AI brain

AI brain

Monday, April 20, 2015

Don't fall asleep! Finally, we are getting to the end :)


I think this final expression will put an end to our project!

Thank all of you for take a time and read about my journey called Artificial Intelligence.













Waiting for your comments guys!!!!

P.S.: Well, that's kind of thing you do when you start a blog: you just write and don't stop.......
        So I don't say goodbye:)))))!!!


The future of AI we say - YES !







Future?! - Future! YES!





Now AI - like a super fast Race!

Our little trip comes to an end on the last pages of our blog we want tell you about Now of artificial intelligence ...

Problems and challenge!



Challenge:
If we compare either software systems, or robotic systems to biological systems, we find that our creations are incredibly fragile by comparison. Below we pose some challenges that are aimed at narrowing this distance. The challenges themselves are general in nature--they do not solve particular problems, but the acts of meeting these challenges will force the creation of new general purpose techniques and tools which will allow us to solve more particular problems. 
Challenge 1. 
Biological systems can adapt to new environments--not perfectly, they die in some environments, but often they can adapt. Currently our programs are very brittle, and certainly a program compiled for one architecture cannot run on another architecture. Can we build a program which can install itself and run itself on an unknown architecture? This sounds very difficult. How about a program which can probe an unknown architecture from a known machine and reconfigure a version of itself to run on the unknown machine? Still rather difficult, so perhaps we have to work up to this by making some "blocks worlds" artificial architectures where we can do this. This might lead to some considerations of how future architectures might be designed so that software is self-configurable, and then even perhaps self-optimizing.
Challenge 2.
In reality lots of problems we face in building real AI systems do not get out of hand in terms of the size of problems for individual modules--in particular with behavior-based systems most of the submodules need only deal with bounded size problems. There are other ways theory could have gone. For instance one might try to come up with a theory of computation based on how much divergence there might be in programs given a one bit error in either the program or data representation. If theory were based on this fundamental concern we might start to understand how to make programs more robust.
Challenge 3. 
Recent work with evolutionary system has produced some tantalizing spectacular results, but it is hard to know how to take things from successes and apply them to new problems. We do not have the equivalent of the Perceptron book for evolutionary systems. (Note that these evolutionary systems are much more that straight genetic algorithms as there is both a variable length genotype and a morphogenesis phase that produces a distinctly different phenotype.) We need such a new book of mathematics so that we understand the strengths and weaknesses of this exciting new approach.
Challenge 4. 
Can newer models provide us with new computational tools, and will they lead to new insights to challenge the learning capabilities that we see in biological learning?
Over time we become trapped in our shared visions of appropriate ways to tackle problems, and even more trapped by our funding sources where we must constantly justify ourselves by making incremental progress. Sometimes it is worthwhile stepping back and taking an entirely new (or perhaps very old) look at some problems and to think about solving them in new ways. This takes courage as we may be leading ourselves into different sorts of solutions that will for many years have poorer performance than existing solutions. With years of perseverance we may be able to overcome initial problems with the new approaches and eventually leapfrog to better performance. Or we may turn out to be totally wrong. That is where the courage comes in.
Challenge 5. 
Despite some early misgivings back when chess playing programs had search trees only two deep (Newell et al. 1958), our modern chess programs completely rely on deep search trees and play chess not at all like humans. Can we build a program that plays chess in the way that a human plays? If we could, then perhaps we could prove how good it was by getting it to play GO--tree search just cannot cut it with GO.
Challenge 6. 
All of the competitive speech understanding systems today use hidden Markov models. While trainable, these systems have some unfortunate properties. They have much higher error rates than we might desire, they require some restriction in domain, and they are often inordinately sensitive to the choice of microphone. It seems doubtful that people use HMM's internally (even if one doesn't believe that generative grammars are the right approach either). Can we build a speech understanding system that is based on very different principles?
Challenge 7. 
We live in an environment where we make extensive use of non-speech sound cues. There has been very little work on noise understanding. Can we build interesting noise understanding systems?
Challenge 8. 
Can we build a system by evolution that is better at a non-trivial task than anything that has been built by hand? 

Saturday, April 18, 2015

Trying to joke)

Approaches , approaches , transitions ... trying to joke at the following very interesting, serious subtopic:

"Methods and Approaches for developing Artificial intelligence"


Bio – inspired
One of the new Approaches of artificial intelligence is the idea that intelligence emerges as much from cells, bodies, and societies as it does from evolution, development, and learning.[1] Artificial intelligence can concern with producing and simulating the ability of human brain. These new methods take inspiration of wide range of biological structures such as self-organization. Examples of these new approaches include evolutionary computation and evolutionary electronics, artificial neural networks, artificial immune systems, biorobotics.

 
Evolutionary computation and evolutionary electronics (Evolvable hardware (EH))
Evolvable hardware (EH) is a new field about the use of evolutionary algorithms (EA) to create specialized electronics without manual engineering. Evolvable hardware refers to hardware that can change its architecture and behavior dynamically and autonomously by interacting with its environment.
Artificial neural networks
Artificial neural networks (ANNs) are a family of statistical learning algorithms inspired by biological neural networks (the central nervous systems of humans, in particular the brain) and are used to estimate or approximate functions that can depend on a large number of inputs and are generally unknown. Artificial neural networks are generally presented as systems of interconnected "neurons" which can compute values from inputs, and are capable of machine learning as well as pattern recognition thanks to their adaptive nature.

Artificial immune systems
Artificial immune systems are inspired by human immune system that used to characteristics computational problems from mathematics, engineering, and information technology then towards solving problems by itself.

Biorobotics
Biorobotics is often a subfield of robotic which is the studying how to make robots living biological organisms and chemically.

Industry
In many industrial applications, large centralized software systems are not as effective as distributed networks
of relatively simpler computerized agents. For example, to compete effectively in today's markets, manufacturers must be able to design, implement, reconfigure, resize, and maintain manufacturing facilities rapidly and inexpensively. Because modern manufacturing depends heavily on computer systems, these same requirements apply to manufacturing control software, and are more easily satisfied by small modules than by large monolithic
Robots 
Have become common in many industries. They are often given jobs that are considered dangerous to humans. Robots have proven effective in jobs that are very repetitive which may lead to mistakes or accidents due to a lapse in concentration and other jobs which humans may find degrading. Japan is the leader in using and producing robots in the world. In 1999, 1,700,000 robots were in use worldwide. For more information, see survey about artificial intelligence in business.



Thursday, April 16, 2015

Not just robots....!

Today I'm going to tell you about different types of Artificial intelligence.It is not just robots ....;)!!!


          Knowledge representation (KR) is the field of artificial intelligence (AI) dedicated to representing information about the world in a form that a computer system can utilize to solve complex tasks such as diagnosing a medical condition or having a dialog in a natural language.
  • Braina, an intelligent personal assistant application with a voice interface for Windows OS.  Google Now, an intelligent personal assistant with a voice interface in Google's, Android and Apple Inc.'s iOS, as well as Google Chrome web browser on personal computers.
  • Microsoft Cortana, an intelligent personal assistant with a voice interface in Microsoft's Windows 8.1. 
  • Siri, an intelligent personal assistant and knowledge navigator with a voice-interface in Apple Inc.'s iOS. SNePS, a simultaneously a logic-based, frame-based, and network-based knowledge representation, reasonin, and acting system.
  • Watson, a question answering system developed by IBM. Has played the Jeopardy! game show.

  Games and creativity, in video games, Artificial intelligence is used to generate intelligent behaviors primarily in non-player characters (NPCs), often simulating human-like intelligence. The techniques used typically draw upon existing methods from the field of artificial intelligence (AI). However, the term game AI is often used to refer to a broad set of algorithms that also include techniques from control theory, robotics, computer graphics and computer science in general.
  • Deep Blue, a chess-playing computer developed by IBM which beat Garry Kasparov in 1997.
  • Stockfish AI, an open source chess engine currently ranked the highest in many computer chess rankings.
  • FreeHAL, a self-learning conversation simulator (chatterbot) which uses semantic nets to organize its knowledge to imitate a very close human behavior within conversations.
  • TD-Gammon, a program that learned to play world-class backgammon partly by playing against itself (temporal difference learning with neural networks).

      The development of natural language interfaces and machine translation. Natural language processing (NLP) is a field of computer science, artificial intelligence, and linguistics concerned with the interactions between computers and human (natural) languages. As such, NLP is related to the area of human–computer interaction. Many challenges in NLP involve natural language understanding, that is, enabling computers to derive meaning from human or natural language input, and others involve natural language generation.
  • AIML, an XML dialect for creating natural language software agents.
  • Artificial Linguistic Internet Computer Entity (A.L.I.C.E.), an award-winning natural language processing chatter robot.
  • ELIZA, a famous 1966 computer program by Joseph Weizenbaum, which parodied person-centered therapy.
  • Jabberwacky, a chatterbot by Rollo Carpenter, aiming to simulate a natural human chat.
  • SYSTRAN, a machine translation technology by a company of the same name, used by Yahoo!, AltaVista ad Google, and others.

        Pattern recognition "A branch of artificial intelligence concerned with the classification or description of observations. Pattern recognition aims to classify data (patterns) based on either a priori knowledge or on statistical information extracted from the patterns. The patterns to be classified are usually groups of measurements or observations, defining points in an appropriate multidimensional space."



        New computer architectures. Artificial architecture, also referred to as algorithmic architecture and algorithmic design, is the research area combining architectural design and artificial intelligence. It can be considered a subfield of design computing, with emphases on artificial intelligence, computational creativity and knowledge engineering. The main objectives of this field are:
  • Automatic generation of variations on architectural features, structures and objects
  • Definition of computable models of architectural knowledge, as general and flexible as possible.


Intelligent robots. Artificial intelligence (AI) is arguably the most exciting field in robotics. It's certainly the most controversial: Everybody agrees that a robot can work in an assembly line, but there's no consensus on whether a robot can ever be intelligent. Some modern robots also have the ability to learn in a limited capacity. Some robots can interact socially. Kismet, a robot at M.I.T's
Artificial Intelligence Lab, recognizes human body language and voice inflection and responds appropriately. Kismet's creators are interested in how humans and babies interact, based only on tone of speech and visual cue.

Mobile robot, Industrial robots (manipulating), Service robot, Educational robot, Collaborative robots, Military robots, General-purpose autonomous robots, Factory robots.

https://www.youtube.com/watch?v=S5AnWzjHtWA


Special software:
  • Neuroph, a Java neural network framework.
  • OpenCog, a GPL-licensed framework for machine learning, genetic programming, probabilistic reasoning, natural language processing and virtual worldembodiment, written in C++, Python and Scheme.
  • RapidMiner, an environment for machine learning and data mining, developed by the Dortmund
  • Weka, a free implementation of many machine learning algorithms in Java.
Education and learning:
  •  Artificial intelligence can automate basic activities in education, like grading.
  • Educational software can be adapted to student needs.
  • It can point out places where courses need to improve. Students could get additional support from AI tutors.
  • AI-driven programs can give students and educators helpful feedback.
  • It could change the role of teachers.
  • AI can make trial-and-error learning less intimidating.
  • Data powered by AI can change how schools find, teach, and support students.
  • AI may change where students learn, who teaches them, and how they acquire basic skills.





 

Wednesday, April 15, 2015

“Moreover, such a program will not only model of the mind; she literally itself will mind, in the same sense in which the human mind - a mind”. Mind brain - a computer program? "John Searle"

Well, let's start!
I have tried to collect the most interesting and informative information. Enjoy your browsing and reading! Of course we are waiting for your comments.

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.
  • 1942 The study of logic led directly to the invention of the programmable 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".
  • 1956 Computers were winning at checkers, solving word problems in algebra, proving logical theorems and speaking English.
  • 1960s, Research and laboratories had been established around the world.AI's founders were profoundly optimistic about the future of the new field.
  • 1974 And the next few years would later be called an "AI winter", a period when funding for AI projects was hard to find.
  • 1980s, AI research was revived by the commercial success of expert systems,a form of AI program that simulated the knowledge and analytical skills of one or more human experts.
  • 1985 The market for AI had reached over a billion dollars.
  • 1990s And early 21st century, Artificial intelligence is used for logistics, mining, medical and many other areas throughout the technology industry.
  • 1997, Deep Blue became the first computer chess-playing system to beat a reigning world chess champion, Garry Kasparov.
  • 2011, 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.