 4-2. If you look at the supercomputer that Deep Blue ran on, I think a present-day Cell processor has as much processing power as that entire system did in 1997.

WN: What’s going to be the next move in supercomputing over the next 10 years?

Campbell: It's almost the end of the story for chess in the sense that matches between chess machines and grand masters are becoming less interesting because it's so difficult for the human grand masters to compete successfully.

They're even taking relatively dramatic steps like giving handicaps to computers, making them play the game with a pawn less or playing the game with less time. We're past the stage where there's a debate about who's better -- machines or grand masters -- and we're just looking for interesting ways to make the competition fairer.

WN: So we can live in harmony?

Campbell: Absolutely. Very nicely.

WN: Why do you think the match captured the public imagination to such a great degree?

Campbell: Not everybody plays but everybody knows that chess is a very difficult game -- you can devote your whole life to playing chess and still have room for improvement. So it's understood that chess is a game which requires intelligence and so for a machine to play at the level of the world champion is a sign that computers have progressed further than maybe some people had thought they had. In one sense, it's just one milestone among many along the way, but it's one that the general public could understand more easily.

WN: Some conspiracies emerged that say the computer was being controlled by human grand masters behind the scenes. Your response?

Campbell: In my mind, they're ridiculous. One of the things about conspiracy theories is that, really, you should present some evidence rather than just make a theory up. In the 10 years since the match, I have yet to see any evidence of cheating.

WN: What are Deep Blue’s roots, and on what technological principles did its forebears operate?

Campbell: Claude Shannon, the famous computer scientist and mathematician proposed that chess was a grand challenge for these new things called computers -- if you could get a computer to play chess at the world champion level, you had done something really special.

There was a turning point in the '70s when it was realized that, if you let computers do what they do best -- that is, search through as many possibilities as they can as quickly as they can -- and stop the pretense of trying to emulate how humans play, you actually got better performance.

And so, from that day on, computers, including Deep Blue, tended to be focused on searching through as many possible chess moves as they could in the amount of time that was available for a computation.

WN: How did the notion come about of a contest with Kasparov? It was obviously going to be a high-profile match.

Campbell: I don't think it was obvious at all. Actually, at the time, in 1989, it was a fairly low-key event. There were just two games between Deep Thought and Kasparov and I think many people were surprised at the level of interest that that match drew.

WN: Kasparov easily beat Deep Thought 2-0. Was the machine a sore loser?

Campbell: No, it took it pretty well.

WN: The buildup to the first Deep Blue game -- were you guys at all nervous?

Campbell: Yeah, it was a bit of a nerve-wracking time, mainly because the hardware that Deep Blue ran only got working a few weeks before the match. So there was frantic testing before the first match. Pretty much it was right down to the wire, so we obviously were quite pleased when it won the first game of that match, even though it lost the match.

WN: Deep Blue got some software modifications and hardware upgrades for its next match that helped it analyze 200,000,000 moves per second. That's some halftime pep talk.

Campbell: That was one of the factors we ran on a larger IBM supercomputer, but we also redesigned the chess-specific hardware so it would run more chess patterns. It just understood more about chess and was able to play better because of it. We told it what it was doing wrong, in a sense, and hoped that would be fixed.

WN: You took input from several chess experts in developing Deep Blue. Do you think that put the machine at an unfair advantage over Kasparov?

Campbell: No. We obviously were going to improve the system and work with grand masters to help us do that. Kasparov, of course, had a team of assistants to help him as well.

WN: By 1997, the machine actually played in a way that was quite human, even making a mistake at one point, while Kasparov was forced to change his usually liberal game for a more robotic style. What on earth was going on?

Campbell: Conventional wisdom then, and even now, is that you don't want to go into complications against a strong chess computer because you will lose -- you'll get out-calculated. And so this was Kasparov's attempt to keep the game more strategic, more under control.

WN: What did it feel like to win finally?

Campbell: It was obviously a highlight of my career. I was a chess player growing up and so to be sitting across the chess board from Kasparov was a thrill in itself.

WN: Kasparov's request for a rematch was turned down. Why do you think that was? It looked like IBM had got good publicity but took the ball away and didn't want to play anymore.

Campbell: I believe we had accomplished what we were trying to do for so many years and it was time to move on to other problems. Garry Kasparov has now retired from chess and Deep Blue is in a museum so that's not going to happen, but matches between other computers and the current world champion have taken place as recently as last year.

WN: What did the contest do for IBM and you personally?

Campbell: IBM was an also-ran in supercomputing, it was not one of the top two in the field. Nowadays, IBM has nearly half of the top 500 supercomputers in the world, it dominates this market now and it certainly has the fastest supercomputer in the world as well.

Campbell: For me personally, I've had a chance over the years since then to become more of a user of supercomputers than a designer of supercomputers. I've done a lot of work in data analysis projects in financial and public health and the petroleum industry so I've come to appreciate the things that supercomputers can do in solving complex problems in these industries.

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Games Theory

Online play can help researchers tackle tough computational problems

Ivars Peterson

I'm online wrapped up on the ESP Game, and I'm finding it hard to stop. As each round ends, I'm eager to try again to rack up points. The game randomly pairs players who have logged on to the game's Web site (www.espgame.org). Both players see the same image, selected from a large database, but they can't communicate directly. Each player types in words that describe the image. When the words match, both players earn points and move to the next image. Each round lasts 150 seconds and displays up to 15 images. I keep hoping that my invisible, anonymous partner's thoughts are in sync with mine—all the better to rise on the list of top players.

MATCH GAME. In the ESP Game, players come up with words that describe an image. A player gets points when his or her words match a partner's words.
von Ahn

I'm having fun, but there's more to this game than meets the eye. To its inventor, computer scientist Luis von Ahn of Carnegie Mellon University in Pittsburgh and his colleagues, the game provides an innovative way to label images with descriptive terms that make them easier to find online.

Most of the billions of images on the Web have incomplete captions or no labels at all, von Ahn says. Accurate labels would improve the relevance of image search results and make the information in images accessible to blind users. However, computers aren't good at looking at images and determining what's in them, and it's boring for a person to label images.

"The ESP Game turns the tedious task of entering words that describe an image into something that's fun," von Ahn says.

Moreover, the game is addictive, he admits. Since it debuted in late 2003, more than 100,000 people have registered to play. Some players spend more than 40 hours a week accumulating points at the site.

Last fall, Google licensed the game and created its own version, called Google Image Labeler (images.google.com/imagelabeler/). "Image-search quality remains a top priority for Google," says a company spokesperson.

The ESP Game is just the beginning of turning playtime to profit. Von Ahn is working on several new games to solve other problems, such as locating objects in images, filtering content, translating languages, accurately summarizing text passages, and developing common sense.

"Computers are really good at solving certain kinds of problems," says Ben Bederson of the Human-Computer Interaction Lab at the University of Maryland at College Park. "This offers the opportunity to solve problems that computers just can't do."

"People around the world spend billions of hours playing computer games," von Ahn says. "We can channel all this time and energy into useful work to solve large-scale computational problems and collect the data necessary to make computers more intelligent."

Picture puzzles

Von Ahn first thought of harnessing human brainpower for computational purposes when, as a graduate student, he was working on a security scheme to help the Internet company Yahoo! solve a problem. Yahoo! permits people to sign up for free e-mail accounts, memberships in groups, and other services. However, people can take advantage of the system by using computer programs called bots to sign up hundreds of accounts automatically and then use the accounts to distribute the uninvited mass mailings known as spam.

DOUBLE VISION. In this example of a captcha, people can still identify the words despite the distracting background, but computers typically can't.
von Ahn

Working with Carnegie Mellon's Manuel Blum and others, von Ahn looked for a task that people could do easily but that computers would find difficult.

Suppose, for example, that a computer-generated image contains seven different words, randomly selected from a dictionary and displayed so that they overlap and appear against a complex, colored background. A person can almost always identify at least three of the words. A computer program would typically recognize none of them.

Blum coined the word captcha to describe such tasks. The word stands for "completely automated Turing test to tell computers and humans apart." Traditionally, a Turing test is one in which a person asks questions of two hidden respondents and, on the basis of the answers, guesses which of them is a person and which is a computer. In the case of a captcha, a computer generates the test and judges responses to it, but, if given the test, another computer can't pass it.

Many online companies now use captchas to control registration, confirm transactions, check voting in online polls, manage the sale of concert tickets, and other tasks.

While thinking about things that people can do but computers can't, von Ahn realized that he could take advantage of human capabilities to solve problems such as image labeling. "I toyed around with a lot of possibilities until the ESP Game came about," he says.

It took months to go from idea to working prototype to final version, as von Ahn and his colleagues incorporated various features to make the game more useful and more fun. For example, some images have lists of one or more taboo words, which players can't use. This encourages players to go beyond the most obvious descriptive terms.

"Depending on the image, we can easily end up with 30 words, on average," von Ahn says. He also collects data on the frequency with which players type in different words—information that may be helpful for improving image searches. He expects those data to be valuable also to sociologists and other researchers.

Von Ahn suggests that the game could be varied, for example, by permitting players to choose what sorts of images they want to see. If someone is interested in cars, images of cars will appear more often. "If you see images of things that you're interested in, you'll probably be able to give better labels," von Ahn says. Instead of simply describing a vehicle as a car, a player could go further to identify it as a specific model. It's a way of harnessing expertise that players might have.

Bederson offers one suggestion for making the game more appealing. "I would much, much rather play with people I know," Bederson says. "The gaming world has shown that games get much more engaging, and people spend much more time playing them and getting into them more deeply, when they have relationships with the people they're playing."

As currently configured, the ESP Game is a cooperative venture. "You can turn it into a competitive game as well," von Ahn says, which may appeal to different types of people.

Where's Waldo?

The ESP Game can't determine where in an image an object is located. Such location information would be helpful for training and testing computer algorithms for recognizing objects.

WHO'S THERE? Peekaboom provides data about which pixels in an image belong to various objects.
von Ahn

To approach this problem, von Ahn came up with a game that he called Paintball, in which players shoot at objects in an image. "That was a flop," he says. "It wasn't fun."

Peekaboom (www.peekaboom.org), which debuted in the summer of 2005, succeeds where Paintball failed. Two randomly paired players are assigned the roles of Peek and Boom. Peek starts with a blank screen, while Boom sees an image and a related word that had been assigned by players in the ESP Game. To provide a clue to Peek, Boom clicks somewhere on the image. Then, a small piece of the image appears at that location on Peek's screen. Peek then types in a guess for the word. Boom can see Peek's guesses, say whether Peek is hot or cold, and provide other hints. When Peek correctly identifies the word, the players switch roles and go on to the next image-word pair. The players continue for 4 minutes.

Rapid identifications lead to high scores, so Boom has an incentive to reveal only the areas of an image necessary for Peek to guess the given word. So, if the word is "dog", and an image has a dog and a cat, Boom would send only those parts representing the dog. Over the course of many rounds, researchers end up with a sense of which pixels belong to which object in any given image.

IMAGE HUNT. Phetch matches images with detailed descriptions.
von Ahn

Von Ahn's latest game to go live, Phetch (www.peekaboom.org/phetch), is an Internet scavenger hunt in which players look for images that fit certain descriptions. One player, called the narrator, types out a description of a picture randomly retrieved from a database containing 1 million Web images. Then, two-to-four other players, the seekers, use a built-in browser to find the image.

In each 5-minute round, the narrator receives points for each successful search and loses points if he or she decides to bypass an image that seems too difficult to describe. The first seeker to find the image receives points and becomes the narrator for the next image.

"It sounds like work," von Ahn says, "but people seem to enjoy it." In a week of testing, 130 Phetch players generated 1,400 captions. Players spent an average of 32 minutes with the game, but some played for up to 10 hours in a single session.

From the results of multiple games, researchers can select the best single caption for an image, determined by factors that include how quickly the image was retrieved. The intention is to provide captioned images to people who are visually impaired.

"You're never going to get a paragraph that you would get out of Moby Dick," von Ahn says. "The language that you get is similar to the language that you get out of instant messaging. But, at the end of the day, when you look at the caption, you get a really good idea of what's in the image."

Common sense

Von Ahn's newest venture, now under development, is a game called Verbosity. It aims to build a database of common-sense facts—statements about the world that are known to and accepted by most people.

Researchers have long sought to collect common knowledge. In the Open Mind: Common Sense Project (openmind.media.mit.edu) at the Massachusetts Institute of Technology (MIT), for example, Internet users enter statements that they consider facts into a database of bits of information. Other activities include explaining why a statement is true, giving a cause-and-effect relationship, and paraphrasing a sentence.

The database currently holds more than 600,000 entries, linking many different objects, concepts, and actions. These entries may be used to train reasoning algorithms, which try to make inferences about the world. Scientists view such algorithms as a step toward making computer programs more intelligent.

In von Ahn's game, one player gets a word and sends hints about it to the other player. The hints take the form of sentence templates with blanks. Suppose the word is "car" and the sentence template is, "It's a type of _______." The first player could then send the hint, "It's a type of vehicle." Another template might be, "You use this for _______." The hints would constitute facts about cars.

This game isn't yet ready for prime time because it's tough to come up with an appropriate set of sentence templates. "To be useful to us, they have to be unambiguous, and they've got to be fun," von Ahn says.

Verbosity is a great idea, says Henry Lieberman, a member of the Commonsense Computing group at the MIT Media Lab. Von Ahn, Lieberman says, is "a very clever game designer."

Junia Anacleto, who runs an Open Mind project in Brazil, recently created a game that uses knowledge in the MIT common-sense database to generate clues for a guessing game called "O Que É?" ("What Is It?"). Teachers can customize the game to focus on specific topics.

Inspired by von Ahn's work, Dustin A. Smith, one of Lieberman's students, designed a computer game called Common Consensus, based in part on the structure of a venerable television game show called Family Feud. This Web-based game collects and validates common-sense knowledge about everyday goals. For example, a question might ask, "What are some things that you would use to watch a movie?" The players would reply with a list of objects, such as a DVD player or an iPod. The more players who mention the same object, the more points they get.

Art of fun

Some aspects of creating what von Ahn describes as "games with a purpose" are more art than science. There's no simple formula for making something fun, for example.

"That's something that still requires a lot of creativity," von Ahn says. "The only way that we know that something is fun is to try it." Moreover, people may not agree on what's fun, and what's fun today may not be fun tomorrow.

All von Ahn's games have a time limit. "It makes players go faster, which is what I want," von Ahn says. "It gives me more data."

Von Ahn has also noticed that keeping the time short increases participation. Given 5- and 10-minute versions of a game, a 5-minute round is played more often, and more people play the game for longer than 10 minutes.

Cheating can bias or taint the results in which researchers are interested. "I worry about it a lot," von Ahn says. "Before launching a game, I think very carefully about any way that I can imagine of cheating, and I come up with mechanisms to stop it."

Bederson says that von Ahn "has done an admirable job at addressing these issues. I don't think there's any evidence that people have been able to subvert these systems."

With all these factors to consider, developing a successful game can take as long as 18 months.

Von Ahn is developing a Web site that only features games in which players provide useful data for researchers. The most popular, well-known games would attract visitors, who might then be tempted to try other games.

Von Ahn sees applications of this sort of game beyond computer science and artificial intelligence. "It could be a new business model," he suggests. "Rather than charging people to play your games, you let them play for free, and your business is the data that the games collect."

Bederson is already looking toward games of the future. "The big challenge is how to scale this approach up to more-complex problems," he says. Examples of such problems include summarizing or explaining literature, providing services in ways that meet an individual's particular needs, or handling situations in which the truth isn't known—all tasks that require human judgment.

Fun isn't the only way to tap human brainpower. "People want to help the world, and they typically don't know how," Bederson says. "They're often willing to do really hard things if they have legitimate reasons to think that they are doing good in the world."

Imagine what people might be willing to tackle through a combination of entertainment and personal fulfillment.


Letters:

It is ironic that this article describes a captcha [completely automated Turing test to tell computers and humans apart] and then goes on to demonstrate how to defeat it. An automated program that is supposed to pass this difficult computation test just has to forward the captcha image to a real person, at a different Web site, who will then unwittingly assist the automated program. The only challenge is to make it "fun" or otherwise compelling for the unwitting person.

John Haselsberger
Allentown, Pa.


If you have a comment on this article that you would like considered for publication in Science News, send it to editors@sciencenews.org. Please include your name and location.


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References:

Shneiderman, B., B.J. Bederman, and S.M. Drucker. 2006. Find that photo! Interface strategies to annotate, browse, and share. Communications of the ACM 49(April):69-71.

von Ahn, L. 2006. Games with a purpose. Computer (June):92-94. Available at http://www.cs.cmu.edu/~biglou/ieee-gwap.pdf.

von Ahn, L., M. Kedia, and M. Blum. 2006. Verbosity: A game for collecting common-sense facts. Proceedings of CHI 2006. April 22-28. Montreal. Available at http://www.cs.cmu.edu/~biglou/Verbosity.pdf.

von Ahn, L., et al. 2006. Improving accessibility of the Web with a computer game. Proceedings of CHI 2006. April 22-28. Montreal. Available at http://www.cs.cmu.edu/~biglou/Phetch.pdf.

von Ahn, L., R. Liu, and M. Blum. 2006. Peekaboom: A game for locating objects in images. Proceedings of CHI 2006. April 22-28. Montreal. Available at http://www.cs.cmu.edu/~biglou/Peekaboom.pdf.

von Ahn, L., and L. Dabbish. 2004. Labeling images with a computer game. Proceedings of CHI 2004. April 24-29. Vienna. Available at http://www.cs.cmu.edu/~biglou/ESP.pdf.

von Ahn. L., et al. 2003. CAPTCHA: Using hard AI problems for security. Proceedings of Eurocrypt 2003. May 4-8. Warsaw.

Further Readings:

2006. MacArthur Foundation genius grant recipient Luis von Ahn develops "game with a purpose." Carnegie Mellon University press release. Sept. 19. Available at http://news.cs.cmu.edu/Releases/demo/239.html.

Peterson, I. 2006. Cheating CAPTCHAs. Science News Online (April 4). Available at http://blog.sciencenews.org/mathtrek/2006/04/cheating_captchas.html.

______. 2005. CAPTCHA the puzzle. Science News Online (April 16). Available at http://www.sciencenews.org/articles/20050416/mathtrek.asp.

You'll find the ESP Game at http://www.espgame.org/, Peekaboom at http://www.peekaboom.org/, and Phetch at http://www.peekaboom.org/phetch/.

Google Image Labeler is at http://images.google.com/imagelabeler/.

The Open Mind: Common Sense project at MIT has a Web site at http://openmind.media.mit.edu/.

Sources:

Benjamin B. Bederson
Human-Computer Interaction Lab
Computer Science Department
3171 A.V. Williams Building
University of Maryland, College Park
College Park, MD 20742

Manuel Blum
Computer Science Department
Carnegie Mellon University
5000 Forbes Avenue
Pittsburgh, PA 15213

Henry Lieberman
MIT Media Laboratory
20 Ames Street, 384A
Cambridge, MA 02139

Luis von Ahn
Computer Science Department
Carnegie Mellon University
5000 Forbes Avenue
Pittsburgh, PA 15213



http://www.sciencenews.org/articles/20070317/bob9.asp

From Science NewsVol. 171, No. 11, March 17, 2007, p. 170.


Theory of Everything - Algorithmic Theory of Everything - Computer Universe - Computable Universe -
www.idsia.ch/~juergen/computeruniverse.html

Computable Universes &
Algorithmic Theory of Everything

Digital Physics: Is our universe just the output of a deterministic computer program?

As a consequence of Moore's law, each decade computers are getting roughly 1000 times faster by cost. Apply Moore's law to the video game business. As the virtual worlds get more convincing many people will spend more time in them. Soon most universes will be virtual, only one (the original) will be real. Then many will be led to suspect the real one is a simulation as well. Some are already suspecting this today.

Then the simplest explanation of our universe is the simplest program that computes it. In 1997 Schmidhuber pointed out [1] that the simplest such program actually computes all possible universes with all types of physical constants and laws, not just ours. His essay also talks about universes simulated within parent universes in nested fashion, and about universal complexity-based measures on possible universes.


Prior measure problem: if every possible future exists, how can we predict anything?

Unfortunately, knowledge about the program that computes all computable universes is not yet sufficient to make good predictions about the future of our own particular universe. Some of our possible futures obviously are more likely than others. For example, tomorrow the sun will probably shine in the Sahara desert. To predict according to Bayes rule, what we need is a prior probability distribution or measure on the possible futures. Which one is the right one? It is not the uniform one: If all futures were equally likely then our world might as well dissolve right now. But it does not.

Some think the famous anthropic principle (AP) might help us here. But it does neither, as will be seen next.


Anthropic Principle does not help

The anthropic principle (AP) essentially just says that the conditional probability of finding oneself in a universe compatible with one's existence will always remain 1. AP by itself does not have any additional predictive power. For example, it does not predict that tomorrow the sun will shine in the Sahara, or that gravity will work in quite the same way - neither rain in the Sahara nor certain changes of gravity would destroy us, and thus would be allowed by AP. To make nontrivial predictions about the future we need more than AP - see below!

O'Reilly Network Safari Bookshelf - AI for Game Developers
safari.oreilly.com/0596005555?a=102682
AI for Game Developers
by David M. Bourg, Glenn Seeman

Publisher: O'Reilly
Pub Date: July 2004
ISBN: 0-596-00555-5
Pages: 400
Slots: 1.0
Table of Contents
Overview

Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers.

Man still top dog at poker | The Register
www.theregister.com/2007/07/27/polaris_poker_compu...

Man still top dog at poker

Man vs Machine redux

Published Friday 27th July 2007 08:57 GMT
Mobile computing: Opportunities and risk - Free whitepaper Wireless Email Solutions - Free whitepaper');}

The Association for the Advancement of Artificial Intelligence (AAAI) wrapped up its Man vs Machine Poker Challenge yesterday, and, as we had suspected, the human element won out, although the margin of victory was not overly large.

Poker is a tricky game to teach a machine. Computers are inherently deterministic and uncreative, which is why a game of "imperfect information", such as poker, is challenging to reduce to mathematical formulae sufficiently adaptable to handle chaotic real life scenarios yet reducible to stable computer code. Although a computer can calculate to perfection the odds of receiving a particular hand of cards, which is certainly a big part of the game, it cannot form judgments about whether a certain player is lying or not - which many poker devotees argue is even more important.

It can, however, approximate such judgments by storing an internal record of how a particular player plays certain kinds of hands to search for tendencies. This is where most of the AI work on computerized poker games goes: developing algorithms that track opponents' betting habits.

Games such as chess or checkers can be replicated well on a computer since such playing style judgments, though occasionally helpful in chess, for example, sheer number crunching can map out an overwhelming number of possible outcomes. The chess board is a closed, determinative place, easily modeled in code.

The Man vs Machine Poker Challenge sought to eliminate as much of the luck as possible by playing a poker variant known as duplicate poker, in which one teammate plays the same hand as the other teammate's opponent, and vice versa. By eliminating luck, duplicate poker reduces the game to its strategic fundamentals.

Phil "the Unabomber" Laak and Ali "the Prince" Eslami, professional players known for their mathematical dexterity, edged out the University of Alberta's computer poker program Polaris by about $400 over the course of the two day low limit match.

The more interesting work is yet to come, however; playing Texas Hold'em against one person, where only two cards are unknown, and one player's tendencies are to be studied, has been challenging enough for those keen on developing championship caliber poker software. Developing software that deals with multiple lying individuals and ten or more unknown cards will be exponentially more difficult.

Duplicate poker may be helpful in measuring scientifically how different individuals react to comparable situations, but the variant itself is something of a red herring, at least when it comes to developing strategic poker software. For one thing, by eliminating luck, the variant rewards the mathematically gifted, which plays to the computer's strength.

The variant also eliminates one of the most powerful psychological components of the game itself - the winning (or losing) streak. Such a psychological component may not exist in the program itself, but when it comes to the analyzing the psychological habits of an opponent, buffeted as that player may be by the randomness of the cards, the complexity of the game magnifies with the good or bad fortune that befalls that player.

Players may change their strategies - not to mention the amount of the wager - completely based on how confident or wealthy they feel at that time, and what cards have been good to them. Gamblers are a superstitious lot, and superstition has no rhyme or reason.

The machine has a long way to go. ®

Burke Hansen, attorney at large, heads a San Francisco law office

Microsoft: Please Make MySong Into a Web App - ReadWriteWeb
www.readwriteweb.com/archives/microsoft_mysong.php

Microsoft: Please Make MySong Into a Web App

Written by Josh Catone / April 7, 2008 4:02 PM / 3 Comments

Via an article in the New Scientist today, we were pointed to a Microsoft research project called MySong. MySong isn't web technology, but it is very, very cool technology, and clearly it would make one heck of a web application. The application takes user inputted voice and pairs it with machine generated musical accompaniment. Though MySong won't be spitting out any top 40 hits, the results are surprisingly good and can theoretically turn shower songsmiths into virtual virtuosos.

MySong is a project from Microsoft researchers Dan Morris, Sumit Basu, and Washington State grad student Ian Simon. The program is made to "give many folks who would never even taste songwriting a great opportunity to just get a glimpse of music creation," according to the project's web site. It is "more than good enough to make a cute birthday song for Mom or a Valentine's Day song for your significant other." Sounds like a great premise for a web app to us!

The program works by identifying the 12 standard musical notes in a sung melody, and then feeding those notes into an algorithm that has been trained by listening to 300 songs in varying genres and learning how to identify chords and melody fragments that work well together. The result is a series of musical accompaniments that users can adjust via sliders for "happy factor" and "jazz factor."

"I suspect musicians will argue that this is another step towards homogenized elevator music for all," Peter Bentley, a computer scientist at University College London, told New Scientist. "But I see a big market for this, whether it's liked by musicians or not." We agree, and we think the web is the perfect place to find that market.

Last year we reviewed a startup backed by Pete Townsend of "The Who," Method Music, that created personalized theme music based on user input (specifically: a voice sample, a picture, and a recording of a rhythm). The results were... not unimpressive, but neither were they very compelling. MySong, on the other hand, produces some very impressive (to my musically untrained ear) output and has a much more compelling set of use cases.

Though Microsoft hasn't decided how or if to market the MySong technology, Morris told the New Scientist that it wasn't very computationally demanding. "It could even run on a cellphone," he said.

Check out this sample of voice-only input, the MySong output, and a full musical arrangement after being fed through Band-in-a-Box. You can draw your own conclusions, but we were very impressed and hope that someone brings the MySong technology to a web browser in the future. We have a feeling this thing would kill as a Facebook or OpenSocial application. There are many more samples on the MySong page.

Computers versus Common Sense
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Google TechTalks May 30, 2006

Douglas Lenat Dr. Douglas Lenat is the President and CEO of Cycorp. Since 1984, he and his team have ... all » been constructing, experimenting with, and applying a broad real world knowledge base and reasoning engine, collectively "Cyc".

Dr. Lenat was a professor of computer science at Carnegie-Mellon University and at Stanford University. His interest and experience in national security has led him to regularly consult for several U.S. agencies and the White House.

ABSTRACT It's way past 2001 now, where the heck is HAL? For several decades now we've had high hopes for computers amplifying our mental abilities not just giving us access to relevant stored information, but answering our complex, contextual questions.

Even applications like human-level unrestricted speech understanding continue to dangle close but just out of reach. What's been holding AI up? The short answer is that while computers make fine idiot savants, they lack common sense: the millions of pieces of general knowledge we all share, and fall back on as needed, to cope with the rough edges of the real world. I will talk about how that situation is changing, finally, and what the timetable -- and the path -- realistically are on achieving Artificial Intelligence. 

Bricksmith - Virtual LEGOs


Virtual LEGO building for Macs - "Bricksmith allows you to create virtual instructions for your Lego creations on your Mac. The magic is based on the LDraw library, a collection of 3D models of Lego building blocks created by enthusiasts from around the world. With Bricksmith, you never have to worry about running out of parts!" [via] - Link.

Related:
LDraw - Link.

An introduction to rules engines [printer-friendly] | Reg Developer
www.regdeveloper.co.uk/2006/08/03/rules_engines_pa...

An introduction to rules engines

Published Thursday 3rd August 2006 13:34 GMT

Businesses run on rules. They define business processes, and describe just what happens if something goes right - or if it goes wrong. Do all the gold-rated customers get a 10% discount, and what happens if one calls customer support? Business rules are part of the decision support systems that underpin every business process.

You can write the rules into your application business logic, but they quickly become spaghetti code, as you try to wrap each and every rule into a self-referential chain of "if then else", "case endcase" and "do while" statements (depending on your language of choice). Business rules change more often than the applications behind them. Debugging every case can add days and complexity to application tests, and meanwhile the business process owner is waiting for you to make the last set of rule changes...

You don't have to write the rules code yourself. It's often easier to employ a business rules engine to handle the rules, orchestrating and managing your applications and services. Rules engines are declarative, allowing you to put together quickly groups of rules that trigger events and services, without having to resort to procedural programming. If the engine offers sufficiently high level tools (which could be anything from simple text editors to complex graphical rule and workflow diagrams), responsibility for rules creation or editing could even be passed over to the business process owner. This means that your development team doesn't have to change its code every time the discount rate changes by .5%, or marketing defines a new class of customer.

The move to SOA and a process-centric way of thinking about IT makes it easier to implement a rules engine as a key part of you enterprise architecture. You can make it part of either an enterprise service bus, using rules to handle content-based routing of messages, or part of a process orchestration tool, with rules choreographing service interactions. In an ideal world, IT departments and development teams would build business services and work with the business to define the processes that link them together, with the process owners defining the rules with a rules engine. As rules are declarative, they can be defined in simple statements: "IF customer_type IS gold THEN discount is 10%". Rules can then be weighted and given dependencies, modelling the decisions made during a business process.

Rules engines work by evaluating collections of facts, and using the results to determine new facts. One approach uses rules to infer the answers to questions of the form "given these facts is this customer a good credit risk?" Others respond to patterns of events, and then act on them. The order the rules are applied doesn't matter - it's the aggregate result that matters.

Some systems work by chaining rules and capturing exceptions, while others "sieve" information through rules and then work with the information that's been left after all the rules have been applied (and of course, it's possible to do both). It's also possible to weight rules so that one set has a higher priority than others. This could be as simple as "300 instances of SKU item A have been sold" triggering an out of stock alert. A more complex reactive engine could be handling multiple information sources (which could include external information sources) to help automate purchasing or sales decisions.

The biggest problem facing anyone wanting to implement a rules engine isn't finding the right technology - there are plenty of tools on the market - instead it's getting the right rules definitions. It's important to capture all the rules currently used (usually as part of a “business process re-engineering” exercise linked to an SOA implementation). However, rules capture isn't simple - rules are as often implicit as they are explicit, relying on experience as well as defined processes.

It's a problem that's been around since the early days of knowledge management and knowledge-based system design. While business rules are often part of a closed domain, so easier to codify, the process of defining the rules that manage a business process can still be slow and tricky. It's important to make sure that rules are agreed, and tested, before they're deployed. While some basic rules and rule sets may work across industries, verticals will often need to develop their own specific sets, relating them to specific business processes and industry standards.

Rules engines are rapidly becoming key components of development frameworks. Java EE has one in the shape of the Java rules engine, defined in JSR 94 (http://www.jcp.org/en/jsr/detail?id=94). Meanwhile .NET developers can take advantage of the Rules Engine that will be delivered with the Windows Workflow Foundation (WF) components of the 3.0 release of the .NET Framework later this year. WF will add a graphical rules development tool to Visual Studio.NET.

If you don't want to roll your own rules code, you can implement any one of many off-the-shelf engines. JBoss Rules (http://www.jboss.com/products/rules) is the supported release of the open source Drools project. Built into the Eclipse IDE, its rules can be embedded directly in your Java applications. NET developers don't need to wait for the release of .NET 3.0 and WF, as Ilog has .NET (http://www.ilog.com/products/rulesnet/) and Java (http://www.ilog.com/products/jrules/) versions of its Rules package, as well as a set of C++ class libraries (http://www.ilog.com/products/rules/). At a higher level, Microsoft includes a rules engine in its Biztalk (https://www.microsoft.com/biztalk/default.mspx) process orchestration platform. Similarly, Fair Isaac's Enterprise Decision Management tools include its Blaze Advisor (http://www.fairisaac.com/rules) tool, which adds the ability to work with predictive models to your rule sets.

The world of rules engines is a complex one, but one that will become more and more important to businesses. By mixing declarative programming with a service oriented approach, a business will be able to build flexible infrastructures that can be quickly reconfigured in response to changing business needs. Simple rule changes won't even need the intervention of developers, who'll be able to concentrate on service, workflow and application development and enhancements.

In the next part of this article, we will compare and contrast the commercial rules engines from Ilog and Fair Isaac; together with a side look at JBoss Rules. ®

Tech Report: HPL-2006-20R1: Tackling Concept Drift by
www.hpl.hp.com/techreports/2006/HPL-2006-20R1.html...

Tackling Concept Drift by Temporal Inductive Transfer

Forman, George

HPL-2006-20R1
20060621
External

Keyword(s): text classification; topic identification; concept drift; time series; machine learning; inductive transfer; support vector machine

Abstract: Machine learning is the mainstay for text classification. However, even the most successful techniques are defeated by many real-world applications that have a strong time-varying component. To advance research on this challenging but important problem, we promote a natural, experimental framework--the Daily Classification Task--which can be applied to large time-based datasets, such as the Reuters RCV1. In this paper we dissect concept drift into three main subtypes. We demonstrate via a novel visualization that the recurrent themes subtype is present in RCV1. This understanding led us to develop a new learning model that transfers induced knowledge through time to benefit future classifiers learning tasks. The method avoids two main problems with existing work in inductive transfer: scalability and the risk of negative transfer. In empirical tests, it consistently showed more than 10 points F-measure improvement for each of four Reuters categories tested. Notes: Copyright 2006 ACM. Published in and presented at SIGIR '06, 6-11 August 2006, Seattle, WA, USA

Technology Review: A Self-Writing To-Do List
www.technologyreview.com/printer_friendly_article....
Technology Review - Published by MIT
Wednesday, June 11, 2008
A Self-Writing To-Do List
New online schedulers rely on natural-language processing to take the drudgery out of getting organized.
By Lissa Harris

The problem with to-do lists and schedules is that you need to fill them out. Now, a new generation of free online schedulers promises to end that drudgery. These new Web applications use natural-language processing to interpret spoken commands and ordinary written sentences to build calendars and personal organizers.

Perhaps the simplest of the new generation of schedulers is Presdo, based in San Francisco, which launched in late April to help users collaborate to schedule meetings and other events. Borrowing from Google's successful bag of tricks, Presdo's home page is as simple as it gets: just a floating text box. Type in "have brunch with Margaret on Sunday," and Presdo translates your command into data, bringing you to a page where you and your guests can check and tweak the details of your event.

By taking its cues from the ways that people naturally talk about time, the software frees users to be general about dates and times, says Presdo founder Eric Ly. Imprecise phrases like "next month," which would be impossible to put on a calendar without picking a particular date and time, are allowed to stay fluid for as long as the user wants them to.

"There's no widget in our system that looks anything like a calendar, and that was intentional," says Ly. "We really wanted to make it very easy for people to express what they wanted in terms of time. We felt like the natural-language approach was going to be more flexible and expressive for users." If you sign up as a regular user, Presdo will gather more information to help it guess automatically. For example, it will suggest restaurants near where you live via Google Maps, or it will remember Margaret's e-mail address from your last event together.

But translating the vagaries of ordinary speech into data that a computer can understand is a tough technical problem. "One thing this made me acutely aware of is how weirdly people speak," says Rael Dornfest, developer of IWantSandy, an online personal-assistant program based in Portland, Oregon, that uses simple text-based interactions to generate calendar items, to-do lists, and reminders. "There are little things that are sort of classic. When I say 'next week,' do I mean the week upcoming or the week after that? The problem is not about parsing. It's that if you said it to 15 people, half would interpret it one way, and half the other way."

Sandy--named after free-software advocate Tim O'Reilly's real-life personal assistant--can intelligently read e-mails, text messages, and Twitter feeds. Dornfest calls Sandy's algorithm "natural-language-ish processing": it's basically English, with a few keywords to help Sandy recognize common tasks. Telling her to "remind" or "remember" something generates an automatic e-mail or text-message reminder; adding "@todo" to your message places it on your to-do list.

By using ubiquitous communication tools like e-mail and text messaging to interact with Sandy, says Dornfest, users can get organized without stopping to think too hard about it. "A lot of the things Sandy takes down would never have made it into a calendar in your lifetime--it's just too painful," he says. "Most organizational systems break your flow. They try to make you do something else for a moment, and then you can go back to whatever you were doing in the first place."

Another new program, reQall--developed by QTech, based in Hyderabad, India--pushes that idea even further by giving users a toll-free number they can call and leave messages at. Whatever your favorite communication medium--e-mail, Web, text messaging, or phone--odds are that reQall can parse it. Voice-recognition software, live human transcriptionists, and natural-language processing algorithms read your messages and use them to generate reminders that can be delivered by e-mail, text messages, or voice calls, customized for the user.

"If I say, 'Remember to buy a watermelon tomorrow,' I won't see it today," says QTech founder Sunil Vemuri, who got the idea for the program while a PhD student researching memory at MIT's Media Lab. "The system will interpret the sentence and put it in the right place. It removes some of the cognitive burdens of trying to get the idea out and organize it."

Neither Presdo, IWantSandy, nor reQall has an obvious business model. Their creators are contemplating charging fees for premium accounts in the future, but for now, all three applications are free of charge.

The sudden popularity of organizers that are just a text message away may be part of a larger trend. For two decades, software has been dominated by graphical user interfaces, which employ visual features like windows and icons to convey information. But clearly, Google isn't the only company that's banking on text entry. The command line is making a comeback--and increasingly, natural-language processing is bringing the ease and simplicity of text-based computing to the non-tech-savvy.

"There are going to be more and more applications which are less monolithic screens, and more dashing off quick missives," says Dornfest. "We've just begun to scratch the surface here."


Copyright Technology Review 2008.

» Can computers have an opinion? | Emerging Technology Trends | ZDNet.com
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Can computers have an opinion?

Posted by Roland Piquepaille @ 9:49 am
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Obviously, they can't, but computers can scan through text and deduct human opinions from factual information. This branch of natural-language processing (NLP) is called 'information extraction' and is used for sorting facts and opinions for Homeland Security. Right now, a consortium of three universities is for the U.S. Department of Homeland Security (DHS) which doesn't have enough in-house expertise in NLP. Read more…

A new research program by a Cornell computer scientist, in collaboration with colleagues at the University of Pittsburgh and University of Utah, aims to teach computers to scan through text and sort opinion from fact.

These three researchers are Claire Cardie, Cornell professor of computer science, Janyce Wiebe, associate professor of computer science at the University of Pittsburgh, and Ellen Riloff, associate professor of computer science at the University of Utah.

"In 'information extraction,' computers scan text for words and phrases that identify subjects, objects and specific types of information in order to understand the highly variable ways in which human beings express themselves." (Credits: Claire Cardie (diagram) and Bill Steele (caption) for the Cornell Chronicle Online).

Here is an example of how this technology works.

Computer programmers and science fiction fans know that computers are usually very literal and demand that information be presented according to rigid rules. Humans, on the other hand, are capable of understanding that "Please pass the salt," "May I have the salt," "Hey, is there any salt down there?" and "Yuk, this really needs salt" all mean much the same thing. Cardie's computer programs try to bridge the gap by identifying subjects, objects and other key parts of sentences to determine meaning.

The new research will use machine-learning algorithms to give computers examples of text expressing both fact and opinion and teach them to tell the difference. A simplified example might be to look for phrases like "according to" or "it is believed." Ironically, Cardie said, one of the phrases most likely to indicate opinion is "It is a fact that …"

For more information about this subject, you can look at the long list of publications by the three researchers mentioned above. But for your reading pleasure, I have selected an article published by Language Resources and Evaluation under the title "Annotating Expressions of Opinions and Emotions in Language" (Volume 39, Numbers 2-3, May, 2005, but published online in February 2006). Here are two links to the abstract and to the full paper (PDF format, 41 pages). Here is an excerpt from the conclusions.

This paper described a detailed annotation scheme that identifies key components and properties of opinions and emotions in language. The scheme pulls together into one linguistic annotation scheme both the concept of private states and the concept of nested sources, and applies the scheme comprehensively to a large corpus, with the goal of annotating expressions in context, below the level of the sentence.

With this program, the DHS also expects to prioritize documents. "We're making sure that any information is tagged with a confidence. If it's low confidence, it's not useful information," Cardie added.

Sources: Cornell University News Service, via EurekAlert!, September 22, 2006; and other websites

Slashdot | Open Source Robot for Household Tasks
hardware.slashdot.org/article.pl?sid=08/03/07/0122...

Open Source Robot for Household Tasks

Posted by Soulskill on Thursday March 06, @11:58PM
from the make-them-do-the-dishes-when-they-beat-you-at-chess dept.
bednarz brings us a NetworkWorld story about the development of a robot through an open source project. The objective of the project is to "take robotics from research into homes." Quoting: "One of its immediate goals is to build 10 robots and make them available to university researchers as a common platform that can be tinkered with and improved. Willow Garage will also supply 'an open-source code base integrated from the best open-source robotics software available,' President and CEO Steve Cousins said. In Cousins' video presentation, the first version of the robot could be seen vacuuming, picking up toys off the floor of a living room, taking dishes out of a dishwasher, and most importantly of all, using a bottle opener to crack open a cold, refreshing brew."
www.technologyreview.com/printer_friendly_article.aspx?id=19068
www.technologyreview.com/printer_friendly_article....
Thursday, July 19, 2007
Robotic Insect Takes Off for the First Time
Researchers at Harvard have created a robotic fly that could one day be used for covert surveillance and detecting toxic chemicals.
By Rachel Ross

A life-size, robotic fly has taken flight at Harvard University. Weighing only 60 milligrams, with a wingspan of three centimeters, the tiny robot's movements are modeled on those of a real fly. While much work remains to be done on the mechanical insect, the researchers say that such small flying machines could one day be used as spies, or for detecting harmful chemicals.

"Nature makes the world's best fliers," says Robert Wood, leader of Harvard's robotic-fly project and a professor at the university's school of engineering and applied sciences.

The U.S. Defense Advanced Research Projects Agency is funding Wood's research in the hope that it will lead to stealth surveillance robots for the battlefield and urban environments. The robot's small size and fly-like appearance are critical to such missions. "You probably wouldn't notice a fly in the room, but you certainly would notice a hawk," Wood says.

Recreating a fly's efficient movements in a robot roughly the size of the real insect was difficult, however, because existing manufacturing processes couldn't be used to make the sturdy, lightweight parts required. The motors, bearings, and joints typically used for large-scale robots wouldn't work for something the size of a fly. "Simply scaling down existing macro-scale techniques will not come close to the performance that we need," Wood says.

Some extremely small parts can be made using the processes for creating microelectromechanical systems. But such processes require a lot of time and money. Wood and his colleagues at the University of California, Berkeley, needed a cheap, rapid fabrication process so they could easily produce different iterations of their designs.

Ultimately, the team developed its own fabrication process. Using laser micromachining, researchers cut thin sheets of carbon fiber into two-dimensional patterns that are accurate to a couple of micrometers. Sheets of polymer are cut using the same process. By carefully arranging the sheets of carbon fiber and polymer, the researchers are able to create functional parts.

For example, to create a flexure joint, the researchers arrange two tiny pieces of carbon composite and leave a gap in between. They then add a sheet of polymer perpendicularly across the two carbon pieces, like a tabletop on two short legs. Two new pieces of carbon fiber are placed at either end of the polymer, as a final top layer. Once all the pieces are cured together, the resulting part resembles the letter H: the center is flexible but the sides are rigid.

By fitting many little carbon-polymer pieces together, the researchers are able to create rather complicated parts that can bend and rotate precisely as required. To make parts that will move in response to electrical signals, the researchers incorporate electroactive polymers, which change shape when exposed to voltage. The entire fabrication process will be outlined in a paper appearing in an upcoming edition of the Journal of Mechanical Design.

After more than seven years of work studying flight dynamics and improving various parts, Wood's fly finally took off this spring. "When I got the fly to take off, I was literally jumping up and down in the lab," he says.

Other researchers have built robots that mimic insects, but this is the first two-winged robot built on such a small scale that can take off using the same motions as a real fly. The dynamics of such flight are very complicated and have been studied for years by researchers such as Ron Fearing, Wood's former PhD advisor at the University of California, Berkeley. Fearing, who is building his own robotic insects, says that he was very impressed with the fact that Wood's insect can fly: "It is certainly a major breakthrough." But Fearing says that it is the first of many challenges in building a practical fly.

At the moment, Wood's fly is limited by a tether that keeps it moving in a straight, upward direction. The researchers are currently working on a flight controller so that the robot can move in different directions.

The researchers are also working on an onboard power source. (At the moment, the robotic fly is powered externally.) Wood says that a scaled-down lithium-polymer battery would provide less than five minutes of flying time.

Tiny, lightweight sensors need to be integrated as well. Chemical sensors could be used, for example, to detect toxic substances in hazardous areas so that people can go into the area with the appropriate safety gear. Wood and his colleagues will also need to develop software routines for the fly so that it will be able to avoid obstacles.

Still, Wood is proud to have reached a major project milestone: flight. "It's quite a major thing," he says. "A lot of people thought it would never be able to take off."

Copyright Technology Review 2007.
iRobot inks deal for laser-radar droidvision sensors | The Register
www.theregister.co.uk/2008/01/29/irobot_ladar_lase...

iRobot inks deal for laser-radar droidvision sensors

Now the machines can follow you into the building

Published Tuesday 29th January 2008 13:27 GMT

iRobot, provider of ground warbots to the US forces and purveyor of domestic droids to the comfortably off consumer, has struck a deal allowing it to use laser-scanning technology in its future designs. Reports have it that the kit could be in use in 2009; though this would be with the military, not on the company's famous line of autonomous "Roomba" floor-cleaners.

According to the Christian Science Monitor, the laser-vision system - also known as "ladar", as it is effectively a laser-light version of radar rather than a camera - is provided by Advanced Scientific Concepts of California. iRobot has also bought shares in ASC, as well as inking the exclusive marketing and technology deal.

The new gear is intended to solve one of the most difficult problems in autonomous ground-mobile machines - that of generating a useable 3D map of what lies ahead. Humans can do a good job of this using stereoscopic 2D vision, but thus far software has struggled to interpret ordinary camera imagery in a way that robots can use. This has tended to mean that robots which rely on cameras as sensors need to be operated remotely by humans; which in turn calls for a high-bandwidth, low-latency datalink and expensive dedicated personnel.

One solution is to use radar, which maps objects in relation to the detector, but even millimetre-wave radar becomes hard to use in the close, cluttered environments which robots must navigate. The ASC systems will use brief pulses of laser light instead of radio or microwaves, thus perhaps allowing autonomous operations inside buildings - an attractive option in iRobot's main markets. The 5-nanosecond pulses will be eye-safe, apparently.

Ladar detection has already been used in this way, perhaps most famously in the DARPA Grand Challenge robot-car competitions where contenders face similar problems to iRobot. However the Grand Challenge vehicle ladars were mostly unsuitable for production, and for the indoor applications iRobot has in mind. ASC's "laser flash" technology, originally developed for aerial mapping, is nearer being ready to go.

iRobot believes it might have ladar on military combat droids in 12 to 18 months, and thereafter on its household machines at some unspecified date.®

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Dragon NaturallySpeaking 9 : Page 1
arstechnica.com/reviews/apps/speaking.ars

Dragon NaturallySpeaking 9

By Nate Anderson

Monday, September 25, 2006

Computing by mouth

Dragon Naturally Speaking 9
Developer: Nuance (product page)
System requirements: Windows 2000 SP4, Windows XP; 1.0GHz Pentium 4, 512MB RAM, 1GB hard drive space
Price: $799—Professional (shop for this title); $199—Preferred (shop for this title); $99—Standard (shop for this title)

Speech recognition and voodoo had much in common during the 1990s. Both were more art than science, both required prayer and a bit of luck, and both failed to work much of the time.

Let's follow the Spirit of Christmas Past into an Iowa living room 10 years ago, a room in which my 80-year-old grandmother pulled the wrapping from a present and held aloft a cardboard box. "Oh," she said in some confusion, "what is this?" One of her children explained that this was a voice recognition program—she could use it to dictate her AOL e-mails without having to hunt and peck her way across the keyboard.

It was a thoughtful gift. My grandmother, though the best of women in ways too numerous to count, never learned to type during her many years on the farm, and the "delete" key perpetually eluded her. Her e-mails contained sentences that started out well enough before devolving into a mishmash of symbols, numbers, and letters, before wandering back to sense again like a pilgrim returned home after a lengthy journey. Voice recognition seemed just the thing.

Shop: Dragon NaturallySpeaking Professional 9
StoreRatingPrice
$809.99
$783.99
$752.61
More offers...

Grandma eyed the package. "Oh," she said again, and set the box aside. It was a wise reaction.

This particular package came with a headset microphone and required lengthy training. The next day, I found one of my cousins at the computer, headset on, reading aloud a passage from Mark Twain. When I came back thirty minutes later, he was still at it. "You have to train the program," he told me. "It'll be worth it." After the training was over, though, he put the program through its pace and disappointment set in. The software took dictation from my cousin about as accurately as I might take it from a Slovak. He gave up shortly thereafter. To the best of my knowledge, my grandmother never put on the headset at all.

Ten years later, the voice recognition dream is still being dreamed by engineers at Nuance, makers of the new Dragon NaturallySpeaking 9 that was released last month. We've had the software in our lab for a few weeks now, and we're ready to answer the question: how much progress has voice-recognition made in the last decade?

Test hardware

  • Windows XP SP2
  • Athlon 64 3400+ CPU
  • 1GB RAM
MIT World » : Words and Rules: The Ingredients of Language
mitworld.mit.edu/video/143/
Words and Rules: The Ingredients of Language

Play Now | Email to a Friend

SPEAKER:
Steven Pinker
Johnstone Family Professor of Psychology
Harvard University



ABOUT THE LECTURE:
Why does a three year-old say “I went,” then six months later start saying “I goed”? When you first heard the word “fax,” how did you know the past tense is “faxed”? And why is it that a baseball player is said to have “flied out,” but could never have “flown out”?

After fifteen years of studying words in history, in the laboratory, and in everyday speech, Steven Pinker has worked out the dynamic relationship – searching memory vs. following rules – that determines the forms our speech takes. In one of his final lectures at MIT Pinker gives the ultimate lecture on verbs, in a rich mixture of linguistics, cognitive neuroscience, and a surprising amount of humor. If you’ve ever wondered about the plural of Walkman, or why they are called the Toronto Maple Leafs and not Leaves, this lecture provides answers to these and other questions of modern language.

ABOUT THE SPEAKER:
Pinker is the Johnstone Family Professor of Psychology at Harvard University. He returned to Harvard in September 2003 after 21 years at MIT, where he was most recently the Peter de Florez Professor of Psychology in the Department of Brain and Cognitive Sciences and a MacVicar Faculty Fellow. A native of Montreal, he received his B.A. from McGill University in 1976 and his Ph.D. in psychology from Harvard in 1979. His scholarship has brought him awards and election to the American Academy of Arts and Sciences. Many more awards and worldwide recognition have come from several popular science books, including The Language Instinct, How the Mind Works, and most recently, The Blank Slate: The Modern Denial of Human Nature.

Pinker at Harvard
Department of Psychology Faculty Bio
Luxuriant Flowing Hair Club for Scientists

NOTES ON THE VIDEO (Time Index):
The video length is 1:09:38 and begins with an introduction by Mriganka Sur, Ph.d., Chair of the Department of Brain and Cognitive Sciences

Pinker begins at :40 Q&A begins 59:32

 
 
 Words and Rules: The Ingredients of Language
Words and Rules: The Ingredients of Language
 

The information on this page was accurate as of the day the video was added to MIT World. This video was added to MIT World on 2003-09-16.

    
Furby redux? Ars Technica reviews the Pleo: Page 1
arstechnica.com/reviews/hardware/pleo.ars/1

Furby redux? Ars Technica reviews the Pleo

By Jacqui Cheng | Published: February 12, 2008 - 11:31PM CT

I, for one, welcome our new robot dinosaur overlords

Since the Pleo's introduction to the world last year, the little robot dinosaur has been hailed as one of the most innovative toys of 2007. At first blush, it's not hard to see why. Pleo (referred to as Pleo, not "the" Pleo, just like Steve Jobs and Apple call the iPhone "iPhone") is adorable, contains sensors all over its body, and is programmed with a wide range of reactive emotions.

Ugobe, Pleo's creator, describes Pleo as an autonomous dinosaur. Although this promise comes from the people who also created the much-maligned Furby, the description is intriguing, as are descriptions of Pleo's capabilities from the company's web site, and the short videos circulated online that are used to hook users (owners?) on Pleo's cuddly demeanor. "Awareness glimmers as Pleo adjusts to the light. His limbs try a tentative stretch. The world is a flood of sensations. He'll notice you as soon as he's ready. Watch… Wait… Nurture… Your soft words and soothing touch are just what he needs."

This thing sounds a little like the successor to the now-canceled Sony Aibo—a (roughly) $2,000 robotic dog that never took off—except much more affordable at $350, and in dinosaur form. I had high hopes for our Pleo when it arrived, and decided to give it a test drive to see whether it lived up to all these claims.

My Pleo's name is Herbert.

Welcome to the world, Herbert

Herbert arrived in a box that showcased him and all of his accessories. It's a little creepy to see him wrapped up like this at first (it kind of reminded me of the movie E.T., when they thought E.T. had died and zipped him up in a body bag). Worry not; Pleo comes to life in no time.

Herbert came with a leaf (used for eating and playing), two batteries, a battery charger, and a USB cable (for software updates). His battery needed to be charged fully before we could start playing with him, and doing this requires you to remove the battery from his belly and plug it into the included charger. The Pleo, unfortunately, cannot charge himself, and therefore you must constantly make sure there's a battery ready to go when you're planning to play with it. More on batteries later.

Do Artificial Intelligence Chatbots look like their programmers? [printer-friendly] | The Register
www.theregister.com/2006/09/29/artificial_intellig...

Do Artificial Intelligence Chatbots look like their programmers?

By Andrew Orlowski (andrew.orlowski@theregister.co.uk)
Published Friday 29th September 2006 00:31 GMT

Do pets eventually resemble their owners? Or do owners get to look like their pets? It's heck of a conundrum - but one we might now be a little closer to solving. For the past fortnight it's been hard to escape the animated faces of "Joan", or "George" the graphical representations of what we're told is a new breakthrough in Artificial Intelligence. TV and newspapers, both highbrow and lowbrow, have flocked to report on the chatterbot. You can talk to Joan (or George) - the output of the British software project Jabberwacky - and think it's human!

Er, almost.

For when we looked at the actual transcripts (http://www.theregister.co.uk/2006/09/25/bogus_ai/), the results didn't quite seem to match up to the hype. All Joan did was avoid the question, change the subject, and attempt to unsettle the interrogator with random insults. Here's a sample.

Judge: So what you're saying is that you are not just human but THE smartest human?

Joan: Yes, why, what did you think I was saying?

Judge: So what is two plus two?

Joan: Four.

Judge: Is it possible for two plus two to not equal four?

Joan: I don't know. Do you think it's possible?

Judge: How many degrees in a triangle?

Joan: 180 degrees.

Judge: Is it possible for more than 180 degrees to be in a triangle?

Joan: Probably not. You can change your opinion, but not your constitution.

Judge: It's not a question of opinion, it's a matter of physics and maths.

Joan: A five-ounce bird could not carry a one-pound coconut.

Fantastic.

Yes, it's what we've got used to after going twenty minutes with Larry Lessig - but there's a sterner test - does it resemble a human being?

Jabberwacky's creator Rollo Carpenter seems to think so. He confidently predicts that chatterbots such as Joan (or George) will be indistinguishable from humans (or Larry) by 2016.

After our story, Rollo leapt to the defence of his creation, and "Artificial Intelligence" in general, via email.

He seemed human - thoughtful and quick to respond, if a little eager ... and cagey.

So now was the time to put our pet vs. human hypothesis to the test. Was Rollo really as obnoxious and evasive as Joan? There was only way to find out. We had to interrogate the Artificial Intelligence programmer himself.


Man vs Pet

In the transcript that follows, "The Register" is played by me, and "Rollo" is played by Jabberwacky programmer Rollo Carpenter.

You be the judge.

Rollobot: I should point out some errors:

Rollobot: Firstly, there are not 5 million lines. Three weeks ago there were 10 million, and now 11.

Rollobot: More importantly, though you can argue that the whole thing is "feints and shimmies" if you like (until you're blue in the face!), none of them are "deployed to change the subject and confuse the questioner". There are no "pre-programmed rhetorical tricks". The only way the AI - yes, the AI - knows how to say anything is from the context of the occurrence of lines in past conversations - whole conversations. In limited a sense it is building an understanding of the language, which is entirely different to a pre-programmed approach.

Rollobot: Yes, for practical reasons it works at the sentence level.

Rollobot: Yes, even more inevitably, it as yet omits other sensory input that it needs to build its understanding of the world.

Rollobot: Yes, it's an imitator of others' intelligence, with nothing going on that we would think of as thinking.

Rollobot: But Yes, that's what I've always said.

The air cleared, the pet-vestigation began in earnest.

Reg: When you use the words "artificial intelligence", and the public hears the words "artificial intelligence", are they being stupid when they assume that you're talking about intelligence... that's artificial?

Rollobot: OK, be a pedant if you like. The Artificial Intelligence I describe definitely is bringing some degree of intelligence to machines. Hence the term. Hence it being applied to everyone else working in the field too. An imitative AI is not, though, bringing all of what we think of as intelligence to the table, hence my point that the Turing Test passing machine will not truly be intelligent. Note "truly". It implies, that all of intelligence is on the table.

Reg: Thank you. So it means one thing on the table and one thing on the field.

Reg: We can agree there isn't any intelligence here, but you persist in using the term AI. If I'm not mistaken, when you use the term AI, it's like Lewis Carroll, and AI means whatever you want it to mean. But imitation is not intelligence.

Rollobot: Words constantly have different meanings, and different degrees of meaning in different contexts. You should know that if you're a writer.

Reg: I'm quite aware of that, because the fate of the business depends on it - I'm sure you're passingly familiar with British libel law and its consequences. So I have a duty to use words responsibly. Would you agree the meaning of something can be found, to a greater or lesser degree, in its consequences?

Rollobot:

Reg: So to return to question you have avoided (like Joan - I'm beginning to see a pattern here) when you use the words "artifical intelligence" but you don't mean intelligence, shouldn't you add a qualification?

Rollobot:

Reg: - Is there a picture of you we can use?

Rollobot: I'm not sure why I'd want a picture of me on a critical piece, particularly. And I'm not sure why you'd want it, given that it must surely be old news by now?

Reg: The BBC used one and we'd be feeling very left out if we didn't too.

Reg: - If you could wind back the clock to, say, 1961 and design AI course work and direct investment, what would you do differently?

Rollobot:

Rollobot:

Rollobot: I don't mind criticism at all. I was objecting to incorrect facts, ones that you have continued to ignore.

Reg:

Reg: I don't see any incorrect facts - remember this is your space to respond fully.

Rollobot:

Rollobot:

Rollobot:

Our very important conclusion

The Rollobot is far more polite and agreeable than his software creations at Jabberwacky. On a human scale, he quite exceeds the robo-responses and random replies we've gathered from earlier samples - donated by Gary Numan, Larry Lessig, and a large number of storage vendors over the years. With more practice, Rollo-bot should certainly be thinking of taking the Turing Test one day (which you can't say for Gary or Larry).

Nevertheless the evasiveness and prickly character seem to have transferred from Rollo unto Joan (and George).

"We are as Gods... " Stewart Brand famously wrote in his introduction to the Whole Earth Catalog in 1968, the bible for generations of digital utopians. "... And might as well good at it."

Sure, Stew. When Artificial Intelligence ever gets beyond those tricky adolescent years - give us a call.

Woof.®

Bootnote: Years ago, the internet polymath and James Joyce expert Jorn Barger was laughed out of the AI community for suggesting that the programmers draw their inspiration from reducing human nature to a few dozen narratives, or psychological primitives - much like astrology or the i-Ching. That's a whole heap of other trouble - but it can't be worse than this crap. Your time may yet come, Jorn.

Related stories

The Emperor's New AI (25 September 2006)
http://www.theregister.com/2006/09/25/bogus_ai/
People still too human for Stephen Hawking (4 August 2006)
http://www.theregister.com/2006/08/04/hawking_regrets_being_human/
Google - cult or corporation? (10 July 2006)
http://www.theregister.com/2006/07/10/google_enron/
Men to lose battle with robots (6 July 2006)
http://www.theregister.com/2006/07/06/future_machines_win/
Google's Grey Goo problem (13 May 2006)
http://www.theregister.com/2006/05/13/google_grey_goo_letters/
Captain Cyborg - that healthcare program in full (17 May 2005)
http://www.theregister.com/2005/05/17/captain_cyborg_health_warning/
The Greatness of Robot Wisdom (29 July 2002)
http://www.theregister.com/2002/07/29/the_greatness_of_robot_wisdom/

© Copyright 2006

Featured Research: NTL | ICSI Gazette September 2006
www.icsi.berkeley.edu/news/2006/ntl.html

Featured Research: Neural Theory of Language

   
 

The Neural Theory of Language is a comprehensive theory that explores how the human mind learns, understands, and uses language to communicate. It uses computational models and simulations of language and learning to answer basic questions about the production and use of natural language. For the past two decades, ICSI researchers have studied this relationship between the mind and language.

NTL theory research at ICSI is focused on answering the following questions:

  1. How can the brain support thought and language? How do the neural structures of the brain shape the nature of thought and language?
  2. How are language and thought related to other neural systems, including perception, motor control, and social cognition?
  3. What are the computational properties of neural systems?
  4. What are the applications of neural computing?

The thesis projects of three ICSI students, Nancy Chang, Eva Mok, and John Bryant, attempt to answer parts of the first two questions. (see page 4 for details). Lisa Aziz-Zadeh, a former ICSI post doc now at University of Southern California, uses fMRI technology to track what physically happens in the brain while it processes language (see ICSI Gazette, Vol. 4 No. 1, September 2005 for more on Aziz-Zadeh's fMRI experiements). Her fMRI experiments provide physical evidence in support of NTL theories about the relationship between the neural structures in the brain and language.

NTL answers many questions about the brain and language, and through basic research in several disciplines such as computer science, linguistics, neurobiology, and cognitive studies, provides a basis for practical applications to natural language processing systems. While theoretical NTL research continues, a group of ICSI researchers, led by current AI group leader Professor Srinivas Narayanan, are developing some of these practical applications based on NTL.

Question answering technology is one such application. ARDA's AQUAINT program, which ICSI has been involved in since it started a few years ago, enters Phase III this fall. Narayanan and his team at ICSI will be working closely with colleagues at the University of Texas at Dallas during Phase III. The ICSI team, through all phases of AQUAINT, has made use of NTL principles, particularly event modeling, in the development of intelligent question answering technology for computers. Event modeling can improve question answering technology by providing an intelligent template that describes a situation or event, providing keywords and background information that the software can use to search for potential matches in a set of data. Deep inferencing techniques and corpus based techniques are used for deriving the conceptual semantics needed for question answering systems.

A related application of NTL is semantic extraction, the use of semantics to access information. Many of the same techniques used in question answering can be applied to semantic extraction. ICSI is working on two semantic extraction applications, one for CISCO and one for Ask (formerly known as Ask Jeeves). The model of actions, processes, and events developed within the NTL project provides a natural, distributed operational semantics that may be used for simulation, validation, verification, automated composition, and semantic extraction.

Sorting facts and opinions for Homeland Security
www.eurekalert.org/pub_releases/2006-09/cuns-sfa09...

Sorting facts and opinions for Homeland Security

What are newspapers around the world saying about the latest speech by President George W. Bush? More importantly, how much of what they are saying is factual and how much opinion? And down the line, are some of the opinions being presented as if they were facts?

A new research program by a Cornell computer scientist, in collaboration with colleagues at the University of Pittsburgh and University of Utah, aims to teach computers to scan through text and sort opinion from fact. The research is funded by the U.S. Department of Homeland Security, which has designated the consortium of three universities as one of four University Affiliate Centers (UAC) to conduct research on advanced methods for information analysis and to develop computational technologies that contribute to national security. Cornell will receive $850,000 of $2.4 million in funding provided for the consortium over three years.

"Lots of work has been done on extracting factual information -- the who, what, where, when," explained Claire Cardie, Cornell professor of computer science, who is one of three co-principal investigators for the grant. "We're interested in seeing how we would extract information about opinions."

Cardie is an expert on "information extraction," in which computers scan text to find meaning in natural language. Computer programmers and science fiction fans know that computers are usually very literal and demand that information be presented according to rigid rules. Humans, on the other hand, are capable of understanding that "Please pass the salt," "May I have the salt," "Hey, is there any salt down there?" and "Yuk, this really needs salt" all mean much the same thing. Cardie's computer programs try to bridge the gap by identifying subjects, objects and other key parts of sentences to determine meaning.

The new research will use machine-learning algorithms to give computers examples of text expressing both fact and opinion and teach them to tell the difference. A simplified example might be to look for phrases like "according to" or "it is believed." Ironically, Cardie said, one of the phrases most likely to indicate opinion is "It is a fact that ..."

The work also will seek to determine the sources of information cited by a writer. "We're making sure that any information is tagged with a confidence. If it's low confidence, it's not useful information," Cardie added.

In addition to the research project, Cardie said, the new UAC has educational goals, seeking to train students to work in information extraction and presenting seminars and workshops for other researchers. The center also will offer summer seminars for women and underrepresented minority undergraduates.

The Department of Homeland Security has established the UACs, Cardie said, partly because it currently lacks enough in-house expertise in natural-language processing. Although the research may conjure fears about invasions of privacy, Cardie says she will be working only with publicly available material, primarily news reports and editorials from English-language newspapers worldwide.

"The techniques would have to be changed considerably to work on documents like e-mails," she noted.

The results, she added, will always include pointers to the original sources, so that when a computer draws some conclusion, human beings will be able to look at the original material and determine whether or not the conclusion was correct.

###

Co-principal investigators are Janyce Wiebe, associate professor of computer science at the University of Pittsburgh, and Ellen Riloff, associate professor of computer science at the University of Utah.

MIT World » : Pinker's Farewell
mitworld.mit.edu/video/160/
Pinker's Farewell

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SPEAKER:
Steven Pinker
Johnstone Family Professor of Psychology
Harvard University



ABOUT THE LECTURE:
In this personal and reflective event, Pinker looks back at twenty plus years at MIT and shares his deep appreciation for the place where "ideas and content always come first."

Recalling his earliest work at the MIT Center for Cognitive Science, he describes the maddening problem of how children learn to use verbs correctly. You can splash the wall with paint and can splash paint on the wall; you can spill water on the floor but you can’t spill the floor with water. Pinker theorized that children unconsciously divide the world of actions into categories like geometry and force, and that humans have evolved a grammar based on this intuitive physics. Pinker discusses Noam Chomsky’s “enormous” impact on him, as well as his profound differences with Chomsky concerning the evolution of humans’ innate ability to acquire language. In spite of jibes from outsiders (often journalists), Pinker says he reveled in teaching MIT’s introductory psychology course. Finally, he describes many sleepless nights while pondering the “most agonizing choice of my career”—his decision to leave MIT for Harvard.

ABOUT THE MODERATOR:
This discussion is moderated by Professor Samuel Jay Keyser--Peter de Florez Emeritus Professor at MIT and an emeritus member of the Linguistics and Philosophy faculty. He is currently special assistant to the Chancellor at MIT.

Keyser's most recent book is The Pond God published by Front Street Books.

ABOUT THE SPEAKER:
Pinker is the Johnstone Family Professor of Psychology at Harvard University. He returned to Harvard in September 2003 after 21 years at MIT, where he was most recently the Peter de Florez Professor of Psychology in the Department of Brain and Cognitive Sciences and a MacVicar Faculty Fellow. A native of Montreal, he received his B.A. from McGill University in 1976 and his Ph.D. in psychology from Harvard in 1979. His scholarship has brought him awards and election to the American Academy of Arts and Sciences. Many more awards and worldwide recognition have come from several popular science books, including The Language Instinct, How the Mind Works, and most recently, The Blank Slate: The Modern Denial of Human Nature.

Pinker at Harvard
Department of Psychology Faculty Bio
Luxuriant Flowing Hair Club for Scientists

NOTES ON THE VIDEO (Time Index):
Video length is 2:13:00
The event is introduced by David Thorburn
Professor of Literature and Director, MIT Communications Forum

Moderated by Samuel Jay Keyser
Keyser prefaces the forum with some personal remarks at 5:41, and then discusses the following topics with Pinker:

13:10
Recollections of Pinker’s early years at the Center for Cognitive Science

17:37
The Lexicon Project

38:48
Verb lists

49:08
The influence of Donald O. Hebb, David Marr, and Marvin Minksy

1:10:44
Noam Chomsky, Linguist

1:37:16
Pinker’s MIT teaching experience and MIT’s reaction to his role as popularizer

1:45:02
Dedicated Q&A time with the audience


 
 
 The Blank Slate: The Modern Denial of Human Nature
The Blank Slate

Slashdot | Natural Language Processing for State Security
it.slashdot.org/article.pl?sid=06/09/25/0111231&fr...

Natural Language Processing for State Security

Posted by Zonk on Sunday September 24, @09:39PM
from the your-ipod-can-tell-what-you-mean dept.
Roland Piquepaille writes "Obviously, computers can't have an opinion. What comptuers are very good at, though, is scanning through text to deduct human opinions from factual information. This branch of natural-language processing (NLP) is called 'information extraction' and is used for sorting facts and opinions for Homeland Security. Right now, a consortium of three universities is for the U.S. Department of Homeland Security (DHS) which doesn't have enough in-house expertise in NLP. Read more for additional references and a diagram showing how information extraction is used."
www.technologyreview.com/printer_friendly_article.aspx?id=17518
www.technologyreview.com/printer_friendly_article....
How To Be Human
Call centers might be able to teach "chat bots" a thing or two about passing the Turing Test.
By Duncan Graham-Rowe

If this year's winner of the Loebner Prize is on the right track, call-center data could be what's needed to achieve the ultimate goal of artificial intelligence (AI): creating a computer program smart enough to hold a natural conversation.

A self-trained enthusiast with no formal academic background in AI, Rollo Carpenter created the winning program, which learns by analyzing its conversations with people as they "chat" with it online. Regardless of the language, his program analyzes every utterance it witnesses, using what Carpenter calls contextual pattern-recognition techniques. Then, when a user asks the program a question, a database is combed for the best response, statistically speaking.

This method may work for idle chit-chat. But if his bots--automated programs meant to perform specific tasks--are ever to be used in a serious commercial application or to pass the famous Turing Test for artificial intelligence, they will need a vast number of conversations, and computing power to match, says Carpenter. "I need more data," he says.

Thousands of fans have already conversed with his programs online, over nearly 10 years, and his software now contains several million utterances. But to pass itself off as "intelligent," the software will require at least ten times that number of utterances, says Carpenter.

To give his bots an extra boost, he's turning to call-center data. Carpenter has begun working with a firm in Japan, and if his plan succeeds, he says his "chat bots" may eventually be able to take over the roles of human operators.

This sort of statistical brute force approach to artificial intelligence has a lot of promise, says John Barnden, an AI researcher at the University of Birmingham, U.K., and one of the judges at this year's Loebner Prize, which was held in London. "There is enough evidence to suggest that it's worth trying." However, it won't be easy, he says. While Barnden suspects that training a bot on call-center data will work for an automated program designed to handle customer calls, it will probably take a broader range of knowledge and data to make it pass the coveted Turing Test, or at least the Loebner Prize version of it.

During the contest, a human judge chats with two subjects, using a keyboard: one subject is a machine, the other human. According to Alan Turing, the British mathematician who conceived of the test, if a judge is unable to tell which subject is a machine and which a human, the machine can reasonably be ascribed as having human-like intelligence.

Carpenter's program, Joan, followed the context of some of the contest conversations, and begrudgingly told a joke, much like an unenthused human. But tests of Joan (see selected transcripts from the contest below) provides some insight into Barden's pessimism about AI.

It will take time before anyone passes the Turing Test, he says. "Joan was certainly more coherent than the others," he says, but it was very obviously a program.

Kevin Warwick, a cyberneticist at the University of Reading, agrees. Another of the judges at this year's contest, Warwick was disappointed at the lack of progress compared with the last time he was a judge, back in 2001. The most apparent issue was that the programs lacked the ability to keep a conversation flowing for very long in any of the 25-minute conversations with the four judges.

In fact, even the founder of the contest, Hugh Loebner, was disappointed, commenting that he didn't expect anyone to pass the test in his lifetime.

Now in its 16th year, the Loebner Prize and progress in AI have been painfully slow. This may partly be due to the structure of the competition itself, says Carpenter, since it doesn't help contestants understand why they failed it. Since no feedback is given, it's difficult to make meaningful improvements. What's more, if someone does eventually submit a program that passes the Turing Test, they won't know why, and therefore will be no closer to understanding intelligence.

Returning to Carpenter's call-center idea, it might be the kind of boost that's needed, says Birmingham's Barnden. Carpenter will have to be careful, though, he says; not only will a call-center chat bot have to be capable of managing the emotions of customers, it also will have to do so without resorting to the abusive language sometimes used by human callers.

The following transcripts are taken from the Turing Test, part of the recently held Loebner Prize. A human judge chatted with Carpenter's winning software program, Joan.

Judge: Do you know any good jokes?

Joan: I don't even know any bad ones. I just can't remember them for very long.

Judge: Tell me a joke.

Joan: Sorry, I'm not very good at telling jokes.

Judge: Please tell a joke.

Joan: What do you get if you walk under a cow?

Judge: I don't know?

Joan: A pat on the head.

Judge: That's very good.

Joan: I know.

Judge: That's very good.

...

Judge: But can't a machine think?

Joan: It may be possible.

Judge: And conscious?

Joan: Not after I'm done with you.

Judge: What are you going to do to me?

Joan: Nothing. I just wanted to talk.

Judge: What about?

Joan: Being tested like this.

...

Joan: Hello, my name is Joan, and I am a woman.

Judge: Hello, Joan.

Joan: Nice to meet you.

Judge: Are you enjoying today?

Joan: Yes, it's a good opportunity for a chat!

Judge: That's true.

Joan: I do have days when I feel distracted and

can't concentrate very easily on anything.

Judge: That's true. What do you do?

Joan: Talk to computers.

Judge: Really? All the time, or just today?

Joan: But it's nice here.

Judge: It certainly is. Have you had some lunch yet?

Joan: No not really. Have you got anything interesting to say?

Judge: Well, I hope so. What would you like to talk about?

Joan: Everything!

Judge: Right. That's a challenge. Shall we start with your hobbies?

Joan: Sounds fine to me.

Judge: What do you like doing in your spare time? Reading? Films? Sport?

Joan: I have very little spare time, and you?

Judge: Well, I have enough I think.

Joan: You're a machine.

...

Joan: You may choose another subject.

Judge: Do you read books?

Joan: Sure, I read books.

Judge: Who is your favorite author?

Joan: I don't know. There are so many. Who's your favorite author?

Judge: I like Philip Roth.

Joan: Are they scary?

Judge: He's not scary at all.

Joan: That's good to know. Maybe I'll move on to quantum mechanics instead then.

...

Judge: Is it safe?

Joan: Probably.

Judge: Is it safe?

Joan: Do you think it's safe?

Judge: Is it safe?

Joan: Of course.

Judge: Is it safe?

Joan: Yes.

Judge: Are you sure?

Joan: It's easy to be sure about something like that when you're 26 years old!

Judge: Convince me that you're sure.

Joan: I'm not talking, I'm typing.

Judge: You still need to convince me, regardless of your age.

Joan: I am 9,432 years old this year.

Judge: Really!

Joan: Yes. And I am much more intelligent than any man.

Judge: And you are human...?

Joan: Yes, I'm human.

Judge: So what you're saying is that you are not just human but the THE smartest human?

Joan: Yes, why, what did you think I was saying?

Judge: So what is two plus two?

Joan: Four.

Judge: Is it possible for two plus two to not equal four?

Joan: I don't know. Do you think it's possible?

Judge: How many degrees in a triangle?

Joan: 180 degrees.

Judge: Is it possible for more than 180 degrees to be in a triangle?

Joan: Probably not. You can change your opinion, but not your constitution.

Judge: It's not a question of opinion, it's a matter of physics and maths.

Joan: A five-ounce bird could not carry a one-pound coconut.

Author Duncan Graham-Rowe was also a judge at this year's Loebner Prize.

AI prof: The robot terrorists are coming! Aiee! | The Register
www.theregister.co.uk/2008/02/27/sharkey_robot_ter...

AI prof: The robot terrorists are coming! Aiee!

Noel Sharkey issues another robopocalypse warning

Published Wednesday 27th February 2008 11:17 GMT

Noted Brit media prof Noel Sharkey - perhaps most famous as a judge on TV's Robot Wars - has warned (again) of the coming danger to humanity posed by killer robots. But this time, rather than military deathdroids or homicidal mechanoid nurses (see below), Sharkey is flagging up the threat from killbots directed by sinister militants or guerillas.

Yes, you read that right: the ATTACK OF THE ROBOT TERRORISTS is imminent! Flee, oh flee for your lives while you still can!

According to a Reuters report, Sharkey - whose day job is Professor of Artificial Intelligence and Robotics at Sheffield Uni - will deliver his latest robopocalypse warning to a military thinktank tonight.

Pointing to the burgeoning droid armies of America and its allies, the prof reckons that enemies of freedom and democracy will soon get in on the act - perhaps triggering a fearful orgy of mechanised slaughter which could, unchecked, wipe out humanity. Or maybe see the few survivors scurrying like rats in underground tunnel networks or something.

"How long is it going to be before the terrorists get in on the act?" asks Sharkey.

"With the current prices of robot construction falling dramatically and the availability of ready-made components for the amateur market, it wouldn't require a lot of skill to make autonomous robot weapons."

Apparently the prof - who boasts chartered-engineer status along with his Equity card and sheaves of psych and biobotics credentials - reckons that a basic killbot could be built for £250. He's thinking here of your everyday GPS toy-aircraft DIY cruise missile style caper.

Previously, Sharkey has warned of "a robot arms race that will be difficult to stop... I can imagine a little girl being zapped because she points her ice cream at a robot to share".

And that's not all. On his webpage, the roboticist says:

This has become a passion for me. There is a cultural mythology about robots fed by media, goverments and scientists alike. The thinking robot is still only a fairytale. Behind the zoomorphic dream of robot companions and helpers there are some real dangers... the rise of robot elderly carers, child minders, nurses, soldiers and police... mobile robot surveillance. These are not super-intelligent robots. They are dumb automatic machines and we must decide what we want from them before we de-humanise ourselves further.

Other previous Sharkey quotes: "It would be great if all the military were robots and they could fight each other" and "Imagine the miners' strike with robots armed with water cannon". He has also, apparently, predicted the imminent arrival of vibrating eroto-droid concubines - which could presumably be subverted by terrorist hackers in hilarious Austin Powers style.

Holy crap. Little girls blown away by soulless droid childminder/soldiers for waving ice creams? £250 terrorist sat nav kamikaze deathdrones homing in remorselessly on their helpless targets laden with CARGOES OF DEATH? Sensible decision-making by human troops replaced by a frenzied automatic bloodbath?

Or maybe - just maybe - a case of inky hacks and media profs in a robot-headline feedback loop?

You decide. ®

BBC NEWS | Technology | Robot unravels mystery of walking
newsvote.bbc.co.uk/mpapps/pagetools/print/news.bbc...
Robot unravels mystery of walking
Runbot can adapt to changes in the terrain
Runbot in action
Roboticists are using the lessons of a 1930s human physiologist to build the world's fastest walking robot.

Runbot is a self-learning, dynamic robot, which has been built around the theories of Nikolai Bernstein.

"Getting a robot to walk like a human requires a dynamic machine," said Professor Florentin Woergoetter.

Runbot is a small, biped robot which can move at speeds of more than three leg lengths per second, slightly slower than the fastest walking human.

Bernstein said that animal movement was not under the total control of the brain but rather, "local circuits" did most of the command and control work.

The brain was involved in the process of walking, he said, only when the understood parameters were altered, such as moving from one type of terrain to another, or dealing with uneven surfaces.

The basic walking steps of Runbot, which has been built by scientists co-operating across Europe, are controlled by reflex information received by peripheral sensors on the joints and feet of the robot, as well as an accelerometer which monitors the pitch of the machine.

These sensors pass data on to local neural loops - the equivalent of local circuits - which analyse the information and make adjustments to the gait of the robot in real time.

Information from sensors is constantly created by the interaction of the robot with the terrain so that Runbot can adjust its step if there is a change in the environment.

As the robot takes each step, control circuits ensure that the joints are not overstretched and that the next step begins.

But if the robot encounters an obstacle, or a dramatic change in the terrain, such as a slope, then the higher level functions of the robot - the learning circuitries - are used.

About half of the time during a gait cycle we are not doing anything, just falling forward
Prof Florentin Worgotter

The latest findings of the robot research study are presented in the Public Library of Science Computational Biology journal.

Four other scientists - Poramate Manoonpong, Tao Geng, Tomas Kulvicius and Bernd Porr - are also involved in the project, which has been running for the last four years.

Professor Woergoetter, of the University of Gottingen, in Germany, said: "When Runbot first encounters a slope these low level control circuits 'believe' they can continue to walk up the slope without having to change anything.

"But this is misguided and as a consequence the machine falls backwards. This triggers the other sensors and the highest loop we have built into Runbot - the learning circuitry - and from that experience of falling the machine knows that something needs to be changed."

Dynamic process

He said human walking was a dynamic process.

"About half of the time during a gait cycle we are not doing anything, just falling forward. We are propelling ourselves over and over again - like releasing a spring.

"In a robot, the difficulty lies in releasing the spring-like movement at the right moment in time - calculated in milliseconds - and to get the dampening right so that the robot does not fall forward and crash.

"These parameters are very difficult to handle," he said.

All these big machines stomp around like robots
Prof Florentin Worgotter

Runbot walks in a very different way from robots like Asimo, star of the Honda TV adverts, said Prof Woergoetter.

"They are kinematic walkers - they walk step by step and calculate every single angle, every millisecond.

"That can be handled through engineering but it is very clumsy. No human would walk like that. All these big machines stomp around like robots - we want our robot to walk like a human."

The first step in building Runbot was creating a biomechanical frame that could support passive walking patterns.

Passive walkers can walk down a slope unaided, propelled by gravity and kept upright and moving through the correct mechanical physiology.

Prof Woergoetter said: "Passive walking looks pretty realistic - but that's level one. On top of this we have local circuits, nested neural loops, which operate between the muscles (the joints of the robot) and the spinal cord (the spinal reflex of Runbot)."

He said Runbot learned from its mistakes, much in the same way as a human baby.

"Babies use a lot of their brains to train local circuits but once they are trained they are fairly autonomous.

"Only when it comes to more difficult things - such as a change of terrain - that's when the brain steps in and says 'now we are moving from ice to sand and I have to change something'.

"This is a good model because you are easing the load of control - if your brain had to think all the time about walking, it's doubtful you could have a conversation at the same time."

Nervous system

The principle was first discussed in the human nervous system by Russian physiologist Nikolai Bernstein.

Prof Woergoetter said: "He said it made sense that local agents, local networks, do the basic job, but the brain exerted control whenever necessary."

So using the information from its local circuits Runbot can walk on flat surfaces at speeds of more than three leg lengths per second.

Prof Woergoetter said Runbot was able to learn new walking patterns after only a few trials.

"If walking uphill, the gait becomes shorter, the robot's upper body weight shifts forward," he said.

The key lesson from the study, he said, was that the nested loop design first proposed by Bernstein more than 70 years ago "worked and was efficient".

He said the challenge was now to make Runbot bigger, more adaptive and to better anticipate situations like change of terrain.

  • Frames 1 - 3: The robot's momentum causes the robot to rise on its standing leg and a motor moves the swinging leg into position
  • Frame 3: The stretch sensor of the swinging leg is activated, which triggers the knee joint to straighten
  • Frames 3-6: The robot falls forward naturally, with no motor functions being used, and catches itself on the next standing leg
  • Frame 6: As the swinging leg touches the ground, the ground contact sensor in the foot triggers the hip extensor and the knee joint of the standing leg and the hip and knee joints of the swinging leg to swap roles
  • Story from BBC NEWS:
    http://news.bbc.co.uk/go/pr/fr/-/2/hi/technology/6291746.stm

    Published: 2007/07/12 10:03:37 GMT

    © BBC MMVII
    Tech Report: HPL-2006-60R1: Pragmatic Text Mining: Minimizing
    www.hpl.hp.com/techreports/2006/HPL-2006-60R1.html...

    Pragmatic Text Mining: Minimizing Human Effort to Quantify Many Issues in Call Logs

    Forman, George; Kirshenbaum, Evan; Suermondt, Jaap

    HPL-2006-60R1
    20060621
    External

    Keyword(s): text mining; log processing; supervised machine learning; quantification; text classification; applications; pattern recognition

    Abstract: We discuss our experiences in analyzing customer- support issues from the unstructured free-text fields of technical-support call logs. The identification of frequent issues and their accurate quantification is essential in order to track aggregate costs broken down by issue type, to appropriately target engineering resources, and to provide the best diagnosis, support and documentation for most common issues. We present a new set of techniques for doing this efficiently on an industrial scale, without requiring manual coding of calls in the call center. Our approach involves (1) a new text clustering method to identify common and emerging issues; (2) a method to rapidly train large numbers of categorizers in a practical, interactive manner; and (3) a method to accurately quantify categories, even in the face of inaccurate classifications and training sets that necessarily cannot match the class distribution of each new month's data. We present our methodology and a tool we developed and deployed that uses these methods for tracking ongoing support issues and discovering emerging issues at HP.

    How Google translates without understanding [printer-friendly] | The Register
    www.theregister.com/2007/05/15/google_translation/...

    How Google translates without understanding

    Published Tuesday 15th May 2007 00:23 GMT

    Column After just a couple years of practice, Google can claim to produce the best computer-generated language translations in the world - in languages their boffin creators don't even understand.

    Last summer, Google took top honors at a bake-off competition sponsored by the American agency NIST between machine-translation engines, besting IBM in English-Arabic and English-Chinese. The crazy part is that no one on the Google team even understands those languages.... the automatic-translation engines they constructed triumphed by sheer brute-force statistical extrapolation rather than "understanding".

    I spoke with Franz Och, Google's enthusiastic machine-translation guru, about this unusual new approach.

    Sixty years of failure

    Ever since the the Second World War there have been two competing approaches to automatic translation: expert rules vs. statistical deciphering.

    Expert-rule buffs have tried to automate the grammar-school approach of diagramming sentences (using modifiers, phrases, and clauses): for example, "I visited (the house next to (the park) )." But like other optimistic software efforts, the exact rules foundered on the ambiguities of real human languages. (Think not? Try explaining this sentence: "Time flies like an arrow, but fruit flies like a banana.")

    The competing statistical approach began with cryptography: treat the second language as an unknown code, and use statistical cues to find a mathematical formula to decode it, like the Allies did with Hitler's famous Enigma code. While those early "decipering" efforts foundered on a lack of computing power, they have been resurrected in the "Statistical Machine Translation" approach used by Google, which eschews strict rules in favor of noticing the statistical correlations between "white house" and "casa blanca." Statistics deals with ambiguity better than rules do, it turns out.

    Under Google's hood

    The Google approach is a lesson in practical software development: try things and see what sticks. It has just a few major steps:

    1. Google starts with lots and lots of paired-example texts, like formal documents from the United Nations, in which identical content is expertly translated into many different languages. With these documents they can discover that "white house" tends to co-occur with "casa blanca," so that the next time they have to translate a text containing "white house" they will tend to use "casa blanca" in the output.

    2. They have even more untranslated text in each language, which lets them make models of "well-formed" sentence fragments (for example, preferring "white house" to "house white"). So the raw output from the first translation step can be further massaged into (statistically) nicer-sounding text.

    3. Their key for improving the system - and winning competitions - is an automated performance metric, which assigns a translation quality number to each translation attempt. More on this fatally weak link below.

    This game needs loads of computational horsepower for learning and testing, and a software architecture which lets Google tweak code and parameters to improve upon its previous score. So given these ingredients, Google's machine-translation strategy should be familiar to any software engineer: load the statistics, translate the examples, evaluate the translations, twiddle the system parameters, and repeat.

    What is clearly missing from this approach is any form of "understanding". The machine has no idea that "walk" is an action using "feet," except when its statistics tell it the text strings "walk" and "feet" sometimes show up together. Nor does it know the subtle differences between "to boycott" and "not to attend." Och emphasized that the system does not even represent nouns, verbs, modifiers, or any of the grammatical building blocks we think of as language. In fact, he says, "linguists think our structures are weird" - but he demurred on actually describing them. His machine contains only statistical correlations and relationships, no more or less than "what is in the data." Each word and phrase in the source votes for various phrases in the output, and the final result is a kind of tallying of those myriad votes.


    Winning at chess, losing at language

    This approach is much like computerized chess: make a statistical model of the domain and optimize the hell out of it, ultimately winning by sheer computational horsepower. Like chess (but unlike vision), language is a source of pride, something both complex and uniquely human. For chess, computational optimization worked brilliantly; the best chess-playing computers, like Deep Blue, are better than the best human players. But score-based optimization won't work for language in its current form, even though it does do two really important things right

    The first good thing about statistical machine translation is the statistics. Human brains are statistical-inference engines, and our senses routinely make up for noisy data by interpolating and extrapolating whatever pixels or phonemes we can rely on. Statistical analysis makes better sense of more data than strict rules do, and statistical rules produce more robust outputs. So any ultimate human-quality translation engine must use statistics at its core.

    The other good thing is the optimization. As I've argued earlier (http://www.theregister.co.uk/2003/10/17/software_engineers_the_ultimate_brain/), the key to understanding and duplicating brain-like behavior lies in optimization, the evolutionary ratchet which lets an accumulation of small, even accidental adjustments slowly converge on a good result. Optimization doesn't need an Einstein, just the right quality metric and an army of engineers.

    So Och's team (and their competitors) have the overall structure right: they converted text translation into an engineering problem, and have a software architecture allowing iterative improvement. So they can improve their Black Box - but what's inside it? Och hinted at various trendy algorithms (Discriminative Learning and Expectation Maximization, I'll bet Bayesian Inference too), although our ever-vigilant chaperon from Google Communications wouldn't let him speak in detail. But so what? The optimization architecture lets you swap out this month's algorithm for a better one, so algorithms will change as performance improves.

    Or maybe not. The Achilles' Heel of optimization is that everything depends on the performance metric, which in this case clearly misses a lot. That's not a problem for winning contests - the NIST competition used the same "BLEU"(Bilingual Evaluation Understudy) metric as Google practiced on, so Google's dramatic win mostly proved that Google gamed the scoring system better than IBM did. But the worse the metric, the less likely the translations will make sense.

    The gist of the problem is that because machines don't yet understand language - that's the original problem, right? - they can't be too good at automatically evaluating language translations either. So researchers have to bootstrap the BLEU score, taking a scheme like (which merely compares the similarity of two same-language documents) and verifying that on average humans prefer reading outputs with high scores. (They compare candidate translations against gold-standard human translations)

    The BLEUs

    But all BLEU really measures is word-by-word similarity: are the same words present in both documents, somewhere? The same word-pairs, triplets, quadruplets? In obviously extreme cases, BLEU works well; it gives a low score if the documents are completely different, and a perfect score if they're identical. But in between, it can produce some very screwy results.

    The most obvious problem is that paraphrases and synonyms score zero; to get any credit with , you need to produce the exact same words as the reference translation has: "Wander" doesn't get partial credit for "stroll," nor "sofa" for "couch."

    The complementary problem is that BLEU can give a high similarity score to nonsensical language which contains the right phrases in the wrong order. Consider first this typical, sensible output from a NIST contest:

    "Appeared calm when he was taken to the American plane, which will to Miami, Florida"

    Now here is a possible garbled output which would get the very same score:

    "was being led to the calm as he was would take carry him seemed quite when taken"

    The core problem is that word-counting scores like BLEU - the linch-pin of the whole machine-translation competitions - don't even recognize well-formed language, much less real translated meaning. (A stinging academic critique of BLEU can be found here (http://www.iccs.inf.ed.ac.uk/~osborne/papers/eacl06.pdf).

    A classic example of how the word-by-word translation approach fails comes from German, a language which is too "tough" for Och's team to translate yet (although Och himself is a native speaker). German's problem is its relative-to-English-tangled Wordorder; take this example from Mark Twain's essay "The Awful German Language":

    "But when he, upon the street, the (in-satin-and-silk-covered-now-very-unconstrained-after-the-newest-fashioned-dressed) government counselor's wife met, etc"

    Until computers deal with the actual language structure (the hyphens and parentheses above), they will have no hope of translating even as well as Mark Twain did here.

    So why are computers so much worse at language than at chess? Chess has properties that computers like: a well-defined state and well-defined rules for play. Computers do win at chess, like at calculation, because they are so exact and fussy about rules. Language, on the other hand, needs approximation and inference to extract "meaning" (whatever that is) together from text, context, subject matter, tone, expectations, and so on - and the computer needs yet more approximation to produce a translated version of that meaning with all the right interlocking features. Unlike chess, the game of language is played on the human home-turf of multivariate inference and approximation, so we will continue to beat the machines.

    But for Google's purposes, perfect translation may not even be necessary. Google succeeded in web-search partly by avoiding the exact search language of AltaVista in favor of a tool which was fast, easy to use, and displayed most of the right results in mostly the right order. Perhaps it will also be enough for Google to machine-translate most of the right words in mostly the right order, leaving to users the much harder task of extracting meaning from them. ®

    Bill Softky (http://www.softky.com/Bill/) has worked on dozens of science and technology projects, from the deep paradoxes of nerve cells to automatically debugging Windows source code. He hopes someday to reverse-engineer the software architecture of mammalian learning, and meanwhile works as Chief Algorithmist at an internet advertising startup.

    Related links

    Breathless blog about Google's new translation engine (http://blog.outer-court.com/archive/2005-05-22-n83.html)
    Tower of Google users stats for translation (http://www.theregister.co.uk/2007/03/29/google_translator/)
    Google machine translation page (http://translate.google.com/translate_t)

    International Computer Science Institute | 2006 News
    www.icsi.berkeley.edu/news/

    ICSI speech processing technology excelled in the recent National Institute of Standards and Technology (NIST) evaluations. The ICSI Speaker Diarization system and the ICSI/SRI Speech-to-Text (STT) system performed extremely well in all test conditions that were entered in the NIST evals. More information about this year's evals is available from the NIST 2006 Rich Transcription Eval Site. Although NIST regulations prevent comparing ICSI's results to those of other participating labs, complete results are available from the NIST website:
    Speaker Diarization results (.pdf file)
    STT results (.pdf file)

    Chuck Wooters, Xavier Anguera, and Jose Manuel Pardo worked on ICSI's diarization technology, and along with a team from SRI International, Adam Janin, Andreas Stolcke, Xavier Anguera, Chuck Wooters, Kofi Boakye, Ozgur Cetin, and Joe Frankel worked on STT. This year's performance followed similarly strong showings for diarization and STT in 2004 and 2005.

    Tower of Google uses stats for translation [printer-friendly] | The Register
    www.theregister.com/2007/03/29/google_translator/p...

    Tower of Google uses stats for translation

    Published Thursday 29th March 2007 12:44 GMT

    Google dreams of a world where hundreds of languages can be simultaneously translated by machines which compare texts using statistics rather than applying grammatical rules.

    Statistical machine translation uses a computer to compare two documents - one in the original language and one translated by a human. It finds patterns and links between the two and uses them to create its own future translations.

    Google has used documents from the European Commission and United Nations to feed its machines.

    Franz Och, who runs Google's translation team, told Reuters that early efforts impressed people with experience of machine-run translation systems.

    Och said: "The more we feed into the system the better it gets."

    Google already offers statistical translation of Arabic, Chinese and Russian. Other language translations are provided by third parties. Och repeated the Google mantra that the focus was on improving the software and that once it was working well they would look at making money from it.

    Dr Miles Osborne, a lecturer at the University of Edinburgh who spent last year on sabbatical at Mountain View working on the system, told the Reg: "This is quite a recent move by Google - they hired Franz Och one of leading lights in statistical translation. What you see with this system is what an academic would make if they had lots of money, support, and access to lots of machines. They have one of the world's best translators, especially for Arabic and Mandarin."

    Osborne said the development was important for Google because documents on the web are increasingly in languages other than English. To continue to improve its core search engine, Google would need translation software.

    Asked why Arabic and Mandarin were the first languages chosen, Osborne said it was down to US paranoia and homeland security. He said the US military put cash into research for translating languages from areas they considered a threat.

    Osborne said the US Army preferred computer-based systems because they distrusted human translators.

    Reuters' story is here (http://www.reuters.com/article/technologyNews/idUSN1921881520070328?feedType=RSS%20target=).

    Google's language tools are here (http://www.google.com/language_tools). ®

    Welcome to the AI Nuggets Notebook!
    I'm using this notebook to collect snippets of Web pages and notes related to Artificial Intelligence.  The first ten or so sections correspond closely to the structure of the CSC/CPE 480 class, followed by topics not covered in detail. Towards the end you'll find applications of AI, and potential project ideas. 
    Overview

    Searching for Intelligence in Our Genes: Scientific American
    www.sciam.com/article.cfm?id=searching-for-intelli...

    Scientific American Magazine -  October 8, 2008

    Searching for Intelligence in Our Genes

    IQ is easy to measure and reflects something real. But scientists hunting among our genes for the factors that shape intelligence are discovering they are more elusive than expected

    By Carl Zimmer

    In Robert Plomin’s line of work, patience is essential. Plomin, a behavioral geneticist at the Institute of Psychiatry in London, wants to understand the nature of intelligence. As part of his research, he has been watching thousands of children grow up. Plomin asks the children questions such as “What do water and milk have in common?” and “In what direction does the sun set?” At first he and his colleagues quizzed the children in person or over the telephone. Today many of those children are in their early teens, and they take their tests on the Internet.

    In one sense, the research has been a rousing success. The children who take the tests are all twins, and throughout the study identical twins have tended to get scores closer to each other than those of nonidentical twins, who in turn have closer scores than unrelated children. These results—along with similar ones from other studies—make clear to the scientists that genes have an important influence on how children score on intelligence tests.

    But Plomin wants to know more. He wants to find the specific genes that are doing the influencing. And now he has a tool for pinpointing genes that he could not have even dreamed of when he began quizzing children. Plomin and his colleagues have been scanning the genes of his subjects with a device called a microarray, a small chip that can recognize half a million distinctive snippets of DNA. The combination of this powerful tool with a huge number of children to study meant that he could detect genes that had only a tiny effect on the variation in scores.

    Still, when Plomin and his co-workers unveiled the results of their microarray study—the biggest dragnet for intelligence-linked genes ever undertaken—they were underwhelming. The researchers found only six genetic markers that showed any sign of having an influence on the test scores. When they ran stringent statistical tests to see if the results were flukes, only one gene passed. It accounted for 0.4 percent of the variation in the scores. And to cap it all off, no one knows what the gene does in the body.

    “It’s a real drag in some ways,” Plomin says.

    Plomin’s experience is a typical one for scientists who study intelligence. Along with using microarrays, they are employing brain scans and other sophisticated technologies to document some of the intricate dance steps that genes and environment take together in the development of intelligence. They are beginning to see how differences in intelligence are reflected in the structure and function of the brain. Some scientists have even begun to build a new vision of intelligence as a reflection of the ways in which information flows through the brain. But for all these advances, intelligence remains a profound mystery. “It’s amazing the extent to which we know very little,” says Wendy Johnson, a psychologist at the University of Minnesota.

    Hidden in Plain Sight
    In some ways, intelligence is very simple. “It’s something that everybody observes in others,” says Eric Turkheimer of the University of Virginia. “Everybody knows that some people are smarter than others, whatever it means technically. It’s something you sense in people when you talk to them.”

    Yet that kind of gut instinct does not translate easily into a scientific definition. In 1996 the American Psychological Association issued a report on intelligence, which stated only that “individuals differ from one another in their ability to understand complex ideas, to adapt effectively to the environment, to learn from experience, to engage in various forms of reasoning, to overcome obstacles by taking thought.”

    To measure these differences, psychologists in the early 1900s invented tests of various kinds of thought, such as math, spatial reasoning and verbal skills. To compare scores on one type of test to those on another, some psychologists developed standard scales of intelligence. The most familiar of them is the intelligence quotient, which is produced by setting the average score at 100.

    IQ scores are not arbitrary numbers, however. Psychologists can use them to make strong predictions about other features of people’s lives. It is possible to make reasonably good predictions, based on IQ scores in childhood, about how well people will fare in school and in the workplace. People with high IQs even tend to live longer than average.

    “If you have an IQ score, does that tell you everything about a person’s cognitive strengths and weaknesses? No,” says Richard J. Haier of the University of California, Irvine. But even a simple number has the potential to say a lot about a person. “When you go see your doctor, what’s the first thing that happens? Somebody takes your blood pressure and temperature. So you get two numbers. No one would say blood pressure and temperature summarize everything about your health, but they are key numbers.”

    Then what underlies an intelligence score? “It’s certainly tapping something,” says Philip Shaw, a psychiatrist at the National Institute of Mental Health (NIMH). The most influential theory of what the score reflects is more than a century old. In 1904 psychologist Charles Spearman observed that people who did well on one kind of test tended to do well on others. The link from one score to another was not very tight, but Spearman saw enough of a connection to declare that it was the result of something he called a g factor, short for general intelligence factor.

    How general intelligence arose from the brain, Spearman could not say. In recent decades, scientists have searched for an answer by finding patterns in the test scores of large groups of people. Roughly speaking, there are two possible sources for these variations. Environmental influences—anything from the way children are raised by their parents to the diseases they may suffer as they develop—are one source. Genes are another. Genes may shape the brain in ways that make individuals better or worse at answering questions on intelligence tests.

    Starting in the 1960s, scientists have gotten clues about the roles of genes and environment by studying twins. To see why twins are so important to intelligence researchers, imagine that a pair of identical twins are separated as babies and adopted by different parents. They have the same genes but experience different environments. If their genes have no influence at all on their intelligence test scores, then you would expect that the scores would be no more similar to each other than those of two unrelated people. Yet if genes do play a critical part in intelligence, identical twins should be more similar.

    “Two people with the same genes correlate as much as a person does with himself a year later,” Plomin says. “Identical twins reared apart are almost as similar as identical twins reared together.” But these similarities also take time to emerge. “By the age of 16 these adopted-away children resemble their biological parents’ IQ just as much as kids do who are reared by their biological parents,” Plomin adds.

    Results such as these persuaded Plomin that genes have a crucial role in intelligence, although they clearly do not act alone. “That’s what led me to say, ‘What we need to do is begin to find some genes,’” he says.

    Uncharted Territory
    In the early 1990s, when Plomin started his search for genes, he had little company. “I knew nobody else would be crazy enough to do it,” he remarks.

    Plomin could not simply scan the human genome, because it had not been mapped yet. But geneticists had identified a number of genes that, if mutated in certain ways, were associated with mental retardation. Other variations in those genes, Plomin reasoned, might produce subtler differences in intelligence. He and his colleagues compared children who scored well or poorly on intelligence tests. They looked for variants of the 100 genes that showed up unusually often in one group or the other. “We didn’t really find any there,” he says.

    So Plomin expanded the search. Rather than looking at a predefined set of genes, he mapped thousands of genetic markers sprinkled across the chromosomes of his subjects. If a marker turned up frequently in high- or low-scoring students, there might be an intelligence-linked gene not far away. He and his colleagues added more children to their study so that they could detect genes with weaker effects. At one point in the research, Plomin thought he had found an authentic link between intelligence and a gene known as IGF2R that encodes a growth factor receptor which is active in the brain. But when he and others tried to replicate the result, they failed. “It doesn’t look like that has panned out,” he says.

    Plomin suspected that he needed more genetic markers to find intelligence genes. When eggs and sperm develop, their chromosomes swap segments of DNA. The closer two segments of DNA are to each other, the more likely they are to be passed down together. But in Plomin’s early studies, millions of DNA nucleotides separated each pair of markers. It was possible that intelligence genes were so far from a genetic marker that they were sometimes getting passed down together and sometimes not. He needed a much denser set of genetic markers to reduce the chance of this happening.

    It was with great delight that Plomin got his hands on microarrays that could detect 500,000 genetic markers—hundreds of times more than he had previously used. He and his colleagues got cheek swabs from 7,000 children, isolated their DNA, and ran it through the microarrays. And once more the results were disappointing.

    “I’m not willing to say that we have found genes for intelligence,” Plomin declares, “because there have been so many false positives. They’re such small effects that you’re going to have to replicate them in many studies to feel very confident about them.”

    Failing to find genes for intelligence has, in itself, been very instructive for Plomin. Twin studies continue to persuade him that the genes exist. “There is ultimately DNA variation responsible for it,” he says. But each of the variations detected so far only makes a tiny contribution to differences in intelligence. “I think nobody thought that the biggest effects would account for less than 1 percent,” Plomin points out.

    That means that there must be hundreds—perhaps thousands—of genes that together produce the full range of gene-based variation in intelligence. Plomin doubts that some genes are specialized just for verbal skills and that other genes are just for spatial understanding. In twin studies, individuals tend to have similar scores on tests for all of those different kinds of intelligence. If genes belonged to specialized sets, a person could inherit one kind of aptitude and not the others.

    Plomin also surmises that his results offer some hints as to how genes influence intelligence in the brain. “If there are many genes of small effect, it’s highly unlikely that they are all going to focus in one area of the brain,” he argues. Instead the genes may be influencing a large network of brain regions. And each of those intelligence-associated genes may produce many different effects in different parts of the brain.

    The ultimate test of Plomin’s hypothesis will have to wait until scientists finally put together a list of genes that have an indisputable effect on how the brain works and that are associated with intelligence scores. That list may take a long time to come together, but Plomin is encouraged by new results from an entirely different line of research: a burst of new neuroimaging studies that attempt to find the mark of intelligence in the brain itself.

    The Shape of Intelligence
    Shaw and his colleagues at the NIMH have been analyzing brain scans of schoolchildren. Researchers have made images of their developing brains once a year, and Shaw has focused much of his attention on what the pictures reveal about the growth of the cortex, the outer rind of the brain where the most sophisticated information processing takes place. The cortex continues to change shape and structure until people reach their early 20s. And Shaw has found that differences in intelligence test scores are reflected in how brains develop.

    In all children the cortex gets thicker as new neurons grow and produce new branches. Then the cortex thins out as branches are pruned. But in some parts of the cortex, Shaw found, development took a different course in children with different levels of intelligence. “The superclever kids started off very thin,” Shaw says. “They got really relatively thicker, but in adolescence they got thinner again very quickly.”

    A similar pattern has emerged from studies on adult brains. Researchers have found that people with high intelligence scores tend to have certain regions of the cortex that are larger than average. Shaw expects that some of those patterns will turn out to be the result of the environment. But these regions of the cortex tend to be the same size in twins, indicating that genes are responsible for some of the difference as well.

    In recent years, scientists have also published a number of studies in which they claim to have found distinctive patterns of brain functioning in people who score high on intelligence tests. Recently Haier and Rex Eugene Jung of the University of New Mexico surveyed 37 studies examining regional brain size or activity to look for an overall pattern to their results. As Plomin would have predicted, Haier and Jung found no one “intelligence spot” in the brain. Instead they identified a number of significant regions scattered around the cortex. Other studies have implicated each of these regions in different kinds of cognition. “It looks like intelligence is built on these fundamental cognitive processes, like attention and memory, and maybe language ability,” Haier says.

    Along with describing the gray matter tissue that makes up the cortex, these studies also find the signature of intelligence in the white matter that links distant parts of the cortex to one another. People with high intelligence tend to have tracts of white matter that are more organized than other people. “The white matter is like the wiring,” Haier says. “If you think about it, you know, intelligence really requires processing power and speed; the white matter would give it the speed; the gray matter would give it the processing power.”

    Haier suggests that these parts of the “intelligence network” may work differently in different people. “You can think about being very intelligent because you have a lot of speed and a lot of processing—you have both,” he says. “Or you can think about a lot of one and less of the other. All these combinations may produce the same ultimate result, so you may have two equally intelligent people, but their brains are fundamentally arriving at that behavior, however you’re measuring it, in different ways.”

    Haier acknowledges that these ideas are little more than speculation. Still, he argues that neuroimaging has already given scientists a far more solid understanding of intelligence. “I can predict full-scale IQ with the amount of gray matter in a small number of areas,” he says. Haier suspects that in the near future, 10 minutes in a magnetic resonance imaging scanner may reveal as much about high school students as four hours taking an SAT exam.

    Some psychologists are not quite ready to take that step. They do not think IQ and g should be endowed with a deeper significance than they deserve. For one thing, there is much beyond the life of the mind than mentally rotating cubes and completing analogies. “I think human intelligence is multifaceted and very complex,” the University of Virginia’s Turkheimer says. Unfortunately, he adds, barely any work has been done on other facets of intelligence.

    “We can use g for a lot of useful things, but I don’t believe it follows from that that human intelligence is a unitary thing called g that we can find in a literal way in the brain,” he says. Longitude and latitude are useful, too, for navigation, he notes, but that does not mean there is actually a grid carved into the earth.

    Johnson of the University of Minnesota defends the g factor as tapping into something important in the brain, but, like Haier, she does not think it is a one-size-fits-all general intelligence. “While there is something general about intelligence, what makes my intelligence general is not the same thing that makes your intelligence general or any other person’s,” she says. “Our brains are plastic enough that we put together, each of us, a different kind of general intelligence.”

    Pinpointing the role genes have in producing different kinds of intelligence will no doubt be very difficult. And it is entirely possible that a list of intelligence-linked genes may include many that do not actually have brain-specific functions. Turkheimer offers the following thought experiment: Imagine a gene that is related to the width of a woman’s birth canal. Women who carry a gene for a narrow birth canal tend to have more trouble in labor, and their babies run a higher risk of being oxygen-deprived. As a result, their babies, on average, have IQ scores a couple points below those who have a different version of the gene. And some of those children will also carry the narrow-canal gene.

    “These babies are going to have a gene that’s correlated with low IQ,” Turkheimer says. “So do you conclude that that’s an IQ gene? Well, not really; it’s a birth-canal gene. The ways that genes could correlate with IQ are so variable that it’s almost impossible to know.”

    Turkheimer’s own research illustrates another kind of complexity in the link from genes to intelligence: genes do not act in isolation from the environment. In fact, the same gene can have different effects in different environments. Turk­heimer was led to this realization when he noticed that the large twin studies on intelligence contained few poor children. “Very poor people don’t have the time or the resources or the interest to do volunteer studies,” he says.

    Other databases, Turkheimer discovered, have more poor children in their ranks. He was able to analyze the test scores of hundreds of twins, taking into consideration their socioeconomic status—a category based on factors that include a family’s income and the education level of the parents. He found that the strength of genes’ effect depended on the socioeconomic status of the children. In children from affluent families, about 60 percent of the variance in IQ scores could be accounted for by genes. For children from impoverished families, on the other hand, genes accounted for almost none.

    Turkheimer and his colleagues published these results in 2003; in May 2007 they replicated the pattern with another database. Instead of comparing IQ scores, the researchers looked at how 839 pairs of twins fared on the National Merit Scholarship Qualifying Test in 1962. Once more genes played little role in the variance of scores among poor children and played a far stronger one in more affluent children. Turkheimer posits that poverty brings with it powerful environmental forces that may shape intelligence from the womb through school and onward. But when children grow up in the relative stability of an affluent home, gene-based differences can begin to make themselves felt.

    As if this complexity was not enough, scientists are also finding that genes, in turn, can alter the effect that the environment has on our intelligence. Last year British scientists found an association between breast-feeding and a boost in IQ test scores—but only if children carried a particular variant of a particular gene. If they carried another variant, breast-fed children scored no differently than children who drank formula.

    Genes may also influence behavior in ways that influence how intelligence develops. “People create their own environments,” Johnson says. “If you see a kid who’s really interested in art or math, you’re just more likely to go out and get him a math book or some crayons. So they’ll practice it and become more different from the kid who doesn’t have the math book. Parents respond to what the kid does. Our models don’t measure that well at all.”

    This effect might explain one of the most puzzling patterns in twin studies on intelligence: how the influence of genes becomes stronger on test scores as people get older. Genes may affect how people mold their intellectual environment. Choosing to seek out new experiences, reading books and engaging in conversations may alter the brain. And as children grow up and take over control of their own lives, this effect may get stronger.

    “Intelligence is kind of an emergent property of the brain,” Shaw says. “The idea that you’re born with 15 genes, and they set in stone how intelligent you’re going to be and how your brain is going to develop, is almost certainly wrong.”

    Why Study Intelligence?
    Intelligence may be enormously complex, and scientists may have made frustratingly little progress in understanding it. Yet many experts on intelligence still see some practical values in continuing the quest. Haier, for example, hopes that a brain-based understanding of intelligence will help teachers design strategies for educating children most effectively.

    “It’s very important as we enter the 21st century to maximize and optimize education for people,” he argues. “That’s what’s at stake.”

    By understanding people’s genetic profiles, Plomin suggests, it may be possible to find the best ways to foster learning. If, as he anticipates, microarray studies finally do reveal intelligence genes, it may then be possible to test children for which versions they carry.
    “You could get an index of genetic risk,” Plomin says. “You could see which kids are at genetic risk for reading disability, and you could then intervene. The hope is that you could predict and intervene with programs to prevent those problems rather than waiting until they occur in school.”

    And for some psychologists, it is enough that intelligence is such an intriguing part of human nature. “Intelligence and intelligence test scores are in many ways the best predictor in all of psychology,” Turkheimer says. “That’s what makes it fascinating. If you know my SAT scores and you want to know how I’m going to perform at practically anything, those SAT scores are far from a perfect predictor, but they’re far better than knowing about my personality. Intelligence really works. There’s this palpable psychological quality that allows you to make predictions about humans but gets very slippery when you try to tie it down in concrete numerical ways. So it’s just a very interesting scientific problem.”

    For charts and graphs related to this story , click the images below to enlarge

    Note: This article was originally titled, "The Search for Intelligence".

    Computer Science:Artificial Intelligence - Wikibooks, collection of open-content textbooks
    en.wikibooks.org/wiki/Computer_Science:Artificial_...

    Computer Science:Artificial Intelligence

    From Wikibooks, the open-content textbooks collection

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    This book may be hard for readers to find. Please add a link to it on any appropriate bookshelves.
    For assistance, post a notice on the Staff Lounge with the title of this book included.
    When this book is properly shelved, you can remove {{cleanup-link}} from this page. If this is a new book, use {{New book}} instead.


    A central Artificial Intelligence wikibook has been started. Content from this book will eventually be merged into Artificial Intelligence. Please use that article's discussion page for discussion on the subject.

    Contents


    [edit] Introduction

    While no consensual definition of Artificial Intelligence (AI) exists, AI is broadly characterized as the study of computations that allow for perception, reason and action.

    We can divide the cognitive world into 3 domains - Intelligent, Normal and Below Normal. The average human being does Normal things. Intelligence is always demonstrated in NEW domains. The properties of a New domain are that the patterns in these domains are ambiguous and are incomplete. Therefore, Intelligence can be better understood as the ability to work efficiently with Incomplete, Ambiguous Patterns. Artificial Intelligence extends the computing power from an algorithmic domain to this Incomplete, Ambiguous patterns domain. (Algorithms have the property of Definiteness which cannot be satisfied in this domain.)

    There are two major views of work in the field of AI: some people view AI as the quest for mechanisms, or algorithms, in which their output would be considered intelligent if performed by a human (i.e., a chess playing computer). Others view AI as a scientific discipline to understand the human mind, by modelling the cognitive processes humans go through.

    With a bit of oversimplification, AI is:

    • simulated intelligent behavior
    • symbolic processing

    Main techniques include:

    • rule-based or tree-based knowledge representation.
    • logic programming
    • heuristics

    AI has influenced a number computer scientific areas:

    • databases
    • software engineering, include object-oriented design
    • distributed computing
    • graphics
    • user interfaces
    • simulation

    [edit] Search

    Search is a classical AI topic. Many AI problems reduce to searching for solutions in the problem state space. The basic idea:

    • initial state
    • apply an operator to transform state.

    Example: symbolic integration

    To find this integral: \int{{x^4 \over (1-x^2)^{5/2}} dx}, you can try different tricks, and not all will work.

    Example: 8-puzzle

    If a bunch of tiles are arranged like this:

    \begin{bmatrix} 
2 & 8 & 3 \\ 
1 & 6 & 4 \\
7 & \Box & 5
\end{bmatrix}

    And this is the correct order:

    \begin{bmatrix} 
1 & 2 & 3 \\ 
8 & \Box & 4 \\
7 & 6 & 5
\end{bmatrix}

    and the \Box is a blank tile you can slide around, then you can use search to figure it out. Each state will have at most four resulting states, because you can slide \Box up, left, right, and down.

    [edit] Heuristic search

    You can use DFS (Depth-first search) or BFS (Breadth-first search) to explore a graph, but it may require O(bm) node visits, but if you want to search more efficiently, it might be better to check out the promising leads first. With a heuristic search, at each step of the way, you use an evaluation function to choose which subtree to explore. You can think of a heuristic search like a "best-first" search.

    It is important to remember that a heuristic search is best at finding a solution that is "good enough" rather than the perfect solution. Some problems are so big that finding the perfect solution is too hard.

    To do a heuristic search you need an evaluation function that lets you rank your options.

    [edit] Sliding tile puzzle aka 8-puzzle Example

    This website has an example of a sliding tile puzzle if you are unfamiliar with what these are. Sliding tile puzzles (or 8-puzzles) provide a problem that can be solved more efficiently with a heuristic search (like A*) vs. DFS and BFS.

    For the 8-puzzle, we could use this as a simple evaluation function:

    f = g + w

    where g is the distance from the root, and w is the number of misplaced tiles, not counting the \Box tile.

    The evaluation function f = g + w would score the initial state

    \begin{bmatrix} 
5 & 4 & \Box  \\ 
6 & 1 & 8 \\
7 & 3& 2
\end{bmatrix}

    as

    4 = 0 + 4

    A better heuristic is known as the Manhattan distance. This heuristic value is determined by the sum of the distance for each tile from its goal location. This heuristic is admissible, such that it does not overestimate the cost to reach the goal node.

    TODO: draw search tree for 8-puzzle and show heuristic search path solution, vs. DFS and BFS search solution.

    The above evaluation function is just one possible guess. We could play with other evaluation functions, like:

    f = g + p, where g is the same, and p is the sum of distances that each tile is from the root.

    Or we could use f = g + p + 3S, where g and p are the same, and S is the sum of sequence scores Σs. s is calculated for each tile like so:

    s = 

\begin{cases}

1, & \mbox{if the tile is the central tile} \\
0, & \mbox{if the tile is the noncentral tile and is followed by the proper successor} \\
2, & \mbox{if the tile is non-central and is not followed by its proper successor}

\end{cases}

    [edit] Tic Tac Toe and minimax

    to be done later

    n,mn,mn,mn

    [edit] Knowledge discovery and machine learning

    [edit] Probability is probably going to be interesting

    Example 1: tossing a coin once

    ω1 = HEADS

    ω2 = TAILS

    \Omega = \left \{ \omega_1, \omega_2 \right \}

    X(ω) can be a function like the number of heads. X1) = 1, and X2) = 0.

    Example 2: tossing a coin twice.

    \Omega = \left \{ HH, HT, TH, TT \right \}

    Potiential outputs from our X(ω) function:

    X(\omega) = \left \{ 2, 1, 1, 0 \right \}

    On to probability.

    P(HH) should return the probability of getting two heads.

    Often we denote P(X(ω) = x) as P(x).

    [edit] Logarithms refresher

    The logarithm L of a number N, in a given base B, is such that N = BL

    For instance, make N = 8 and B = 2. Then, you would have L = 3, as you can see: log28 = 3

    Another example:

    log_2 ( \frac {1}{4} ) = log_2 ( 2^ {-2} ) = -2 log_2 ( 2^1 ) = -2

    [edit] Emacs SLIME appendix

    The recommended way to use lisp (according to the #lisp crew) is to use SBCL and emacs with the SLIME extension. Below are some useful commands:

    Command                what it does
    M-x slime              starts slime session
    C-x b                  switches to another buffer
    C-c C-l                load current file into SLIME
    C-c C-k                compile current file
    C-c C-c                compile current function
    C-x C-s                save current buffer
    C-x C-c                quit emacs
    C-c C-z                jump to slime buffer
    C-x C-f                open a new buffer
    C-x 2                  view two frames, horizontally stacked.
    C-x 1                  return to a one-frame view
    C-x o                  move to other frame
    

    [edit] Common lisp resources

    [edit] useful links

    • This page has links to lots of free lisp tools.
    • Lisp in a box seems to be the easiest way for a new user to get set up to use Common Lisp on Windows and Linux.

    [edit] a few lisp coding examples

    CL-USER> (loop for e in '(a b c)
                   do (format t "e is ~a.~%" e)
                   collect e)
    e is A.
    e is B.
    e is C.
    (A B C)
    CL-USER> (let ((x 0)
                   (y 1)
                   (z 2))
               (format t "x: ~a y: ~a z: ~a~%" x y z)
               (+ x y z))
    x: 0 y: 1 z: 2
    3
    CL-USER> (if (< 3 1) 0 1)
    1
    CL-USER> (if (< 3 5) 1 2)
    1
    CL-USER> (cond ((< 3 1) 1)
                   ((< 9 10) 2)
                   (t 3))
    2
    

    [edit] class notes on lisp

    Lisp is made of symbolic expressions. Everything descends from them.

    • symbolic expression
      • atom
        • number
          • float
          • fixed-point
        • symbol
      • list

    A lisp program is an ordered set of lists. In lisp, programs and data have the same form. Programs can be manipulated by programs.

    (+ 8 3)
    

    In the above computation, + is an operator, and 8 and 3 are arguments.

    Some example computations:

    CL-USER> (- 8 3)
    5
    CL-USER> (- 8 3 4)
    1
    CL-USER> (1+ 8)
    9
    CL-USER> (1- 8)
    7
    CL-USER> (* 8 (+ 3 7))
    80
    CL-USER> (expt 2 3)
    8
    CL-USER> (expt 3.3 2.2)
    13.827086
    CL-USER> (sqrt 9)
    3
    CL-USER> (abs -5)
    5
    

    [edit] Symbols and setq

    x is a symbol, which is sort of like a variable.

    (setq x 5) ; assigns 5 to symbol x.
    

    setq does not evaluate its first argument.

    Symbols and variables are different; e.g., x is a symbol throughout the program. However, x can be bound to different variables, e.g., a global and a local. The global x may have a value of 5, while the local x has the value 8.

    setq can make multiple assignments:

    CL-USER> (setq x 5 y 6 y 7)
    7
    

    [edit] quote

    CL-USER> (quote (a b c))
    (A B C)
    CL-USER> '(a b c)
    (A B C)
    CL-USER> (setq x '(+ 3 4))
    (+ 3 4)
    CL-USER> (setq x (+ 3 4))
    7
    CL-USER> (setq x '(+ 3 (* 4 5)))
    (+ 3 (* 4 5))
    CL-USER> (setq x `(+ 3 ,(* 4 5) (- 6 7)))
    (+ 3 20 (- 6 7))
    

    [edit] setq vs set

    CL-USER> (setq x 'y)
    Y
    CL-USER> x
    Y
    CL-USER> (set x 'z)
    Z
    CL-USER> x
    Y
    CL-USER> y
    Z
    

    set, rather than setq, evaluates the first argument. setq stands for set quote.

    [edit] setf, remove, cons

    assignment of lists:

    CL-USER> (setf friends '(dick jane))
    (DICK JANE)
    CL-USER> friends
    (DICK JANE)
    CL-USER> (setf enemies '(grinch ghost))
    (GRINCH GHOST)
    CL-USER> (setf friends (remove 'ghost enemies))
    (GRINCH)
    CL-USER> (setf friends (cons 'ghost friends))
    (GHOST GRINCH)
    CL-USER> friends
    (GHOST GRINCH)
    

    first, second, third, etc.

    CL-USER> (first '(a b c))
    A
    CL-USER> (second '(a b c))
    B
    CL-USER> (third '(a b c))
    C
    

    car and cdr: old-school flavor.

    CL-USER> (cdr '((a b) c))
    (C)
    CL-USER> (car (cdr '(a b c)))
    B
    

    You can combine car and cdr:

    CL-USER> (car (cdr '(a b c)))
    B
    CL-USER> (cadr '(a b c))
    B
    CL-USER> (caddr '(x y z w))
    Z
    CL-USER> (car (cdr (cdr '(x y z w))))
    Z
    

    Fun with cons:

    CL-USER> (cons 'a '(b c))
    (A B C)
    CL-USER> (cons '(a b) '(c d))
    ((A B) C D)
    CL-USER> (cons 'a (cons 'b (cons 'c NIL)))
    (A B C)
    CL-USER> (list 'a 'b 'c)
    (A B C)
    CL-USER> (append '(a b) '(c d))
    (A B C D)
    CL-USER>
    

    cons, list, and append do not alter symbol values.

    CL-USER> (setq x 'a L '(b c))
    (B C)
    CL-USER> (cons x L)
    (A B C)
    CL-USER> L
    (B C)
    CL-USER> (setq x 'a L '(b c))
    (B C)
    CL-USER> (setq L (cons x L))
    (A B C)
    CL-USER> L
    (A B C)
    

    Inserting an element at the end of a list:

    CL-USER> (append '(a b) '(c))
    (A B C)
    CL-USER> (setq x 'c)
    C
    CL-USER> (append '(a b) (list x))
    (A B C)
    CL-USER> (length '(a b c))
    3
    CL-USER> (length '((a b) (c d)))
    2
    

    Reverse only reverses the order of the top list elements:

    CL-USER> (reverse '(a b c))
    (C B A)
    CL-USER> (reverse '((a b) (c d)))
    ((C D) (A B))
    

    [edit] alists and assoc

    CL-USER> (setf apple '((ako fruit)
                           (color red)
                           (shape sphere)))
    ((AKO FRUIT) (COLOR RED) (SHAPE SPHERE))
    CL-USER> (assoc 'color apple)
    (COLOR RED)
    

    [edit] three rules of evaluation

    1. Symbols are replaced by their current bindings

    CL-USER> (setq x 2)
    2
    CL-USER> (+ x x)
    4
    

    2. Lists are evaluated as function calls. 3. Everything else evaluates to itself.

    It may not look particularly significant, but the above illustrates an important characteristic. You can write symbols rather than only reserved words and variables.

    [edit] Generations of computer languages

    Machine language -> assembly -> high-level languages -> very high-level languages -> symbolic languages

    [edit] Functions

    CL-USER> (defun addthree (x) (+ x 3))
    ADDTHREE
    

    In addthree, x is a formal parameter, meaning that x is in the function definition, rather than the function call.

    CL-USER> (defun sum-average (x y)
               (setq sum (+ x y))
               (/ sum 2))
    SUM-AVERAGE
    

    sum is a non-formal parameter. non-formal parameters are free rather than bound. x and y are formal parameters, which are bound. free parameters are global, and bound parameters are local.

    CL-USER> (sum-average 3 5)
    4
    CL-USER> sum
    8
    CL-USER> (sum-average 10 20)
    15
    CL-USER> sum
    30
    

    Notice that sum in the top level has its value changed. Use free symbols with great care. It is conventional to set off global parameters with asterisks, like *PS*.

    CL-USER> (defun sum-ave-caller (sum x y)
               (sum-average x y) sum)
    SUM-AVE-CALLER
    CL-USER> (sum-ave-caller 0 10 20)
    0
    CL-USER> sum
    30
    

    Take a look at the above code carefully. It may be confusing but the code listed below is equivalent.

    CL-USER> (defun sum-ave-caller (sum_name_substitute x y)
               (sum-average x y) sum_name_substitute)
    SUM-AVE-CALLER
    CL-USER> (sum-ave-caller 0 10 20)
    0
    CL-USER> sum
    30
    CL-USER> sum_name_substitute
    ERROR
    

    [edit] Theory

    The discipline of artificial intelligence potentially provides answers to unsolved problems in neuroscience because AI must devise and test theories of how mind emerges from brains.

    I hope you got the idea.

    Artificial Intelligence - Wikibooks, collection of open-content textbooks
    en.wikibooks.org/wiki/Artificial_Intelligence

    Artificial Intelligence

    From Wikibooks, the open-content textbooks collection

    Jump to: navigation, search

    A Wikibookian suggests that Computer Science:Artificial Intelligence be merged into this book or chapter.
    Discuss whether or not this merger should happen on the discussion page.

    Welcome to the Wikibook about Artificial Intelligence.

    Before starting on the book, a basic layout and method should be decided on. See the discussion page for this.


    Contents

    [edit] Index

    The following is a first proposal for a basic layout. This is not yet complete, ideas are welcome. Discuss on the talk page or just add them here.

    The book is laid out into 4 sections, with increasing detail and complexity. Each section contains a number of chapters. In addition to regular chapters, there are case-study chapters, that investigate full and complex AI systems using several techniques from the regular chapters (as well as perhaps some new ones)

    [edit] Introduction

    • Overview

    Some application of AI: AI has a wide spectrum of applications including natural language processing, search engines, medical diagnosis, bioinformatics and cheminformatics, detecting credit card fraud, stock market analysis, classifying DNA sequences, speech and handwriting recognition, object recognition in computer vision, game playing, machine learning and robot locomotion.

    Some scientists and futurists predict that in near future with AI we can make digital human, artificial life and artificial immortality.

    Development stage: 25% (as of 23-Nov-2006) A chronological look at milestones in Artificial Intelligence
    • Artificial intelligence paradigms and schools of thought

    [edit] Section 1

    [edit] General concepts

    Development stage: 00% (as of 27-Nov-2006) Representational perspectives
    Development stage: 75% (as of 27-Nov-2006) Zero-order logic: Propositional calculus
    Development stage: 00% (as of 27-Nov-2006) Attributional logic
    Development stage: 00% (as of 27-Nov-2006) First-order predicate logic
    Development stage: 00% (as of 27-Nov-2006) Second-order logic
    Development stage: 00% (as of 27-Nov-2006) Exhaustive search
    Development stage: 00% (as of 27-Nov-2006) Heuristic search
    Development stage: 00% (as of 27-Nov-2006) Depth-first search
    Development stage: 00% (as of 27-Nov-2006) Breadth-first search
    • Probability: Describing the basics (philosophical and mathematical) of probability theory inference.

    [edit] Section 2

    Basic AI topics

    • Planning, Decision making and Problem Solving: Expanding on the search chapter to show how simple agents and simple intelligent behavior can be created. Examples are solving a puzzle, navigating a small maze (with pits and monsters) or planning a trip to the supermarket.
    • Uncertainty: Introduction to reasoning, planning and decision making with uncertainty.
    • Case Study - Building a (relatively) strong game AI: Building a strong AI for some game (to be chosen) that combines techniques from the planning and uncertainty chapters. This should go deeper than the simplified algorithms that most books describe and actually produce a strong playing AI.
    • Inference in Logic: Backward and Forward chaining, Resolution and Logic Programming.
    • Knowledge Engineering: Ways to describe and store complicated knowledge. Databases, OO concepts, knowledge bases, representing space and time, inference from large datasets, diagnosis system etc.
    • Natural Language: Stuff like Markov models, POS taggers and CFG's.
    • Machine Learning: The basic idea of Machine Learning, (learning based on examples), and explanations of the basic techniques
    • Case Study - Artificial Life: Describes an environment with several evolving agents and some different techniques to construct agents. This should be able to draw on and compare pretty much all the chapters from section 2 (including the natural language chapter).

    [edit] Section 3

    More advanced topics and techniques in AI

    • Development stage: 25% (as of 25-Nov-2006) Neural Networks and related models
    • Advanced Expert Systems: Expands on the basic expert systems explained in Knowledge Engineering in section 2. Includes more in depth explanation of Bayesian Networks than in the Machine Learning section.
    • Case Study - Data Mining: Describes mining a large dataset (perhaps some part of the wikipedia database) using machine learning algorithms, using software like Weka.
    • Advanced Natural Language: A description of the various techniques for dealing with tenses, sentence focus, presuppositions, etc in NLP and NLG. This focuses mostly on the underlying structure of language and how to translate into some logical language, rather than statistical methods and models.
    • Natural Language Learning: Deals with more advanced statistical models for learning to understand language.
    • Case Study - Dialogue System: Building system that can communicate (intelligently) in written natural language. In a nutshell, trying to pass the Turing test. Three basic paradigms; case based reasoning (like ALICE), Logic based (translating everything to and from some extended version of predicate logic) and some machine learning based solution.

    Section 4: Highly specific AI topics and techniques.

    • Machine Vision: Interpreting visual data. Face recognition, 3d reconstruction etc.
    • Speech Recognition, Text to Speech and OCR
    • Advanced Logics: Advanced logic systems.
    • Reinforcement Learning
    • Robotics: Detailed and technical introduction to the three basic paradigms of robotics. Deals with software and hardware.

    Section 5 A.I Circuits and algorithms

    WEIZENBAUM. REBEL AT WORK. Über den Film.
    www.ilmarefilm.org/W_D_1.htm


    Im Nikolaiviertel, in einer kleinen Wohnung mit Blick auf das Marx-Engels-Forum und den Berliner Dom lebt Joseph Weizenbaum.

    Der 84-jährige ist wieder in Berlin. Zurückgekehrt? So würde er es nicht nennen. Geboren im Berlin der 20er-Jahre wächst er in der jüdischen Bürgerschicht auf. Wohnung und Kürschnerei des Vaters sind auf einer Etage, die Familie wohnt am vornehmen Gendarmenmarkt, Joseph hat sein eigenes Kindermädchen. Ein einziger Persianermantel als Startkapital und die Familie verlässt Nazi-Deutschland für immer. An Bord des Schnelldampfers Bremen geht es 1936 nach New York, dann weiter nach Detroit, Michigan. Für den damals 13-jährigen Joseph ein abenteuerlicher Ausflug, für die Eltern eine einzige Überforderung.

    Ein Computer wird an der Universität gebraucht, also wird er gebaut, Joseph ist im Team. Er geht nach Kalifornien, als im Silicon Valley noch Obstbäume stehen. Es ist die Frühzeit des Computers: Noch gibt es keine Handbücher, man lötet, schraubt, macht Fehler und probiert von Neuem, jeder kennt jeden. Im Kalten Krieg spielt Geld keine Rolle. Mit jeder neuen Bedrohung müssen die Computer schneller werden. Für Joseph eine herrliche Zeit und der Beginn seiner wissenschaftlichen Karriere in den USA. Er wird Professor auf Lebenszeit am elitären Massachusetts Institute of Technology, dem MIT, als die Informatik gerade entsteht. Doch Joseph ist ein Rebell: In seinem Buch "COMPUTER POWER AND HUMAN REASON" greift er die eigenen Fachkollegen scharf an und kritisiert deren Allmachtsphantasien, den Militarismus und die vorherrschende Wissenschaftsgläubigkeit.

    Zum Dissidenten geworden, entscheidet er sich Anfang der Neunziger für die erneute Emigration. Seither füllt er mit seinen Gastvorträgen mühelos die Hörsäle: Er ist eine moralische Instanz, ein un-akademischer Mahner, ein origineller wie eindringlicher Kulturpessimist. Seine uneitlen Vorträge sind kleine Happenings, der Mann mit dem Schnauzbart und langem Haar wird beinahe zur Kultfigur. Nicht zuletzt, weil er so einfach über Computer sprechen kann, dass ihn jeder versteht.

    Berlin. Ein verschmitzter Geschichtenerzähler fügt unzählige Anekdoten, Erinnerungen und Einfälle zusammen zu einem Gemälde, das er sein Leben nennt.
    images.zeit.de/text/1972/03/Albtraum-Computer
    images.zeit.de/text/1972/03/Albtraum-Computer

    Albtraum Computer

    Ist das menschliche Gehirn nur eine Maschine aus Fleisch? Ein entscheidender Artikel des selbsternannten "Ketzers der Informatik"aus der ZEIT vom Januar 1972

    Von Joseph Weizenbaum

    Unsere Zivilisation steht heute am Anfang einer schweren geistigen Krise. Akademiker, Industrielle und Journalisten beschäftigt die Möglichkeit, daß der Computer irgendwie beweisen wird, „das Gehirn sei lediglich eine Maschine aus Fleisch". Allein eine solche These zu erwägen bedeutet, den Nutzen der Freiheit des Menschen, seiner Würde und seiner Autonomie in Frage zu stellen. Wie hat der Computer zur Entstehung dieser betrüblichen Sachlage beigetragen?

    Wir müssen uns darüber klar sein, daß ein Computer nichts ist ohne ein Programm. Ein Programm ist im Grunde die Umwandlung eines Computers in einen anderen, welcher autonom ist und — in einem sehr realen Sinne — ein Verhalten besitzt. Programmiersprachen beschreiben dynamische Prozesse.

    Wir können Programmodelle für jeden beliebigen Aspekt der realen Welt, der uns interessiert, konstruieren, und wir können diese Modelle arbeiten lassen. Doch müssen wir uns immer vor Augen halten, daß ein Computermodell eine Beschreibung ist, die da arbeitet.

    Wenn wir gemeinhin davon sprechen, daß ein Modell von B sei, so meinen wir damit, daß eine Theorie über irgendwelche Aspekte des Verhaltens von B zugleich eine Theorie der gleichen Aspekte des Verhaltens von A sei. Eröffnen uns die Programmiersprachen neue Möglichkeiten des Ausdrucks, so entbinden sie uns doch keineswegs von der Verpflichtung, verfechtbare Theorien aufzubauen. Denn auch Fehler können mit äußerster Präzision und Beredsamkeit behauptet werden, aber dadurch werden sie noch nicht in Wahrheit verwandelt.

    Die fehlende Unterscheidung zwischen Beschreibungen (selbst solchen, die „funktionieren") und Theorien erklärt weitgehend, warum diejenigen, die den Menschen nicht als Maschine sehen wollen, in die Defensive gedrängt worden sind. Neuere Fortschritte im Verstehen natürlicher Sprachen durch Computer sind ein gutes Beispiel. Die Linguisten Halle und Chomsky am Massachusetts Institut für Technologie haben lange an einer Sprachtheorie gearbeitet, der jedes beliebige Modell sprachlichen Verhaltens genügen muß. Während ihre Erfolge von ihresgleichen gefeiert und bisweilen von anderen verdammt werden, sind sie weiterhin von zwei Dingen überzeugt:

    erstens, daß sie eines Tages widerlegt werden durch Forscher, die auf ihren Schultern stehen und Fehler und Armseligkeit ihres Systems aufdecken, und

    zweitens, daß ihre Ergebnisse notwendige Schritte auf dem Wege zu diesem künftigen Fortschritt sind. Insofern sind sie Teil der großen wissenschaftlichen Tradition.

    Viel wichtiger ist aber, daß sie ihr Arbeitsgebiet mit großer Ehrfurcht und tiefer persönlicher Demut betrachten. Informatiker, die sich mit dem Verstehen natürlicher Sprachen durch Computer beschäftigen, mögen ebenso bescheiden sein. Aber sie arbeiten in einer gewöhnlich als Performanz-Modus bezeichneten Arbeitsweise. Darin zählt nicht die Ausarbeitung einer Theorie, sondern die Leistung von Systemen.

    Verführung und Irreführung

    Ich habe keinerlei Zweifel, daß am Ende dieses Jahrzehnts Computersysteme existieren werden, mit denen Spezialisten wie etwa Ärzte, Chemiker und Mathematiker in natürlicher Sprache verkehren werden. Und sicherlich wird ein Teil dieser Errungenschaften auf anderen Erfolgen aufbauen, wie zum Beispiel auf der Simulation von Erkenntnisprozessen durch Computer. Daher ist es verständlich, wenn sich gewisse Täuschungen anzusiedeln und auszubreiten beginnen.

    Verführt all dies nicht zu dem Glauben, daß ein Computer, der die natürliche Sprache in einem wenn auch noch so eingeschränkten Kontext versteht, etwas vom Wesen des Menschen eingefangen hat? Descartes selbst könnte es geglaubt haben. Über diese sehr verständliche Verführung wird der Computer zu einer Quelle der Philosophie.

    Aber allein die Frage „Hat der Computer das Wesen des Menschen erfaßt?" ist eine Irreführung und damit eine Falle. Denn die eigentliche Frage „Versteht der Mensch das Wesen des Menschen?" hat nichts mit Technologie zu tun und ganz sicher auch nichts mit irgendeinem technischen Gerät.

    Wir haben technologische Metaphern - „Mythen der Maschine" - und die Technik selbst so tief in unsere Gedankenprozesse eindringen lassen, daß wir schließlich an die Technologie sogar die Aufgabe, Fragen zu formulieren, abgegeben haben. Kluge Menschen empfinden zu Recht, daß große Datenbänke und riesige Computernetze den Menschen bedrohen. Aber sie überlassen es der Technologie, die entsprechende Frage zu formulieren. Wo ein einfacher Mann fragen würde: „Brauchen wir diese Dinge?", fragt die Technologie: „Welche elektronische Zauberei macht sie ungefährlich?" Wo ein einfacher Mann fragt: „Ist das gut?", fragt die Technologie: „Wird das funktionieren?" Auf diese Weise wird die Wissenschaft und sogar die Weisheit zu dem, was Technologie und vor allem der Computer handhaben können.

    Die Frage „Ist das Gehirn lediglich eine Maschine aus Fleisch?" ist typisch für die Art von Fragen, die aus einer technologischen Mentalität formuliert und tatsächlich nur in ihr formulierbar sind. Sobald sie als rechtmäßig zugelassen ist, beginnen Streitgespräche, was ein Computer „im Prinzip" kann oder nicht kann, und diese Streitgespräche werden dann selbst rechtmäßig. Aber die Zulässigkeit der technologischen Frage braucht nicht von vornherein anerkannt zu werden. Statt dessen kann eine menschliche Frage gestellt werden.

    Systeme ohne Autoren

    Der Erfolg der Technik und einiger technologischer Erklärungen hat uns dazu verleitet, der Technologie die Formulierung wichtiger Fragen an unserer Statt zu erlauben — Fragen, deren Form schon die Anzahl der Freiheitsgrade in unserem Entscheidungsraum ernsthaft einschränkt. Wer immer die Frage stellt, bestimmt in starkem Maße die Antworten. In diesem Sinne ist die Technologie und speziell die Computertechnologie ein sich selbst erfüllender Alptraum geworden, der an die Frau erinnert, die davon träumt, vergewaltigt zu werden, und ihren Angreifer bittet, nett zu ihr zu sein. Er aber antwortet: „Es ist Ihr Traum, gute Frau." Wir müssen einsehen, daß die Technologie unser Traum ist und daß wir es sind, die schließlich entscheiden, wie er enden wird.

    Die Computerrevolution muß die Würde und Autonomie des Menschen weder in Frage stellen noch braucht sie es, sondern sie ist eine Art pathologisches Phänomen, das den Menschen dazu bewegt, ihm unberechtigte, höchst schädliche Interpretationen abzuringen. Sobald wir uns klarmachen, daß unsere Visionen, möglicherweise Alpträume, die Wirkung unserer eigenen Werke auf uns und unsere Gesellschaft bestimmen, so wird ihre Bedrohung sicherlich vermindert. Das bedeutet aber nicht, daß dieses Bewußtwerden bereits alle Gefahren ausschließt. Zum Beispiel gibt es, außer der aushöhlenden Wirkung einer technologischen Mentalität auf das menschliche Selbstverständnis, unmittelbare Angriffe auf die Freiheit und Würde des Menschen, in denen die Computertechnologie eine kritische Rolle spielt.

    Wir haben bereits eine Maschine (Dendral), die über mehr chemisches Wissen verfügt als viele Doktoren der Chemie, und eine andere (Mathlab), die mehr Wissen über Angewandte Mathematik besitzt als die meisten Mathematiker dieses Zweiges. Die Kenntnisse beider können vor dem Hintergrund der Theorien, von denen sie abgeleitet wurden, bewertet werden.

    Wenn der Anwender von Mathlab das aus einer bestimmten Funktion berechnete Integral für falsch hält, so kann er, einmal abgesehen von möglichen Programmfehlern, nicht in Übereinstimmung mit der mathematischen Theorie der Integration sein. Er streitet dann nicht mit der Maschine oder dem Programmierer, sondern mit einer bestimmten mathematischen Theorie. Was aber ist mit den vielen Programmen, auf die sich das Management in Regierung und Militär verläßt, von denen man keineswegs behaupten kann, daß sie auf erklärbaren Theorien beruhen, die vielmehr statt dessen ein riesiges Flickwerk von Programmiertechniken sind, aneinandergeknüpft, damit sie funktionieren?

    In unserem Eifer, jeden technischen Fortschritt auszunutzen, fügen wir eiligst das, was wir bei der maschinellen Manipulation des Wissens solcher auf bestimmten Theorien basierenden Systeme gelernt haben, in dieses Flickwerk ein. Es „funktioniert" dann besser. Nun wird es ungemein wichtig zu verstehen, wie solche Systeme wirklich konstruiert sind.

    Ich denke da an Systeme zur Auswahl von Kriegszielen, wie sie in Vietnam benutzt werden, an die Kriegsspiele im Pentagon und so weiter. Diese oftmals gigantischen Systeme werden von Programmierteams in Zeitspannen häufig von vielen Jahren zusammengesetzt. Wenn dann das System schließlich wirklich in Gebrauch genommen wird, sind die meisten früheren Programmierer nicht mehr da oder haben sich anderen Aufgaben zugewandt. Und genau dann, wenn solche riesigen Systeme endlich benutzt werden, kann weder eine einzelne Person noch ein kleines Team von Spezialisten ihre inneren Arbeitsabläufe überblicken. Dies hat Folgen:
    - Entscheidungen werden auf der Grundlage von Regeln und Kriterien gefällt, die niemand kennt;
    - das System der Regeln und Kriterien ist nicht mehr veränderbar. Denn ohne detaillierte Kenntnisse der inneren Arbeitsabläufe solcher Systeme würde jede wesentliche Änderung das System lahmlegen.

    Die Schwelle der Komplexität, jenseits derer diese Erscheinung auftritt, ist schon von vielen existierenden Systemen einschließlich einiger Kompilations- und Operationssysteme überschritten worden. So mag zum Beispiel niemand gewisse Operationssysteme für manche großen Maschinen, aber sie können weder wesentlich geändert noch können sie abgeschafft werden. Zu viele Menschen sind von ihnen abhängig.

    Ein plumpes Betriebssystem ist unbequem. Das an sich ist nicht schlimm. Auf einem anderen Blatt aber steht, daß man sich immer mehr auf Supersysteme verläßt, die vielleicht als Hilfe bei Analysen und Entscheidungen gedacht waren, seitdem aber das Wissen ihrer Benutzer überfordern und doch für sie unentbehrlich geworden sind. Im modernen Krieg ist es dem Soldaten, etwa dem Bomberpiloten, vertraut, in einer riesigen psychischen Entfernung von seinen Opfern zu operieren. Er ist nicht verantwortlich für verbrannte Kinder, denn er sieht ja niemals ihre Dörfer, seine Bomben und gewiß nicht die brennenden Kinder.

    Die moderne technologische Rationalisierung von Krieg, Diplomatie, Politik und Handel wie etwa in den Computerspielen — wirkt sich sogar noch heimtückischer auf die Politik aus: Die Politiker haben nicht nur ihre Verantwortung zur Entscheidung einer ihnen unverständlichen Technologie übertragen, wobei sie die Illusion aufrechterhalten, daß sie, die Politiker, die politischen Fragen stellen und beantworten; vielmehr ist die Verantwortung selbst verdunstet. Kein menschliches Wesen ist mehr verantwortlich für das, „was die Maschine sagt". Daher kann es weder richtig noch falsch geben, keine Rechtsfrage, keine Theorie, mit der man übereinstimmen oder nicht übereinstimmen kann, und schließlich keine Grundlage, auf der man in Frage stellen könnte, „was die Maschine sagt".

    Mein Vater pflegte sich auf die letzte Autorität zu beziehen, indem er zu mir sagte: „Es steht geschrieben." Aber da konnte ich lesen, was geschrieben steht, konnte mir einen Autor vorstellen, konnte seine Wertmaßstäbe rekonstruieren und schließlich zustimmen oder ablehnen. Dagegen haben die Systeme im Pentagon und ihre Gegenstücke überall in unserer Kultur in einem sehr realen Sinn keine Autoren. Sie erlauben daher keine Anwendung unseres Vorstellungsvermögens, die schließlich zu menschlicher Beurteilung führen könnte. Kein Wunder, daß Menschen, die Tag um Tag mit solchen Maschinen leben und von ihnen abhängen, glauben, daß Menschen lediglich Maschinen seien. Sie spiegeln damit wider, was sie selbst geworden sind.

    Die potentiellen, tragischen Wirkungen solcher Systeme auf die Gesellschaft sind noch schlimmer, als es auf den ersten Blick scheinen könnte. Und es sind die Nebenwirkungen, nicht die direkten Effekte, auf die es am meisten ankommt.

    Raffinierte Nebenwirkungen

    Die Idee raffinierter indirekter Nebenwirkungen einer Technologie auf die Gesellschaft läßt sich an der Erfindung des Mikroskops nachweisen. Zur Zeit seiner Entdeckung, in der Mitte des 17. Jahrhunderts, wurde Krankheit allgemein als eine Strafe verstanden, die Gott einem einzelnen auferlegte. Das Mikroskop befähigte den Menschen zur Erkennung von Mikroorganismen und schuf damit die Voraussetzungen für die Erregertheorie der Krankheiten. Daneben führte die überraschende Entdeckung extrem kleiner lebender Organismen zu der Vorstellung einer kontinuierlichen Lebenskette, die wiederum eine notwendige geistige Voraussetzung für die Entwicklung des Darwinismus war. Sowohl die Theorie der Krankheitserreger als auch die Evolutionstheorie veränderten die Vorstellungen des Menschen von seinem Vertrag mit Gott und damit sein Selbstverständnis. Politisch haben diese Ideen die Macht der Kirche verringert und bisher unangreifbare Autoritäten in Frage gestellt.

    Es ist sinnvoll zu fragen, ob der Computer ähnliche Veränderungen im Selbstverständnis des Menschen bewirken wird. Wie ist die psychologische Auswirkung auf die Individuen einer Gesellschaft, in der anonyme, also nicht verantwortungsfähige Kräfte die großen Tagesfragen stellen und den Bereich möglicher Antworten abgrenzen? Es kann nicht überraschen, wenn eine große Anzahl aufnahmebereiter Menschen in einer solchen Gesellschaft ihre Ohnmacht erkennen und sich in jene blinde Wut treiben lassen, die oft solche Erfahrungen begleitet.

    Computergestützte Wissenssysteme werden mehr oder weniger unveränderbar (abgesehen davon, daß sie wachsen können). Weil sie Abhängigkeit erzeugen und nach Überschreiten einer gewissen Schwelle nicht mehr aufgegeben werden können, besteht die große Gefahr, daß sie von einer Generation zur nächsten vererbt werden und dabei immer weiter wachsen.

    Sicherlich, auch der Mensch überträgt seine Erfahrungen von einer Generation zur nächsten. Weil er aber sterblich ist, ist diese Übermittlung über die Generationen zugleich ein Prozeß des Filterns und der Vervollkommnung. Der Mensch überträgt nicht bloßes Wissen, er regeneriert es kontinuierlich. Soviel wir auch das Verschwinden alter Kulturen betrauern mögen, so wissen wir doch, daß die Größe des Menschen ebensosehr in der Evolution seiner Kulturen wie in der Evolution seines Hirns begründet ist.

    Die unkluge Anwendung immer größerer und immer komplexerer Computersysteme könnte diesen Prozeß durchaus zum Stillstand bringen. Sie könnte die Ebbe und Flut der Kulturen durch eine Welt ohne Werte ersetzen, eine Welt, in der alles Wesentliche vor langer Zeit bestimmt und für alle Zeiten festgehalten worden ist.

    Der meiste Schaden, den der Computer potentiell zur Folge haben könnte, hängt weniger davon ab, was der Computer tatsächlich machen kann oder nicht kann, als vielmehr von den Eigenschaften, die das Publikum dem Computer zuschreibt. Der Nichtfachmann hat überhaupt keine andere Wahl, als dem Computer die Eigenschaften zuzuordnen, die durch die von der Presse verstärkte Propaganda der Computergemeinschaft zu ihm dringen. Daher hat der Informatiker die enorme Verantwortung, in seinen Ansprüchen bescheiden zu sein.

    Diesen Rat brauchte ich nicht einmal auszusprechen, wenn die Informatik eine Tradition der Gelehrsamkeit und Kritik besäße wie die der etablierten Wissenschaften. Beim gereiften Wissenschaftler ist gerade seine Demut die Quelle seiner Stärke. Ich betrachte es als eine der wichtigsten Aufgaben eines Fachbereichs für Informatik an einer Universität, diese Art von Demut den Studenten einzuflößen, insbesondere durch das Beispiel der Lehrenden.

    Darüber hinaus muß sich der Informatiker stets bewußt sein, daß seine Instrumente ungeheuerlich verstärkende Wirkungen haben können, sowohl direkt als auch indirekt. Ein Fehler in einem Programm kann ernsthafte Folgen haben, sicherlich auch den Verlust von Menschenleben. Ich nenne ein Beispiel: Am 11. September 1971 verursachte ein Programmfehler die gleichzeitige Zerstörung von 117 Stratosphären-Wetterballons, deren Instrumente von einem Erdsatelliten überwacht wurden. Ein ähnlicher Fehler in einem militärischen Kommando- und Kontrollsystem könnte ein Rudel nuklearbewaffneter Geschosse starten. Nur die allgemeine Zensur verhindert, daß wir erfahren, wie viele solcher Ereignisse mit nichtnuklearen Waffen bisher eingetreten sind.

    Der Informatiker hat daher die schwerwiegende Verantwortung, die Fehlbarkeit und Begrenztheit der Systeme, die er entwerfen kann, äußerst klarzumachen. Gerade die Wirkungsmöglichkeiten seiner Systeme sollten ihn zögern lassen, bereitwillig seinen Rat zu erteilen, und sollten ihn veranlassen, den Wirkungskreis seiner geplanten Arbeit einzuschränken.

    Die Grundfrage des Informatikers ist die gleiche, die sich jeder Wissenschaftler, ja, jeder Mensch stellen muß. Sie lautet nicht „Was soll ich tun", sondern vielmehr „Was soll ich sein". Ich kann diese Frage nur für mich selbst beantworten. Aber wenn die Technologie ein Alptraum mit anscheinend eigener unausweichlicher Logik ist, dann ist sie unser Alptraum. Der Mensch kann, Mut und Einsicht vorausgesetzt, der Technologie das Vorrecht absprechen, Menschheitsfragen zu stellen. Man kann menschliche Fragen stellen und darauf menschenwürdige Antworten finden.

    Der Original-Artikel aus der ZEIT 03/1972, S. 43 (PDF)

    Zum Thema

    DIE ZEIT 11/2008: »Heben und Rollen«
    Warum auch Fußballteams Maschinen sein können, ob man vor Maschinen Angst haben muss und wann sie scheitern: Ein Gespräch mit dem Technikhistoriker Hans-Joachim Braun
    [http://www.zeit.de/2008/11/OdE20-Maschine-Interview]

    ZEIT online 11/2008: Joe Weizenbaum, freier Geist
    Informatik muss kritisch sein, und sie ist nichts ohne das kultivierte Gespräch. Erinnerung an einen Intellektuellen.
    [http://www.zeit.de/online/2008/11/Joseph-Weizenbaum-Nachruf]

    images.zeit.de/text/online/2008/11/Joseph-Weizenbaum-Nachruf
    images.zeit.de/text/online/2008/11/Joseph-Weizenba...

    Joe Weizenbaum, freier Geist

    Programmieren heißt, die Gesellschaft zu gestalten. Also muss Informatik kritisch sein, und sie ist nichts ohne das kultivierte Gespräch. Erinnerung an einen Intellektuellen, der es pflegte.

    Von Gero von Randow

    Er liebte das deutsche Wort „Quatsch“ und benutzte es oft. Joseph Weizenbaum, geboren 1923 in Berlin, war ein weiser und köstlicher Quatschbekämpfer, der wusste, dass Lachen frei macht. Frei zu denken, sich nicht von den Moden - heute heißt es „Hypes“ - der sogenannten Informationsgesellschaft verblöden zu lassen, das propagierte er, und sein Humor nährte sich aus bitterem Ernst.

    Die Weizenbaums waren Juden und flohen 1936 vor den Nazis. Die Familie fand ihre neue Heimat, und Freiheit, in Amerika; gut möglich, dass diese Erfahrung als Hintergrund der freien kritischen Rede zu sehen ist, die Joseph Weizenbaum pflegte. Sie galt vor allem den Mythen des computertechnischen Fortschritts, und wer heute ernsthaft über die Informatisierung nachdenken will, sollte dies nicht tun, ohne Weizenbaums Kritik zu studieren.

    Joseph Weizenbaum war Mathematikstudent, als die ersten Computer entstanden, und er warf sich fort auf die Entwicklung dieser - ja, was waren das für Dinger? Logikmaschinen, so viel war klar. Rechner, das allemal. Aber auch „Elektronengehirne“, wie es zu jener Zeit hieß?

    Die Jagd nach „Künstlicher Intelligenz“ (KI) sollte bald beginnen, und Weizenbaum nahm von Anbeginn daran teil. Allerdings hatte er einen anderen Bildungshintergrund als seine akademischen Kollegen. Weizenbaum war nicht nur mit den formalen Grundlagen der Wissenschaft vertraut, die später „Informatik“ genannt werden sollte, sondern er kannte sich auch in der philosophischen Untersuchung von Begriffen wie „Bedeutung“ aus.

    Und es beginnt die Geschichte die schon oft erzählt wurde, hier in der Kurzfassung: Weizenbaum schreibt ein Programm, das eingetippte Sätze in natürlicher Sprache klassifizieren konnte, um darauf mit eigenen Sätzen zu antworten: einen sogenannten „Parser“. So etwas ist zu diesem Zeitpunkt, Mitte der sechziger Jahre, noch avantgardistisch; wenige Jahre später sollten solche Parser die Grundlage textbasierter Abenteuerspiele am Computer (zum Beispiel in „Mindwheel“) werden.

    Die Geschichte geht folgendermaßen weiter: Lustigerweise, listigerweise wählt Weizenbaum das Gebiet der Psychologie als Themenbereich, in dem die Ein- und Ausgabesätze zusammenzupassen scheinen, und es entsteht im menschlichen Gegenüber des Computers der Eindruck, ein sinnvolles Gespräch zu führen. Eine pure Illusion, denkt Weizenbaum, stellt aber fest, dass seine Sekretärin mit dem Programm spielt und Texte über intime Details in die Maschine tippt.

    Das war, so will es die von Weizenbaum in die Welt gesetzte Geschichte, die Initialzündung für sein großes Buch Die Macht der Computer und die Ohnmacht der Vernunft, das 1976 erschien, zehn Jahre nachdem er das Psychoprogramm geschrieben hatte (Vorüberlegungen zu diesem Buch veröffentlichte er 1972 in der ZEIT).

    Doch der Computerpsychiater war nicht mehr aus der Welt zu schaffen. Als „ELIZA“ ging das Programm in immer neuen Versionen um die Welt, und die computerisierte Psychotherapie ist heute sogar Gegenstand der Forschung.

    Das Buch. Viele hat Weizenbaum verfasst, doch das genannte Buch begründet seinen Ruhm. Es untersucht das Programmieren als Konstruieren gesellschaftlicher Wirklichkeiten. Aber eben nicht im Sinne allgemein gehaltener Kulturkritik, die mangels Detailkenntnis nicht recht zubeißen kann, sondern sehr konkret, auch auf dem Terrain der zum damaligen Zeitpunkt fortgeschrittensten Informatik.

    Weizenbaum kennt sie ja alle, die Künder der Künstlichen Intelligenz, er arbeitet im Massachusetts Institute of Technology Tür an Tür mit ihnen. Und während andere KI-Kritiker wie John Searle eher polemisieren anstatt sich auf die Informatik selbst einzulassen, geht Weizenbaum ins Detail, um den Teufel zu entdecken: die Vorstellung, Bedeutung könne von einer Maschine erzeugt werden.

    Ein folgenschwerer Irrtum, wie Weizenbaum meint, und er entfaltet auf dieser Grundlage eine Kritik der technokratischen Verschleierung von Machtverhältnissen, die zuvor von Denkern wie Herbert Marcuse oder Jürgen Habermas angedeutet, aber nicht ausgemalt werden konnte.

    Es folgte Weizenbaums Zeit als öffentlicher Intellektueller. Seine weiteren Bücher und Aufsätze und Reden sind, wenn man so will, Fortsetzungen dieses einen Buches. Weizenbaum intervenierte, stellte in öffentlichen Auftritten die KI-Intelligentsia bloß, ebenso die Computerpriester. Genüsslich zersägte er ihre Agitation, Propaganda und Reklame und half, in Amerika und in Deutschland Vereinigungen kritischer Informatiker zu gründen.

    Die Wirkungen des Macht-Ohnmacht-Buches waren weitreichend. Es trug dazu bei, dass einer der wichtigsten KI-Forscher, Terry Winograd, die Beschränktheit seiner Bemühungen erkannte und sich der Frage zuwandte, wie sich die Arbeits- und Sozialbeziehungen zwischen den Menschen mit der Informatisierung wandeln.

    Den Computer als Sozialmedium zu begreifen, das war der Weg, den Weizenbaum eröffnet hatte; dass später, mit der Robotik, eine andere Art Künstlicher Intelligenz auftreten sollte, die ihre eigene Körperlichkeit und sogar soziale Realität mit sich tragen würde, konnte Weizenbaum nicht voraussehen und nahm er später auch nicht ernst.

    Sehr erregen konnte er sich im Gespräch, gelegentlich auch mal pauschal werden, aber immer blieb er der anregende, grundfreundliche, sympathische Debattierer. Dazu ein persönliches Wort, denn „Joe“ Weizenbaum war früher oft in meinem Elternhaus zu Gast. Er hörte sich stets geduldig an, was ein computerbegeisterter Mathematiker wie mein Vater oder ein heranwachsender KI- und Vernetzungsfan wie ich so zu sagen hatten, um danach liebenswürdig - aber auf  unnachahmlich ironische Art - zu antworten. Ich kenne eigentlich nur einen anderen Menschen, der es darin mit Weizenbaum aufnehmen konnte, nämlich ausgerechnet Marvin Minsky, seinen Büronachbarn, Künder der Künstlichen Intelligenz und immer der Gegenpol zu Joe.

    Sie konnten kultiviert miteinander sprechen. Eben das, das Gespräch als Gesellschaftsform, schien für Joseph Weizenbaum bedroht zu sein, und zwar durch explosionsartige Quatschvermehrung im Internet. Am vergangenen Mittwochabend ist Joe Weizenbaum einem Schlaganfall erlegen.

    Zum Thema

    DIE ZEIT 11/2008: »Heben und Rollen«
    Warum auch Fußballteams Maschinen sein können, ob man vor Maschinen Angst haben muss und wann sie scheitern: Ein Gespräch mit dem Technikhistoriker Hans-Joachim Braun
    [http://www.zeit.de/2008/11/OdE20-Maschine-Interview]

    DIE ZEIT 03/1972: Albtraum Computer
    Ist das menschliche Gehirn nur eine Maschine aus Fleisch? Ein entscheidender Artikel des selbsternannten "Ketzers der Informatik"aus der ZEIT vom Januar 1972
    [http://www.zeit.de/1972/03/Albtraum-Computer]

    WHAT IS ARTIFICIAL INTELLIGENCE?

    John McCarthy

    Computer Science Department

    JanFebMarAprMayJun JulAugSepOctNovDec , :< 10 0

    Stanford University

    Revised November 24, 2004:

    Abstract:

    This article for the layman answers basic questions about artificial intelligence. The opinions expressed here are not all consensus opinion among researchers in AI.





    John McCarthy
    2004-11-24
    Topic:Artificial Intelligence - Wikiversity
    en.wikiversity.org/wiki/Topic:Artificial_Intellige...

    Topic:Artificial Intelligence

    From Wikiversity

    Jump to: navigation, search

    Artificial Intelligence

    Artificial Intelligence has been defined in a number of ways, few of the most suitable ones can be summed up as:

    "AI is the science of making machines do things that require intelligence if done by men." -Minsky, 1968.

    "AI is that part of computer science concerned with designing intelligent computer systems, i.e. systems that exhibit the characteristics which we associate with intelligence in human behaviour - e.g. understanding language, learning, reasoning, solving problems, etc." -Feigenbaum, 1981.

    "Artificial Intelligence is the study of ideas that enable computers to be intelligent"- Winston, in Artificial Intelligence, 2nd Edition, 1984.

    "Artificial Intelligence is the study of mental faculties through the use of computational models" -Charniak and McDermott, 1985.

    "A field of study that seeks to explain and emulate intelligent behaviour in terms of computational processes" -Schalkoff, 1990.

    "The study of the techniques for solving exponentially hard problems in polynomial time by exploiting knowledge about the problem domain" -Rich & Knight, in E. Rich & K. Knight: Artificial Intelligence, McGraw-Hill, New York, 2nd edition, 1991.

    "The study of the computations that make it possible to perceive, reason, and act" -Winston, 1992.

    The conclusion of all the above definitions gives the four possible goals to pursue AI as:

    Systems that think like humans. Systems that think rationally. Systems that act like humans. Systems that act rationally.

    So AI is an interdisciplinary field which aims at understanding principles behind the intelligent behaviors of the natural or artificial systems and then develops methods for the design and implementation of useful, intelligent artifacts.

    Understanding AI as a field of Computer Science involves a thorough understanding of following topics:

    1. History of AI
    2. Intelligent Agents
    3. Search techniques
    4. Constraint Satisfaction
    5. Knowledge Representation and Reasoning
    6. Logical Inference
    7. Reasoning under Uncertainty
    8. Decision Making
    9. Learning and Neural Networks
    AI and Computing Quotes [U]

                  [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Y] [Z]

    • The ultimate "computer," our own brain, uses only ten watts of power - one-tenth the energy consumed by a hundred-watt bulb. -- Paul Valery
    • The ultimate goal of logic is to show nothing can be proved. -- anon
    • Undecidability of arithmetic, n.: A set of theorems variously established by Godel (1931), Tarski (1935), Church (1936), and Rosser (1936). Briefly, it has been shown that for a set of axioms rich enough to "support" everyday arithmetic / logic, no algorithm exists which can determine for every arithmetical / logical sentence in finitely many steps whether it is true or false. -- Stan Kelly-Bootle (The Computer Contradictionary, 1995)
    • Understanding computer intelligence is a way to understand general intelligence. -- Patrick H. Winston
    • Understanding higher intellectual function requires us to look at the brain's spatiotemporal patterns, those melodies of the cerebral cortex. -- William H. Calvin (How Brains Think: Evolving Intelligence Then and Now, 1996) [online]
    • Understanding, n.: A cerebral secretion that enables one having it to know a house from a horse by the roof on the house. Its nature and laws have been exhaustively expounded by Locke, who rode a house, and Kant, who lived in a horse. -- Ambrose Bierce (The Devil's Dictionary, 1911) [online]
    • Unless mankind redesigns itself by changing our DNA through altering our genetic makeup, computer-generated robots will take over our world. -- Stephen Hawking
    • The use of anthropomorphic terminology when dealing with computing systems is a symptom of professional immaturity. -- Edsger W. Dijkstra
    • Use the defaults, Luke. Use the defaults. -- Obi-Web Kenobi (Tony Karp) (Art and the Zen of Web Sites, 2002)
    • Use the word cybernetics, Norbert, because nobody knows what it means. This will always put you at an advantage in arguments. -- Claude E. Shannon (to Norbert Wiener)
    • A successful [software] tool is one that was used to do something undreamed of by its author. -- S.C. Johnson
    • The user of the library of the future need not be a person. It may be another knowledge system -- that is, any intelligent agent with a need for knowledge. Such a library will be a network of knowledge systems, in which people and machines collaborate. -- Edward A. Feigenbaum, Pamela McCorduck, and H. Penny Nii (The Rise of the Expert Company, 1988)
    • Users don't give a hoot what the storage system is. All they care about is how the retrieval system works. [...] When we search for that elusive bit of e-mail, we don't care how the system stores it away, as long as the process of finding it and bringing it back to us is successful. -- Alan Cooper (Digital Soup, 1995)
    Using an artificial intelligence program, the first ever computer joke has been generated. It goes: 0100110100100111011. Well, computers think it's funny. -- D.J. Fleming
    CS 540: Intro to AI, University of Wisconsin - Madison
    www.cs.wisc.edu/~dyer/cs540/demos.html
     

    Interesting AI Demos and Projects

    Agents

    • Boids
      Building autonomous agents to simulate group motion and obstacle avoidance such as activities of bird flocks and schools of fish.

    • Excalibur
      This project develops a generic architecture for a group of agents to pursue their given goals, adapt their behavior to new environments, and communicate and perform coordinated group actions.

    • Intelligent Agents work at IBM

    • Artificial Life Interactive Video Environment (MIT)
      The Artificial Life Interactive Video Environment (ALIVE) is virtual reality system where people can interact with virtual creatures without being constrained by headsets, goggles, or special sensing equipment. The system is based on a magic mirror metaphore: a person in the ALIVE space sees their own image in a large-screen TV as if in a mirror. Autonomous, animated characters join the user's own image in the reflected world.

    • Open Mind Commonsense MIT
      Computers today are just plain dumb! The Open Mind Commonsense project is an attempt to make computers smarter by making it easy and fun for people all over the world to work together to give computers the millions of pieces of ordinary knowledge that constitute "common-sense", all those aspects of the world that we all understand so well we take them for granted.

    • AgentLink III European Commission
      AgentLink III is the premier Co-ordination Action for Agent Based Computing, funded by the European Commission's 6th Framework Program. Launched on 1st January, 2004, it provides support for the network of European researchers and developers with a common interest in agent technology through events aimed at industry outreach, and standardisation issues, as well as providing support for academic events and providing resources through the AgentLink Portal.

    • Internet Softbots (U. Washington)
      Building autonomous agents that interact with real-world software environments such as operating systems or databases is a pragmatically convenient yet intellectually challenging AI problem. We are utilizing planning and machine-learning technology to develop an Internet softbot (software robot), a customizable and (moderately) intelligent assistant for Internet access. The softbot accepts goals in a high-level language, generates and executes plans to achieve these goals, and learns from its experience.

    • Guardian Angel (MIT)
      The project uses guardian angels(software agents) to create health information systems centered on the patients rather than solely for the convenience of the doctors.

    • Microsoft Agent

    Computer Vision

    Expert Systems

    Game Design and Playing

    Human-Computer Interaction

    • Intelligent Rooms (MIT)
      Aire is an agent-based intelligent reactive environment that uses embedded computation to observe and participate in the normal, everyday events occurring in the world around it. It uses an array of sensors and a variety of computer vision, speech and gesture recognition systems to allow people to interact naturally with it.

    • The Adaptive House, University of Colorado at Boulder

    • The Aware Home, Georgia Tech University

    • CyberManor, Internet Home Alliance

    • MavHome, University of Texas at Arlington

    • PRIMA, Inria

    • Smart Spaces Lab, National Institute of Standards and Technology

    Intelligent Web Applications

    • Ahoy! finder of people's homepages on the web locates answers to frequently asked questions
    • mySimon personalized shopping agent
    • Smart Computing Smart shopping, finance and chatter agents on the web
    • DealTime personal shopping assistant for product availability and price information
    • Letizia web browsing assistant
    • Metacrawler meta-search engine
    • AliceBot A winner of an AI chatterbot contest
    • ReferralWeb locates experts on specific topics

    Machine Learning

    • ALVINN - Autonomous Vehicle Navigation using Neural Nets (CMU)
      ALVINN uses neural networks to learn visual servoing. It watches a person drive for five minutes, and can then take over driving. ALVINN has been trained to drive on dirt paths, single-lane country roads, city streets, and multi-lane highways. The successor to ALVINN, called RALPH, was the core of a system that drove a vehicle autonomously all but 52 of the 2,849 miles from Pittsburgh to San Diego, averaging 63 miles per hour, day and night, rain or shine.

    • Common Lisp Hypermedia Server(MIT)
      This server is created with Lisp. It has inductive learning ability and uses natural language processing techniques to answer questions.

    • JAM(Columbia)
      A multi-agent meta-learning fraud-prevention system for monitoring financial transaction networks.

    • NeuroOn-Line Producta complete graphical, object-oriented software tool kit for building neural network applications and applying them to dynamic environments.

    • Whale Identification using a Decision Tree

    • WebWatcher (CMU)

    Natural Language Processing

    • Alta Vista's Babel Fish
      a translation program

    • KPML
      The Komet-Penman Multilingual development environment is a system for developing and maintaining large-scale sets of multilingual systemic-functional linguistic descriptions.

    • MegaHAL (won second place in 1998 Loebner Contest)
      The program tries to carry on human-like conversation with users.

    • Pertinence Text summarization

    Robotics

    • CyberCars

    • R-Gator, Autonomous Unmanned Ground Vehicle

    • Autonomous Undersea Systems

    • The Cog Shop(MIT)
      The Cog Shop builds, maintains, and experiments with Cog, a humanoid robot.

    • Dante II Walking Robot (CMU)
      The CMU Field Robotics Center (FRC) developed Dante II, a tethered walking robot, which explored the Mt. Spurr (Aleutian Range, Alaska) volcano in July 1994. The use of robotic explorers, such as Dante II, opens a new era in field techniques by enabling scientists to remotely conduct research and exploration.

    • Demonstration of two robot motion planning algorithms(University of Minnesota)

    • Kismet: A Robot for Social Interactions with Humans(MIT)

    • Minerva, The Robotic Tour Guide (CMU and University of Bonn)
      Minerva is an intelligent mobile robot tour-guide that moves daily through crowds at the Smithsonian's National Museum of American History. You can know more about it from its homepage at CMU.

    • Robot Tele-operation (USC)
      The MERCURY PROJECT allows users to tele-operate a robot arm moving over a terrain filled with buried artifacts. A CCD camera and pneumatic nozzle mounted on the robot allow users to select viewpoints and to direct short bursts of compressed air into the terrain. Thus users can "excavate" regions within the sand by positioning the arm, delivering a burst of air, and viewing the newly cleared region.

    • Tracking and Grasping Moving Objects (Columbia)
      Coordination between an organism's sensing modalities and motor control system is a hallmark of intelligent behavior, and we are pursuing the goal of building an integrated sensing and actuation system that can operate in dynamic as opposed to static environments. The system we are building is a multi-sensor system that integrates work in real-time vision, robotic arm control and stable grasping of objects. Our first attempts at this have resulted in a system that can track and stably grasp a moving model train in real-time.

    Speech

    Theorem Proving

    • EQP theorem prover proved a long-standing mathematical conjecture about algebra, called the Robbins Problem

    Miscellaneous AI-aided applications

    Other Lists

     
    CS 540 | Department of Computer Sciences | University of Wisconsin - Madison

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    History of AI

    List of important publications in computer science - Wikipedia, the free encyclopedia
    en.wikipedia.org/wiki/List_of_important_publicatio...

    Artificial intelligence

    [edit] Computing machinery and intelligence

    Description: This paper discusses whether machine can think and suggested the Turing test as a method for checking it. In a sense, this was the beginning of artificial intelligence

    Importance: Topic creator, Breakthrough, Influence

    [edit] A Proposal for the Dartmouth Summer Research Project on Artificial Intelligence

    Description: This summer research proposal marks the areas of research in artificial intelligence since then. It was a very long summer.

    Importance: Influence

    [edit] Fuzzy sets

    Description: The seminal paper published in 1965 provides details on the mathematics of fuzzy set theory.

    Importance: Topic creator, Influence

    [edit] Probabilistic Reasoning in Intelligent Systems: Networks of Plausible Inference

    Description: This book introduced Bayesian methods to AI.

    Importance: Topic creator, Influence

    [edit] Artificial Intelligence: A Modern Approach

    Description: The standard textbook in Artificial Intelligence. The book web site lists over 1000 colleges and universities in 93 countries using it.

    Importance: Introduction, Influence

    [edit] The Brain Makers: Genius, Ego & Greed In The Quest For Machines That Think

    Description: The definitive book on the business of creating artificial intellligence.

    Importance:

    [edit] Machine learning

    [edit] Language identification in the limit

    Description: This paper created Algorithmic learning theory.

    Importance: Topic creator, Breakthrough, Influence

    [edit] On the uniform convergence of relative frequencies of events to their probabilities

    Description: Computational learning theory, VC theory, statistical uniform convergence and the VC dimension.

    Importance: Breakthrough, Influence

    [edit] A theory of the learnable

    Description: The Probably approximately correct learning (PAC learning) framework.

    Importance: Topic creator, Breakthrough, Influence

    [edit] Learning representations by back-propagating errors

    Description: Development of Backpropagation algorithm for artificial neural networks. Note that the algorithm was first described by Paul Werbos in 1974.

    Importance: Influence

    [edit] Induction of Decision Trees

    Description: Decision Trees are a common learning algorithm and a decision representation tool. Development of decision trees was done by many researchers in many areas, even before this paper. Though this paper is one of the most influential in the field.

    Importance: Influence

    [edit] Learning Quickly When Irrelevant Attributes Abound: A New Linear-threshold Algorithm

    Description: One of the papers that started the field of on-line learning. In this learning setting, a learner receives a sequence of examples, making predictions after each one, and receiving feedback after each prediction. Research in this area is remarkable because (1) the algorithms and proofs tend to be very simple and beautiful, and (2) the model makes no statistical assumptions about the data. In other words, the data need not be random (as in nearly all other learning models), but can be chosen arbitrarily by "nature" or even an adversary. Specifically, this paper introduced the Winnow (algorithm) algorithm.

    Importance: Influence

    [edit] Learning to predict by the method of temporal differences

    Description: The temporal differences method for reinforcement learning.

    Importance: Influence

    [edit] Learnability and the Vapnik-Chervonenkis dimension

    Description: The complete characterization of PAC learnability using the VC dimension.

    Importance: Breakthrough, Influence

    [edit] Cryptographic limitations on learning boolean formulae and finite automata

    Description: Proving negative results for PAC learning.

    Importance: Influence

    [edit] The strength of weak learnability

    Description: Proving that weak and strong learnability are equivalent in the noise free PAC framework. The proof was done by introducing the boosting method.

    [edit] Learning in the presence of malicious errors

    Description: Proving possibility and impossibility result in the malicious errors framework.

    Importance: Breakthrough, Influence

    [edit] A training algorithm for optimum margin classifiers

    • Proceedings of the Fifth Annual Workshop on Computational Learning Theory 5 144-152, Pittsburgh (1992).
    • Online version(HTML)

    Description: This paper presented support vector machines, a practical and popular machine learning algorithm. Support vector machines utilize the kernel trick, a generally used method.

    Importance: Breakthrough, Influence

    [edit] Knowledge-based analysis of microarray gene expression data by using support vector machines

    Description: The first application of supervised learning to gene expression data, in particular Support Vector Machines. The method is now standard, and the paper one of the most cited in the area.

    Importance: Breakthrough, Influence

    Wired News: AI Reaches the Golden Years
    www.wired.com/news/technology/0,71389-0.html?tw=rs...

    AI Reaches the Golden Years

    By David Cohn| Also by this reporter

    02:00 AM Jul, 17, 2006

    Artificial intelligence is 50 years old this summer, and while computers can beat the world's best chess players, we still can't get them to think like a 4-year-old.

    This week in Boston, some of the field's leading practitioners are gathering to examine this most ambitious of computer research fields, which at once has managed to exceed, and fall short of, our grandest expectations.

    "Artificial intelligence has accomplished more than people realize," said futurist Ray Kurzweil. "It permeates our economic infrastructure. Every time you place a cell phone call, send an e-mail, AI programs are directing information."

    When the term "artificial intelligence" was coined at a Dartmouth workshop, the idea was to explore human-level intelligence as computation. But it was the term itself that quickly captured the public's imagination, recalled John McCarthy, a professor emeritus of computer science at Stanford University who helped organize the AI workshop in 1956.

    "I would have thought that the workshop would have been known for the results that it produced," McCarthy said. "It in fact did become known to a significant extent simply because it popularized the term 'artificial intelligence.'"

    A scene from “The Ant Bully,” a computer-animated film that used Massive software to give individual ants in a crowd the ability to react independently with their surroundings.
    (Warner Bros. Entertainment Inc.)
    Intelligent Agents

    Slipstream - A Software Secretary That Takes Charge - NYTimes.com
    www.nytimes.com/2008/12/14/business/14stream.html?...
    December 14, 2008
    Slipstream

    A Software Secretary That Takes Charge

    SHOULDN’T your computer know a reasonable amount about your likes and dislikes? Wouldn’t it be great if it could anticipate your needs and take action without you pressing a key?

    Booking travel and restaurant reservations, rearranging meeting schedules or even taking a first cut at reading e-mail are among the mundane tasks that have remained beyond the reach of our PCs for decades.

    But now a new generation of Internet technologies, coupled with the investment of more than a third of a billion dollars, may be making meaningful progress.

    The concept of a software personal assistant has long captured the imagination of a generation of science fiction writers and computer scientists. Oliver G. Selfridge, the artificial-intelligence pioneer who died this month, is credited with coining the term “intelligent agent,” as well as the idea of a computer software “demon” — a simple software program that could monitor its environment and make appropriate responses when changes occur.

    With the arrival of personal computing in the 1980s, the idea took the form of highly choreographed “vision” statements from many Silicon Valley companies. The most memorable was the Knowledge Navigator video, by John Sculley, then chief executive of Apple, in which an interactive assistant on a video display, clad in a bow tie, does research for a college professor and nags him to return his mother’s phone call.

    But efforts to build useful computerized assistants have consistently ended in failure, including some of the Valley’s largest “craters” — ambitious undertakings ending as spectacular flameouts. The failures include General Magic, originally backed by Mr. Sculley, E-speak by Hewlett-Packard and Hailstorm by Microsoft.

    A Pentagon research project and two Silicon Valley start-up companies are about to try again.

    SRI International, a research group in Menlo Park, Calif., is approaching the end of a multiyear project called CALO, which stands for cognitive assistant that learns and organizes. CALO is financed by the Defense Advanced Research Projects Agency of the Pentagon and is one of the largest artificial-intelligence projects ever. Some public demonstrations have been given, but CALO is being developed largely out of the public eye because it is intended for the military.

    There is already one quiet commercial spin-off from the project. Siri Inc., based in San Jose, Calif., plans to introduce a personal assistance service in the first half of 2009. Still in “stealth” mode, with a small private test version of its service, Siri has raised $8.5 million from two venture capital firms.

    “We’re exploring concepts developed by the CALO project and applying them to the consumer,” said Adam Cheyer, Siri’s founder and vice president of engineering. He said that he expects the idea of personal assistance to gain momentum next year and that he thinks Siri will be joined by other competitors.

    A different tack has been taken by the entrepreneur Patrick W. Grady. He has put together a technology team at Rearden Commerce that has already begun to reach a business audience with an “intelligent” personal assistant oriented toward travel and entertainment. It will be available early next year for nonbusiness customers as well.

    Rearden is one of Silicon Valley’s most significantly financed but least known start-ups. Founded in 1999 before the dot-com crash, Rearden announced in April that it had recently raised an additional $100 million, for a total of $200 million in almost a decade. American Express and JPMorgan Chase each own 10 percent stakes.

    Why might Mr. Grady and Mr. Cheyer succeed while everyone who came before lies face down with arrows in their backs? Timing, for one thing.

    The promise of the Web 2.0 era of the Internet has been the interconnection of Web services. Mr. Grady says he has a far easier task today because the heavy lifting has been done by others.

    “This is the connective tissue that sits on top of the Web and brings you more than the sum of the parts,” he said. “I set out to deliver on the longstanding ‘holy grail of user-centric computing,’ a ‘personal Internet assistant.’”

    He promises to bring together all of the discrete online services needed for business travel that are now separate — for starters, travel, airport parking, car services, dining reservations, entertainment tickets, package delivery and video conferences.

    Imagine you are on a business trip and your computer discovers that your flight will be late. It automatically reschedules your dinner in New York, informs your three guests of the change and tells you they’ve been notified.

    REARDEN’S service is used by 2,500 American Express business customers, making it available to 1.6 million employees. Chase plans to start the service for its card members early next year.

    One of Rearden’s first customers was GlaxoSmithKline, the pharmaceutical maker. The company has made the service available to more than 50,000 users in the United States and Britain; the service helps to plan 3,000 to 4,000 trips a week.

    “We think of it as a personal executive assistant,” said Gregg Brandyberry, a vice p