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Herbert Simon predicted, "machines will be capable, within twenty years, of doing any work a man can do".
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Marvin Minsky agreed, writing, "within a generation ... the problem of creating 'artificial intelligence' will substantially be solved". They had failed to recognize the difficulty of some of the remaining tasks. Progress slowed and in 1974, in response to the criticism of Sir James Lighthill
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and ongoing pressure from the US Congress to fund more productive projects, both the U.S. and British governments cut off exploratory research in AI. The next few years would later be called an "AI winter", a period when obtaining funding for AI projects was difficult.
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a form of AI program that simulated the knowledge and analytical skills of 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.
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However, beginning with the collapse of the Lisp Machine market in 1987, AI once again fell into disrepute, and a second, longer-lasting winter began.
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Many researchers began to doubt that the symbolic approach would 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. Robotics researchers, such as Rodney Brooks, rejected symbolic AI and focused on the basic engineering problems that would allow robots to move, survive, and learn their environment.
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Interest in neural networks and "connectionism" was revived by Geoffrey Hinton, David Rumelhart and others in the middle of the 1980s.
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Soft computing tools were developed in the 1980s, such as neural networks, fuzzy systems, Grey system theory, evolutionary computation and many tools drawn from statistics or mathematical optimization.
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AI gradually restored its reputation in the late 1990s and early 21st century by finding specific solutions to specific problems. The narrow focus allowed researchers to produce verifiable results, exploit more mathematical methods, and collaborate with other fields (such as statistics, economics and mathematics).
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By 2000, solutions developed by AI researchers were being widely used, although in the 1990s they were rarely described as "artificial intelligence".
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Faster computers, algorithmic improvements, and access to large amounts of data enabled advances in machine learning and perception; data-hungry deep learning methods started to dominate accuracy benchmarks around 2012.
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According to Bloomberg's Jack Clark, 2015 was a landmark year for artificial intelligence, with the number of software projects that use AI within Google increased from a "sporadic usage" in 2012 to more than 2,700 projects. He attributes this to an increase in affordable neural networks, due to a rise in cloud computing infrastructure and to an increase in research tools and datasets. In a 2017 survey, one in five companies reported they had "incorporated AI in some offerings or processes". The amount of research into AI (measured by total publications) increased by 50% in the years 2015–2019.
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Numerous academic researchers became concerned that AI was no longer pursuing the original goal of creating versatile, fully intelligent machines. Much of current research involves statistical AI, which is overwhelmingly used to solve specific problems, even highly successful techniques such as deep learning. This concern has led to the subfield of artificial general intelligence (or "AGI"), which had several well-funded institutions by the 2010s.
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The general problem of simulating (or creating) intelligence has been broken down into sub-problems. These consist of particular traits or capabilities that researchers expect an intelligent system to display. The traits described below have received the most attention.
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Early researchers developed algorithms that imitated step-by-step reasoning that humans use when they solve puzzles or make logical deductions.
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By the late 1980s and 1990s, AI research had developed methods for dealing with uncertain or incomplete information, employing concepts from probability and economics.
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Many of these algorithms proved to be insufficient for solving large reasoning problems because they experienced a "combinatorial explosion": they became exponentially slower as the problems grew larger.
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Even humans rarely use the step-by-step deduction that early AI research could model. They solve most of their problems using fast, intuitive judgments.
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A representation of "what exists" is an ontology: the set of objects, relations, concepts, and properties formally described so that software agents can interpret them.
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The most general ontologies are called upper ontologies, which attempt to provide a foundation for all other knowledge and act as mediators between domain ontologies that cover specific knowledge about a particular knowledge domain (field of interest or area of concern). A truly intelligent program would also need access to commonsense knowledge; the set of facts that an average person knows. The semantics of an ontology is typically represented in description logic, such as the Web Ontology Language.
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AI research has developed tools to represent specific domains, such as objects, properties, categories and relations between objects;
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default reasoning (things that humans assume are true until they are told differently and will remain true even when other facts are changing);
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as well as other domains. Among the most difficult problems in AI are: the breadth of commonsense knowledge (the number of atomic facts that the average person knows is enormous);
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and the sub-symbolic form of most commonsense knowledge (much of what people know is not represented as "facts" or "statements" that they could express verbally).
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Unsupervised learning finds patterns in a stream of input. Supervised learning requires a human to label the input data first, and comes in two main varieties: classification and numerical regression. Classification is used to determine what category something belongs in – the program sees a number of examples of things from several categories and will learn to classify new inputs. 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. Both classifiers and regression learners can be viewed as "function approximators" trying to learn an unknown (possibly implicit) function; for example, a spam classifier can be viewed as learning a function that maps from the text of an email to one of two categories, "spam" or "not spam".
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In reinforcement learning the agent is rewarded for good responses and punished for bad ones. The agent classifies its responses to form a strategy for operating in its problem space.
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Computational learning theory can assess learners by computational complexity, by sample complexity (how much data is required), or by other notions of optimization.
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allows machines to read and understand human language. 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 NLP include information retrieval, question answering and machine translation.
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Symbolic AI used formal syntax to translate the deep structure of sentences into logic. This failed to produce useful applications, due to the intractability of logic and the breadth of commonsense knowledge. Modern statistical techniques include co-occurrence frequencies (how often one word appears near another), "Keyword spotting" (searching for a particular word to retrieve information), transformer-based deep learning (which finds patterns in text), and others. They have achieved acceptable accuracy at the page or paragraph level, and, by 2019, could generate coherent text.
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is the ability to use input from sensors (such as cameras, microphones, wireless signals, and active lidar, sonar, radar, and tactile sensors) to deduce aspects of the world. Applications include speech recognition,
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Affective computing is an interdisciplinary umbrella that comprises systems that recognize, interpret, process or simulate human feeling, emotion and mood.
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For example, some virtual assistants are programmed to speak conversationally or even to banter humorously; it makes them appear more sensitive to the emotional dynamics of human interaction, or to otherwise facilitate human–computer interaction.
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However, this tends to give naïve users an unrealistic conception of how intelligent existing computer agents actually are. Moderate successes related to affective computing include textual sentiment analysis and, more recently, multimodal sentiment analysis), wherein AI classifies the affects displayed by a videotaped subject.
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A machine with general intelligence can solve a wide variety of problems with breadth and versatility similar to human intelligence. There are several competing ideas about how to develop artificial general intelligence. Hans Moravec and Marvin Minsky argue that work in different individual domains can be incorporated into an advanced multi-agent system or cognitive architecture with general intelligence.
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Pedro Domingos hopes that there is a conceptually straightforward, but mathematically difficult, "master algorithm" that could lead to AGI.
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AI can solve many problems by intelligently searching through many possible solutions. Reasoning can be reduced to performing a search. For example, logical proof can be viewed as searching for a path that leads from premises to conclusions, where each step is the application of an inference rule. Planning algorithms search through trees of goals and subgoals, attempting to find a path to a target goal, a process called means-ends analysis. Robotics algorithms for moving limbs and grasping objects use local searches in configuration space.
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are rarely sufficient for most real-world problems: the search space (the number of places to search) quickly grows to astronomical numbers. The result is a search that is too slow or never completes. The solution, for many problems, is to use "heuristics" or "rules of thumb" that prioritize choices in favor of those more likely to reach a goal and to do so in a shorter number of steps. In some search methodologies, heuristics can also serve to eliminate some choices unlikely to lead to a goal (called "pruning the search tree"). Heuristics supply the program with a "best guess" for the path on which the solution lies.
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A very different kind of search came to prominence in the 1990s, based on the mathematical theory of optimization. For many problems, it is possible to begin the search with some form of a guess and then refine the guess incrementally until no more refinements can be made. These algorithms can be visualized as blind hill climbing: we begin the search at a random point on the landscape, and then, by jumps or steps, we keep moving our guess uphill, until we reach the top. Other related optimization algorithms include random optimization, beam search and metaheuristics like simulated annealing. Evolutionary computation uses a form of optimization search. For example, they may begin with a population of organisms (the guesses) and then allow them to mutate and recombine, selecting only the fittest to survive each generation (refining the guesses). Classic evolutionary algorithms include genetic algorithms, gene expression programming, and genetic programming. Alternatively, distributed search processes can coordinate via swarm intelligence algorithms. Two popular swarm algorithms used in search are particle swarm optimization (inspired by bird flocking) and ant colony optimization (inspired by ant trails).
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is used for knowledge representation and problem-solving, but it can be applied to other problems as well. For example, the satplan algorithm uses logic for planning
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Several different forms of logic are used in AI research. Propositional logic involves truth functions such as "or" and "not". First-order logic
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adds quantifiers and predicates and can express facts about objects, their properties, and their relations with each other. Fuzzy logic assigns a "degree of truth" (between 0 and 1) to vague statements such as "Alice is old" (or rich, or tall, or hungry), that are too linguistically imprecise to be completely true or false.
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Default logics, non-monotonic logics and circumscription are forms of logic designed to help with default reasoning and the qualification problem.
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Several extensions of logic have been designed to handle specific domains of knowledge, such as description logics;
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Logics to model contradictory or inconsistent statements arising in multi-agent systems have also been designed, such as paraconsistent logics.
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Many problems in AI (including in reasoning, planning, learning, perception, and robotics) require the agent to operate with incomplete or uncertain information. AI researchers have devised a number of tools to solve these problems using methods from probability theory and economics.
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are a very general tool that can be used for various problems, including reasoning (using the Bayesian inference algorithm),
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Probabilistic algorithms can also be used for filtering, prediction, smoothing and finding explanations for streams of data, helping perception systems to analyze processes that occur over time (e.g., hidden Markov models or Kalman filters).
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A key concept from the science of economics is "utility", a measure of how valuable something is to an intelligent agent. Precise mathematical tools have been developed that analyze how an agent can make choices and plan, using decision theory, decision analysis,
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and information value theory. These tools include models such as Markov decision processes, dynamic decision networks, game theory and mechanism design.
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The simplest AI applications can be divided into two types: classifiers ("if shiny then diamond") and controllers ("if diamond then pick up"). Controllers do, however, also classify conditions before inferring actions, and therefore classification forms a central part of many AI systems. Classifiers are functions that use pattern matching to determine the closest match. They can be tuned according to examples, making them very attractive for use in AI. These examples are known as observations or patterns. In supervised learning, each pattern belongs to a certain predefined class. A class is a decision that has to be made. All the observations combined with their class labels are known as a data set. When a new observation is received, that observation is classified based on previous experience.
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A classifier can be trained in various ways; there are many statistical and machine learning approaches.
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The naive Bayes classifier is reportedly the "most widely used learner" at Google, due in part to its scalability.
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Classifier performance depends greatly on the characteristics of the data to be classified, such as the dataset size, distribution of samples across classes, dimensionality, and the level of noise. Model-based classifiers perform well if the assumed model is an extremely good fit for the actual data. Otherwise, if no matching model is available, and if accuracy (rather than speed or scalability) is the sole concern, conventional wisdom is that discriminative classifiers (especially SVM) tend to be more accurate than model-based classifiers such as "naive Bayes" on most practical data sets.
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were inspired by the architecture of neurons in the human brain. A simple "neuron" "N" accepts input from other neurons, each of which, when activated (or "fired"), casts a weighted "vote" for or against whether neuron "N" should itself activate. Learning requires an algorithm to adjust these weights based on the training data; one simple algorithm (dubbed "fire together, wire together") is to increase the weight between two connected neurons when the activation of one triggers the successful activation of another. Neurons have a continuous spectrum of activation; in addition, neurons can process inputs in a nonlinear way rather than weighing straightforward votes.
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Modern neural networks model complex relationships between inputs and outputs and find patterns in data. They can learn continuous functions and even digital logical operations. Neural networks can be viewed as a type of mathematical optimization – they perform gradient descent on a multi-dimensional topology that was created by training the network. The most common training technique is the backpropagation algorithm.
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Other learning techniques for neural networks are Hebbian learning ("fire together, wire together"), GMDH or competitive learning.
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The main categories of networks are acyclic or feedforward neural networks (where the signal passes in only one direction) and recurrent neural networks (which allow feedback and short-term memories of previous input events). Among the most popular feedforward networks are perceptrons, multi-layer perceptrons and radial basis networks.
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uses several layers of neurons between the network's inputs and outputs. The multiple layers can progressively extract higher-level features from the raw input. For example, in image processing, lower layers may identify edges, while higher layers may identify the concepts relevant to a human such as digits or letters or faces. Deep learning has drastically improved the performance of programs in many important subfields of artificial intelligence, including computer vision, speech recognition, image classification and others.
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Deep learning often uses convolutional neural networks for many or all of its layers. In a convolutional layer, each neuron receives input from only a restricted area of the previous layer called the neuron's receptive field. This can substantially reduce the number of weighted connections between neurons, and creates a hierarchy similar to the organization of the animal visual cortex.
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however long-term gradients which are back-propagated can "vanish" (that is, they can tend to zero) or "explode" (that is, they can tend to infinity), known as the vanishing gradient problem.
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Specialized languages for artificial intelligence have been developed, such as Lisp, Prolog, TensorFlow and many others. Hardware developed for AI includes AI accelerators and neuromorphic computing.
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Frequently, when a technique reaches mainstream use, it is no longer considered artificial intelligence; this phenomenon is described as the AI effect.
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In the 2010s, AI applications were at the heart of the most commercially successful areas of computing, and have become a ubiquitous feature of daily life. AI is used in search engines (such as Google Search),
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virtual assistants (such as Siri or Alexa), autonomous vehicles (including drones and self-driving cars),
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There are also thousands of successful AI applications used to solve problems for specific industries or institutions. A few examples are energy storage, deepfakes, medical diagnosis, military logistics, or supply chain management.
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Game playing has been a test of AI's strength since the 1950s. Deep Blue became the first computer chess-playing system to beat a reigning world chess champion, Garry Kasparov, on 11 May 1997. In 2011, in a "Jeopardy!" 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.
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In March 2016, AlphaGo won 4 out of 5 games of Go in a match with Go champion Lee Sedol, becoming the first computer Go-playing system to beat a professional Go player without handicaps. Other programs handle imperfect-information games; such as for poker at a superhuman level, Pluribus and Cepheus. DeepMind in the 2010s developed a "generalized artificial intelligence" that could learn many diverse Atari games on its own.
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By 2020, Natural Language Processing systems such as the enormous GPT-3 (then by far the largest artificial neural network) were matching human performance on pre-existing benchmarks, albeit without the system attaining a commonsense understanding of the contents of the benchmarks.
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DeepMind's AlphaFold 2 (2020) demonstrated the ability to approximate, in hours rather than months, the 3D structure of a protein.
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Other applications predict the result of judicial decisions, create art (such as poetry or painting) and prove mathematical theorems.
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In 2019, WIPO reported that AI was the most prolific emerging technology in terms of number of patent applications and granted patents, the Internet of things was estimated to be the largest in terms of market size. It was followed, again in market size, by big data technologies, robotics, AI, 3D printing and the fifth generation of mobile services (5G). Since AI emerged in the 1950s, 340,000 AI-related patent applications were filed by innovators and 1.6 million scientific papers have been published by researchers, with the majority of all AI-related patent filings published since 2013. Companies represent 26 out of the top 30 AI patent applicants, with universities or public research organizations accounting for the remaining four. The ratio of scientific papers to inventions has significantly decreased from 8:1 in 2010 to 3:1 in 2016, which is attributed to be indicative of a shift from theoretical research to the use of AI technologies in commercial products and services. Machine learning is the dominant AI technique disclosed in patents and is included in more than one-third of all identified inventions (134,777 machine learning patents filed for a total of 167,038 AI patents filed in 2016), with computer vision being the most popular functional application. AI-related patents not only disclose AI techniques and applications, they often also refer to an application field or industry. Twenty application fields were identified in 2016 and included, in order of magnitude: telecommunications (15 percent), transportation (15 percent), life and medical sciences (12 percent), and personal devices, computing and human–computer interaction (11 percent). Other sectors included banking, entertainment, security, industry and manufacturing, agriculture, and networks (including social networks, smart cities and the Internet of things). IBM has the largest portfolio of AI patents with 8,290 patent applications, followed by Microsoft with 5,930 patent applications.
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He advised changing the question from whether a machine "thinks", to "whether or not it is possible for machinery to show intelligent behaviour".
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He devised the Turing test, which measures the ability of a machine to simulate human conversation. Since we can only observe the behavior of the machine, it does not matter if it is "actually" thinking or literally has a "mind". Turing notes that we can not determine these things about other people but "it is usual to have a polite convention that everyone thinks"
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Russell and Norvig agree with Turing that AI must be defined in terms of "acting" and not "thinking". However, they are critical that the test compares machines to "people". "Aeronautical engineering texts," they wrote, "do not define the goal of their field as making 'machines that fly so exactly like pigeons that they can fool other pigeons. AI founder John McCarthy agreed, writing that "Artificial intelligence is not, by definition, simulation of human intelligence".
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McCarthy defines intelligence as "the computational part of the ability to achieve goals in the world." Another AI founder, Marvin Minsky similarly defines it as "the ability to solve hard problems". These definitions view intelligence in terms of well-defined problems with well-defined solutions, where both the difficulty of the problem and the performance of the program are direct measures of the "intelligence" of the machine -- and no other philosophical discussion is required, or may not even be possible.
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This definition stipulated the ability of systems to synthesize information as the manifestation of intelligence, similar to the way it is defined in biological intelligence.
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No established unifying theory or paradigm has guided AI research for most of its history. The unprecedented success of statistical machine learning in the 2010s eclipsed all other approaches (so much so that some sources, especially in the business world, use the term "artificial intelligence" to mean "machine learning with neural networks"). This approach is mostly sub-symbolic, neat, soft and narrow (see below). Critics argue that these questions may have to be revisited by future generations of AI researchers.
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Symbolic AI (or "GOFAI") simulated the high-level conscious reasoning that people use when they solve puzzles, express legal reasoning and do mathematics. They were highly successful at "intelligent" tasks such as algebra or IQ tests. In the 1960s, Newell and Simon proposed the physical symbol systems hypothesis: "A physical symbol system has the necessary and sufficient means of general intelligent action."
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However, the symbolic approach failed on many tasks that humans solve easily, such as learning, recognizing an object or commonsense reasoning. Moravec's paradox is the discovery that high-level "intelligent" tasks were easy for AI, but low level "instinctive" tasks were extremely difficult.
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Philosopher Hubert Dreyfus had argued since the 1960s that human expertise depends on unconscious instinct rather than conscious symbol manipulation, and on having a "feel" for the situation, rather than explicit symbolic knowledge.
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Although his arguments had been ridiculed and ignored when they were first presented, eventually, AI research came to agree.
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The issue is not resolved: sub-symbolic reasoning can make many of the same inscrutable mistakes that human intuition does, such as algorithmic bias. Critics such as Noam Chomsky argue continuing research into symbolic AI will still be necessary to attain general intelligence, in part because sub-symbolic AI is a move away from explainable AI: it can be difficult or impossible to understand why a modern statistical AI program made a particular decision. The emerging field of neurosymbolic artificial intelligence attempts to bridge the two approaches.
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"Neats" hope that intelligent behavior is described using simple, elegant principles (such as logic, optimization, or neural networks). "Scruffies" expect that it necessarily requires solving a large number of unrelated problems (especially in areas like common sense reasoning). This issue was actively discussed in the 70s and 80s,
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but in the 1990s mathematical methods and solid scientific standards became the norm, a transition that Russell and Norvig termed "the victory of the neats".
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Finding a provably correct or optimal solution is intractable for many important problems. Soft computing is a set of techniques, including genetic algorithms, fuzzy logic and neural networks, that are tolerant of imprecision, uncertainty, partial truth and approximation. Soft computing was introduced in the late 80s and most successful AI programs in the 21st century are examples of soft computing with neural networks.
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AI researchers are divided as to whether to pursue the goals of artificial general intelligence and superintelligence (general AI) directly or to solve as many specific problems as possible (narrow AI) in hopes these solutions will lead indirectly to the field's long-term goals.
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General intelligence is difficult to define and difficult to measure, and modern AI has had more verifiable successes by focusing on specific problems with specific solutions. The experimental sub-field of artificial general intelligence studies this area exclusively.
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The philosophy of mind does not know whether a machine can have a mind, consciousness and mental states, in the same sense that human beings do. This issue considers the internal experiences of the machine, rather than its external behavior. Mainstream AI research considers this issue irrelevant because it does not affect the goals of the field. Stuart Russell and Peter Norvig observe that most AI researchers "don't care about the [philosophy of AI] – as long as the program works, they don't care whether you call it a simulation of intelligence or real intelligence." However, the question has become central to the philosophy of mind. It is also typically the central question at issue in artificial intelligence in fiction.
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David Chalmers identified two problems in understanding the mind, which he named the "hard" and "easy" problems of consciousness. The easy problem is understanding how the brain processes signals, makes plans and controls behavior. The hard problem is explaining how this "feels" or why it should feel like anything at all. Human information processing is easy to explain, however, human subjective experience is difficult to explain. For example, it is easy to imagine a color-blind person who has learned to identify which objects in their field of view are red, but it is not clear what would be required for the person to "know what red looks like".
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Computationalism is the position in the philosophy of mind that the human mind is an information processing system and that thinking is a form of computing. Computationalism argues that the relationship between mind and body is similar or identical to the relationship between software and hardware and thus may be a solution to the mind-body problem. This philosophical position was inspired by the work of AI researchers and cognitive scientists in the 1960s and was originally proposed by philosophers Jerry Fodor and Hilary Putnam.
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Philosopher John Searle characterized this position as "strong AI": "The appropriately programmed computer with the right inputs and outputs would thereby have a mind in exactly the same sense human beings have minds."
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Searle counters this assertion with his Chinese room argument, which attempts to show that, even if a machine perfectly simulates human behavior, there is still no reason to suppose it also has a mind.
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If a machine has a mind and subjective experience, then it may also have sentience (the ability to feel), and if so, then it could also "suffer", and thus it would be entitled to certain rights.
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and is now being considered by, for example, California's Institute for the Future; however, critics argue that the discussion is premature.
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A superintelligence, hyperintelligence, or superhuman intelligence, is a hypothetical agent that would possess intelligence far surpassing that of the brightest and most gifted human mind. "Superintelligence" may also refer to the form or degree of intelligence possessed by such an agent.
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If research into artificial general intelligence produced sufficiently intelligent software, it might be able to reprogram and improve itself. The improved software would be even better at improving itself, leading to recursive self-improvement.
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Its intelligence would increase exponentially in an intelligence explosion and could dramatically surpass humans. Science fiction writer Vernor Vinge named this scenario the "singularity".
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Because it is difficult or impossible to know the limits of intelligence or the capabilities of superintelligent machines, the technological singularity is an occurrence beyond which events are unpredictable or even unfathomable.
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Robot designer Hans Moravec, cyberneticist Kevin Warwick, and inventor Ray Kurzweil have predicted that humans and machines will merge in the future into cyborgs that are more capable and powerful than either. This idea, called transhumanism, has roots in Aldous Huxley and Robert Ettinger.
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Edward Fredkin argues that "artificial intelligence is the next stage in evolution", an idea first proposed by Samuel Butler's "Darwin among the Machines" as far back as 1863, and expanded upon by George Dyson in his book of the same name in 1998.
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