The goals of AI research include reasoning, knowledge, planning, learning, natural language processing, perception, decision making, and the ability to move and manipulate objects. Mind map based on Wikipedia: Artificial Intelligence and .com Graphic organizers are visual representations of knowledge, concepts or ideas. A mind map is a hierarchical diagram used to visually organize information, concepts and ideas.
AI has become "ALL IN" and pervading at a rapid speed. Technology moves at breakneck speed, and we now have more power in our pockets than we had in our homes in the 1990s. Artificial intelligence (AI) has been a fascinating concept of science fiction for decades, but many researchers think we're finally getting close to making AI a reality. NPR notes that in the last few years, scientists have made breakthroughs in "machine learning," using neural networks, which mimic the processes of real neurons. Artificial intelligence, defined as intelligence exhibited by machines, has many applications in today's society. More specifically,the form of A.I. where programs are developed to perform specific tasks, that is being utilized for a wide range of activities including medical diagnosis, electronic trading, robot control, and remote sensing. AI has been used to develop and advance numerous fields and industries, including finance, healthcare, education, transportation, and more.
The AAAI-10 workshop program included 13 workshops covering a wide range of topics in artificial intelligence. The titles of the workshops were AI and Fun; Bridging the Gap Between Task and Motion Planning; Collaboratively Built Knowledge Sources and Artificial Intelligence; Goal-Directed Autonomy; Intelligent Security; Interactive Decision Theory and Game Theory; Metacognition for Robust Social Systems; Model Checking and Artificial Intelligence; Neural-Symbolic Learning and Reasoning; Plan, Activity, and Intent Recognition; Statistical Relational AI; Visual Representations and Reasoning; and Abstraction, Reformulation, and Approximation. This article presents short summaries of those events. Interactive entertainment has become a dominant force in the entertainment sector of the global economy. In 2000, John Laird and Michael van Lent justified interactive entertainment as a domain of study in AI when they posited that computer games could act as test beds for achieving human-level intelligence in computers, leveraging the fidelity of their simulations of realworld dynamics.
Aha, David W. (Naval Research Laboratory) | Boddy, Mark (Adventium Labs) | Bulitko, Vadim (University of Alberta) | Garcez, Artur S. d'Avila (City University London) | Doshi, Prashant (University of Georgia) | Edelkamp, Stefan (TZI, Bremen University) | Geib, Christopher (University of Edinburgh) | Gmytrasiewicz, Piotr (University of Illinois, Chicago) | Goldman, Robert P. (Smart Information Flow Technologies) | Hitzler, Pascal (Wright State University) | Isbell, Charles (Georgia Institute of Technology) | Josyula, Darsana (University of Maryland, College Park) | Kaelbling, Leslie Pack (Massachusetts Institute of Technology) | Kersting, Kristian (University of Bonn) | Kunda, Maithilee (Georgia Institute of Technology) | Lamb, Luis C. (Universidade Federal do Rio Grande do Sul (UFRGS)) | Marthi, Bhaskara (Willow Garage) | McGreggor, Keith (Georgia Institute of Technology) | Nastase, Vivi (EML Research gGmbH) | Provan, Gregory (University College Cork) | Raja, Anita (University of North Carolina, Charlotte) | Ram, Ashwin (Georgia Institute of Technology) | Riedl, Mark (Georgia Institute of Technology) | Russell, Stuart (University of California, Berkeley) | Sabharwal, Ashish (Cornell University) | Smaus, Jan-Georg (University of Freiburg) | Sukthankar, Gita (University of Central Florida) | Tuyls, Karl (Maastricht University) | Meyden, Ron van der (University of New South Wales) | Halevy, Alon (Google, Inc.) | Mihalkova, Lilyana (University of Maryland) | Natarajan, Sriraam (University of Wisconsin)
The AAAI-10 Workshop program was held Sunday and Monday, July 11–12, 2010 at the Westin Peachtree Plaza in Atlanta, Georgia. The AAAI-10 workshop program included 13 workshops covering a wide range of topics in artificial intelligence. The titles of the workshops were AI and Fun, Bridging the Gap between Task and Motion Planning, Collaboratively-Built Knowledge Sources and Artificial Intelligence, Goal-Directed Autonomy, Intelligent Security, Interactive Decision Theory and Game Theory, Metacognition for Robust Social Systems, Model Checking and Artificial Intelligence, Neural-Symbolic Learning and Reasoning, Plan, Activity, and Intent Recognition, Statistical Relational AI, Visual Representations and Reasoning, and Abstraction, Reformulation, and Approximation. This article presents short summaries of those events.
Problem decomposition and theory reformulation, integrated cognitive architectures for autonomous robots, distributed constraint satisfaction problems, semigroup theory and dynamical systems, category theory in software design. Interests include machine learning, approximation algorithms, on-line algorithms and planning systems. Calvin, William H. – Theoretical neurophysiologist and author of "The Cerebral Code", and "How Brains Think". Gesture and narrative language, animated agents, intonation, facial expression, computer vision. Intersection of computer science and game theory, computer science and economics, multiagent systems, automated negotiation and contracting.