Learning
There are a number of different forms of learning as applied to artificial
intelligence. The simplest is learning by trial and error. For example, a
simple computer program for solving mate-in-one chess problems might try
moves at random until mate is found. The program might then store the
solution with the position so that the next time the computer encountered
the same position it would recall the solution. This simple memorizing of
individual items and procedures—known as rote learning—is relatively easy
to implement on a computer. More challenging is the problem of
implementing what is called generalization. Generalization involves
applying past experience to analogous new situations. For example, a
program that learns the past tense of regular English verbs by rote will
not be able to produce the past tense of a word such as jump unless it
previously had been presented with jumped, whereas a program that is able
to generalize can learn the “add ed” rule and so form the past tense of
jump based on experience with similar verbs.
Reasoning
To reason is to draw inferences appropriate to the situation. Inferences
are classified as either deductive or inductive. An example of the
former is, “Fred must be in either the museum or the café. He is not in
the café; therefore he is in the museum,” and of the latter, “Previous
accidents of this sort were caused by instrument failure; therefore this
accident was caused by instrument failure.” The most significant
difference between these forms of reasoning is that in the deductive
case the truth of the premises guarantees the truth of the conclusion,
whereas in the inductive case the truth of the premise lends support to
the conclusion without giving absolute assurance. Inductive reasoning is
common in science, where data are collected and tentative models are
developed to describe and predict future behaviour—until the appearance
of anomalous data forces the model to be revised. Deductive reasoning is
common in mathematics and logic, where elaborate structures of
irrefutable theorems are built up from a small set of basic axioms and
rules.
There has been considerable success in programming computers to draw
inferences, especially deductive inferences. However, true reasoning
involves more than just drawing inferences; it involves drawing
inferences relevant to the solution of the particular task or situation.
This is one of the hardest problems confronting AI.
Problem solving
Problem solving, particularly in artificial intelligence, may be
characterized as a systematic search through a range of possible actions
in order to reach some predefined goal or solution. Problem-solving
methods divide into special purpose and general purpose. A
special-purpose method is tailor-made for a particular problem and often
exploits very specific features of the situation in which the problem is
embedded. In contrast, a general-purpose method is applicable to a wide
variety of problems. One general-purpose technique used in AI is
means-end analysis—a step-by-step, or incremental, reduction of the
difference between the current state and the final goal. The program
selects actions from a list of means—in the case of a simple robot this
might consist of PICKUP, PUTDOWN, MOVEFORWARD, MOVEBACK, MOVELEFT, and
MOVERIGHT—until the goal is reached.
Many diverse problems have been solved by artificial intelligence
programs. Some examples are finding the winning move (or sequence of
moves) in a board game, devising mathematical proofs, and manipulating
“virtual objects” in a computer-generated world.
Perception
In perception the environment is scanned by means of various sensory
organs, real or artificial, and the scene is decomposed into separate
objects in various spatial relationships. Analysis is complicated by the
fact that an object may appear different depending on the angle from
which it is viewed, the direction and intensity of illumination in the
scene, and how much the object contrasts with the surrounding field.
At present, artificial perception is sufficiently well advanced to
enable optical sensors to identify individuals, autonomous vehicles to
drive at moderate speeds on the open road, and robots to roam through
buildings collecting empty soda cans. One of the earliest systems to
integrate perception and action was FREDDY, a stationary robot with a
moving television eye and a pincer hand, constructed at the University
of Edinburgh, Scotland, during the period 1966–73 under the direction of
Donald Michie. FREDDY was able to recognize a variety of objects and
could be instructed to assemble simple artifacts, such as a toy car,
from a random heap of components.
Language
A language is a system of signs having meaning by convention. In this
sense, language need not be confined to the spoken word. Traffic signs,
for example, form a minilanguage, it being a matter of convention that ⚠
means “hazard ahead” in some countries. It is distinctive of languages
that linguistic units possess meaning by convention, and linguistic
meaning is very different from what is called natural meaning,
exemplified in statements such as “Those clouds mean rain” and “The fall
in pressure means the valve is malfunctioning.”
An important characteristic of full-fledged human languages—in contrast
to birdcalls and traffic signs—is their productivity. A productive
language can formulate an unlimited variety of sentences.
It is relatively easy to write computer programs that seem able, in
severely restricted contexts, to respond fluently in a human language to
questions and statements. Although none of these programs actually
understands language, they may, in principle, reach the point where
their command of a language is indistinguishable from that of a normal
human. What, then, is involved in genuine understanding, if even a
computer that uses language like a native human speaker is not
acknowledged to understand? There is no universally agreed upon answer
to this difficult question. According to one theory, whether or not one
understands depends not only on one’s behaviour but also on one’s
history: in order to be said to understand, one must have learned the
language and have been trained to take one’s place in the linguistic
community by means of interaction with other language users.
Methods and goals in AI
Symbolic vs. connectionist approaches
AI research follows two distinct, and to some extent competing, methods,
the symbolic (or “top-down”) approach, and the connectionist (or
“bottom-up”) approach. The top-down approach seeks to replicate
intelligence by analyzing cognition independent of the biological
structure of the brain, in terms of the processing of symbols—whence the
symbolic label. The bottom-up approach, on the other hand, involves
creating artificial neural networks in imitation of the brain’s
structure—whence the connectionist label.
To illustrate the difference between these approaches, consider the task
of building a system, equipped with an optical scanner, that recognizes
the letters of the alphabet. A bottom-up approach typically involves
training an artificial neural network by presenting letters to it one by
one, gradually improving performance by “tuning” the network. (Tuning
adjusts the responsiveness of different neural pathways to different
stimuli.) In contrast, a top-down approach typically involves writing a
computer program that compares each letter with geometric descriptions.
Simply put, neural activities are the basis of the bottom-up approach,
while symbolic descriptions are the basis of the top-down approach.
computer chip. computer. Hand holding computer chip. Central processing
unit (CPU). history and society, science and technology, microchip,
microprocessor motherboard computer Circuit Board.
In The Fundamentals of Learning (1932), Edward Thorndike, a psychologist
at Columbia University, New York City, first suggested that human
learning consists of some unknown property of connections between
neurons in the brain. In The Organization of Behavior (1949), Donald
Hebb, a psychologist at McGill University, Montreal, Canada, suggested
that learning specifically involves strengthening certain patterns of
neural activity by increasing the probability (weight) of induced neuron
firing between the associated connections. The notion of weighted
connections is described in a later section, Connectionism.
In 1957 two vigorous advocates of symbolic AI—Allen Newell, a researcher
at the RAND Corporation, Santa Monica, California, and Herbert Simon, a
psychologist and computer scientist at Carnegie Mellon University,
Pittsburgh, Pennsylvania—summed up the top-down approach in what they
called the physical symbol system hypothesis. This hypothesis states
that processing structures of symbols is sufficient, in principle, to
produce artificial intelligence in a digital computer and that,
moreover, human intelligence is the result of the same type of symbolic
manipulations.
During the 1950s and ’60s the top-down and bottom-up approaches were
pursued simultaneously, and both achieved noteworthy, if limited,
results. During the 1970s, however, bottom-up AI was neglected, and it
was not until the 1980s that this approach again became prominent.
Nowadays both approaches are followed, and both are acknowledged as
facing difficulties. Symbolic techniques work in simplified realms but
typically break down when confronted with the real world; meanwhile,
bottom-up researchers have been unable to replicate the nervous systems
of even the simplest living things. Caenorhabditis elegans, a
much-studied worm, has approximately 300 neurons whose pattern of
interconnections is perfectly known. Yet connectionist models have
failed to mimic even this worm. Evidently, the neurons of connectionist
theory are gross oversimplifications of the real thing.
Strong AI, applied AI, and cognitive simulation
Employing the methods outlined above, AI research attempts to reach one
of three goals: strong AI, applied AI, or cognitive simulation. Strong
AI aims to build machines that think. (The term strong AI was introduced
for this category of research in 1980 by the philosopher John Searle of
the University of California at Berkeley.) The ultimate ambition of
strong AI is to produce a machine whose overall intellectual ability is
indistinguishable from that of a human being. As is described in the
section Early milestones in AI, this goal generated great interest in
the 1950s and ’60s, but such optimism has given way to an appreciation
of the extreme difficulties involved. To date, progress has been meagre.
Some critics doubt whether research will produce even a system with the
overall intellectual ability of an ant in the foreseeable future.
Indeed, some researchers working in AI’s other two branches view strong
AI as not worth pursuing.
Applied AI, also known as advanced information processing, aims to
produce commercially viable “smart” systems—for example, “expert”
medical diagnosis systems and stock-trading systems. Applied AI has
enjoyed considerable success, as described in the section Expert
systems.
In cognitive simulation, computers are used to test theories about how
the human mind works—for example, theories about how people recognize
faces or recall memories. Cognitive simulation is already a powerful
tool in both neuroscience and cognitive psychology.
Alan Turing and the beginning of AI
Theoretical work
The earliest substantial work in the field of artificial intelligence
was done in the mid-20th century by the British logician and computer
pioneer Alan Mathison Turing. In 1935 Turing described an abstract
computing machine consisting of a limitless memory and a scanner that
moves back and forth through the memory, symbol by symbol, reading what
it finds and writing further symbols. The actions of the scanner are
dictated by a program of instructions that also is stored in the memory
in the form of symbols. This is Turing’s stored-program concept, and
implicit in it is the possibility of the machine operating on, and so
modifying or improving, its own program. Turing’s conception is now
known simply as the universal Turing machine. All modern computers are
in essence universal Turing machines.
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Alan Turing, c. 1930s. © Fine Art Images—Heritage
Images/age fotostock
During World War II, Turing was a leading cryptanalyst at the
Government Code and Cypher School in Bletchley Park,
Buckinghamshire, England. Turing could not turn to the project of
building a stored-program electronic computing machine until the
cessation of hostilities in Europe in 1945. Nevertheless, during
the war he gave considerable thought to the issue of machine
intelligence. One of Turing’s colleagues at Bletchley Park, Donald
Michie (who later founded the Department of Machine Intelligence
and Perception at the University of Edinburgh), later recalled
that Turing often discussed how computers could learn from
experience as well as solve new problems through the use of
guiding principles—a process now known as heuristic problem
solving.
Chess
At Bletchley Park, Turing illustrated his ideas on machine
intelligence by reference to chess—a useful source of
challenging and clearly defined problems against which proposed
methods for problem solving could be tested. In principle, a
chess-playing computer could play by searching exhaustively
through all the available moves, but in practice this is
impossible because it would involve examining an astronomically
large number of moves. Heuristics are necessary to guide a
narrower, more discriminative search. Although Turing
experimented with designing chess programs, he had to content
himself with theory in the absence of a computer to run his
chess program. The first true AI programs had to await the
arrival of stored-program electronic digital computers.
In 1945 Turing predicted that computers would one day play very
good chess, and just over 50 years later, in 1997, Deep Blue, a
chess computer built by the International Business Machines
Corporation (IBM), beat the reigning world champion, Garry
Kasparov, in a six-game match. While Turing’s prediction came
true, his expectation that chess programming would contribute to
the understanding of how human beings think did not. The huge
improvement in computer chess since Turing’s day is attributable
to advances in computer engineering rather than advances in
AI—Deep Blue’s 256 parallel processors enabled it to examine 200
million possible moves per second and to look ahead as many as
14 turns of play. Many agree with Noam Chomsky, a linguist at
the Massachusetts Institute of Technology (MIT), who opined that
a computer beating a grandmaster at chess is about as
interesting as a bulldozer winning an Olympic weightlifting
competition.
The Turing test
In 1950 Turing sidestepped the traditional debate concerning
the definition of intelligence, introducing a practical test for
computer intelligence that is now known simply as the Turing
test. The Turing test involves three participants: a computer, a
human interrogator, and a human foil. The interrogator attempts
to determine, by asking questions of the other two participants,
which is the computer. All communication is via keyboard and
display screen. The interrogator may ask questions as
penetrating and wide-ranging as he or she likes, and the
computer is permitted to do everything possible to force a wrong
identification. (For instance, the computer might answer, “No,”
in response to, “Are you a computer?” and might follow a request
to multiply one large number by another with a long pause and an
incorrect answer.) The foil must help the interrogator to make a
correct identification. A number of different people play the
roles of interrogator and foil, and, if a sufficient proportion
of the interrogators are unable to distinguish the computer from
the human being, then (according to proponents of Turing’s test)
the computer is considered an intelligent, thinking
entity.
In 1991 the American philanthropist Hugh Loebner started the
annual Loebner Prize competition, promising a $100,000 payout to
the first computer to pass the Turing test and awarding $2,000
each year to the best effort. However, no AI program has come
close to passing an undiluted Turing test.
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