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Artificial intelligence (AI) is the intelligence exhibited by machines or software. It is also the name of the academic field of study which studies how to create computers and computer software that are capable of intelligent behavior. Major AI researchers and textbooks define this field as "the study and design of intelligent agents", in which an intelligent agent is a system that perceives its environment and takes actions that maximize its chances of success.John McCarthy, who coined the term in 1955 defines it as "the science and engineering of making intelligent machines".
AI research is highly technical and specialized, and is deeply divided into subfields that often fail to communicate with each other. Some of the division is due to social and cultural factors: subfields have grown up around particular institutions and the work of individual researchers. AI research is also divided by several technical issues. Some subfields focus on the solution of specific problems. Others focus on one of several possible approaches or on the use of a particular tool or towards the accomplishment of particular applications.
The central problems (or goals) of AI research include reasoning, knowledge, planning, learning, natural language processing (communication), perception and the ability to move and manipulate objects. General intelligence is still among the field's long-term goals.Currently popular approaches include statistical methods,computational intelligence and traditional symbolic AI. There are a large number of tools used in AI, including versions of search and mathematical optimization, logic,methods based on probability and economics, and many others. The AI field is interdisciplinary, in which a number of sciences and professions converge, includingcomputer science, mathematics, psychology, linguistics, philosophy and neuroscience, as well as other specialized fields such as artificial psychology.
The field was founded on the claim that a central property of humans, human intelligence—the sapience of Homo sapiens—"can be so precisely described that a machine can be made to simulate it."This raises philosophical issues about the nature of the mind and the ethics of creating artificial beings endowed with human-like intelligence, issues which have been addressed by myth, fiction and philosophy since antiquity Artificial intelligence has been the subject of tremendous optimism but has also suffered stunning setbacks.Today it has become an essential part of the technology industry, providing the heavy lifting for many of the most challenging problems in computer science.
History
Main articles: History of artificial intelligence and Timeline of artificial intelligence
Thinking machines and artificial beings appear in Greek myths, such as Talos of Crete, the bronze robot of Hephaestus, and Pygmalion's Galatea. Human likenesses believed to have intelligence were built in every major civilization: animated cult images were worshiped in Egypt and Greece and humanoidautomatons were built by Yan Shi, Hero of Alexandria and Al-JazariIt was also widely believed that artificial beings had been created by JābiribnHayyān, Judah Loew and Paracelsus. By the 19th and 20th centuries, artificial beings had become a common feature in fiction, as in Mary Shelley's Frankenstein or KarelČapek's R.U.R. (Rossum's Universal Robots).Pamela McCorduck argues that all of these are some examples of an ancient urge, as she describes it, "to forge the gods" Stories of these creatures and their fates discuss many of the same hopes, fears and ethical concerns that are presented by artificial intelligence.
Mechanical or "formal" reasoning has been developed by philosophers and mathematicians since antiquity. The study of logic led directly to the invention of theprogrammable digital electronic computer, based on the work of mathematician Alan Turing and others. Turing's theory of computation suggested that a machine, by shuffling symbols as simple as "0" and "1", could simulate any conceivable act of mathematical deduction. This, along with concurrent discoveries in neurology,information theory and cybernetics, inspired a small group of researchers to begin to seriously consider the possibility of building an electronic brain.[
The field of AI research was founded at a conference on the campus of Dartmouth College in the summer of 1956. The attendees, including John McCarthy,MarvinMinsky, Allen Newell, Arthur Samuel, and Herbert Simon, became the leaders of AI research for many decades.They and their students wrote programs that were, to most people, simply astonishing: computers were winning at checkers, solving word problems in algebra, proving logical theorems and speaking English.By the middle of the 1960s, research in the U.S. was heavily funded by the Department of Defense and laboratories had been established around the worldAI's founders were profoundly optimistic about the future of the new field: Herbert Simon predicted that "machines will be capable, within twenty years, of doing any work a man can do" and Marvin Minsky agreed, writing that "within a generation ... the problem of creating 'artificial intelligence' will substantially be solved".
They had failed to recognize the difficulty of some of the problems they faced. In 1974, in response to the criticism of Sir James Lighthilland ongoing pressure from the US Congress to fund more productive projects, both the U.S. and British governments cut off all undirected exploratory research in AI. The next few years would later be called an "AI winter", a period when funding for AI projects was hard to find.
In the early 1980s, AI research was revived by the commercial success of expert systemsa form of AI program that simulated the knowledge and analytical skills of one or more human experts. By 1985 the market for AI had reached over a billion dollars. At the same time, Japan's fifth generation computer project inspired the U.S and British governments to restore funding for academic research in the field. However, beginning with the collapse of the Lisp Machine market in 1987, AI once again fell into disrepute, and a second, longer-lasting AI winter began
In the 1990s and early 21st century, AI achieved its greatest successes, albeit somewhat behind the scenes. Artificial intelligence is used for logistics, data mining,medical diagnosis and many other areas throughout the technology industry. The success was due to several factors: the increasing computational power of computers (see Moore's law), a greater emphasis on solving specific subproblems, the creation of new ties between AI and other fields working on similar problems, and a new commitment by researchers to solid mathematical methods and rigorous scientific standards.On 11 May 1997, Deep Blue became the first computer chess-playing system to beat a reigning world chess champion, Garry Kasparov. In February 2011, in aJeopardy! quiz show exhibition match, IBM's question answering system, Watson, defeated the two greatest Jeopardy champions, Brad Rutter and Ken Jennings, by a significant margin The Kinect, which provides a 3D body–motion interface for the Xbox 360 and the Xbox One, uses algorithms that emerged from lengthy AI research as do intelligent personal assistants in smartphones.
Goals
The general problem of simulating (or creating) intelligence has been broken down into a number of specific sub-problems. These consist of particular traits or capabilities that researchers would like an intelligent system to display. The traits described below have received the most attention.
Deduction, reasoning, problem solving
Early AI researchers developed algorithms that imitated the step-by-step reasoning that humans use when they solve puzzles or make logical deductions. By the late 1980s and 1990s, AI research had also developed highly successful methods for dealing with uncertain or incomplete information, employing concepts fromprobability and economics.
For difficult problems, most of these algorithms can require enormous computational resources – most experience a "combinatorial explosion": the amount of memory or computer time required becomes astronomical when the problem goes beyond a certain size. The search for more efficient problem-solving algorithms is a high priority for AI research.
Human beings solve most of their problems using fast, intuitive judgements rather than the conscious, step-by-step deduction that early AI research was able to model. AI has made some progress at imitating this kind of "sub-symbolic" problem solving: embodied agent approaches emphasize the importance ofsensorimotor skills to higher reasoning; neural net research attempts to simulate the structures inside the brain that give rise to this skill; statistical approaches to AImimic the probabilistic nature of the human ability to guess.
Knowledge representation
An ontology represents knowledge as a set of concepts within a domain and the relationships between those concepts.
Main articles: Knowledge representation and Commonsense knowledge
Knowledge representation and knowledge engineeringare central to AI research. Many of the problems machines are expected to solve will require extensive knowledge about the world. Among the things that AI needs to represent are: objects, properties, categories and relations between objects; situations, events, states and time;causes and effects;knowledge about knowledge (what we know about what other people know); and many other, less well researched domains. A representation of "what exists" is an ontology: the set of objects, relations, concepts and so on that the machine knows about. The most general are called upper ontologies, which attempt to provide a foundation for all other knowledge.
Among the most difficult problems in knowledge representation are:
Default reasoning and the qualification problem
Many of the things people know take the form of "working assumptions." For example, if a bird comes up in conversation, people typically picture an animal that is fist sized, sings, and flies. None of these things are true about all birds. John McCarthy identified this problem in 1969 as the qualification problem: for any commonsense rule that AI researchers care to represent, there tend to be a huge number of exceptions. Almost nothing is simply true or false in the way that abstract logic requires. AI research has explored a number of solutions to this problem.
The breadth of commonsense knowledge
The number of atomic facts that the average person knows is astronomical. Research projects that attempt to build a complete knowledge base of commonsense knowledge (e.g. CVC) require enormous amounts of laborious ontological engineering—they must be built, by hand, one complicated concept at a time. A major goal is to have the computer understand enough concepts to be able to learn by reading from sources like the internet, and thus be able to add to its own ontology.
The subsymbolic form of some commonsense knowledge
Much of what people know is not represented as "facts" or "statements" that they could express verbally. For example, a chess master will avoid a particular chess position because it "feels too exposed" or an art critic can take one look at a statue and instantly realize that it is a fake. These are intuitions or tendencies that are represented in the brain non-consciously and sub-symbolically. Knowledge like this informs, supports and provides a context for symbolic, conscious knowledge. As with the related problem of sub-symbolic reasoning, it is hoped that situated AI, computational intelligence, or statistical AI will provide ways to represent this kind of knowledge
Planning
A hierarchical control system is a form of control system in which a set of devices and governing software is arranged in a hierarchy.
Main article: Automated planning and scheduling
Intelligent agents must be able to set goals and achieve themThey need a way to visualize the future (they must have a representation of the state of the world and be able to make predictions about how their actions will change it) and be able to make choices that maximize the utility (or "value") of the available choices.
In classical planning problems, the agent can assume that it is the only thing acting on the world and it can be certain what the consequences of its actions may be.However, if the agent is not the only actor, it must periodically ascertain whether the world matches its predictions and it must change its plan as this becomes necessary, requiring the agent to reason under uncertainty.
Multi-agent planning uses the cooperation and competition of many agents to achieve a given goal. Emergent behavior such as this is used by evolutionary algorithms and swarm intelligence.
Learning
Main article: Machine learning
Machine learning is the study of computer algorithms that improve automatically through experience and has been central to AI research since the field's inception
Unsupervised learning is the ability to find patterns in a stream of input. Supervised learning includes both classification and numerical regression. Classification is used to determine what category something belongs in, after seeing a number of examples of things from several categories. Regression is the attempt to produce a function that describes the relationship between inputs and outputs and predicts how the outputs should change as the inputs change. In reinforcement learningthe agent is rewarded for good responses and punished for bad ones. The agent uses this sequence of rewards and punishments to form a strategy for operating in its problem space. These three types of learning can be analyzed in terms of decision theory, using concepts like utility. The mathematical analysis of machine learning algorithms and their performance is a branch of theoretical computer science known as computational learning theory.
Within developmental robotics, developmental learning approaches were elaborated for lifelong cumulative acquisition of repertoires of novel skills by a robot, through autonomous self-exploration and social interaction with human teachers, and using guidance mechanisms such as active learning, maturation, motor synergies, and imitation.
Natural language processing (communication)
A parse tree represents thesyntactic structure of a sentence according to some formal grammar.
Main article: Natural language processing
Natural language processinggives machines the ability to read and understand the languages that humans speak. A sufficiently powerful natural language processing system would enable natural language user interfaces and the acquisition of knowledge directly from human-written sources, such as newswire texts. Some straightforward applications of natural language processing include information retrieval (or text mining), question answering[ and machine translation.
A common method of processing and extracting meaning from natural language is through semantic indexing. Increases in processing speeds and the drop in the cost of data storage makes indexing large volumes of abstractions of the user's input much more efficient.
Perception
Main articles: Machine perception, Computer vision and Speech recognition
Machine perception is the ability to use input from sensors (such as cameras, microphones, tactile sensors, sonar and others more exotic) to deduce aspects of the world. Computer vision is the ability to analyze visual input. A few selected subproblems are speech recognition facial recognition and object recognition
Motion and manipulation
Main article: Robotics
The field of roboticsis closely related to AI. Intelligence is required for robots to be able to handle such tasks as object manipulationand navigation, with sub-problems of localization (knowing where you are, or finding out where other things are), mapping (learning what is around you, building a map of the environment), and motion planning (figuring out how to get there) or path planning (going from one point in space to another point, which may involve compliant motion – where the robot moves while maintaining physical contact with an object).
Long-term goals
Among the long-term goals in the research pertaining to artificial intelligence are: (1) Social intelligence, (2) Creativity, and (3) General intelligence.
Social intelligence
Main article: Affective computing
Kismet, a robot with rudimentary social skills
Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer sciences, psychology, and cognitive scienceWhile the origins of the field may be traced as far back as to early philosophical inquiries into emotion, the more modern branch of computer science originated with Rosalind Picard's 1995 paperon affective computing. A motivation for the research is the ability to simulate empathy. The machine should interpret the emotional state of humans and adapt its behaviour to them, giving an appropriate response for those emotions.
Emotion and social skills play two roles for an intelligent agent. First, it must be able to predict the actions of others, by understanding their motives and emotional states. (This involves elements of game theory, decision theory, as well as the ability to model human emotions and the perceptual skills to detect emotions.) Also, in an effort to facilitate human-computer interaction, an intelligent machine might want to be able to display emotions—even if it does not actually experience them itself—in order to appear sensitive to the emotional dynamics of human interaction.
Creativity
Main article: Computational creativity
A sub-field of AI addresses creativity both theoretically (from a philosophical and psychological perspective) and practically (via specific implementations of systems that generate outputs that can be considered creative, or systems that identify and assess creativity). Related areas of computational research are Artificialintuitionand Artificial thinking.
General intelligence
Main articles: Artificial general intelligence and AI-complete
Many researchers think that their work will eventually be incorporated into a machine with general intelligence (known as strong AI), combining all the skills above and exceeding human abilities at most or all of them. A few believe that anthropomorphic features like artificial consciousness or an artificial brain may be required for such a project.
Many of the problems above may require general intelligence to be considered solved. For example, even a straightforward, specific task like machine translationrequires that the machine read and write in both languages (NLP), follow the author's argument (reason), know what is being talked about (knowledge), and faithfully reproduce the author's intention (social intelligence). A problem like machine translation is considered "AI-complete". In order to solve this particular problem, you must solve all the problems.
Approaches
There is no established unifying theory or paradigm that guides AI research. Researchers disagree about many issues.A few of the most long standing questions that have remained unanswered are these: should artificial intelligence simulate natural intelligence by studying psychology or neurology? Or is human biology as irrelevant to AI research as bird biology is to aeronautical engineering? Can intelligent behavior be described using simple, elegant principles (such as logic ) Or does it necessarily require solving a large number of completely unrelated problems?Can intelligence be reproduced using high-level symbols, similar to words and ideas? Or does it require "sub-symbolic" processing?John Haugeland, who coined the term GOFAI (Good Old-Fashioned Artificial Intelligence), also proposed that AI should more properly be referred to as synthetic intelligence, a term which has since been adopted by some non-GOFAI researchers.
Cybernetics and brain simulation
Main articles: Cybernetics and Computational neuroscience
In the 1940s and 1950s, a number of researchers explored the connection between neurology, information theory, and cybernetics. Some of them built machines that used electronic networks to exhibit rudimentary intelligence, such as W. Grey Walter's turtles and the Johns Hopkins Beast. Many of these researchers gathered for meetings of the Teleological Society at Princeton University and the Ratio Club in England. By 1960, this approach was largely abandoned, although elements of it would be revived in the 1980s.
Symbolic
Main article: Symbolic AI
When access to digital computers became possible in the middle 1950s, AI research began to explore the possibility that human intelligence could be reduced to symbol manipulation. The research was centered in three institutions: Carnegie Mellon University, Stanford and MIT, and each one developed its own style of research. John Haugeland named these approaches to AI "good old fashioned AI" or "GOFAI". During the 1960s, symbolic approaches had achieved great success at simulating high-level thinking in small demonstration programs. Approaches based on cybernetics or neural networks were abandoned or pushed into the background. Researchers in the 1960s and the 1970s were convinced that symbolic approaches would eventually succeed in creating a machine with artificial general intelligence and considered this the goal of their field.
Cognitive simulation
Economist Herbert Simon and Allen Newell studied human problem-solving skills and attempted to formalize them, and their work laid the foundations of the field of artificial intelligence, as well as cognitive science, operations research and management science. Their research team used the results of psychologicalexperiments to develop programs that simulated the techniques that people used to solve problems. This tradition, centered at Carnegie Mellon University would eventually culminate in the development of the Soar architecture in the middle 1980s.
Logic-based
Unlike Newell and Simon, John McCarthy felt that machines did not need to simulate human thought, but should instead try to find the essence of abstract reasoning and problem solving, regardless of whether people used the same algorithms. His laboratory at Stanford (SAIL) focused on using formal logic to solve a wide variety of problems, including knowledge representation, planning and learning.Logic was also the focus of the work at the University of Edinburgh and elsewhere in Europe which led to the development of the programming language Prolog and the science of logic programming
"Anti-logic" or "scruffy"
Researchers at MIT (such as Marvin Minsky and Seymour Papert)found that solving difficult problems in vision and natural language processing required ad-hoc solutions – they argued that there was no simple and general principle (like logic) that would capture all the aspects of intelligent behavior. Roger Schankdescribed their "anti-logic" approaches as "scruffy" (as opposed to the "neat" paradigms at CMU and Stanford).Commonsense knowledge bases (such asDougLenat's Cyc) are an example of "scruffy" AI, since they must be built by hand, one complicated concept at a time.
Knowledge-based
When computers with large memories became available around 1970, researchers from all three traditions began to build knowledge into AI applications. This "knowledge revolution" led to the development and deployment of expert systems (introduced by Edward Feigenbaum), the first truly successful form of AI software. The knowledge revolution was also driven by the realization that enormous amounts of knowledge would be required by many simple AI applications.
Sub-symbolic
By the 1980s progress in symbolic AI seemed to stall and many believed that symbolic systems would never be able to imitate all the processes of human cognition, especially perception, robotics, learning and pattern recognition. A number of researchers began to look into "sub-symbolic" approaches to specific AI problems
Bottom-up, embodied, situated, behavior-based or nouvelle AI
Researchers from the related field of robotics, such as Rodney Brooks, rejected symbolic AI and focused on the basic engineering problems that would allow robots to move and survive.Their work revived the non-symbolic viewpoint of the early cybernetics researchers of the 1950s and reintroduced the use ofcontrol theory in AI. This coincided with the development of the embodied mind thesis in the related field of cognitive science: the idea that aspects of the body (such as movement, perception and visualization) are required for higher intelligence.
Computational intelligence and soft computing
Interest in neural networks and "connectionism" was revived by David Rumelhart and others in the middle 1980s. Neural networks are an example of soft computing --- they are solutions to problems which cannot be solved with complete logical certainty, and where an approximate solution is often enough. Other soft computing approaches to AI include fuzzy systems, evolutionary computation and many statistical tools. The application of soft computing to AI is studied collectively by the emerging discipline of computational intelligence
Statistical
In the 1990s, AI researchers developed sophisticated mathematical tools to solve specific subproblems. These tools are truly scientific, in the sense that their results are both measurable and verifiable, and they have been responsible for many of AI's recent successes. The shared mathematical language has also permitted a high level of collaboration with more established fields (like mathematics, economics or operations research). Stuart Russell and Peter Norvig describe this movement as nothing less than a "revolution" and "the victory of the neats."Critics argue that these techniques (with few exceptions are too focused on particular problems and have failed to address the long-term goal of general intelligence. There is an ongoing debate about the relevance and validity of statistical approaches in AI, exemplified in part by exchanges between Peter Norvig and Noam Chomsky