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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


New developments of the Graph Traverser

Classics

This paper describes some recent experiments with a computer program which is capable of useful, or at least interesting, application to a number of different problems. The program, the Graph Traverser, has been described in detail in a previous paper (Doran & Michie 1966). However, we shall here need to view the basic algorithm from a rather more general standpoint, corresponding to an actual extension in the flexibility of the program, so that a restatement of what the program can do is desirable. The Graph Traverser, which is written in Elliott 4100 Algol, is potentially applicable to problem situations which can be idealised in the following way (see for comparison Newell and Ernst 1965). There is given a set of'states', which are connected by a set of'transformations', or, as I shall call them, 'operators'. An operator will be applicable to some, but not necessarily all, of the states and two distinct operators applied to either the same or distinct states may each give the same state as end -product. Most of the concepts to be used here which are related to the use of operators were discussed in a paper by Michie (1967). This type of problem situation is represented in Figure 1 by a graph (in the mathematical sense) to which have been added various labels.


Some Studies in Machine Learning Using the Game of Checkers, II - Recent Progress

Classics

A new signature table technique is described together with an improved book learning procedure which is thought to be much superior to the linear polynomial method described earlier. Full use is made of the so called “alpha-beta” pruning and several forms of forward pruning to restrict the spread of the move tree and to permit the program to look ahead to a much greater depth than it other- wise could do. While still unable to outplay checker masters, the program’s playing ability has been greatly improved.See also:IEEE XploreAnnual Review in Automatic Programming, Volume 6, Part 1, 1969, Pages 1–36Some Studies in Machine Learning Using the Game of CheckersIBM J of Research and Development ll, No.6, 1967,601



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.


Steps Toward Artificial Intelligence

Classics

... The literature does not include any general discussion of the outstanding problems of this field. In this article, an attempt will be made to separate out, analyze, and find the relations between some of these problems. Analysis will be supported with enough examples from the literature to serve the introductory function of a review article, but there remains much relevant work not described here.Proc. Institute of Radio Engineers 49, p. 8-30


Some methods of artificial intelligence and heuristic programming

Classics

Particular attention is given to processes involving pattern recognition, learning, planning ahead, and the use of analogies or?models!. Also considered is the question of designing "administrative" procedures to manage the use of these other devices. The paper begins with a discussion of what is meant by "Intelligence" and concludes with a sec-- tion concerned with some techniques through which a machine might further improve itself by adding to Its collection of problem--solving methods. I. INTELLIGENCE I feel that it would not be useful to lay down any absolute defini-- tion of "intelligence" or of "intelligent behaviour". For our goals in trying to design "thinking machines" are constantly changing in relation to our ever--increasing resources in this area. Certainly there are many kinds of performances which if exhibited by a man we would all agree, today, require or manifest intelligence. But would we agree tomorrow?