314,566 research outputs found

    Playing Smart - Artificial Intelligence in Computer Games

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    Abstract: With this document we will present an overview of artificial intelligence in general and artificial intelligence in the context of its use in modern computer games in particular. To this end we will firstly provide an introduction to the terminology of artificial intelligence, followed by a brief history of this field of computer science and finally we will discuss the impact which this science has had on the development of computer games. This will be further illustrated by a number of case studies, looking at how artificially intelligent behaviour has been achieved in selected games

    Design of the Artificial: lessons from the biological roots of general intelligence

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    Our desire and fascination with intelligent machines dates back to the antiquity's mythical automaton Talos, Aristotle's mode of mechanical thought (syllogism) and Heron of Alexandria's mechanical machines and automata. However, the quest for Artificial General Intelligence (AGI) is troubled with repeated failures of strategies and approaches throughout the history. This decade has seen a shift in interest towards bio-inspired software and hardware, with the assumption that such mimicry entails intelligence. Though these steps are fruitful in certain directions and have advanced automation, their singular design focus renders them highly inefficient in achieving AGI. Which set of requirements have to be met in the design of AGI? What are the limits in the design of the artificial? Here, a careful examination of computation in biological systems hints that evolutionary tinkering of contextual processing of information enabled by a hierarchical architecture is the key to build AGI.Comment: Theoretical perspective on AGI (Artificial General Intelligence

    Digital Genesis: Computers, Evolution and Artificial Life

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    The application of evolution in the digital realm, with the goal of creating artificial intelligence and artificial life, has a history as long as that of the digital computer itself. We illustrate the intertwined history of these ideas, starting with the early theoretical work of John von Neumann and the pioneering experimental work of Nils Aall Barricelli. We argue that evolutionary thinking and artificial life will continue to play an integral role in the future development of the digital world.Comment: Extended abstract of talk presented at the 7th Munich-Sydney-Tilburg Philosophy of Science Conference: Evolutionary Thinking, University of Sydney, 20-22 March 2014. Presentation slides from talk available at http://www.tim-taylor.com/papers/digital-genesis-presentation.pd

    Philosophy of Computer Science: An Introductory Course

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    There are many branches of philosophy called “the philosophy of X,” where X = disciplines ranging from history to physics. The philosophy of artificial intelligence has a long history, and there are many courses and texts with that title. Surprisingly, the philosophy of computer science is not nearly as well-developed. This article proposes topics that might constitute the philosophy of computer science and describes a course covering those topics, along with suggested readings and assignments

    Intelligence of Astronomical Optical Telescope: Present Status and Future Perspectives

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    Artificial intelligence technology has been widely used in astronomy, and new artificial intelligence technologies and application scenarios are constantly emerging. There have been a large number of papers reviewing the application of artificial intelligence technology in astronomy. However, relevant articles seldom mention telescope intelligence separately, and it is difficult to understand the current development status and research hotspots of telescope intelligence from these papers. This paper combines the development history of artificial intelligence technology and the difficulties of critical technologies of telescopes, comprehensively introduces the development and research hotspots of telescope intelligence, then conducts statistical analysis on various research directions of telescope intelligence and defines the research directions' merits. All kinds of research directions are evaluated, and the research trend of each telescope's intelligence is pointed out. Finally, according to the advantages of artificial intelligence technology and the development trend of telescopes, future research hotspots of telescope intelligence are given.Comment: 19 pages, 6 figure, for questions or comments, please email [email protected]

    Review of \u27Artificial Legal Intelligence\u27

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    Artificial Legal Intelligence, by Pamela Gray, presents a thought-provoking approach to both computational models of legal reasoning and the use of evolutionary thinking about the law. Drawing on a prodigious amount of research, the book looks beyond the rather technical approach common in the field and attempts to place artificial legal intelligence within the broad structure of legal history. This paper first summarizes the book\u27s vision of a computerized artificial legal intelligence, a vision of developments in both technology and legal history. The paper discusses how this fits with trends in both artificial intelligence and legal theory. The paper further discusses how the book, by freeing itself from present technological constraints, provides a wider vision than many more technical discussions of artificial intelligence. In particular, its view of the evolution of law brings in social and cultural factors often ignored by discussions of legal reasoning. The last part of this paper considers, more broadly, how evolutionary analysis can provide a fruitful method for analyzing legal reasoning

    Neural Network Development in an Artificial Intelligence Gomoku Program

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    The game of Gomoku, also called Five in a Row, is an abstract strategy board game. The Gomoku program is constructed upon an algebraic monomial theory to aid values for each possible move and estimate chances for the artificial intelligence program to accomplish a winning path for each move and rounds. With the utilization of the monomial theory, winning configurations are successfully converted into monomials of variables which are represented on board positions. In the artificial intelligence program, an arduous task is how to perform the present configuration of the Gomoku game along with the past moves of the two players. The monomials utilized can generate the artificial intelligence to efficiently interpret the current state and the history of the game. They can also acquiese the artificial intelligence to generate the potential values for future actions from the present state and history of decisions made by the individuals. In extension, implementing the Monte Carlo Tree Search to examine an achievable winning approach for the artificial intelligence. The particular monomials aid to reduce the search capacity in order to benefit estimate rates for analysis of the historical moves and analysis of the future actions. The artificial intelligence Gomoku program with algebraic monomial theory is efficient at high competitive Gomoku. In this current situation, the artificial intelligence can defeat its predecessor and defeat the top rated AI (Wine) ranked 7th in the Gomocup rankings

    Pilot interaction with automated airborne decision making systems

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    The role of the pilot and crew for future aircraft is discussed. Fifteen formal experimental studies and the development of a variety of models of human behavior based on queueing history, pattern recognition methods, control theory, fuzzy set theory, and artificial intelligence concepts are presented. L.F.M

    Can Computers Create Art?

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    This essay discusses whether computers, using Artificial Intelligence (AI), could create art. First, the history of technologies that automated aspects of art is surveyed, including photography and animation. In each case, there were initial fears and denial of the technology, followed by a blossoming of new creative and professional opportunities for artists. The current hype and reality of Artificial Intelligence (AI) tools for art making is then discussed, together with predictions about how AI tools will be used. It is then speculated about whether it could ever happen that AI systems could be credited with authorship of artwork. It is theorized that art is something created by social agents, and so computers cannot be credited with authorship of art in our current understanding. A few ways that this could change are also hypothesized.Comment: to appear in Arts, special issue on Machine as Artist (21st Century
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