Artificial Intelligence Introduction



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Artificial Intelligence Introduction Andrea Torsello

What is Artificial Intelligence? There is no universally accepted definition of Artificial Intelligence A.I. is the endevour of building an intelligent artifact But... what is intelligence? Some definitions: It is the ability to learn (Buckingam, 1921) This faculty is judgment, otherwise called good sense, practical sense, initiative, the faculty of adapting one's self to circumstances (Binet and Simon, 1961) It is the ability to perform well in an intelligence test (Boring, 1961)

What is Learning? The word learning has several different meanings Memorizing something Learning facts through observation and exploration Improving motor/cognitive skills through practice Organizing new knowledge into general, effective representations One of the most common kinds of learning is the acquisition of information with the goal of making predictions about the future. But what exactly gives us license to imagine we can predict the future? Lots of philosophers have thought about this problem. David Hume first framed the problem of induction as follows: Piece of bread number 1 was nourishing when I ate it. Piece of bread number 2 was nourishing when I ate it. Piece of bread number 3 was nourishing when I ate it. Piece of bread number 100 was nourishing when I ate it. Therefore, all pieces of bread will be nourishing if I eat them. When and why is it okay to apply inductive reasoning?? David Hume (1711 1776)

Induction If asked why we believe the sun will rise tomorrow, we shall naturally answer, 'Because it has always risen every day.' We have a firm belief that it will rise in the future, because it has risen in the past. The real question is: Do any number of cases of a law being fulfilled in the past afford evidence that it will be fulfilled in the future? It has been argued that we have reason to know the future will resemble the past, because what was the future has constantly become the past, and has always been found to resemble the past, so that we really have experience of the future, namely of times which were formerly future, which we may call past futures. But such an argument really begs the very question at issue. We have experience of past futures, but not of future futures, and the question is: Will future futures resemble past futures? -- Bertrand Russell "On Induction" Bertrand Russel (1872-1970) We won't worry too much about this problem. If induction is not, somehow, justified, then we have no reason to get out of bed in the morning let alone study Artificial Intelligence! Keep in mind, however, that all the knowledge that is not inborn or printed out on tables by God, had to be learned through observation

Turing Test I propose to consider the question, "Can machines think?" This should begin with definitions of the meaning of the terms "machine" and "think." The definitions might be framed so as to reflect so far as possible the normal use of the words, but this attitude is dangerous, If the meaning of the words "machine" and "think" are to be found by examining how they are commonly used it is difficult to escape the conclusion that the meaning and the answer to the question, "Can machines think?" is to be sought in a statistical survey such as a Gallup poll. But this is absurd. Instead of attempting such a definition I shall replace the question by another, which is closely related to it and is expressed in relatively unambiguous words. The new form of the problem can be described in terms of a game which we call the 'imitation game." It is played with three people, a man (A), a woman (B), and an interrogator (C) who may be of either sex. The interrogator stays in a room apart front the other two. The object of the game for the interrogator is to determine which of the other two is the man and which is the woman. He knows them by labels X and Y, and at the end of the game he says either "X is A and Y is B" or "X is B and Y is A." The interrogator is allowed to put questions to A and B thus: C: Will X please tell me the length of his or her hair? Now suppose X is actually A, then A must answer. It is A's object in the game to try and cause C to make the wrong identification. His answer might therefore be: "My hair is shingled, and the longest strands are about nine inches long."

Turing Test In order that tones of voice may not help the interrogator the answers should be written, or better still, typewritten. The ideal arrangement is to have a teleprinter communicating between the two rooms. Alternatively the question and answers can be repeated by an intermediary. The object of the game for the third player (B) is to help the interrogator. The best strategy for her is probably to give truthful answers. She can add such things as "I am the woman, don't listen to him!" to her answers, but it will avail nothing as the man can make similar remarks. We now ask the question, "What will happen when a machine takes the part of A in this game?" Will the interrogator decide wrongly as often when the game is played like this as he does when the game is played between a man and a woman? These questions replace our original, "Can machines think?"

Turing Test To pass the test a machine must possess the following skills: Natural language elaboration (to interact with the interrogator) Knowledge representation (to memorize information before and during the dialogue) Automatic reasoning (to use the acquired knowledge to answer the question and draw conclusions) Learning (to adapt to new situations) Total Turing test The machine can access an audio/video feed so that the interrogator can test its perception skills; further, the interrogator can pass objects to be manipulated. This requires Perception (to analyze and comprehend images and sounds) Robotics (to manipulate objects) Weak AI: Can a machine exhibit intelligent behavior? Strong AI: Can a machine have self awareness?

Searle's Chinese Room The Chinese room is a thought experiment by John Searle (1980) In the experiment, Searle imagines himself in a room acting as a computer by manually executing a program that convincingly simulates the behavior of a native Chinese speaker. People outside the room slide Chinese characters under the door and Searle, to whom "Chinese writing is just so many meaningless squiggles", is able to create sensible replies, in Chinese, by following the instructions of the program; that is, by moving papers around. Can Searle be said to understand Chinese in the same way that, as Searle says, "according to strong AI, [...] the appropriately programmed computer really is a mind, in the sense that computers given the right programs can be literally said to understand and have other cognitive states." The experiment is the centerpiece of Searle's Chinese Room Argument which holds that a program cannot give a computer a "mind" or "understanding", regardless of how intelligently it may make it behave.

History 1943: McCulloch and Pitts propose a model for an artificial neuron and analyze its properties 1949: Donald Hebb propose a leaarning mechanism in the brain, still of great interest 1950-53: Shannon and Turing work (independently) on chess playing programs 1951: Minsky and Edmonds develop the first neural computer 1956: Newell e Simon develop Logic Theorist 1956: Birth of AI (or at least of the term) A PROPOSAL FOR THE DARTMOUTH SUMMER RESEARCH PROJECT ON ARTIFICIAL INTELLIGENCE J. McCarthy, Dartmouth College M. L. Minsky, Harvard University N. Rochester, I.B.M. Corporation C. E. Shannon, Bell Telephone Laboratories August 31, 1955 We propose that a 2 month, 10 man study of artificial intelligence be carried out during the summer of 1956 at Dartmouth College in Hanover, New Hampshire. The study is to proceed on the basis of the conjecture that every aspect of learning or any other feature of intelligence can in principle be so precisely described that a machine can be made to simulate it. An attempt will be made to find how to make machines use language, form abstractions and concepts, solve kinds of problems now reserved for humans, and improve themselves. We think that a significant advance can be made in one or more of these problems if a carefully selected group of scientists work on it together for a summer. [ ]

History Early successes: 1961: Newell and Simon develop General Problem Solver (GPS) 1952-: Samuel develops a checker playing game 1957: first attempts at automatic translation 1958: McCarthy invents LISP 1963-: Minsky and students study problems on microworlds (es., ANALOGY, SHRDLU) 1962: Rosenblatt develops the Perceptron, a neural net that learns from examples Early failures: 1966: financing to automatic translation projects in the USA is canceled 1969: Minsky and Papert publish Perceptrons, where they show that the Rosenblatt model cannot solve some very simle problems 1971-72: Cook and Karp develop the computational complexity theory, showing that a lot of problems are intractable.