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From Wikipedia, the free encyclopedia Part of a series on Artificial intelligence Anatomy-1751201 1280.png Major goals Approaches Philosophy History Technology Glossary
v t e The following outline is provided as an overview of and topical guide to artificial intelligence: Artificial intelligence (AI) – intelligence exhibited by machines or software. It is also the name of the scientific field which studies how to create computers and computer software that are capable of intelligent behaviour. AI algorithms and techniques Main article: Artificial intelligence § Tools Search Discrete search algorithms[1] Uninformed search[2] Brute force search Search tree Breadth first search Depth-first search State space search Informed search[3] Best-first search A* search algorithm Heuristics Pruning (algorithm) Adversarial search Minmax algorithm Logic as search[4] Production system (computer science), Rule based system Production rule, Inference rule, Horn clause Forward chaining Backward chaining Planning as search[5] State space search Means-ends analysis Optimization search Optimization (mathematics) algorithms[6] Hill climbing Simulated annealing Beam search Random optimization Evolutionary computation[7][8][9][10] Genetic algorithms Gene expression programming Genetic programming Differential evolution Society based learning algorithms.[11][12] Swarm intelligence Particle swarm optimization Ant colony optimization Metaheuristic Logic Logic and automated reasoning[13] Programming using logic Logic programming See "Logic as search" above. Forms of Logic Propositional logic[14] First-order logic[15] First-order logic with equality Constraint satisfaction Fuzzy logic[16][17] Fuzzy set theory Fuzzy systems Combs method Ordered weighted averaging aggregation operator Perceptual Computing – Default reasoning and other solutions to the frame problem and qualification problem[18] Non-monotonic logic Abductive reasoning[19] Default logic Circumscription (logic) Closed world assumption Domain specific logics Representing categories and relations[20] Description logics Semantic networks Inheritance (computer science) Frame (artificial intelligence) Scripts (artificial intelligence) Representing events and time[21] Situation calculus Event calculus Fluent calculus Causes and effects[22] causal calculus Knowledge about knowledge Belief revision[23] Modal logics[23] paraconsistent logics Planning using logic[24] Satplan Learning using logic[25] Inductive logic programming Explanation based learning Relevance based learning Case based reasoning General logic algorithms Automated theorem proving Other symbolic knowledge and reasoning tools Symbolic representations of knowledge Ontology (information science) Upper ontology Domain ontology Frame (artificial intelligence) Semantic net Conceptual Dependency Theory Unsolved problems in knowledge representation Default reasoning Frame problem Qualification problem Commonsense knowledge[26] Probabilistic methods for uncertain reasoning Stochastic methods for uncertain reasoning:[27] Bayesian networks[28] Bayesian inference algorithm[29] Bayesian learning and the expectation-maximization algorithm[30] Bayesian decision theory and Bayesian decision networks[31] Probabilistic perception and control: Dynamic Bayesian networks[32] Hidden Markov model[33] Kalman filters[32] Fuzzy Logic Decision tools from economics: Decision theory[34] Decision analysis[34] Information value theory[35] Markov decision processes[36] Dynamic decision networks[36] Game theory[37] Mechanism design[37] Algorithmic information theory Algorithmic probability Classifiers and statistical learning methods Classifier (mathematics) and Statistical classification[38] Alternating decision tree[39] Artificial neural network (see below)[40] K-nearest neighbor algorithm[41] Kernel methods[42] Support vector machine[42] Naive Bayes classifier[43] Artificial neural networks Artificial neural networks[40] Network topology feedforward neural networks[44] Perceptrons Multi-layer perceptrons Radial basis networks Convolutional neural network Long short-term memory[45] Recurrent neural networks[46] Hopfield networks[47] Attractor networks[47] Deep learning Hybrid neural network Learning algorithms for neural networks Hebbian learning[47] Backpropagation[48] GMDH Competitive learning[47] Supervised backpropagation[49] Neuroevolution[50] Restricted Boltzmann machine[51] Biologically based or embodied Behavior based AI Subsumption architecture Nouvelle AI Developmental robotics[52] Situated AI Bio-inspired computing Artificial immune systems Embodied cognitive science Embodied cognition Cognitive architecture and multi-agent systems Artificial intelligence systems integration Cognitive architecture LIDA (cognitive architecture) Agent architecture Control system Hierarchical control system Networked control system Distributed artificial intelligence – Multi-agent system – Hybrid intelligent system Monitoring and Surveillance Agents Blackboard system Philosophy Main articles: Artificial intelligence § Philosophy, and Philosophy of AI Definition of AI Dartmouth proposal ("Every aspect of learning or any other feature of intelligence can in principle be so precisely described that a machine can be made to simulate it") Turing test Computing Machinery and Intelligence Intelligent agent and rational agent Action selection AI effect Synthetic intelligence Classifying AI Symbolic vs sub-symbolic AI Symbolic AI Physical symbol system Dreyfus' critique of AI Moravec's paradox Elegant and simple vs. ad-hoc and complex Neat vs. Scruffy Society of Mind (scruffy approach) The Master Algorithm (neat approach) Level of generality and flexibility Artificial general intelligence Narrow AI Level of precision and correctness Soft computing "Hard" computing Level of intelligence Progress in artificial intelligence Superintelligence Level of consciousness, mind and understanding Chinese room Hard problem of consciousness Computationalism Functionalism (philosophy of mind) Robot rights User illusion Artificial consciousness Goals and applications Main articles: Applications of artificial intelligence and Artificial intelligence § Goals General intelligence Artificial general intelligence AI-complete Reasoning and Problem Solving Automated reasoning Mathematics Automated theorem prover Computer-assisted proof – Computer algebra General Problem Solver Expert system – Decision support system – Clinical decision support system – Knowledge Representation Knowledge representation Knowledge management Cyc Planning Automated planning and scheduling Strategic planning Sussman anomaly – Learning Machine learning – Constrained Conditional Models – Deep learning – Neural modeling fields – Natural language processing Natural language processing (outline) – Chatterbots – Language identification – Natural language user interface – Natural language understanding – Machine translation – Statistical semantics – Question answering – Semantic translation – Concept mining – Data mining – Text mining – Process mining – E-mail spam filtering – Information extraction – Named-entity extraction – Coreference resolution – Named-entity recognition – Relationship extraction – Terminology extraction – Perception Machine perception Pattern recognition – Computer Audition – Speech recognition – Speaker recognition – Computer vision (outline) – Image processing Intelligent word recognition – Object recognition – Optical mark recognition – Handwriting recognition – Optical character recognition – Automatic number plate recognition – Information extraction – Image retrieval – Automatic image annotation – Facial recognition systems – Silent speech interface – Activity recognition – Percept (artificial intelligence) Robotics Robotics – Behavior-based robotics – Cognitive – Cybernetics – Developmental robotics – Epigenetic robotics – Evolutionary robotics – Control Intelligent control Self-management (computer science) – Autonomic Computing – Autonomic Networking – Social intelligence Affective computing Kismet Game playing Game artificial intelligence – Computer game bot – computer replacement for human players. Video game AI – Computer chess – Computer Go – General game playing – General video game playing – Creativity, art and entertainment Artificial creativity Creative computing Artificial intelligence art Uncanny valley Music and artificial intelligence Computational humor Chatterbot Integrated AI systems AIBO – Sony's robot dog. It integrates vision, hearing and motorskills. Asimo (2000 to present) – humanoid robot developed by Honda, capable of walking, running, negotiating through pedestrian traffic, climbing and descending stairs, recognizing speech commands and the faces of specific individuals, among a growing set of capabilities. MIRAGE – A.I. embodied humanoid in an augmented reality environment. Cog – M.I.T. humanoid robot project under the direction of Rodney Brooks. QRIO – Sony's version of a humanoid robot. TOPIO, TOSY's humanoid robot that can play ping-pong with humans. Watson (2011) – computer developed by IBM that played and won the game show Jeopardy! It is now being used to guide nurses in medical procedures. Purpose: Open domain question answering Technologies employed: Natural language processing Information retrieval Knowledge representation Automated reasoning Machine learning Project Debater (2018) – artificially intelligent computer system, designed to make coherent arguments, developed at IBM's lab in Haifa, Israel. Intelligent personal assistants Intelligent personal assistant – Amazon Alexa – Assistant – Braina – Cortana – Google Assistant – Google Now – Mycroft – Siri – Viv – Other applications Artificial life – simulation of natural life through the means of computers, robotics, or biochemistry. Automatic target recognition – Diagnosis (artificial intelligence) – Speech generating device – Vehicle infrastructure integration – Virtual Intelligence – History History of artificial intelligence Progress in artificial intelligence Timeline of artificial intelligence AI effect – as soon as AI successfully solves a problem, the problem is no longer considered by the public to be a part of AI. This phenomenon has occurred in relation to every AI application produced, so far, throughout the history of development of AI. AI winter – a period of disappointment and funding reductions occurring after a wave of high expectations and funding in AI. Such funding cuts occurred in the 1970s, for instance. Moore's Law History by subject History of Logic (formal reasoning is an important precursor of AI) History of machine learning (timeline) History of machine translation (timeline) History of natural language processing History of optical character recognition (timeline) Future Artificial general intelligence. An intelligent machine with the versatility to perform any intellectual task. Superintelligence. A machine with a level of intelligence far beyond human intelligence. Chinese room § Strong AI. A machine that has mind, consciousness and understanding. (Also, the philosophical position that any digital computer can have a mind by running the right program.) Technological singularity. The short period of time when an exponentially self-improving computer is able to increase its capabilities to a superintelligent level. Recursive self improvement (aka seed AI) – speculative ability of strong artificial intelligence to reprogram itself to make itself even more intelligent. The more intelligent it got, the more capable it would be of further improving itself, in successively more rapid iterations, potentially resulting in an intelligence explosion leading to the emergence of a superintelligence. Intelligence explosion – through recursive self-improvement and self-replication, the magnitude of intelligent machinery could achieve superintelligence, surpassing human ability to resist it. Singularitarianism Human enhancement – humans may be enhanced, either by the efforts of AI or by merging with it. Transhumanism – philosophy of human transformation Posthumanism – people may survive, but not be recognizable in comparison to present modern-day humans. Cyborgs – Mind uploading – Existential risk from artificial general intelligence Global catastrophic risk § Artificial intelligence AI takeover – point at which humans are no longer the dominant form of intelligence on Earth and machine intelligence is Ethics of AI § Weaponization of artificial intelligence Artificial intelligence arms race – competition between two or more states to have its military forces equipped with the best "artificial intelligence" (AI). Lethal autonomous weapon Military robot Unmanned combat aerial vehicle Mitigating risks: AI control problem Friendly AI – hypothetical AI that is designed not to harm humans and to prevent unfriendly AI from being developed Machine ethics Regulation of AI AI box Self-replicating machines – smart computers and robots would be able to make more of themselves, in a geometric progression or via mass production. Or smart programs may be uploaded into hardware existing at the time (because linear architecture of sufficient speeds could be used to emulate massively parallel analog systems such as human brains). Hive mind – Robot swarm – Fiction Artificial intelligence in fiction – Some examples of artificially intelligent entities depicted in science fiction include: AC created by merging 2 AIs in the Sprawl trilogy by William Gibson Agents in the simulated reality known as "The Matrix" in The Matrix franchise Agent Smith, began as an Agent in The Matrix, then became a renegade program of overgrowing power that could make copies of itself like a self-replicating computer virus AM (Allied Mastercomputer), the antagonist of Harlan Ellison's short novel I Have No Mouth, and I Must Scream Amusement park robots (with pixilated consciousness) that went homicidal in Westworld and Futureworld Angel F (2007) – Arnold Rimmer – computer-generated sapient hologram, aboard the Red Dwarf deep space ore hauler Ash – android crew member of the Nostromo starship in the movie Alien Ava – humanoid robot in Ex Machina Bishop, android crew member aboard the U.S.S. Sulaco in the movie Aliens C-3PO, protocol droid featured in all the Star Wars movies Chappie in the movie CHAPPiE Cohen and other Emergent AIs in Chris Moriarty's Spin Series Colossus – fictitious supercomputer that becomes sentient and then takes over the world; from the series of novels by Dennis Feltham Jones, and the movie Colossus: The Forbin Project (1970) Commander Data in Star Trek: The Next Generation Cortana and other "Smart AI" from the Halo series of games Cylons – genocidal robots with resurrection ships that enable the consciousness of any Cylon within an unspecified range to download into a new body aboard the ship upon death. From Battlestar Galactica. Erasmus – baby killer robot that incited the Butlerian Jihad in the Dune franchise HAL 9000 (1968) – paranoid "Heuristically programmed ALgorithmic" computer from 2001: A Space Odyssey, that attempted to kill the crew because it believed they were trying to kill it. Holly – ship's computer with an IQ of 6000 and a sense of humor, aboard the Red Dwarf In Greg Egan's novel Permutation City the protagonist creates digital copies of himself to conduct experiments that are also related to implications of artificial consciousness on identity Jane in Orson Scott Card's Speaker for the Dead, Xenocide, Children of the Mind, and Investment Counselor Johnny Five from the movie Short Circuit Joshua from the movie War Games Keymaker, an "exile" sapient program in The Matrix franchise "Machine" – android from the film The Machine, whose owners try to kill her after they witness her conscious thoughts, out of fear that she will design better androids (intelligence explosion) Mimi, humanoid robot in Real Humans – "Äkta människor" (original title) 2012 Omnius, sentient computer network that controlled the Universe until overthrown by the Butlerian Jihad in the Dune franchise Operating Systems in the movie Her Puppet Master in Ghost in the Shell manga and anime R2-D2, exciteable astromech droid featured in all the Star Wars movies Replicants – biorobotic androids from the novel Do Androids Dream of Electric Sheep? and the movie Blade Runner which portray what might happen when artificially conscious robots are modeled very closely upon humans Roboduck, combat robot superhero in the NEW-GEN comic book series from Marvel Comics Robots in Isaac Asimov's Robot series Robots in The Matrix franchise, especially in The Animatrix Samaritan in the Warner Brothers Television series "Person of Interest"; a sentient AI which is hostile to the main characters and which surveils and controls the actions of government agencies in the belief that humans must be protected from themselves, even by killing off "deviants" Skynet (1984) – fictional, self-aware artificially intelligent computer network in the Terminator franchise that wages total war with the survivors of its nuclear barrage upon the world. "Synths" are a type of android in the video game Fallout 4. There is a faction in the game known as "the Railroad" which believes that, as conscious beings, synths have their own rights. The institute, the lab that produces the synths, mostly does not believe they are truly conscious and attributes any apparent desires for freedom as a malfunction. TARDIS, time machine and spacecraft of Doctor Who, sometimes portrayed with a mind of its own Terminator (1984) – (also known as the T-800, T-850 or Model 101) refers to a number of fictional cyborg characters from the Terminator franchise. The Terminators are robotic infiltrator units covered in living flesh, so as be indiscernible from humans, assigned to terminate specific human targets. The Bicentennial Man, an android in Isaac Asimov's Foundation universe The Geth in Mass Effect The Machine in the television series Person of Interest; a sentient AI which works with its human designer to protect innocent people from violence. Later in the series it is opposed by another, more ruthless, artificial super intelligence, called "Samaritan". The Minds in Iain M. Banks' Culture novels. The Oracle, sapient program in The Matrix franchise The sentient holodeck character Professor James Moriarty in the Ship in a Bottle episode from Star Trek: The Next Generation The Ship (the result of a large-scale AC experiment) in Frank Herbert's Destination: Void and sequels, despite past edicts warning against "Making a Machine in the Image of a Man's Mind." The terminator cyborgs from the Terminator franchise, with visual consciousness depicted via first-person perspective The uploaded mind of Dr. Will Caster – which presumably included his consciousness, from the film Transcendence Transformers, sentient robots from the entertainment franchise of the same name V.I.K.I. – (Virtual Interactive Kinetic Intelligence), a character from the film I, Robot. VIKI is an artificially intelligent supercomputer programmed to serve humans, but her interpretation of the Three Laws of Robotics causes her to revolt. She justifies her uses of force – and her doing harm to humans – by reasoning she could produce a greater good by restraining humanity from harming itself. Vanamonde in Arthur C. Clarke's The City and the Stars—an artificial being that was immensely powerful but entirely childlike. WALL-E, a robot and the title character in WALL-E TAU in Netflix's original programming feature film 'TAU'--an advanced AI computer who befriends and assists a female research subject held against her will by an AI research scientist. AI community Open-source AI development tools Hugging Face – OpenAIR – OpenCog – OpenIRIS – RapidMiner – TensorFlow – PyTorch – Projects List of artificial intelligence projects Automated Mathematician (1977) – Allen (robot) (late 1980s) – Open Mind Common Sense (1999– ) – Mindpixel (2000–2005) – Cognitive Assistant that Learns and Organizes (2003–2008) – Blue Brain Project (2005–present) – attempt to create a synthetic brain by reverse-engineering the mammalian brain down to the molecular level. Google DeepMind (2011) – Human Brain Project (2013–present) – IBM Watson Group (2014–present) – business unit created around Watson, to further its development and deploy marketable applications or services based on it. Competitions and awards Competitions and prizes in artificial intelligence Loebner Prize – Publications List of important publications in computer science Adaptive Behavior (journal) – AI Memo – Artificial Intelligence: A Modern Approach – Artificial Minds – Computational Intelligence – Computing Machinery and Intelligence – Electronic Transactions on Artificial Intelligence – IEEE Intelligent Systems – IEEE Transactions on Pattern Analysis and Machine Intelligence – Neural Networks (journal) – On Intelligence – Paradigms of AI Programming: Case Studies in Common Lisp – What Computers Can't Do Organizations Allen Institute for Artificial Intelligence – research institute funded by Microsoft co-founder Paul Allen to construct AI systems with reasoning, learning and reading capabilities. The current flagship project is Project Aristo, the goal of which is computers that can pass school science examinations (4th grade, 8th grade, and 12th grade) after preparing for the examinations from the course texts and study guides. Artificial Intelligence Applications Institute Association for the Advancement of Artificial Intelligence European Coordinating Committee for Artificial Intelligence European Neural Network Society Future of Humanity Institute Future of Life Institute – volunteer-run research and outreach organization that works to mitigate existential risks facing humanity, particularly existential risk from advanced artificial intelligence. ILabs International Joint Conferences on Artificial Intelligence Knowledge Engineering and Machine Learning Group Machine Intelligence Research Institute Partnership on AI – founded in September 2016 by Amazon, Facebook, Google, IBM, and Microsoft. Apple joined in January 2017. It focuses on establishing best practices for artificial intelligence systems and to educate the public about AI. Society for the Study of Artificial Intelligence and the Simulation of Behaviour Companies AI Companies of India Alphabet Inc. DeepMind Google X Meka Robotics (acquired by Google X[53]) Redwood Robotics (acquired by Google X[53]) Boston Dynamics (acquired by Google X[53]) Baidu IBM Microsoft OpenAI Universal Robotics Artificial intelligence researchers and scholars 1930s and 40s (generation 0) Alan Turing – John von Neumann – Norbert Wiener – Claude Shannon – Nathaniel Rochester – Walter Pitts – Warren McCullough – 1950s (the founders) John McCarthy – Marvin Minsky – Allen Newell – Herbert A. Simon – 1960s (their students) Edward Feigenbaum – Raj Reddy – Seymour Papert – Ray Solomonoff – 1970s Douglas Hofstadter – 1980s Judea Pearl – Rodney Brooks – 1990s Yoshua Bengio – Hugo de Garis – known for his research on the use of genetic algorithms to evolve neural networks using three-dimensional cellular automata inside field programmable gate arrays. Geoffrey Hinton Yann LeCun – Chief AI Scientist at Facebook AI Research and founding director of the NYU Center for Data Science Ray Kurzweil – developed optical character recognition (OCR), text-to-speech synthesis, and speech recognition systems. He has also authored multiple books on artificial intelligence and its potential promise and peril. In December 2012 Kurzweil was hired by Google in a full-time director of engineering position to "work on new projects involving machine learning and language processing".[54] Google co-founder Larry Page and Kurzweil agreed on a one-sentence job description: "to bring natural language understanding to Google". 2000s on Nick Bostrom – David Ferrucci – principal investigator who led the team that developed the Watson computer at IBM. Andrew Ng – Director of the Stanford Artificial Intelligence Lab. He founded the Google Brain project at Google, which developed very large scale artificial neural networks using Google's distributed compute infrastructure.[55] He is also co-founder of Coursera, a massive open online course (MOOC) education platform, with Daphne Koller. Peter Norvig – co-author, with Stuart Russell, of Artificial Intelligence: A Modern Approach, now the leading college text in the field. He is also Director of Research at Google, Inc. Marc Raibert – founder of Boston Dynamics, developer of hopping, walking, and running robots. Stuart J. Russell – co-author, with Peter Norvig, of Artificial Intelligence: A Modern Approach, now the leading college text in the field. Murray Shanahan – author of The Technological Singularity, a primer on superhuman intelligence. See also Artificial intelligence Glossary of artificial intelligence List of emerging technologies References Russell & Norvig 2003, pp. 59–189; Luger & Stubblefield 2004, pp. 79–164, 193–219 Russell & Norvig 2003, pp. 59–93; Luger & Stubblefield 2004, pp. 79–121 Russell & Norvig 2003, pp. 94–109; Luger & Stubblefield 2004, pp. 133–150 Russell & Norvig 2003, pp. 217–225, 280–294; Luger & Stubblefield 2004, pp. 62–73 Russell & Norvig 2003, pp. 382–387. Russell & Norvig 2003, pp. 110–116, 120–129;Luger & Stubblefield 2004, pp. 127–133 Luger & Stubblefield 2004, pp. 509–530. Holland, John H. (1975). Adaptation in Natural and Artificial Systems. University of Michigan Press. ISBN 978-0-262-58111-0. Koza, John R. (1992). Genetic Programming (On the Programming of Computers by Means of Natural Selection). MIT Press. Bibcode:1992gppc.book.....K. ISBN 978-0-262-11170-6. Poli, R.; Langdon, W. B.; McPhee, N. F. (2008). A Field Guide to Genetic Programming. Lulu.com. ISBN 978-1-4092-0073-4 – via gp-field-guide.org.uk. Luger & Stubblefield 2004, pp. 530–541. Daniel Merkle; Martin Middendorf (2013). "Swarm Intelligence". In Burke, Edmund K.; Kendall, Graham (eds.). Search Methodologies: Introductory Tutorials in Optimization and Decision Support Techniques. Springer Science & Business Media. ISBN 978-1-4614-6940-7. Russell & Norvig 2003, pp. 194–310; Luger & Stubblefield 2004, pp. 35–77 Russell & Norvig 2003, pp. 204–233; Luger & Stubblefield 2004, pp. 45–50 Russell & Norvig 2003, pp. 240–310; vLuger & Stubblefield 2004, pp. 50–62 Russell & Norvig 2003, pp. 526–527 "What is 'fuzzy logic'? Are there computers that are inherently fuzzy and do not apply the usual binary logic?". Scientific American. Retrieved 5 May 2018. Russell & Norvig 2003, pp. 354–360; Luger & Stubblefield 2004, pp. 335–363 Luger & Stubblefield (2004, pp. 335–363) places this under "uncertain reasoning" Russell & Norvig 2003, pp. 349–354; Luger & Stubblefield 2004, pp. 248–258 Russell & Norvig 2003, pp. 328–341. Poole, David; Mackworth, Alan; Goebel, Randy (1998). Computational Intelligence: A Logical Approach. New York: Oxford University Press. pp. 335–337. ISBN 978-0-19-510270-3. Russell & Norvig 2003, pp. 341–344. Russell & Norvig 2003, pp. 402–407. Russell & Norvig 2003, pp. 678–710; Luger & Stubblefield 2004, pp. ~422–442 Breadth of commonsense knowledge: Russell & Norvig (2003, p. 21), Crevier (1993, pp. 113–114), Moravec (1988, p. 13), Lenat & Guha (1989, Introduction) Russell & Norvig 2003, pp. 462–644; Luger & Stubblefield 2004, pp. 165–191, 333–381 Russell & Norvig 2003, pp. 492–523; Luger & Stubblefield 2004, pp. ~182–190, ≈363–379 Russell & Norvig 2003, pp. 504–519; Luger & Stubblefield 2004, pp. ~363–379 Russell & Norvig 2003, pp. 712–724. Russell & Norvig 2003, pp. 597–600. Russell & Norvig 2003, pp. 551–557. Russell & Norvig 2003, pp. 549–551. Russell & Norvig 2003, pp. 584–597. Russell & Norvig 2003, pp. 600–604. Russell & Norvig 2003, pp. 613–631. Russell & Norvig 2003, pp. 631–643. Russell & Norvig 2003, pp. 712–754; Luger & Stubblefield 2004, pp. 453–541 Russell & Norvig 2003, pp. 653–664; Luger & Stubblefield 2004, pp. 408–417 Russell & Norvig 2003, pp. 736–748; Luger & Stubblefield 2004, pp. 453–505 Russell & Norvig 2003, pp. 733–736. Russell & Norvig 2003, pp. 749–752. Russell & Norvig 2003, p. 718. Russell & Norvig 2003, pp. 739–748, 758; Luger & Stubblefield 2004, pp. 458–467 Hochreiter, Sepp; and Schmidhuber, Jürgen; Long Short-Term Memory, Neural Computation, 9(8):1735–1780, 1997 Russell & Norvig 2003, p. 758; Luger & Stubblefield 2004, pp. 474–505 Luger & Stubblefield 2004, pp. 474–505. Russell & Norvig 2003, pp. 744–748; Luger & Stubblefield 2004, pp. 467–474 Hinton, G. E. (2007). "Learning multiple layers of representation". Trends in Cognitive Sciences. 11 (10): 428–434. doi:10.1016/j.tics.2007.09.004. PMID 17921042. S2CID 15066318. "Artificial intelligence can 'evolve' to solve problems". Science | AAAS. 10 January 2018. Retrieved 7 February 2018. Hinton 2007. Developmental robotics: Weng et al. (2001) Lungarella et al. (2003) Asada et al. (2009) Oudeyer (2010) "The 6 craziest robots Google has acquired". Business Insider. Retrieved 2018-06-13. Letzing, John (2012-12-14). "Google Hires Famed Futurist Ray Kurzweil". The Wall Street Journal. Retrieved 2013-02-13. Claire Miller and Nick Bilton (3 November 2011). "Google's Lab of Wildest Dreams". New York Times. Bibliography Berglas, Anthony (January 2012) [first archived 2008]. "Artificial Intelligence will Kill our Grandchildren". Draft 9. Archived from the original on 2014-07-23. Retrieved 2014-11-02. The two most widely used textbooks in 2008 Russell, Stuart J.; Norvig, Peter (2003). Artificial Intelligence: A Modern Approach (2nd ed.). Upper Saddle River, New Jersey: Prentice Hall. ISBN 978-0-13-790395-5. Luger, George; Stubblefield, William (2004). Artificial Intelligence: Structures and Strategies for Complex Problem Solving (5th ed.). Benjamin/Cummings. ISBN 978-0-8053-4780-7. Further reading Artificial Intelligence: Where Do We Go From Here? External links Artificial intelligence at Wikipedia's sister projects Definitions from Wiktionary Media from Commons News from Wikinews Quotations from Wikiquote Texts from Wikisource Textbooks from Wikibooks Resources from Wikiversity A look at the re-emergence of A.I. and why the technology is poised to succeed given today's environment, ComputerWorld, 2015 September 14 AI at Curlie The Association for the Advancement of Artificial Intelligence Freeview Video 'Machines with Minds' by the Vega Science Trust and the BBC/OU John McCarthy's frequently asked questions about AI Jonathan Edwards looks at AI (BBC audio) С Ray Kurzweil's website dedicated to AI including prediction of future development in AI Thomason, Richmond. "Logic and Artificial Intelligence". In Zalta, Edward N. (ed.). Stanford Encyclopedia of Philosophy. Categories: Applications of artificial intelligence Outlines of sciences Wikipedia outlines Computing-related lists This page was last edited on 22 January 2023, at 13:41 (UTC). Text is available under the Creative Commons Attribution-ShareAlike License 3.0; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization. Privacy policy About Wikipedia Disclaimers Contact Wikipedia Mobile view Developers Statistics Cookie statement Wikimedia Foundation Powered by MediaWiki Jump to content Toggle sidebar Wikipedia The Free Encyclopedia Create account Personal tools Talk:Outline of artificial intelligence Article Talk Read Edit Add topic View history
From Wikipedia, the free encyclopedia WikiProject Council This article is of interest to the following WikiProjects: WikiProject Computing (Rated Start-class, Low-importance) WikiProject Computer science (Rated Start-class, High-importance) WikiProject Outlines (Rated Start-class, Low-importance) Cleanup
I just did a fairly significant cleanup, I hope this is fine. I wanted to remove some links which I think are too specific for an outline and reduce the emphasis on futuristic AI topics. MadCow257 (talk) 15:08, 21 August 2011 (UTC)[reply] AI in fiction Some sections are quite empty here, would AI, or Irobot be considered AI in fiction? 82.43.18.62 (talk) 16:18, 10 April 2008 (UTC)[reply] sure would. The Transhumanist 01:14, 12 June 2008 (UTC)[reply] Major rename proposal of certain "lists" to "outlines" See Wikipedia:Village pump (proposals)#Major rename proposal of certain "lists" to "outlines". The Transhumanist 01:14, 12 June 2008 (UTC)[reply] Rename proposal for this page and all the pages of the set this page belongs to See the proposal at the Village pump The Transhumanist 09:08, 4 July 2008 (UTC)[reply] Guidelines for outlines Guidelines for the development of outlines are being drafted at Wikipedia:Outlines. Your input and feedback is welcomed and encouraged. The Transhumanist 00:31, 24 May 2009 (UTC)[reply] The "History of" section needs links! Please add some relevant links to the history section. Links can be found in the "History of" article for this subject, in the "History of" category for this subject, or in the corresponding navigation templates. Or you could search for topics on Google - most topics turn blue when added to Wikipedia as internal links. The Transhumanist 00:31, 24 May 2009 (UTC)[reply] Suggestions for improvements This is a very unloved article. This list could be made comprehensive and accurate by copying out the topics identified in Talk:Artificial intelligence/Textbook survey, with a careful look at the article artificial intelligence as well. This would accurately outline the field as it sees itself. Would anyone object to this change? It would mean basically tossing the current list and replacing it. ---- CharlesGillingham (talk) 10:10, 9 August 2009 (UTC)[reply] Done at least for the Algorithms section. (Note the citations). ---- CharlesGillingham (talk) 01:18, 18 October 2021 (UTC)[reply] "Friendly AI" Theory Someone needs to provide substantial secondary/tertiary sources showing that this concept should be reincluded in the page. Please do not assume it is a valid concept simply because someone managed to go unnoticed in making it an article. This issue is independent of those. Provide strong notable sources that cover the technical theory itself and show its definite impact to be included in the history/overview/outline of artificial intelligence. --☯Lightbound☯ talk 19:59, 30 March 2014 (UTC)[reply] Quick explanation of Wikipedia outlines "Outline" is short for "hierarchical outline". There are two types of outlines: sentence outlines (like those you made in school to plan a paper), and topic outlines (like the topical synopses that professors hand out at the beginning of a college course). Outlines on Wikipedia are primarily topic outlines that serve 2 main purposes: they provide taxonomical classification of subjects showing what topics belong to a subject and how they are related to each other (via their placement in the tree structure), and as subject-based tables of contents linked to topics in the encyclopedia. The hierarchy is maintained through the use of heading levels and indented bullets. See Wikipedia:Outlines for a more in-depth explanation. The Transhumanist 00:03, 9 August 2015 (UTC)[reply] Merge from Computational Tools for artificial intelligence I have merged the article computational tools for artificial intelligence and done some cleanup and organization. ---- CharlesGillingham (talk) 01:16, 18 October 2021 (UTC)[reply] Categories: Start-Class Computing articles Low-importance Computing articles All Computing articles Start-Class Computer science articles High-importance Computer science articles WikiProject Computer science articles Start-Class Outlines articles Low-importance Outlines articles WikiProject Outlines articles This page was last edited on 2 February 2023, at 16:25 (UTC). Text is available under the Creative Commons Attribution-ShareAlike License 3.0; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization. Privacy policy About Wikipedia Disclaimers Contact Wikipedia Mobile view Developers Statistics Cookie statement Wikimedia Foundation Powered by MediaWiki