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Rule-Based Expert Systems: The MYCIN Experiments of the Stanford Heuristic Programming Project

Classics

Artificial intelligence, or AI, is largely an experimental scienceโ€”at least as much progress has been made by building and analyzing programs as by examining theoretical questions. MYCIN is one of several well-known programs that embody some intelligence and provide data on the extent to which intelligent behavior can be programmed. As with other AI programs, its development was slow and not always in a forward direction. But we feel we learned some useful lessons in the course of nearly a decade of work on MYCIN and related programs. In this book we share the results of many experiments performed in that time, and we try to paint a coherent picture of the work. The book is intended to be a critical analysis of several pieces of related research, performed by a large number of scientists. We believe that the whole field of AI will benefit from such attempts to take a detailed retrospective look at experiments, for in this way the scientific foundations of the field will gradually be defined. It is for all these reasons that we have prepared this analysis of the MYCIN experiments.

The complete book in a single file.


Why People Think Computers Can't

AI Magazine

Today, surrounded by so many automatic machines industrial robots, and the R2-D2's of Star wars movies, most people think AI is much more advanced than it is. But still, many "computer experts" don't believe that machines will ever "really think." I think those specialists are too used to explaining that there's nothing inside computers but little electric currents. And there are many other reasons why so many experts still maintain that machines can never be creative, intuitive, or emotional, and will never really think, believe, or understand anything.



A world-championship-level Othello program

Classics

Othello is a recent addition to the collection of games that have been examined within artificial intelligence. Advances have been rapid, yielding programs that have reached the level of world-championship play. This article describes the current champion Othello program, iago. The work described here includes: (1) a task analysis of Othello; (2) the implementation of a program based on this analysis and state-of-the-art AI game-playing techniques; and (3) an evaluation of the program's performance through games played against other programs and comparisons with expert human play.


Purposive Understanding

Classics

... we began to program a computer understanding system thatwould attempt to process input texts. An item crucial to our ability to accomplishthis task was what we called a script. A script is a frequently repeated causalchain of events that describes a standard situation. In understanding, when it ispossible to notice that one of these standard event chains has been initiated,then it is possible to understand predictively. That is, if we know we are in arestaurant then we can understand where an "order" fits with what we justheard, who might be ordering what from whom, what preconditions (menu,sitting down) might have preceded the "order", and what is likely to happennext. All this information comes from the restaurant script.Hayes, J.E., D. Michie, and L. I. Mikulich (Eds.), Machine Intelligence 9, Ellis Horwood.


The Computer Revolution in Philosophy

Classics

"Computing can change our ways of thinking about many things, mathematics, biology, engineering, administrative procedures, and many more. But my main concern is that it can change our thinking about ourselves: giving us new models, metaphors, and other thinking tools to aid our efforts to fathom the mysteries of the human mind and heart. The new discipline of Artificial Intelligence is the branch of computing most directly concerned with this revolution. By giving us new, deeper, insights into some of our inner processes, it changes our thinking about ourselves. It therefore changes some of our inner processes, and so changes what we are, like all social, technological and intellectual revolutions." This book, published in 1978 by Harvester Press and Humanities Press, has been out of print for many years, and is now online, produced from a scanned in copy of the original, digitised by OCR software and made available in September 2001. Since then a number of notes and corrections have been added. Atlantic Highlands, NJ: Humanities Press.


On interpreting Bach

Classics

We have attempted to discover formal rules for transcribing into musical notation the fugue subjects of the Well-Tempered Clavier, as this might be done by an amanuensis listening to a'deadpan' performance on the keyboard. In this endeavour two kinds of problem arise: what are the harmonic relations between the notes, and what are the metrical units into which they are grouped? The harmonic problem is that the number of keyboard semitones between two notes does not define-- their harmonic relation, and we further develop an earlier theory of such relations, arriving at an algorithm which assigns every fugue to the right key and correctly notates every accidental in its subject.


7 must watch documentaries on Statistics and Machine Learning

#artificialintelligence

Over the past few years, there has been a growing interest in statistics and machine learning. Today, machine learning can help us make smarter decisions, and big data controls everything in our lives. It influences how we work, shop and do business. Data even help the police determine when and where the next crime is likely to happen. But how is it all happening and how did it all start?


Artificial intelligence and machine learning: What's the difference

#artificialintelligence

How often do you hear people use the terms "artificial intelligence" and "machine learning" interchangeably? The two are definitely related, and machine learning is actually a subset of artificial intelligence. However, as a greater number of businesses begin offering "intelligent" solutions, it becomes more vital than ever before to differentiate between these two concepts. After all, you may find yourself giving a presentation or speaking with someone who specializes in one of these fields, and you want to know what you're talking about. From cancer screenings to climate change, there are numerous applications for artificial intelligence.


Computers and Thought

Classics

E.A. Feigenbaum and J. Feldman (Eds.). Computers and Thought. McGraw-Hill, 1963. This collection includes twenty classic papers by such pioneers as A. M. Turing and Marvin Minsky who were behind the pivotal advances in artificially simulating human thought processes with computers. All Parts are available as downloadable pdf files; most individual chapters are also available separately. COMPUTING MACHINERY AND INTELLIGENCE. A. M. Turing. CHESS-PLAYING PROGRAMS AND THE PROBLEM OF COMPLEXITY. Allen Newell, J.C. Shaw and H.A. Simon. SOME STUDIES IN MACHINE LEARNING USING THE GAME OF CHECKERS. A. L. Samuel. EMPIRICAL EXPLORATIONS WITH THE LOGIC THEORY MACHINE: A CASE STUDY IN HEURISTICS. Allen Newell J.C. Shaw and H.A. Simon. REALIZATION OF A GEOMETRY-THEOREM PROVING MACHINE. H. Gelernter. EMPIRICAL EXPLORATIONS OF THE GEOMETRY-THEOREM PROVING MACHINE. H. Gelernter, J.R. Hansen, and D. W. Loveland. SUMMARY OF A HEURISTIC LINE BALANCING PROCEDURE. Fred M. Tonge. A HEURISTIC PROGRAM THAT SOLVES SYMBOLIC INTEGRATION PROBLEMS IN FRESHMAN CALCULUS. James R. Slagle. BASEBALL: AN AUTOMATIC QUESTION ANSWERER. Green, Bert F. Jr., Alice K. Wolf, Carol Chomsky, and Kenneth Laughery. INFERENTIAL MEMORY AS THE BASIS OF MACHINES WHICH UNDERSTAND NATURAL LANGUAGE. Robert K. Lindsay. PATTERN RECOGNITION BY MACHINE. Oliver G. Selfridge and Ulric Neisser. A PATTERN-RECOGNITION PROGRAM THAT GENERATES, EVALUATES, AND ADJUSTS ITS OWN OPERATORS. Leonard Uhr and Charles Vossler. GPS, A PROGRAM THAT SIMULATES HUMAN THOUGHT. Allen Newell and H.A. Simon. THE SIMULATION OF VERBAL LEARNING BEHAVIOR. Edward A. Feigenbaum. PROGRAMMING A MODEL OF HUMAN CONCEPT FORMULATION. Earl B. Hunt and Carl I. Hovland. SIMULATION OF BEHAVIOR IN THE BINARY CHOICE EXPERIMENT Julian Feldman. A MODEL OF THE TRUST INVESTMENT PROCESS. Geoffrey P. E. Clarkson. A COMPUTER MODEL OF ELEMENTARY SOCIAL BEHAVIOR. John T. Gullahorn and Jeanne E. Gullahorn. TOWARD INTELLIGENT MACHINES. Paul Armer. STEPS TOWARD ARTIFICIAL INTELLIGENCE. Marvin Minsky. A SELECTED DESCRIPTOR-INDEXED BIBLIOGRAPHY TO THE LITERATURE ON ARTIFICIAL INTELLIGENCE. Marvin Minsky.