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Experiments with a heuristic compiler

Classics

"This report describes some experiments in constructing a compiler that makes use of heuristic problem~solving techniques such as those incorporated in the General Problem Solver (GPS). The experiments were aimed at the dual objectives of throwing light on some of the problems of constructing more powerful programming languages and compilers, and of testing whether the task of writing a computer program can be regarded as a "problem" in the sense in which that term is used in GPS. The present paper is concerned primarily with the second objective--with analyzing some of the problem-solving processes that are involved in writing computer programs. At the present stage of their development, no claims will be made for the heuristic programming procedures described here as practical approaches to the construction of compilers. Their interest lies in what they teach us about the nature of the programming task." JACM, 10, 493-506. See also: Artificial intelligence and self-organizing systems: Experiments with a Heuristic Compiler. (http://dl.acm.org/citation.cfm?id=806076)


Inferential Memory as the Basis of Machines Which Understand Natural Language

Classics

Article based on Ph.D. dissertation at Carnegie Tech. "... the problem of meaning is of major importance in the study of the nature of intelligence, and that a useful definition of meaning must include not only denotation but connotation and implication as well. To handle these important questions it is necessary to study cognitive organizations which are more complex than those upon which most psychological theories are based. A central question is the storage of large numbers of interrelated propositions in a manner which efficiently uses memory capacity." In E.A. Feigenbaum & J. Feldman (Eds.) Computers and Thought, pp. 217-233. McGraw-Hill, 1963.



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.





Concept Formation: An Information Processing Problem

Classics

A model of human information processing during concept formation has been constructed, using a list processing, digital computer program. The program's input consists of descriptions of objects in terms of dimensions and values. The universe of objects is divided into two or more sets. The program attempts to form a decision rule, based upon the descriptions of the objects, which can be used to assign any previously presented or new object to its correct set. The program is a model for human information processing, rather than an artificial intelligence system.