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artificial intelligence
(redirected from Artifical Intelligence)

   Also found in: Medical, Financial, Wikipedia, Hutchinson 0.02 sec.
artificial intelligence (AI), the use of computers computer, device capable of performing a series of arithmetic or logical operations. A computer is distinguished from a calculating machine, such as an electronic calculator , by being able to store a computer program (so that it can repeat its operations and make
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 to model the behavioral aspects of human reasoning and learning. Research in AI is concentrated in some half-dozen areas. In problem solving, one must proceed from a beginning (the initial state) to the end (the goal state) via a limited number of steps; AI here involves an attempt to model the reasoning process in solving a problem, such as the proof of a theorem in Euclidean geometry Euclid (y`klĭd), fl. 300 B.C., Greek mathematician.
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. In game theory (see games, theory of games, theory of, group of mathematical theories first developed by John Von Neumann and Oskar Morgenstern. A game consists of a set of rules governing a competitive situation in which from two to n
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), the computer must choose among a number of possible "next" moves to select the one that optimizes its probability of winning; this type of choice is analogous to that of a chess player selecting the next move in response to an opponent's move. In pattern recognition, shapes, forms, or configurations of data must be identified and isolated from a larger group; the process here is similar to that used by a doctor in classifying medical problems on the basis of symptoms. Natural language processing is an analysis of current or colloquial language usage without the sometimes misleading effect of formal grammars; it is an attempt to model the learning process of a translator faced with the phrase "throw mama from the train a kiss." Cybernetics cybernetics [Gr.,=steersman], term coined by American mathematician Norbert Wiener to refer to the general analysis of control systems and communication systems in living organisms and machines.
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 is the analysis of the communication and control processes of biological organisms and their relationship to mechanical and electrical systems; this study could ultimately lead to the development of "thinking" robots (see robotics robotics, science and technology of general purpose, programmable machine systems. Contrary to the popular fiction image of robots as ambulatory machines of human appearance capable of performing almost any task, most robotic systems are anchored to fixed positions
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). Machine learning occurs when a computer improves its performance of a task on the basis of its programmed application of AI principles to its past performance of that task.

In the public eye advances in chess chess, game for two players played on a square board composed of 64 square spaces, alternately dark and light in color.

Basic Rules



The board is positioned so that a light-colored square is in the corner to the right of both players, each of whom is
..... Click the link for more information. -playing computer programs have become symbolic of progress in AI. In 1948 British mathematician Alan Turing Turing, Alan Mathison, 1912–54, British mathematician and computer theorist. While studying at Cambridge Univ. he began work in predicate logic that lead to a proof (1937) that some mathematical problems are not susceptible to solution by automated computation;
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 developed a chess algorithm for use with calculating machines—it lost to an amateur player in the one game that it played. Ten years later American mathematician Claude Shannon Shannon, Claude Elwood, 1916–2001, American applied mathematician, b. Gaylord, Michigan. A student of Vannevar Bush at the Massachusetts Institute of Technology (MIT), he was the first to propose the application of symbolic logic to the design of relay
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 articulated two chess-playing algorithms: brute force, in which all possible moves and their consequences are calculated as far into the future as possible; and selective mode, in which only the most promising moves and their more immediate consequences are evaluated. In 1988 Hitech, a program developed at Carnegie-Mellon Univ., defeated former U.S. champion Arnold Denker in a four-game match, becoming the first computer to defeat a grandmaster. A year later, Gary Kasparov Kasparov, Gary (kəspär`ôf, –ŏf), 1963–, Armenian chess player, b.
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, the reigning world champion, bested Deep Thought, a program developed by the IBM Corp., in a two-game exhibition. In 1990 the German computer Mephisto-Portrose became the first program to defeat a former world champion; while playing an exhibition of 24 simultaneous games, Anatoly Karpov Karpov, Anatoly (ənŭtôl`yē kär`pôf), 1951–, Russian chess master.
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 bested 23 human opponents but lost to the computer. Kasparov in 1996 became the first reigning world champion to lose to a computer in a game played with regulation time controls; the Deep Blue computer, developed by the IBM Corp., won the first game of the match, lost the second, drew the third and fourth, and lost the fifth and sixth. Deep Blue used the brute force approach, evaluating more than 100 billion chess positions each turn while looking six moves ahead; it coupled this with the most efficient chess evaluation software yet developed and an extensive library of chess games it could analyze as part of the decision process. Subsequent matches between Vladimir Kramnik and Deep Fritz (2002, 2006) and Kasparov and Deep Junior (2003) have resulted in two ties and a win for the programs. Unlike Deep Blue, which was a specially designed computer, these more recent computer challengers are chess programs that run on powerful personal computers. Such programs have become an important tool in chess, and are used by chess masters to analyze games and experiment with new moves.

Bibliography

See D. Freedman, Brainmakers: How Scientists Are Moving Beyond Computers to Create a Rival to the Human Brain (1994); D. Gelernter, The Muse in the Machine: Computerizing the Poetry of Human Thought (1994).


artificial intelligence (AI)

Ability of a machine to perform tasks thought to require human intelligence. Typical applications include game playing, language translation, expert systems, and robotics. Although pseudo-intelligent machinery dates back to antiquity, the first glimmerings of true intelligence awaited the development of digital computers in the 1940s. AI, or at least the semblance of intelligence, has developed in parallel with computer processing power, which appears to be the main limiting factor. Early AI projects, such as playing chess and solving mathematical problems, are now seen as trivial compared to visual pattern recognition, complex decision making, and the use of natural language. See also Turing test.


See AI.


(artificial intelligence)artificial intelligence - (AI) The subfield of computer science concerned with the concepts and methods of symbolic inference by computer and symbolic knowledge representation for use in making inferences. AI can be seen as an attempt to model aspects of human thought on computers. It is also sometimes defined as trying to solve by computer any problem that a human can solve faster. The term was coined by Stanford Professor John McCarthy, a leading AI researcher.

Examples of AI problems are computer vision (building a system that can understand images as well as a human) and natural language processing (building a system that can understand and speak a human language as well as a human). These may appear to be modular, but all attempts so far (1993) to solve them have foundered on the amount of context information and "intelligence" they seem to require.

The term is often used as a selling point, e.g. to describe programming that drives the behaviour of computer characters in a game. This is often no more intelligent than "Kill any humans you see; keep walking; avoid solid objects; duck if a human with a gun can see you".

See also AI-complete, neats vs. scruffies, neural network, genetic programming, fuzzy computing, artificial life.

ACM SIGART. U Cal Davis. CMU Artificial Intelligence Repository.

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In: Artifical Intelligence and Heuristic Methods in Bioinformatics (Frasconi P, Shamir R, eds).
The Expert Systems Program objective is to facilitate access to knowledge through artifical intelligence techniques.
 
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