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products:ict:ai:from_biz_angelfire [2021/08/14 19:46] – created wikiadminproducts:ict:ai:from_biz_angelfire [2022/04/26 14:19] (current) – external edit 127.0.0.1
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 +http://www.angelfire.com/biz/khawar/ai.html
  
 +Artificial Intelligence.
 +
 +The branch of computer science concerned with making computers
 +behave like humans. The term was coined in
 +1956 by John McCarthy at the Massachusetts Institute of Technology.
 +Artificial intelligence includes games playing: programming
 +computers to play games such as chess and checkers expert systems
 +: programming computers to make
 +decisions in real-life situations (for example, some expert systems
 +help doctors diagnose diseases based on
 +symptoms)  natural language : programming computers to understand
 +natural human languages neural networks : Systems that simulate
 +intelligence by attempting to reproduce the types of physical
 +connections that occur in animal brains
 +robotics : programming computers to see and hear and react to other
 +sensory stimuli. Currently, no computers exhibit full artificial
 +intelligence (that is, are able to simulate human behavior). The
 +greatest advances have occurred in the
 +field of games playing. The best computer chess programs are now
 +capable of beating humans. In May, 1997, an IBM super-computer
 +called Deep Blue defeated world chess champion Gary Kasparov in a
 +chess match.
 +
 +In the area of robotics, computers are now widely used in assembly
 +plants, but they are capable only of very limited tasks. Robots have
 +great difficulty identifying objects based on appearance or feel, and
 +they still move and handle objects clumsily.
 +
 +Natural-language processing offers the greatest potential rewards
 +because it would allow people to interact with computers without
 +needing any specialized knowledge. You could simply walk up to a
 +computer and talk to it. Unfortunately, programming computers to
 +understand natural languages has proved to be more difficult than
 +originally thought. Some rudimentary translation systems that
 +translate from one human language to another are in existence, but
 +they are not nearly as good as human translators. There are also voice
 +recognition systems that can convert spoken sounds into written
 +words, but they do not understand what they are writing; they simply
 +take dictation. Even these systems are quite limited -- you must
 +speak slowly and distinctly.
 +
 +In the early 1980s, expert systems were believed to represent the
 +future of artificial intelligence and of computers in general. To date,
 +however, they have not lived up to expectations. Many expert systems
 +help human experts in such fields as medicine and engineering, but
 +they are very expensive to produce and are helpful only in special
 +situations.
 +Today, the hottest area of artificial intelligence is neural networks,
 +which are proving successful in a number of disciplines such as voice
 +recognition and natural-language processing.
 +There are several programming languages that are known as AI
 +languages because they are used almost exclusively for AI
 +applications. The two most common  are LISP and Prolog.
 +A computer application that performs a task that would otherwise be
 +performed by a human expert. For example,
 +there are expert systems that can diagnose human illnesses, make
 +financial forecasts, and schedule routes for delivery vehicles. Some
 +expert systems are designed to take the place of human experts, while
 +others are designed to aid them.
 +Expert systems are part of a general category of computer
 +applications known as artificial intelligence. To design an expert
 +system, one needs a knowledge engineer, an individual who studies
 +how human experts make decisions and translates the rules into terms
 +that a computer can understand.
 + 
 +
 +A human language. For example, English, French, and Chinese are
 +natural languages. Computer languages,
 +such as FORTRAN and C, are not.  Probably the single most
 +challenging problem in computer science is to develop computers that
 +can understand natural languages. So far, the complete solution to
 +this problem has proved elusive, although a great deal of progress has
 +been made. Fourth-generation languages are the programming
 +languages closest to natural languages.
 +A type of artificial intelligence that attempts to imitate the way a
 +human brain works. Rather than using a digital model, in which all
 +computations manipulate zeros and ones, a neural network works by
 +creating connections between processing elements, the computer
 +equivalent of neurons. The organization and weights of the
 +connections determine the output.
 +Neural networks are particularly effective for predicting events when
 +the networks have a large database of prior examples to draw on.
 +Strictly speaking, a neural network implies a non-digital computer,
 +but neural networks can be simulated on digital computers.
 +The field of neural networks was pioneered by Bernard Widrow of
 +Stanford University in the 1950s. To date,
 +there are very few commercial applications of neural networks, but the
 +approach is beginning to prove useful in certain areas that involve
 +recognizing complex patterns, such as voice recognition.
 +
 +The field of computer science and engineering concerned with
 +creating robots, devices that can move and react to sensory input.
 +Robotics is one branch of artificial intelligence. Robots are now widely
 +used in factories to perform
 +high-precision jobs such as welding and riveting. They are also used
 +in special situations that would be dangerous for humans -- for
 +example, in cleaning toxic wastes or defusing bombs.
 +Although great advances have been made in the field of robotics
 +during the last decade, robots are still not
 +very useful in everyday life, as they are too clumsy to perform
 +ordinary household chores.
 +
 +Robot was coined by Czech playwright Karl Capek in his play R.U.R
 +(Rossum's Universal Robots), which opened
 +in Prague in 1921. Robota is the Czech word for forced labor. The term
 +robotics was introduced by writer Isaac
 +Asimov. In his science fiction book I, Robot, published in 1950, he
 +presented three laws of robotics:
 +
 +1. A robot may not injure a human being, or, through inaction, allow a
 +human being to come to harm.
 +
 +2. A robot must obey the orders given it by human beings except
 +where such orders would conflict with
 +the First Law.
 +
 +3. A robot must protect its own existence as long as such protection
 +does not conflict with the First or
 +Second Law.