867 resultados para Artificial intelligence -- Computer programs
Resumo:
The paper describes a new approach to artificial intelligence (AI) and its role in design. This approach argues that AI can be seen as 'text', or in other words as a medium for the communication of design knowledge and information between designers. This paper will apply these ideas to reinterpreting an existing knowledge-based system (KBS) design tool, that is, CADET - a product design evaluation tool. The paper will discuss the authorial issues, amongst others, involved in the development of AI and KBS design tools by adopting this new approach. Consequently, the designers' rights and responsibilities will be better understood as the knowledge medium, through its concern with authorship, returns control to users rather than attributing the system with agent status. © 1998 Elsevier Science Ltd. All rights reserved.
Resumo:
The field of Artificial Intelligence, which started roughly half a century ago, has a turbulent history. In the 1980s there has been a major paradigm shift towards embodiment. While embodied artificial intelligence is still highly diverse, changing, and far from "theoretically stable", a certain consensus about the important issues and methods has been achieved or is rapidly emerging. In this non-technical paper we briefly characterize the field, summarize its achievements, and identify important issues for future research. One of the fundamental unresolved problems has been and still is how thinking emerges from an embodied system. Provocatively speaking, the central issue could be captured by the question "How does walking relate to thinking?" © Springer-Verlag Berlin Heidelberg 2004.
Resumo:
This report concentrates on progress during the last two years at the M.I.T. Artificial Intelligence Laboratory. Topics covered include the representation of knowledge, understanding English, learning and debugging, understanding vision and productivity technology. It is stressed that these various areas are tied closely together through certain fundamental issues and problems.
Resumo:
"The Structure and Interpretation of Computer Programs" is the entry-level subject in Computer Science at the Massachusetts Institute of Technology. It is required of all students at MIT who major in Electrical Engineering or in Computer Science, as one fourth of the "common core curriculum," which also includes two subjects on circuits and linear systems and a subject on the design of digital systems. We have been involved in the development of this subject since 1978, and we have taught this material in its present form since the fall of 1980 to approximately 600 students each year. Most of these students have had little or no prior formal training in computation, although most have played with computers a bit and a few have had extensive programming or hardware design experience. Our design of this introductory Computer Science subject reflects two major concerns. First we want to establish the idea that a computer language is not just a way of getting a computer to perform operations, but rather that it is a novel formal medium for expressing ideas about methodology. Thus, programs must be written for people to read, and only incidentally for machines to execute. Secondly, we believe that the essential material to be addressed by a subject at this level, is not the syntax of particular programming language constructs, nor clever algorithms for computing particular functions of efficiently, not even the mathematical analysis of algorithms and the foundations of computing, but rather the techniques used to control the intellectual complexity of large software systems.
Resumo:
Editorial for 17th AICS Conference
Resumo:
This study explores using artificial neural networks to predict the rheological and mechanical properties of underwater concrete (UWC) mixtures and to evaluate the sensitivity of such properties to variations in mixture ingredients. Artificial neural networks (ANN) mimic the structure and operation of biological neurons and have the unique ability of self-learning, mapping, and functional approximation. Details of the development of the proposed neural network model, its architecture, training, and validation are presented in this study. A database incorporating 175 UWC mixtures from nine different studies was developed to train and test the ANN model. The data are arranged in a patterned format. Each pattern contains an input vector that includes quantity values of the mixture variables influencing the behavior of UWC mixtures (that is, cement, silica fume, fly ash, slag, water, coarse and fine aggregates, and chemical admixtures) and a corresponding output vector that includes the rheological or mechanical property to be modeled. Results show that the ANN model thus developed is not only capable of accurately predicting the slump, slump-flow, washout resistance, and compressive strength of underwater concrete mixtures used in the training process, but it can also effectively predict the aforementioned properties for new mixtures designed within the practical range of the input parameters used in the training process with an absolute error of 4.6, 10.6, 10.6, and 4.4%, respectively.
Resumo:
Most Artificial Intelligence (AI) work can be characterized as either ``high-level'' (e.g., logical, symbolic) or ``low-level'' (e.g., connectionist networks, behavior-based robotics). Each approach suffers from particular drawbacks. High-level AI uses abstractions that often have no relation to the way real, biological brains work. Low-level AI, on the other hand, tends to lack the powerful abstractions that are needed to express complex structures and relationships. I have tried to combine the best features of both approaches, by building a set of programming abstractions defined in terms of simple, biologically plausible components. At the ``ground level'', I define a primitive, perceptron-like computational unit. I then show how more abstract computational units may be implemented in terms of the primitive units, and show the utility of the abstract units in sample networks. The new units make it possible to build networks using concepts such as long-term memories, short-term memories, and frames. As a demonstration of these abstractions, I have implemented a simulator for ``creatures'' controlled by a network of abstract units. The creatures exist in a simple 2D world, and exhibit behaviors such as catching mobile prey and sorting colored blocks into matching boxes. This program demonstrates that it is possible to build systems that can interact effectively with a dynamic physical environment, yet use symbolic representations to control aspects of their behavior.