At the control level, distinctive places and distinctive travel edges are identified based on the interaction between the robot's control strategies, its sensorimotor system, and the world. A distinctive place is defined as the local maximum of a distinctiveness measure appropriate to its immediate neighborhood, and is found by a hill-climbing control strategy. A distinctive travel edge, similarly, is defined by a suitable measure and a path-following control strategy. The topological network description is created by linking the distinctive places and travel edges. Metrical information is then incrementally assimilated into local geometric descriptions of places and edges, and finally merged into a global geometric map.
We present a new polynomial-time algorithm for linear programming. The running-time of this algorithm is O(n3-5L2), as compared to O(n6L2) for the ellipsoid algorithm. We prove that given a polytope P and a strictly interior point a ε P, there is a projective transformation of the space that maps P, a to P', a' having the following property. The ratio of the radius of the smallest sphere with center a', containing P' to the radius of the largest sphere with center a' contained in P' is O (n). The algorithm consists of repeated application of such projective transformations each followed by optimization over an inscribed sphere to create a sequence of points which converges to the optimal solution in polynomial-time.
The distributive computation of constrained optimization problems by networks of locally interconnected simple processors is examined. A general method for designing such networks is described. The design includes the network of interconnections among the participating processors, as well as the iterative computation to be performed by each processor. The application of these results to relaxation techniques in the processing of visual information is discussed and exemplified.
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.