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Accessible Survey of Evolutionary Robotics and Potential Future Research Directions

arXiv.org Artificial Intelligence

This paper reviews various Evolutionary Approaches applied to the domain of Evolutionary Robotics with the intention of resolving difficult problems in the areas of robotic design and control. Evolutionary Robotics is a fast-growing field that has attracted substantial research attention in recent years. The paper thus collates recent findings along with some anticipated applications. The reviewed literature is organized systematically to give a categorical overview of recent developments and is presented in tabulated form for quick reference. We discuss the outstanding potentialities and challenges that exist in robotics from an ER perspective, with the belief that these will be have the capacity to be addressed in the near future via the application of evolutionary approaches. The primary objective of this study is to explore the applicability of Evolutionary Approaches in robotic application development. We believe that this study will enable the researchers to utilize Evolutionary Approaches to solve complex outstanding problems in robotics.


How GPT-3 Wrote a Movie About a Cockroach-AI Love Story

WIRED

In artist Miao Ying's animated film Surplus Intelligence, a cockroach falls in love with the artificial intelligence responsible for monitoring her behavior. There's only one problem: The AI, personified as a man with movie-star looks, committed a crime in Walden XII, the quasi-medieval fantasyland where the story is set. He stole the village's power stone, and so the roach sets off to mine bitcoin to save him. Viewers might see in the plot a metaphor for the conflicted relationship some Chinese people have with social credit scoring, which is meant to nudge citizens toward better behavior. Or it could be a nod to the insidious ways social media platforms like Twitter and Facebook condition our behavior and mine us for data.


AI systems aim to sniff out coronavirus outbreaks

Science

Science's COVID-19 coverage is supported by the Pulitzer Center. The international alarm about the COVID-19 pandemic was sounded first not by a human, but by a computer. HealthMap, a website run by Boston Children's Hospital, uses artificial intelligence (AI) to scan social media, news reports, internet search queries, and other data for signs of disease outbreaks. On 30 December 2019, it spotted a news report of a new type of pneumonia in Wuhan, China, and issued a one-line email bulletin that seven people were in critical condition, rating the urgency at three on a scale of five. Colleagues in Taiwan had already alerted Marjorie Pollack, a medical epidemiologist in New York City, to social media chatter in China that reminded her of the 2003 outbreak of severe acute respiratory syndrome (SARS), which spread to dozens of countries and killed 774.


Artificial intelligence systems aim to sniff out signs of COVID-19 outbreaks

#artificialintelligence

HealthMap uses artificial intelligence and data mining to spot disease outbreaks and issue location-specific alerts (colored dots) on COVID-19 and other diseases. It sounded an early alarm on the pandemic. Science's COVID-19 reporting is supported by the Pulitzer Center. The international alarm about the COVID-19 pandemic was sounded first not by a human, but by a computer. HealthMap, a website run by Boston Children's Hospital, uses artificial intelligence (AI) to scan social media, news reports, internet search queries, and other information streams for signs of disease outbreaks.


Decidability of Sample Complexity of PAC Learning in finite setting

arXiv.org Machine Learning

In this short note we observe that the sample complexity of PAC machine learning of various concepts, including learning the maximum (EMX), can be exactly determined when the support of the probability measures considered as models satisfies an a-priori bound. This result contrasts with the recently discovered undecidability of EMX within ZFC for finitely supported probabilities (with no a priori bound). Unfortunately, the decision procedure is at present, at least doubly exponential in the number of points times the uniform bound on the support size.


Parkland Parents Angry at Video Game That Allows Players to Act Out a School Shooting

Slate

Parents of school shooting victims, and other survivors of mass shootings, are decrying an upcoming video game that is set to allow players to commit a school shooting--as well as stop one. Active Shooter, which is scheduled for a June 6 release, is a "dynamic SWAT simulator," where players can choose whether to be an armed officer who is responding to a shooting, the shooter, or a victim trying to escape. The game will be sold for $5 to $10 in the online marketplace Steam, which is run by the Valve Corporation. The game comes with a disclaimer: "Please do not take any of this seriously. This is only meant to be the simulation and nothing else. If you feel like hurting someone or people around you, please seek help from local psychiatrists or dial 911 (or applicable). "It's disgusting that Valve Corp. is trying to profit from the glamorization of tragedies affecting our schools across the country," Ryan Petty, whose daughter Alaina died in the February shooting in Parkland, Florida, said in a statement. "Keeping our kids safe is a real issue affecting our communities and is in no way a'game.'" The father of another Parkland victim, 14-year-old Jaime Guttenberg, called for a boycott on Twitter. "I have seen and heard many horrific things over the past few months since my daughter was the victim of a school shooting and is now dead in real life," Fred Gutenberg wrote. "This game may be one of the worst." Andrew Pollack, the father of 18-year-old Meadow Pollack, who was also killed in Parkland said the game would desensitize young people to potential school shootings. "The last thing we need is a simulated training on school shootings," he said. "Video game designers should think of the influence they hold.


1380

AI Magazine

There's More to Life Than Making Plans For many years, research in AI plan generation was governed by a number of strong, simplifying assumptions: The planning agent is omniscient, its actions are deterministic and instantaneous, its goals are fixed and categorical, and its environment is static. More recently, researchers have developed expanded planning algorithms that are not predicated on such assumptions, but changing the way in which plans are formed is only part of what is required when the classical assumptions are abandoned. The demands of dynamic, uncertain environments mean that in addition to being able to form plans--even probabilistic, uncertain plans--agents must be able to effectively manage their plans. In this article, which is based on a talk given at the 1998 AAAI Fall Symposium on Distributed, Continual Planning, we first identify reasoning tasks that are involved in plan management, including commitment management, environment monitoring, alternative assessment, plan elaboration, metalevel control, and coordination with other agents. We next survey approaches we have developed to many of these tasks and discuss a plan-management system we are building to ground our theoretical work, by providing us with a platform for integrating our techniques and exploring their value in a realistic problem.


Intelligent Technology for an Aging Population

AI Magazine

Today, approximately 10 percent of the world's population is over the age of 60; by 2050 this proportion will have more than doubled. Moreover, the greatest rate of increase is amongst the "oldest old," people aged 85 and over. While many older adults remain healthy and productive, overall this segment of the population is subject to physical and cognitive impairment at higher rates than younger people. This article surveys new technologies that incorporate artificial intelligence techniques to support older adults and help them cope with the changes of aging, in particular with cognitive decline. This change poses both a challenge and an opportunity for the design of intelligent technology.


873

AI Magazine

A workshop on high-level connectionist models was held in Las Cruces, New Mexico, on 9-11 April 1988 with support from the American Association for Artificial Intelligence and the Office of Naval Research. John Barnden and Jordan Pollack organized and hosted the workshop and will edit a book containing the proceedings and commentary. The book will be published by Ablex as the first volume in a series entitled Advances in Connectionist and Neural Computation Theory. The two fields are often posed as paradigmatic enemies, and a risk of severing them exists. Few connectionist results are published in the mainstream AI journals and conference proceedings other than those sponsored by the Cognitive Science Society, and many neural-network researchers and industrialists proceed without consideration of the problems (and progress) of AI.


Computer generates verifiable mathematics proof

AITopics Original Links

A computer-assisted proof of a 150-year-old mathematical conjecture can at last be checked by human mathematicians. The Four Colour Theorem, proposed by Francis Guthrie in 1852, states that any four colours are the minimum needed to fill in a flat map without any two regions of the same colour touching. A proof of the theorem was announced by two US mathematicians, Kenneth Appel and Wolfgang Haken, in 1976. But a crucial portion of their work involved checking many thousands of maps – a task that can only feasibly be done using a computer. So a long-standing concern has been that some hidden flaw in the computer code they used might undermine the overall logic of the proof.