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Artificial Intelligence - Who Is Demis Hassabis (1976–)?




Demis Hassabis lives in the United Kingdom and works as a computer game programmer, cognitive scientist, and artificial intelligence specialist.

He is a cofounder of DeepMind, the company that created the AlphaGo deep learning engine.

Hassabis is well-known for being a skilled game player.

His passion for video games paved the way for his career as an artificial intelligence researcher and computer game entrepreneur.

Hassabis' parents noticed his chess prowess at a young age.

At the age of thirteen, he had achieved the status of chess master.

He's also a World Team Champion in the strategic board game Diplomacy, a World Series of Poker Main Event participant, and numerous World Pentamind and World Deca mentathlon Champions in the London Mind Sports Olympiad.

Hassabis began working at Bullfrog Games in Guildford, England, with renowned game designer Peter Molyneux when he was seventeen years old.

Bullfrog was notable for creating a variety of popular computer "god games." A god game is a computer-generated life simulation in which the user has power and influence over semiautonomous people in a diverse world.

Molyneux's Populous, published in 1989, is generally regarded as the first god game.

Has sabis co-designed and coded Theme Park, a simulation management game published by Bullfrog in 1994.

Hassabis dropped out of Bullfrog Games to pursue a degree at Queens' College, Cambridge.

In 1997, he earned a bachelor's degree in computer science.

Following graduation, Hassabis rejoined Molyneux at Lionhead Studios, a new gaming studio.

Hassabis worked on the artificial intelligence for the game Black & White, another god game in which the user reigned over a virtual island inhabited by different tribes, for a short time.

Hassabis departed Lionhead after a year to launch his own video game studio, Elixir Studios.

Hassabis has signed arrangements with major publishers such as Microsoft and Vivendi Universal.

Before closing in 2005, Elixir created a variety of games, including the diplomatic strategy simulation game Republic: The Revolution and the real-time strategy game Evil Genius.

Republic's artificial intelligence is modeled after Elias Canetti's 1960 book People and Authority, which explores problems concerning how and why crowds follow rulers' power (which Hassabis boiled down to force, money, and influence).

Republic required the daily programming efforts of twenty-five programmers over the course of four years.

Hassabis thought that the AI in the game would be valuable to academics.

Hassabis took a break from game creation to pursue additional studies at University College London (UCL).

In 2009, he received his PhD in Cognitive Neuroscience.

In his research of individuals with hippocampal injury, Hassabis revealed links between memory loss and poor imagination.

These findings revealed that the brain's memory systems may splice together recalled fragments of previous experiences to imagine hypothetical futures.

Hassabis continued his academic studies at the Gatsby Computational Neuroscience Unit at UCL and as a Wellcome Trust fellow for another two years.

He was also a visiting researcher at MIT and Harvard University.

Hassabis' cognitive science study influenced subsequent work on unsupervised learning, memory and one-shot learning, and imagination-based planning utilizing generic models in artificial intelligence.

With Shane Legg and Mustafa Suleyman, Hassabis cofounded the London-based AI start-up DeepMind Technologies in 2011.

The organization was focused on interdisciplinary science, bringing together premier academics and concepts from machine learning, neurology, engineering, and mathematics.

The mission of DeepMind was to create scientific breakthroughs in artificial intelligence and develop new artificial general-purpose learning capabilities.

Hassabis has compared the project to the Apollo Program for AI.

DeepMind was tasked with developing a computer capable of defeating human opponents in the abstract strategic board game Go.

Hassabis didn't want to build an expert system, a brute-force computer preprogrammed with Go-specific algorithms and heuristics.

Rather than the chess-playing single-purpose Deep Blue system, he intended to construct a computer that adapted to play ing games in ways comparable to human chess champ Garry Kasparov.

He sought to build a machine that could learn to deal with new issues and have universality, which he defined as the ability to do a variety of jobs.

The reinforcement learning architecture was used by the company's AlphaGo artificial intelligence agent, which was built to compete against Lee Sedol, an eighteen-time world champion Go player.

Agents in the environment (in this example, the Go board) aim to attain a certain objective via reinforcement learning (winning the game).

The agents have perceptual inputs (such as visual input) as well as a statistical model based on environmental data.

The agent creates plans and goes through simulations of actions that will modify the model in order to accomplish the objective while collecting perceptual input and developing a representation of its surroundings.

The agent is always attempting to choose behaviors that will get it closer to its goal.

Hassabis argues that resolving all of the issues of goal-oriented agents in a reinforcement learning framework would be adequate to fulfill artificial general intelligence's promise.

He claims that biological systems work in a similar manner.

The dopamine system in human brains is responsible for implementing a reinforcement learning framework.

To master the game of Go, it usually takes a lifetime of study and practice.

Go includes a significantly broader search area than chess.

On the board, there are more potential Go locations than there are atoms in the cosmos.

It is also thought to be almost hard to develop an evaluation function that covers a significant portion of those places in order to determine where the next stone should be placed on the board.

Each game is essentially unique, and exceptional players describe their decisions as being guided by intuition rather than logic.

AlphaGo addressed these obstacles by leveraging data gathered from thousands of strong amateur games played by human Go players to train a neural network.

After that, AlphaGo played millions of games against itself, predicting how probable each side was to win based on the present board positions.

No specific assessment standards were required in this manner.

In Seoul, South Korea, in 2006, AlphaGo beat Go champion Lee Sedol (four games to one).

The way AlphaGo plays is considered cautious.

It favors diagonal stone placements known as "shoulder hits" to enhance victory while avoiding risk or point spread—thus putting less apparent focus on achieving territorial gains on the board.

In order to play any two-person game, AlphaGo has subsequently been renamed AlphaZero.

Without any human training data or sample games, AlphaZero learns from begin.

It only learns from random play.

After just four hours of training, AlphaZero destroyed Stock fish, one of the best free and open-source chess engines (28 games to 0 with 72 draws).

AlphaZero prefers the mobility of the pieces above their materiality while playing chess, which results in a creative style of play (similar to Go).

Another task the business took on was to develop a versatile, adaptable, and durable AI that could teach itself how to play more than 50 Atari video games just by looking at the pixels and scores on a video screen.

Hassabis introduced deep reinforcement learning, which combines reinforcement learning and deep learning, for this difficulty.

To create a neural network capable of reliable perceptual identification, deep neural networks need an input layer of observations, weighting mechanisms, and backpropagation.

In the instance of the Atari challenge, the network was trained using the 20,000-pixel values that flashed on the videogame screen at any given time.

Under deep learning, reinforcement learning takes the machine from the point where it perceives and recognizes a given input to the point where it can take meaningful action toward a goal.

In the Atari challenge, the computer learnt how to win over hundreds of hours of playtime by doing eighteen distinct exact joystick actions in a certain time-step.

To put it another way, a deep reinforcement learning machine is an end-to-end learning system capable of analyzing perceptual inputs, devising a strategy, and executing the strategy from start.

DeepMind was purchased by Google in 2014.

Hassabis continues to work at Google with DeepMind's deep learning technology.

Optical coherence tomography scans for eye disorders are used in one of these attempts.

By triaging patients and proposing how they should be referred for further treatment, DeepMind's AI system can swiftly and reliably diagnose from eye scans.

AlphaFold is a machine learning, physics, and structural biology system that predicts three-dimensional protein structures simply based on its genetic sequence.

AlphaFold took first place in the 2018 "world championship" for Critical Assessment of Techniques for Protein Structure Prediction, successfully predicting the most accurate structure for 25 of 43 proteins.

AlphaStar is currently mastering the real-time strategy game StarCraft II. 



Jai Krishna Ponnappan


You may also want to read more about Artificial Intelligence here.



See also: 


Deep Learning.



Further Reading:


“Demis Hassabis, Ph.D.: Pioneer of Artificial Intelligence.” 2018. Biography and interview. American Academy of Achievement. https://www.achievement.org/achiever/demis-hassabis-ph-d/.

Ford, Martin. 2018. Architects of Intelligence: The Truth about AI from the People Building It. Birmingham, UK: Packt Publishing Limited.

Gibney, Elizabeth. 2015. “DeepMind Algorithm Beats People at Classic Video Games.” Nature 518 (February 26): 465–66.

Gibney, Elizabeth. 2016. “Google AI Algorithm Masters Ancient Game of Go.” Nature 529 (January 27): 445–46.

Proudfoot, Kevin, Josh Rosen, Gary Krieg, and Greg Kohs. 2017. AlphaGo. Roco Films.


Artificial Intelligence - Gender and Artificial Intelligence.

 



Artificial intelligence and robots are often thought to be sexless and genderless in today's society, but this is not the case.

Humans, on the other hand, encode gender and stereo types into artificial intelligence systems in a similar way that gender is woven into language and culture.

The data used to train artificial intelligences has a gender bias.

Biased data may cause significant discrepancies in computer predictions and conclusions.

These differences would be said to be discriminating in humans.

AIs are only as good as the people who provide the data that machine learning systems capture, and they are only as ethical as the programmers who create and supervise them.

Machines presume gender prejudice is normal (if not acceptable) human behavior when individuals exhibit it.

When utilizing numbers, text, graphics, or voice recordings to teach algorithms, bias might emerge.

Machine learning is the use of statistical models to evaluate and categorize large amounts of data in order to generate predictions.

Deep learning is the use of neural network topologies that are expected to imitate human brainpower.

Data is labeled using classifiers based on previous patterns.

Classifiers have a lot of power.

By studying data from automobiles visible in Google Street View, they can precisely forecast income levels and political leanings of neighborhoods and cities.

The language individuals employ reveals gender prejudice.

This bias may be apparent in the names of items as well as how they are ranked in significance.

Beginning with the frequency with which their respective titles are employed and they are referred to as men and women vs boys and girls, descriptions of men and women are skewed.

The analogies and words employed are skewed as well.

Biased AI may influence whether or not individuals of particular genders or ethnicities are targeted for certain occupations, whether or not medical diagnoses are correct, whether or not they are able to acquire loans, and even how exams are scored.

"Woman" and "girl" are more often associated with the arts than with mathematics in AI systems.

Similar biases have been discovered in Google's AI systems for finding employment prospects.



Facebook and Microsoft's algorithms regularly correlate pictures of cooking and shopping with female activity, whereas sports and hunting are associated with masculine activity.

Researchers have discovered instances when gender prejudices are purposefully included into AI systems.

Men, for example, are more often provided opportunities to apply for highly paid and sought-after positions on job sites than women.

Female-sounding names for digital assistants on smartphones include Siri, Alexa, and Cortana.

According to Alexa's creator, the name came from negotiations with Amazon CEO Jeff Bezos, who desired a virtual assistant with the attitude and gender of the Enterprise starship computer from the Star Trek television program, which is a woman.

Debo rah Harrison, the Cortana project's head, claims that their female voice arose from studies demonstrating that people react better to female voices.

However, when BMW introduced a female voice to its in-car GPS route planner, it experienced instant backlash from males who didn't want their vehicles to tell them what to do.

Female voices should seem empathic and trustworthy, but not authoritative, according to the company.

Affectiva, a startup that specializes in artificial intelligence, utilizes photographs of six million people's faces as training data to attempt to identify their underlying emotional states.

The startup is now collaborating with automakers to utilize real-time footage of drivers to assess whether or not they are weary or furious.

The automobile would advise these drivers to pull over and take a break.

However, the organization has discovered that women seem to "laugh more" than males, which complicates efforts to accurately estimate the emotional states of normal drivers.

In hardware, the same biases might be discovered.

A disproportionate percentage of female robots are created by computer engineers, who are still mostly male.

The NASA Valkyrie robot, which has been deployed on Shuttle flights, has breasts.

Jia, a shockingly human-looking robot created at China's University of Science and Technology, has long wavy black hair, pale complexion, and pink lips and cheeks.

She maintains her eyes and head inclined down when initially spoken to, as though in reverence.

She wears a tight gold gown that is slender and busty.

"Yes, my lord, what can I do for you?" she says as a welcome.

"Don't get too near to me while you're taking a photo," Jia says when asked to snap a picture.

It will make my face seem chubby." In popular culture, there is a strong prejudice against female robots.

Fembots in the 1997 film Austin Powers discharged bullets from their breast cups, weaponizing female sexuality.

The majority of robots in music videos are female robots.

Duran Duran's "Electric Barbarella" was the first song accessible for download on the internet.

Bjork's video "The Girl And The Robot" gave birth to the archetypal white-sheathed robot seen today in so many places.

Marina and the Diamonds' protest that "I Am Not a Robot" is met by Hoodie Allen's fast answer that "You Are Not a Robot." In "The Ghost Inside," by the Broken Bells, a female robot sacrifices plastic body parts to pay tolls and reclaim paradise.

The skin of Lenny Kravitz's "Black Velveteen" is titanium.

Hatsune Miku and Kagamine Rin are anime-inspired holographic vocaloid singers.

Daft Punk is the notable exception, where robot costumes conceal the genuine identity of the male musicians.

Sexy robots are the principal love interests in films like Metropolis (1927), The Stepford Wives (1975), Blade Runner (1982), Ex Machina (2014), and Her (2013), as well as television programs like Battlestar Galactica and Westworld.

Meanwhile, "killer robots," or deadly autonomous weapons systems, are hypermasculine.

Atlas, Helios, and Titan are examples of rugged military robots developed by the Defense Advanced Research Projects Agency (DARPA).

Achilles, Black Knight, Overlord, and Thor PRO are some of the names given to self-driving automobiles.

The HAL 9000 computer implanted in the spacecraft Discovery in 2001: A Space Odyssey (1968), the most renowned autonomous vehicle of all time, is masculine and deadly.

In the field of artificial intelligence, there is a clear gender disparity.

The head of the Stanford Artificial Intelligence Lab, Fei-Fei Li, revealed in 2017 that her team was mostly made up of "men in hoodies" (Hempel 2017).

Women make up just approximately 12% of the researchers who speak at major AI conferences (Simonite 2018b).

In computer and information sciences, women have 19% of bachelor's degrees and 22% of PhD degrees (NCIS 2018).

Women now have a lower proportion of bachelor's degrees in computer science than they did in 1984, when they had a peak of 37 percent (Simonite 2018a).

This is despite the fact that the earliest "computers," as shown in the film Hidden Figures (2016), were women.

There is significant dispute among philosophers over whether un-situated, gender-neutral knowledge may exist in human society.

Users projected gender preferences on Google and Apple's unsexed digital assistants even after they were launched.

White males developed centuries of professional knowledge, which was eventually unleashed into digital realms.

Will machines be able to build and employ rules based on impartial information for hundreds of years to come? In other words, is there a gender to scientific knowledge? Is it masculine or female? Alison Adam is a Science and Technology Studies researcher who is more concerned in the gender of the ideas created by the participants than the gender of the persons engaged.

Sage, a British corporation, recently employed a "conversation manager" entrusted with building a gender-neutral digital assistant, which was eventually dubbed "Pegg." To help its programmers, the organization has also formalized "five key principles" in a "ethics of code" paper.

According to Sage CEO Kriti Sharma, "by 2020, we'll spend more time talking to machines than our own families," thus getting technology right is critical.

Aether, a Microsoft internal ethics panel for AI and Ethics in Engineering and Research, was recently established.

Gender Swap is a project that employs a virtual reality system as a platform for embodiment experience, a kind of neuroscience in which users may sense themselves in a new body.

Human partners utilize the immersive Head Mounted Display Oculus Rift and first-person cameras to generate the brain illusion.

Both users coordinate their motions to generate this illusion.

The embodiment experience will not operate if one does not correlate to the movement of the other.

It implies that every move they make jointly must be agreed upon by both users.

On a regular basis, new causes of algorithmic gender bias are discovered.

Joy Buolamwini, an MIT computer science graduate student, discovered gender and racial prejudice in the way AI detected individuals' looks in 2018.

She discovered, with the help of other researchers, that the dermatologist-approved Fitzpatrick The datasets for Skin Type categorization systems were primarily made up of lighter-skinned people (up to 86 percent).

The researchers developed a skin type system based on a rebalanced dataset and used it to compare three gender categorization systems available off the shelf.

They discovered that darker-skinned girls are the most misclassified in all three commercial systems.

Buolamwini founded the Algorithmic Justice League, a group that fights unfairness in decision-making software.


Jai Krishna Ponnappan


You may also want to read more about Artificial Intelligence here.


See also: 

Algorithmic Bias and Error; Explainable AI.


Further Reading:


Buolamwini, Joy and Timnit Gebru. 2018. “Gender Shades: Intersectional Accuracy Disparities in Commercial Gender Classification.” Proceedings of Machine Learning Research: Conference on Fairness, Accountability, and Transparency 81: 1–15.

Hempel, Jessi. 2017. “Melinda Gates and Fei-Fei Li Want to Liberate AI from ‘Guys With Hoodies.’” Wired, May 4, 2017. https://www.wired.com/2017/05/melinda-gates-and-fei-fei-li-want-to-liberate-ai-from-guys-with-hoodies/.

Leavy, Susan. 2018. “Gender Bias in Artificial Intelligence: The Need for Diversity and Gender Theory in Machine Learning.” In GE ’18: Proceedings of the 1st International Workshop on Gender Equality in Software Engineering, 14–16. New York: Association for Computing Machinery.

National Center for Education Statistics (NCIS). 2018. Digest of Education Statistics. https://nces.ed.gov/programs/digest/d18/tables/dt18_325.35.asp.

Roff, Heather M. 2016. “Gendering a Warbot: Gender, Sex, and the Implications for the Future of War.” International Feminist Journal of Politics 18, no. 1: 1–18.

Simonite, Tom. 2018a. “AI Is the Future—But Where Are the Women?” Wired, August 17, 2018. https://www.wired.com/story/artificial-intelligence-researchers-gender-imbalance/.

Simonite, Tom. 2018b. “AI Researchers Fight Over Four Letters: NIPS.” Wired, October 26, 2018. https://www.wired.com/story/ai-researchers-fight-over-four-letters-nips/.

Søraa, Roger Andre. 2017. “Mechanical Genders: How Do Humans Gender Robots?” Gender, Technology, and Development 21, no. 1–2: 99–115.

Wosk, Julie. 2015. My Fair Ladies: Female Robots, Androids, and Other Artificial Eves. New Brunswick, NJ: Rutgers University Press.



Artificial Intelligence - What Are Expert Systems?

 






Expert systems are used to solve issues that would normally be addressed by humans.


In the early decades of artificial intelligence research, they emerged as one of the most promising application strategies.

The core concept is to convert an expert's knowledge into a computer-based knowledge system.




Dan Patterson, a statistician and computer scientist at the University of Texas in El Paso, differentiates various properties of expert systems:


• They make decisions based on knowledge rather than facts.

• The task of representing heuristic knowledge in expert systems is daunting.

• Knowledge and the program are generally separated so that the same program can operate on different knowledge bases.

• Expert systems should be able to explain their decisions, represent knowledge symbolically, and have and use meta knowledge, that is, knowledge about knowledge.





(Patterson, et al., 2008) Expert systems generally often reflect domain-specific knowledge.


The subject of medical research was a frequent test application for expert systems.

Expert systems were created as a tool to assist medical doctors in their work.

Symptoms were usually communicated by the patient in the form of replies to inquiries.

Based on its knowledge base, the system would next attempt to identify the ailment and, in certain cases, recommend relevant remedies.

MYCIN, a Stanford University-developed expert system for detecting bacterial infections and blood disorders, is one example.




Another well-known application in the realm of engineering and engineering design tries to capture the heuristic knowledge of the design process in the design of motors and generators.


The expert system assists in the initial design phase, when choices like as the number of poles, whether to use AC or DC, and so on are made (Hoole et al. 2003).

The knowledge base and the inference engine are the two components that make up the core framework of expert systems.




The inference engine utilizes the knowledge base to make choices, whereas the knowledge base holds the expert's expertise.

In this way, the knowledge is isolated from the software that manipulates it.

Knowledge must first be gathered, then comprehended, categorized, and stored in order to create expert systems.

It is retrieved to answer issues depending on predetermined criteria.

The four main processes in the design of an expert system, according to Thomson Reuters chief scientist Peter Jackson, are obtaining information, representing that knowledge, directing reasoning via an inference engine, and explaining the expert system's answer (Jackson 1999).

The expert system's largest issue was acquiring domain knowledge.

Human specialists may be challenging to obtain information from.


Many variables contribute to the difficulty of acquiring knowledge, but the complexity of encoding heuristic and experienced information is perhaps the most important.



The knowledge acquisition process is divided into five phases, according to Hayes-Roth et al. (1983).

Identification, or recognizing the problem and the data that must be used to arrive at a solution; conceptualization, or comprehending the key concepts and relationships between the data; formalization, or comprehending the relevant search space; implementation, or converting formalized knowledge into a software program; and testing the rules for completeness and accuracy are among them.


  • Production (rule-based) or non-production systems may be used to represent domain knowledge.
  • In rule-based systems, knowledge is represented by rules in the form of IF THEN-ELSE expressions.



The inference process is carried out by iteratively going over the rules, either through a forward or backward chaining technique.



  • Forward chaining asks what would happen next if the condition and rules were known to be true. Going from a goal to the rules we know to be true, backward chaining asks why this occurred.
  • Forward chaining is defined as when the left side of the rule is assessed first, that is, when the conditions are verified first and the rules are performed left to right (also known as data-driven inference).
  • Backward chaining occurs when the rules are evaluated from the right side, that is, when the outcomes are verified first (also known as goal-driven inference).
  • CLIPS, a public domain example of an expert system tool that implements the forward chaining method, was created at NASA's Johnson Space Center. MYCIN is an expert system that works backwards.



Associative/semantic networks, frame representations, decision trees, and neural networks may be used in expert system designs based on nonproduction architectures.


Nodes make form an associative/semantic network, which may be used to represent hierarchical knowledge. 

  • An example of a system based on an associative network is CASNET.
  • The most well-known use of CASNET was the development of an expert system for glaucoma diagnosis and therapy.

Frames are structured sets of closely related knowledge in frame architectures.


  • A frame-based architecture is an example of PIP (Present Illness Program).
  • MIT and Tufts-New England Clinical Center developed PIP to generate hypotheses regarding renal illness.

Top-down knowledge is represented via decision tree structures.


Blackboard system designs are complex systems in which the inference process's direction may be changed during runtime.


A blackboard system architecture may be seen in DARPA's HEARSAY domain independent expert system.


  • Knowledge is spread throughout a neural network in the form of nodes in neural network topologies.
  • Case-based reasoning is attempting to examine and find answers for a problem using previously solved examples.
  • A loose connection may be formed between case-based reasoning and judicial law, in which the decision of a comparable but previous case is used to solve a current legal matter.
  • Case-based reasoning is often implemented as a frame, which necessitates a more involved matching and retrieval procedure.



There are three options for manually constructing the knowledge base.


  • Knowledge may be elicited via an interview with a computer using interactive tools. This technique is shown by the computer-graphics-based OPAL software, which enabled clinicians with no prior medical training to construct expert medical knowledge bases for the care of cancer patients.
  • Text scanning algorithms that read books into memory are a second alternative to human knowledge base creation.
  • Machine learning algorithms that build competence on their own, with or without supervision from a human expert, are a third alternative still under development.




DENDRAL, a project started at Stanford University in 1965, is an early example of a machine learning architecture project.


DENDRAL was created in order to study the molecular structure of organic molecules.


  • While DENDRAL followed a set of rules to complete its work, META-DENDRAL created its own rules.
  • META-DENDRAL chose the important data points to observe with the aid of a human chemist.




Expert systems may be created in a variety of methods.


  • User-friendly graphical user interfaces are used in interactive development environments to assist programmers as they code.
  • Special languages may be used in the construction of expert systems.
  • Prolog (Logic Programming) and LISP are two of the most common options (List Programming).
  • Because Prolog is built on predicate logic, it belongs to the logic programming paradigm.
  • One of the first programming languages for artificial intelligence applications was LISP.



Expert system shells are often used by programmers.



A shell provides a platform for knowledge to be programmed into the system.


  • The shell is a layer without a knowledge basis, as the name indicates.
  • The Java Expert System Shell (JESS) is a strong expert shell built in Java.


Many efforts have been made to blend disparate paradigms to create hybrid systems.


  • Object-oriented programming seeks to combine logic-based and object-oriented systems.
  • Object orientation, despite its lack of a rigorous mathematical basis, is very useful in modeling real-world circumstances.

  • Knowledge is represented as objects that encompass both the data and the ways for working with it.
  • Object-oriented systems are more accurate models of real-world things than procedural programming.
  • The Object Inference Knowledge Specification Language (OI-KSL) is one way (Mascrenghe et al. 2002).



Although other languages, such as Visual Prolog, have merged object-oriented programming, OI-KSL takes a different approach.


Backtracking in Visual Prolog occurs inside the objects; that is, the methods backtracked.

Backtracking is taken to a whole new level in OI KSL, with the item itself being backtracked.

To cope with uncertainties in the given data, probability theory, heuristics, and fuzzy logic are sometimes utilized.

A fuzzy electric lighting system was one example of a Prolog implementation of fuzzy logic, in which the quantity of natural light influenced the voltage that flowed to the electric bulb (Mascrenghe 2002).

This allowed the system to reason in the face of uncertainty and with little data.


Interest in expert systems started to wane in the late 1990s, owing in part to unrealistic expectations for the technology and the expensive cost of upkeep.

Expert systems were unable to deliver on their promises.



Even today, technology generated in expert systems research is used in various fields like data science, chatbots, and machine intelligence.


  • Expert systems are designed to capture the collective knowledge that mankind has accumulated through millennia of learning, experience, and practice.



Jai Krishna Ponnappan


You may also want to read more about Artificial Intelligence here.


See also: 


Clinical Decision Support Systems; Computer-Assisted Diagnosis; DENDRAL; Expert Systems.



Further Reading:


Hayes-Roth, Frederick, Donald A. Waterman, and Douglas B. Lenat, eds. 1983. Building Expert Systems. Teknowledge Series in Knowledge Engineering, vol. 1. Reading, MA: Addison Wesley.

Hoole, S. R. H., A. Mascrenghe, K. Navukkarasu, and K. Sivasubramaniam. 2003. “An Expert Design Environment for Electrical Devices and Its Engineering Assistant.” IEEE Transactions on Magnetics 39, no. 3 (May): 1693–96.

Jackson, Peter. 1999. Introduction to Expert Systems. Third edition. Reading, MA: Addison-Wesley.

Mascrenghe, A. 2002. “The Fuzzy Electric Bulb: An Introduction to Fuzzy Logic with Sample Implementation.” PC AI 16, no. 4 (July–August): 33–37.

Mascrenghe, A., S. R. H. Hoole, and K. Navukkarasu. 2002. “Prototype for a New Electromagnetic Knowledge Specification Language.” In CEFC Digest. Perugia, Italy: IEEE.

Patterson, Dan W. 2008. Introduction to Artificial Intelligence and Expert Systems. New Delhi, India: PHI Learning.

Rich, Elaine, Kevin Knight, and Shivashankar B. Nair. 2009. Artificial Intelligence. New Delhi, India: Tata McGraw-Hill.



Artificial Intelligence - What Is AI Embodiment Or Embodied Artificial Intelligence?

 



Embodied Artificial Intelligence is a method for developing AI that is both theoretical and practical.

It is difficult to fully trace its his tory due to its beginnings in different fields.

Rodney Brooks' Intelligence Without Representation, written in 1987 and published in 1991, is one claimed for the genesis of this concept.


Embodied AI is still a very new area, with some of the first references to it dating back to the early 2000s.


Rather than focusing on either modeling the brain (connectionism/neural net works) or linguistic-level conceptual encoding (GOFAI, or the Physical Symbol System Hypothesis), the embodied approach to AI considers the mind (or intelligent behavior) to emerge from interaction between the body and the world.

There are hundreds of different and sometimes contradictory approaches to interpret the role of the body in cognition, the majority of which utilize the term "embodied." 

The idea that the physical body's shape is related to the structure and content of the mind is shared by all of these viewpoints.


Despite the success of neural network or GOFAI (Good Old-Fashioned Artificial Intelligence or classic symbolic artificial intelligence) techniques in building row expert systems, the embodied approach contends that general artificial intelligence cannot be accomplished in code alone.




For example, in a tiny robot with four motors, each driving a separate wheel, and programming that directs the robot to avoid obstacles, the same code might create dramatically different observable behaviors if the wheels were relocated to various areas of the body or replaced with articulated legs.

This is a basic explanation of why the shape of a body must be taken into account when designing robotic systems, and why embodied AI (rather than merely robotics) considers the dynamic interaction between the body and the surroundings to be the source of sometimes surprising emergent behaviors.


The instance of passive dynamic walkers is an excellent illustration of this method.

The passive dynamic walker is a bipedal walking model that depends on the dynamic interaction of the leg design and the environment's structure.

The gait is not generated by an active control system.

The walker is propelled forward by gravity, inertia, and the forms of the feet, legs, and inclination.


This strategy is based on the biological concept of stigmergy.

  • Stigmergy is based on the idea that signs or marks left by actions in the environment inspire future actions.




AN APPROACH INFORMED BY ENGINEERING.



Embodied AI is influenced by a variety of domains. Engineering and philosophy are two frequent methods.


Rodney Brooks proposed the "subsumption architecture" in 1986, which is a method of generating complex behaviors by arranging lower-level layers of the system to interact with the environment in prioritized ways, tightly coupling perception and action, and attempting to eliminate the higher-level processing of other models.


For example, the Smithsonian's robot Genghis was created to traverse rugged terrain, a talent that made the design and engineering of other robots very challenging at the time.


The success of this approach was primarily due to the design choice to divide the processing of various motors and sensors throughout the network rather than trying higher-level system integration to create a full representational model of the robot and its surroundings.

To put it another way, there was no central processing region where all of the robot's parts sought to integrate data for the system.


Cog, a humanoid torso built by the MIT Humanoid Robotics Group in the 1990s, was an early effort at embodied AI.


Cog was created to learn about the world by interacting with it physically.

Cog, for example, may be shown learning how to apply force and weight to a drum while holding drumsticks for the first time, or learning how to gauge the weight of a ball once it was put in Cog's hand.

These early notions of letting the body conduct the learning are still at the heart of the embodied AI initiative.


The Swiss Robots, created and constructed in the AI Lab at Zurich University, are perhaps one of the most prominent instances of embodied emergent intelligence.



Simple small robots with two motors (one on each side) and two infrared sensors, the Swiss Robots (one on each side).

The only high-level instructions in their programming were that if a sensor detected an item on one side, it should move in the other direction.

However, when combined with a certain body form and sensor location, this resulted in what seemed to be high-level cleaning or clustering behavior in certain situations.

A similar strategy is used in many other robotics projects.


Shakey the Robot, developed by SRI International in the 1960s, is frequently credited as being the first mobile robot with thinking ability.


Shakey was clumsy and sluggish, and he's often portrayed as the polar antithesis of what embodied AI is attempting to achieve by moving away from higher-level thinking and processing.

However, even in 1968, SRI's approach to embodiment was a clear forerunner of Brooks', since they were the first to assert that the finest reservoir of knowledge about the actual world is the real world itself.

The greatest model of the world is the world itself, according to this notion, which has become a rallying cry against higher-level representation in embodied AI.

Earlier robots, in contrast to the embodied AI software, were mostly preprogrammed and did not actively interface with their environs in the manner that this method does.


Honda's ASIMO robot, for example, isn't an excellent illustration of embodied AI; instead, it's representative of other and older approaches to robotics.


Work in embodied AI is exploding right now, with Boston Dynamics' robots serving as excellent examples (particularly the non-humanoid forms).

Embodied AI is influenced by a number of philosophical ideas.

Rodney Brooks, a roboticist, particularly rejects philosophical influence on his technical concerns in a 1991 discussion of his subsumption architecture, while admitting that his arguments mirror Heidegger's.

In several essential design aspects, his ideas match those of phenom enologist Merleau-Ponty, demonstrating how earlier philosophical issues at least reflect, and likely shape, much of the design work in contemplating embodied AI.

Because of its methodology in experimenting toward an understanding of how awareness and intelligent behavior originate, which are highly philosophical activities, this study in embodied robotics is deeply philosophical.

Other clearly philosophical themes may be found in a few embodied AI projects as well.

Rolf Pfeifer and Josh Bongard, for example, often draw to philosophical (and psychological) literature in their work, examining how these ideas intersect with their own methods to developing intelligent machines.


They discuss how these ideas may (and frequently do not) guide the development of embodied AI.


This covers a broad spectrum of philosophical inspirations, such as George Lakoff and Mark Johnson's conceptual metaphor work, Shaun Gallagher's (2005) body image and phenomenology work, and even John Dewey's early American pragmatism.

It's difficult to say how often philosophical concerns drive engineering concerns, but it's clear that the philosophy of embodiment is probably the most robust of the various disciplines within cognitive science to have done embodiment work, owing to the fact that theorizing took place long before the tools and technologies were available to actually realize the machines being imagined.

This suggests that for roboticists interested in the strong AI project, that is, broad intellectual capacities and functions that mimic the human brain, there are likely still unexplored resources here.


Jai Krishna Ponnappan


You may also want to read more about Artificial Intelligence here.


See also: 


Brooks, Rodney; Distributed and Swarm Intelligence; General and Narrow AI.


Further Reading:


Brooks, Rodney. 1986. “A Robust Layered Control System for a Mobile Robot.” IEEE Journal of Robotics and Automation 2, no. 1 (March): 14–23.

Brooks, Rodney. 1990. “Elephants Don’t Play Chess.” Robotics and Autonomous Systems 6, no. 1–2 (June): 3–15.

Brooks, Rodney. 1991. “Intelligence Without Representation.” Artificial Intelligence Journal 47: 139–60.

Dennett, Daniel C. 1997. “Cog as a Thought Experiment.” Robotics and Autonomous Systems 20: 251–56.

Gallagher, Shaun. 2005. How the Body Shapes the Mind. Oxford: Oxford University Press.

Pfeifer, Rolf, and Josh Bongard. 2007. How the Body Shapes the Way We Think: A New View of Intelligence. Cambridge, MA: MIT Press.




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