Introduction Since the late fifties, computer scientists (particularly those working in the area of artificial intelligence) have been trying to understand how to construct computer programs that perform tasks we normally think of as requiring human intelligence, and which can improve their performance over time by modifying their behavior in response to experience. In other words, one objective has been to design computer programs that can learn. For example, Samuels designed a program to play checkers in the early sixties that could improve its performance as it gained experience playing against human opponents. More recently, research on artificial neural networks has stimulated interest in the design of systems capable of performing tasks that are difficult to describe algorithmically (such as recognizing a spoken word or identifying an object in a complex scene), by exposure to many examples. As a concrete example consider the task of hand-written character recognition
To submit an update or takedown request for this paper, please submit an Update/Correction/Removal Request.