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Models of learning systems

Classics

"The terms adaptation, learning, concept-formation, induction, self-organization, and self-repair have all been used in the context of learning system (LS) research. The research has been conducted within many different scientific communities, however, and these terms have come to have a variety of meanings. It is therefore often difficult to recognize that problems which are described differently may in fact be identical. Learning system models as well are often tuned to the require- ments of a particular discipline and are not suitable for application in related disciplines."In Encyclopedia of Computer Science and Technology, Vol. 11. Dekker


Pattern-based representation of chess end-game knowledge

Classics

Master skill--operational in the sense-t'hat it can be run on Another form of the'Master skill' aspiration aims at correct'strong mastery' in this sense is attainable for the complete None of the above listed endgames contains anything problematical from a Master's point of view and computer programs Using a vocabulary which is defined in Kmoch's (1959) 'An enemy pawn ahead on the same file is a counterpawn, Some of these relations may be very useful if developed further. For expmple, if a pawn is'overloaded', in that it is pefforming Defence Diagram, see Figure 1). A rule is applied'to a position (in a manner familiar to'forcing tree' that guarantees the achievement of better-goals The'and-or' tree search, carried out by module 1 of the AU Figure 1 The ADD corresponding to the position shown in Figure 1. The Computer Journal ' HOW DIFFICULT IS THE KNKR PROBLEM? Longest variation in Fine before capture of the Knight: 24 moves; longest known variation 27 moves.





Imagery and artificial intelligence

Classics

In C. W. Savage (Ed.), Perception and cognition: Issues in the foundations of psychology. Minneapolis: University of Minnesota Press.



GUS, a frame-driven dialog system

Classics

GUS is the first of a series of experimental computer systems that we intend to construct as part of a program of research on language understanding. In large measure, these systems will fill the role of periodic progress reports, summarizing what we have learned, assessing the mutual coherence of the various lines of investigation we have been following, and suggesting where more emphasis is needed in future work. GUS (Genial Understander System) is intended to engage a sympathetic and highly cooperative human in an English dialog, directed towards a specific goal within a very restricted domain of discourse. As a starting point, GUS was restricted to the role of a travel agent in a conversation with a client who wants to make a simple return trip to a single city in California. There is good reason for restricting the domain of discourse for a computer system which is to engage in an English dialog.


Achieving several goals simultaneously

Classics

Reprinted as Chapter 3 (pp.250-271) of Webber & Nilsson, Readings in Artificial IntelligenceElcock, E. W. and Michie, D. (Eds.), Machine Intelligence 8, pp. 94-€“138. Ellis Horwood.


How to see a simple world: an exegesis of some computer programs for scene analysis.

Classics

The Platonic assumption that the world is made up entirely of objects with flat surfaces obviously does not hold; and yet, as with so many other simplifications of reality for the sake of tractability, it has been immensely productive in establishing a paradigm for scene analysis. There is a coherent evolving body of research based on the notion that a polyhedral world is the simplest we can consider without eliminating any of the essential aspects of scene analysis, namely, the picture-taking process, models, lighting, support, occlusion, and so on. The thesis is that once we achieve ways of dealing intelligently with those aspects for a simple, but nonetheless real, world we could then consider the fuzzy world of teddy bears (Michie, 1974) and the like. This should not be taken as suggesting that each of those aspects presents simply a separate, independent subproblem to be solved. The most important question to be faced was how to write programs that coordinate the use of these separate, but interrelated, knowledge systems to achieve sensible picture interpretations. Roberts (Roberts, 1965) was the first to give an answer to this question. We shall examine his answer in some detail, because he exposed in it the issues that became themes of the first decade of scene analysis.