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Design of low-cost equipment for cognitive robot research

Classics

A minimal:robot,Icnown as Freddy, has been constructed with the aim of connecting a usable device online to the Department's lc L 4130, under the Multi-Pop time-sharing system, and discovering the snags. (See figure 1). Various technical problems arise when such a device runs free. It is much easier to anchor it and allow it to push its world about. Our present world is a three-foot diameter sandwich of hardboard and polystyrene which is light and rigid.


Some philosophical problems from the standpoint of artificial intelligence

Classics

A computer program capable of acting intelligently in the world must have a general representation of the world in terms of which its inputs are interpreted. Designing such a program requires commitments about what knowledge is and how it is obtained. Thus, some of the major traditional problems of philosophy arise in artificial intelligence. More specifically, we want a computer program that decides what to do by inferring in a formal language that a certain strategy will achieve its assigned goal. This requires formalizing concepts of causality, ability, and knowledge. Such formalisms are also considered in philosophical logic. The first part of the paper begins with a philosophical point of view that seems to arise naturally once we take seriously the idea of actually making an intelligent machine.


A note on mechanizing higher order logic

Classics

It seems most unlikely that one could in general write purely applicative Schonfmkel descriptions', like (5), of functions already known to one in some other form. Fortunately there is a general procedure -- the Schonfmkel procedure -- which, when applied to any expression written in the more intuitive lambda-calculus notation, will produce a correct translation of it into the Schonfinkel notation.


REALIZATION OF A GENERAL GAME-PLAYING PROGRAM

Classics

Institut Blaise Pascal, C.N.R.S., 23, Rue du Maroc, 75, Paris XIX, France We study some aspects of a general game-playing program. Such a program receives as data the rules of a game: an algorithm enumerating the moves and an algorithm indicating how to win. The program associates to each move the conditions necessary for this move to occur. It must find how to avoid a dangerous move. We describe the part of the program playing the combinatorial game in order to win: how it can find the moves which lead to victory and what are the only opponent's moves with which he does not lose. This program has been tried with various games: chess, tictac-too, etc. 1. INTRODUCTION My aim was to realize a program playing several games. The rules of the particular game which it must play are given as data. If we want to have a performing program, it must be capable of studying these rules.


Machine Intelligence 3

Classics

Note: PDF of full volume downloadable by clicking on title above (26 MB). Selected individual chapters available from the links below. CONTENTSINTRODUCTION MATHEMATICAL FOUNDATIONS1 The morphology of prex—an essay in meta-algorithmics. J. LAS KS 32 Program schemata. M. S. PATE RSON 193 Language definition and compiler validation. J. J. FLORENTIN 334 Placing trees in lexicographic order. H. I.S COINS 43 THEOREM PROVING5 A new look at mathematics and its mechanization. B. M ELTZER 636 Some notes on resolution strategies. B. MELTZER 717 The generalized resolution principle. J. A. ROBINSON 778 Some tree-paring strategies for theorem proving. D.LUCKHAM 959 Automatic theorem proving with equality substitutions andmathematical induction. J. L. D ARLINGTON 113 MACHINE LEARNING AND HEURISTIC PROGRAMMING10 On representations of problems of reasoning about actions.S.AMAREL 13111 Descriptions. E.W.ELCOCK 17312 Kalah on Atlas. A.G.BELL 18113 Experiments with a pleasure-seeking automaton: J. E. DORAN 19514 Collective behaviour and control problems. V.I.VARSHAVSKY 217 MAN—MACHINE INTERACTION15 A comparison of heuristic, interactive, and unaided methods ofsolving a shortest-route problem. D.MICHIE, J. G. FLEMING andJ. V.OLDFIELD 24516 Interactive programming at Carnegie Tech. A.H.BOND 25717 Maintenance of large computer systems—the engineer's assistant.M.H.J.BAYLIS 269 COGNITIVE PROCESSES: METHODS AND MODELS18 The syntactic analysis of English by machine. J.P.THORNE,P.BRATLEY and H.DEWAR 28119 The adaptive memorization of sequences. H.C.LONOUETHIGGINSand A.ORTONY 311 PATTERN RECOGNITION20 An application of Graph Theory in pattern recognition.C.J.HILDITCH 325 PROBLEM-ORIENTED LANGUAGES21 Some semantics for data structures. D. PARK 35122 Writing search algorithms in functional form. R.M.BURSTALL 37323 Assertions: programs written without specifying unnecessaryorder. J.M.FOSTER 38724 The design philosophy of Pop-2. R.J.POPPLESTONE 393 INDEX 403 Machine Intelligence Workshop


A five-year plan for automatic chess

Classics

Young animals play games in order to prepare themselves for the business of serious living, without getting hurt in the training period. Game-playing on computers serves a similar function. It can teach us something about the structure of thought processes and the theory of struggle and has the advantage over economic modelling that the rules and objectives are clear-cut. If the machine wins tournaments it must be a good player. The complexity and originality of a master chess player is perhaps greater than that of a professional economist. The chess player continually pits his wits against other players and the precision of the rules makes feasible a depth of thinking comparable to that in mathematics. No program has yet been written that plays chess of even good amateur standard. A really good chess program would be a breakthrough in work on machine intelligence, and would be a great encouragement to workers in other parts of this field and to those who sponsor such work. In criticism of the writing of a chess program, Macdonald (1950) quoted a remark to the effect that a machine for smoking tobacco could be built, but would serve no useful purpose. The irony is that smoking machines have since been built in order to help research on the medical effects of smoking. This does not prove that a chess program should be written, but suggests that the arguments against it might be shallow. Many branches of science, and of pure and applied mathematics, have started with a study of apparently frivolous things such as puzzles and games. It is pertinent to ask in what way a good chess program would take us beyond the draughts program of A. The answer is related to the much greater complication of chess, the much larger number of variations and possible positions. In fact, the number of possible chess positions is about the cube or fourth power of the number of possible draughts positions (see Appendix E). Samuel was able to make considerable use of the storage of thousands of positions that had occurred in the previous experience of the machine, and this led to a very useful increase in the depth of analysis of individual positions. The value of this device depends on the probability that, at any moment in the analysis, we run into a position that has already been analysed and stored. This applies more generally to the goals and subgoals that occur to the chess player. Thus there should be'specificallydirected' as well as'routinely-directed' analysis. Another important aspect of chess thinking, also required in most other problem-solving, is what de Groot (1946, 1965) calls'progressive deepening' of an analysis. Typically an analysis of a position by a human player does not simply follow a tree formation, but contains cycles in which a piece of analysis is retraced and improved.


Maintenance of large computer systems—the engineer's assistant

Classics

This paper describes some of the difficulties in maintaining large computer systems and considers how machine perception techniques can be applied to the problem. A program called the'engineer's assistant' is described as a step in the right direction. Elaborations are made on the meaning of'the right direction', and an experimental implementation of some of these ideas is described.


Experiments with a pleasure seeking automaton

Classics

Attempts to write'intelligent' computer programs have commonly involved the choice for attack of some particular aspect of intelligent behaviour, together with the choice of some relevant task, or range of tasks, which the program must perform. The emphasis is sometimes on the generality of the program's ability, sometimes on the importance of the particular task which it can perform. Well-known examples of such programs are Newell, Shaw, and Simon's General Problem Solver (1959; see also Ernst and Newell, 1967), which is applicable to a wide range of simple problems, Samuel's checker (draughts) playing program (1959, 1967), and the program written by Evans (1964), which solves geometric analogy problems. However, there is another approach to the goal of machine intelligence which stresses the relationship of an organism to its environment and which sets out from the start to understand what is involved in this relationship. Long ago Grey Walter (1953) experimented with mechanical'tortoises' which could range over the floor in a lifelike manner. Toda (1962), in a whimsical and illuminating paper, has discussed the problems facing an automaton in a simple artificial environment. Friedman (1967), a psychologist, has described a computer simulation of instinctive behaviour involving an automaton equipped with sensory and motor systems.


The Syntactic Analysis of English by Machine

Classics

Department of Computer Science University of Edinburgh 1. INTRODUCTION In this paper we describe a program which will assign deep and surface structure analyses to an infinite number of English sentences.1 The design of this program differs in several respects from that of other automatic parsers presently in existence. All these differences are a consequence of the particular aim we have pursued in writing the program, which represents an attempt to construct a device that will not only assign a syntactic analysis to any English sentence-that is, a record of the syntactic structure that the native speaker Perceives in any English sentence-but which also, to some extent, simulates the way in which he perceives this structure. This is not to say that the analyzer differs from others because we have based its design upon the findings of psycholinguistic experiments. For one thing very few experiments on the perception of syntactic structure have been carried out and for the most part the results have been fairly inconclusive. But it is the case that we have, as far as possible, treated the task of constructing an automatic parser as being itself a psycholinguistic experiment. That is to say, any proposal regarding the possible operation of the program has been judged (mainly as the result of introspection) according to whether or not it seemed to be consistent with human behaviour. And this has led to our incorporating certain features which are absent from other automatic parsing systems.


A survey of formal grammars and algorithms for recognition and transformation in mechanical translation

Classics

This paper is a survey of the current machine translation research in the US, Europe and Japan. A short history of machine translation is presented first, followed by an overview of the current research work. Representative examples of a wide range of different approaches adopted by machine translation researchers are presented. These are described in detail along with a discussion of the practicalities of scaling up these approaches for operational environments. In support of this discussion, issues in, and techniques for, evaluating machine translation systems are addressed.