Artificial Intelligence - Wikipedia, The Free Encyclopedia artificial intelligence. From Wikipedia, the free encyclopedia. AI redirects here; for alternate uses, see Ai. Strong artificial intelligence. http://en.wikipedia.org/wiki/Artificial_intelligence
Extractions: edit The question of what artificial intelligence is, even as defined above, can be reduced to two parts: "what is the nature of artifice" and "what is intelligence"? The first question is fairly easy to answer, though it does point to the question of what it is possible to manufacture (within the constraints of certain types of system, e.g. classical computational systems, of available processes of manufacturing and of possible limits on human intellect, for instance). The second is much harder, raising questions of consciousness and self mind (including the unconscious mind ) and the question of what components are involved in the only type of intelligence it is universally agreed we have available to study: that of human beings. Study of animals and artificial systems that are not just models of what exists already are widely considered very pertinent, too.
Julia Hodges's Computer Science Home Page Mississippi State University artificial intelligence, knowledge representation, knowledge discovery in databases, expert systems, document understanding. http://www.cs.msstate.edu/~hodges
2002 Australasian Natural Language Processing Workshop 2 December 2002, Canberra, Australia. To be held in conjunction with the 15th Australian Joint Conference on artificial intelligence (AI'02). Organized by the Centre for Language Technology at Macquarie University. http://www.clt.mq.edu.au/Events/Conferences/anlp2002/
Extractions: [Up: Robot Wisdom home page] [Map] [No prior] [Robot Wisdom home page] It's been over forty years since the term "Artificial Intelligence" was coined in 1956. During that time, A.I. has pretty successfully maintained an aura of arcane impenetrability, funneling off billions of dollars in research grants... while delivering almost nothing that can really be called 'intelligent'! This Web-branch will try to provide an overview of the state of AI, emphasizing one obscure sub-specialty called 'story representation' that I anticipate will be the key to future successes. I'm more or less an outsider to the world of AI, having read very little and taken only a couple of college courses. But from 1989 to 1992 I was one of the senior research programmers at Northwestern's AI lab the Institute for the Learning Sciences. Surprisingly, the programmers at ILS could get a much better education than the grad students, because we were under more pressure to create programs that stood up under the scrutiny of our sponsors, and under less pressure to deceive ourselves about the authenticity of our efforts! For more on my background in AI, click here.
University Of Bradford Department Of Cybernetics Cybernetics in Bradford is Centered in Control, Robotics and artificial intelligence. Cybernetics has an Active Research Programme Mapping out Future Developments and Applications of the New Revolution (UK). http://www.brad.ac.uk/acad/cybernet/
Can Logic Programming Execute As Fast As Imperative Programming? [References] - Prolog Instruction Set, Technical Note, SRI International artificial intelligence Center, D.S. Warren, S. Dietrich, F. Pereira. The SB Prolog System, SUNY at Stony Brook. Several references for this Prolog. http://citeseer.nj.nec.com/122169.html
The Japanese Society For Artificial Intelligence The academic society for the artificial intelligence research in Japan. Contact information How to contact The Japanese Society for artificial intelligence. http://www.ai-gakkai.or.jp/jsai/english.html
The Artificial Intelligence Group The hompage of the artificial intelligence group (Department of Computer Science) at the University of Manchester, UK. in artificial intelligence. The M.Sc. http://www.cs.man.ac.uk/ai/
GameDev.net -- Artificial Intelligence artificial intelligence What is it? And more For more information about artificial intelligence, check out Our artificial intelligence books. http://www.gamedev.net/reference/list.asp?categoryid=18
PC AI - Forth Programming Language Forth history and selected links, with a focus on artificial intelligence. http://www.pcai.com/web/ai_info/pcai_forth.html
Extractions: Forth Programming Language Overview : Charles Moore created Forth in the 1960s and 1970s to give computers real-time control over astronomical equipment. A number of Forth's features (such as its interactive style) make it a useful language for AI programming, and devoted adherents have developed Forth-based expert systems and neural networks. Functions in Forth are called "words." The programmer uses Forth's built-in words to create new ones and store them in Forth's "dictionary." In a forth program, words pass information to one another by placing data onto (and removing data from) a "stack," a software structure in which the last element in is the first element out. Using a stack in this way (Forth's unique contribution to the world of programming languages) enables Forth applications to run quickly and efficiently. Two groups of loyalists (the Forth Interest Group and the Institute for Applied Forth Research) help promote the language. Two lively books by Brodie (1984, 1987) are perhaps the best-known introductions to Forth, and an article by Sperry (1991) is a short, well-informed overview. Townsend and Feucht (1968) discuss Forth in connection with expert systems. The San Jose-based Forth Interest Group lists a number of independent developers who have build Forths for various platforms.
Extractions: You are in the: Small Business Channel Jump to Website ECommerce Guide Small Business Computing Webopedia WinPlanet Enter a word for a definition... ...or choose a computer category. choose one... All Categories Communications Computer Industry Companies Computer Science Data Graphics Hardware Internet and Online Services Mobile Computing Multimedia Networks Open Source Operating Systems Programming Software Standards Types of Computers Wireless Computing World Wide Web Home artificial intelligence Last modified: Tuesday, February 10, 2004 The branch of computer science concerned with making computers behave like humans. The term was coined in 1956 by John McCarthy at the Massachusetts Institute of Technology. Artificial intelligence includes games playing: programming computers to play games such as chess and checkers expert systems programming computers to make decisions in real-life situations (for example, some expert systems help doctors diagnose diseases based on symptoms) natural language programming computers to understand natural human languages neural networks Systems that simulate intelligence by attempting to reproduce the types of physical connections that occur in animal brains robotics programming computers to see and hear and react to other sensory stimuli Currently, no computers exhibit full artificial intelligence (that is, are able to simulate human behavior). The greatest advances have occurred in the field of games playing. The best computer chess programs are now capable of beating humans. In May, 1997, an IBM super-computer called
Marvin Minsky's Home Page artificial intelligence and cognitive psychology (MIT, USA) http://www.ai.mit.edu/people/minsky/minsky.html
Intelligent Data Analysis Provides a forum for the examination of issues related to the research and applications of artificial intelligence techniques in data analysis across a variety of disciplines. http://www.elsevier.com/locate/ida/
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Searching For Solutions In Games And Artificial Intelligence Searching for Solutions in Games and artificial intelligence. Thinking games are investigated from the perspective of research in artificial intelligence. http://www.cs.vu.nl/~victor/thesis.html
Extractions: ISBN 90-9007488-0 Thinking games are investigated from the perspective of research in Artificial Intelligence. In the introduction the relevance of such investigations is discussed. Then, two new search techniques, proof-number search and dependency-based search are described, which have been developed while solving the games connect-four (see M.Sc. thesis by the same author), qubic and go-moku . Finally, the complexity and state-of-the-art in computer game playing is described for each of the games in the so-called Olympic List of 15 well-known games, leading to a prediction for the future of games The thesis consists of the preliminary (16 pages), which include a table of contents, list of tables, list of figures and preface, followed by chapter 1 (12 pages, introduction), chapter 2 (52 pages, proof-number search), chapter 3 (30 pages, dependency-based search), chapter 4 (26 pages, qubic), chapter 5 (34 pages, go-moku) and chapter 6 (30 pages, which games will survive?), an
ECONbase Tables of contents and abstracts of papers in computational economics, including artificial intelligence, decision support systems, genetic algorithms, and neural networks. http://www.elsevier.com/homepage/sae/econworld/econbase/dyncon/frame.htm
Extractions: Welcome to the School of Computer Science and Information Technology, RMIT University (formerly the Department of Computer Science). The School of Computer Science and Information Technology has been dedicated to the highest standards of teaching, research and development since its establishment in 1980. We presently cater for approximately 1800 students, including over 850 overseas students. The school also has around 80 students undertaking research degrees at Masters and PhD levels.
Jared Jacobs Features games, diversions, achievements, open source software, and school projects in computer graphics, vision, robotics, and artificial intelligence by the author. http://home.sc.rr.com/jacobsfam/jared/
Chilean Computing Week, Punta Arenas, Nov. 5-9, 2001 Including the following events XXI International Conference of the Chilean Computer Science Society; IX Chilean Congress on Computing; V Workshop on parallel and distributed systems; III Congress on Higher Education in Computer Science; II Workshop on artificial intelligence; I Workshop on Software Engineering; ACM SouthAmerican Region Programming Contest; Tutorials and invited talks. University of Magellan, Punta Arenas, Chile; 59 November 2001. http://www.dcc.uchile.cl/~mmarin/sccc/english.html