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 eurisko


One Genius' Lonely Crusade to Teach a Computer Common Sense

#artificialintelligence

Over July 4th weekend in 1981, several hundred game nerds gathered at a banquet hall in San Mateo, California. Personal computing was still in its infancy, and the tournament was decidedly low-tech. Each match played out on a rectangular table filled with paper game pieces, and a March Madness-style tournament bracket hung on the wall. The game was called Traveller Trillion Credit Squadron, a role-playing pastime of baroque complexity. Contestants did battle using vast fleets of imaginary warships, each player guided by an equally imaginary trillion-dollar budget and a set of rules that spanned several printed volumes. If they won, they advanced to the next round of war games--until only one fleet remained. Doug Lenat, then a 29-year-old computer science professor at nearby Stanford University, was among the players. But he didn't compete alone. He entered the tournament alongside Eurisko, the artificially intelligent system he built as part of his academic research. Eurisko ran on dozens of machines inside Xerox PARC--the computer research lab just down the road from Stanford that gave rise to the graphical user interface, the laser printer, and so many other technologies that would come to define the future of computing. That year, Lenat taught Eurisko to play Traveller. Doug Lenat says his common-sense engine is a new dawn for AI. The rest of the tech world doesn't really agree with him. Lenat fed the massive Traveller rulebook into the system and asked it to find the best way of winning.


Robots can outwit us on the virtual battlefield, so let's not put them in charge of the real thing

#artificialintelligence

Artificial intelligence developer DeepMind has just announced its latest milestone: a bot called AlphaStar that plays the popular real-time strategy game StarCraft II at Grandmaster level. This isn't the first time a bot has outplayed humans in a strategy war game. In 1981, a program called Eurisko, developed by artificial intelligence (AI) pioneer Doug Lenat, won the US championship of Traveller, a highly complex strategy war game in which players design a fleet of 100 ships. Eurisko was consequently made an honorary Admiral in the Traveller navy. The following year, the tournament rules were overhauled in an attempt to thwart computers.


Heuristic Search for New Microcircuit Structures: An Application of Artificial Intelligence

AI Magazine

Summary Eurisko is an AI program that learns by discovery We are applying Eurisko to the task of inventing new kinds of three-dimensional microelectronic devices that can then be fabricated using recently developed laser recrystallization techniques Three experiments have been conducted, and some novel designs and design rules have emerged. The paradigm for Eurisko's exploration is a loop in which it. Many of the well-known primitive devices were synthesized quickly, such as the MOSFET, Junction Diode, and Bipolar Transistor. This was unsurprising, as they were short sentences in the descriptive language we had defined (a language with verbs like Abut and ApplyEField, and with nouns like nDopedRegion and IntrinsicChannelRegion) Future We wish to thank those graduate students who have aided us in the construction of RLL, the language in which Eurisko is written, most notably Greg Harris at CMIJ and Russ Grciner at Stanford.




One Genius' Lonely Crusade to Teach a Computer Common Sense

#artificialintelligence

Over July 4th weekend in 1981, several hundred game nerds gathered at a banquet hall in San Mateo, California. Personal computing was still in its infancy, and the tournament was decidedly low-tech. Each match played out on a rectangular table filled with paper game pieces, and a March Madness-style tournament bracket hung on the wall. The game was called Traveller Trillion Credit Squadron, a role-playing pastime of baroque complexity. Contestants did battle using vast fleets of imaginary warships, each player guided by an equally imaginary trillion-dollar budget and a set of rules that spanned several printed volumes. If they won, they advanced to the next round of war games--until only one fleet remained. Doug Lenat, then a 29-year-old computer science professor at nearby Stanford University, was among the players. But he didn't compete alone. He entered the tournament alongside Eurisko, the artificially intelligent system he built as part of his academic research. Eurisko ran on dozens of machines inside Xerox PARC--the computer research lab just down the road from Stanford that gave rise to the graphical user interface, the laser printer, and so many other technologies that would come to define the future of computing. That year, Lenat taught Eurisko to play Traveller. Doug Lenat says his common-sense engine is a new dawn for AI. The rest of the tech world doesn't really agree with him. Lenat fed the massive Traveller rulebook into the system and asked it to find the best way of winning.


One Genius' Lonely Crusade to Teach a Computer Common Sense

#artificialintelligence

Over July 4th weekend in 1981, several hundred game nerds gathered at a banquet hall in San Mateo, California. Personal computing was still in its infancy, and the tournament was decidedly low-tech. Each match played out on a rectangular table filled with paper game pieces, and a March Madness-style tournament bracket hung on the wall. The game was called Traveller Trillion Credit Squadron, a role-playing pastime of baroque complexity. Contestants did battle using vast fleets of imaginary warships, each player guided by an equally imaginary trillion-dollar budget and a set of rules that spanned several printed volumes. If they won, they advanced to the next round of war games--until only one fleet remained. Doug Lenat, then a 29-year-old computer science professor at nearby Stanford University, was among the players. But he didn't compete alone. He entered the tournament alongside Eurisko, the artificially intelligent system he built as part of his academic research. Eurisko ran on dozens of machines inside Xerox PARC--the computer research lab just down the road from Stanford that gave rise to the graphical user interface, the laser printer, and so many other technologies that would come to define the future of computing. That year, Lenat taught Eurisko to play Traveller. Doug Lenat says his common-sense engine is a new dawn for AI. The rest of the tech world doesn't really agree with him.


One Genius' Lonely Crusade to Teach a Computer Common Sense

WIRED

Over July 4th weekend in 1981, several hundred game nerds gathered at a banquet hall in San Mateo, California. Personal computing was still in its infancy, and the tournament was decidedly low-tech. Each match played out on a rectangular table filled with paper game pieces, and a March Madness-style tournament bracket hung on the wall. The game was called Traveller Trillion Credit Squadron, a role-playing pastime of baroque complexity. Contestants did battle using vast fleets of imaginary warships, each player guided by an equally imaginary trillion-dollar budget and a set of rules that spanned several printed volumes. If they won, they advanced to the next round of war games--until only one fleet remained. Doug Lenat, then a 29-year-old computer science professor at nearby Stanford University, was among the players. But he didn't compete alone. He entered the tournament alongside Eurisko, the artificially intelligent system he built as part of his academic research. Eurisko ran on dozens of machines inside Xerox PARC--the computer research lab just down the road from Stanford that gave rise to the graphical user interface, the laser printer, and so many other technologies that would come to define the future of computing. That year, Lenat taught Eurisko to play Traveller. Doug Lenat says his common-sense engine is a new dawn for AI. The rest of the tech world doesn't really agree with him.


Eurisko: A Program Which Learns New Heuristics and Domain Concepts

Lenat, Douglas B.

Classics

The AM program, an early attempt to mechanize learning by discovery, has recently been expanded and extended to several other task domains. AM's ultimate failure apparently was due to its inability to discover new, powerful, domain-specific heuristics for the various new fields it uncovered. At that time, it seemed straight-forward to simply add ‘Heuristics’ as one more field in which to let AM explore, observe, define, and develop. That task—learning new heuristics by discovery—turned out to be much more difficult than was realized initially, and we have just now achieved some successes at it. Along the way, it became clearer why AM had succeeded in the first place, and why it was so difficult to use the same paradigm to discover new heuristics.


Heuristic Search for New Microcircuit Structures: An Application of Artificial Intelligence

Lenat, Douglas B., Sutherland, William R., Gibbons, James

AI Magazine

Eurisko is an AI program that learns by discovery. We are applying Eurisko to the task of inventing new kinds of three- dimensional microelectronic devices that can then be fabricated using recently developed laser recrystallization techniques. Three experiments have been conducted, and some novel designs and design rules have emerged. The paradigm for Eurisko's exploration is a loop in which it generates a new device configuration, computes its I/O behavior, tries to "parse" this into a functionally it already knows about and can use, and then evaluates the results. In the first experiment, this loop took place at the level of charged carriers moving under the effects of electric fields through abutted regions of doped and undoped semiconductors. Many of the well-known primitive devices were synthesized quickly, such as the MOSFET, Junction Diode, and Bipolar Transistor. This was unsurprising, as they were short sentences in the descriptive language we had defined (a language with verbs like Abut and ApplyEField, and with nouns like nDoped Region and IntrinsicChannellRegion).