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Mandatory Reading 00 3438581
Mandatory Reading 00 3438581
Mandatory Reading 00 3438581
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1. On the basis of the current stage of the game a set of goals (such
as Center Control, Material Balance, King-Safety, etc.) are ordered
in decreasing priority.
2. A move-generator proposes a few moves considered relevant for
the currently highest priority goal.
3. The set of proposed moves is evaluated in terms of the value for
each goal, giving for each move a list of values, which may be
numerical or just yes or no. The evaluation is performed to a
depth which is decided by an analysis-generator.
4. The list of values is now used to choose the most appropriate move.
The first entry decides the choice unless several moves have equal
value at this position in which case the second entry is compared
etc. Up to now we have a case of simple maximization but the
proposed move must also satisfy the requirement that all entries
in its list of values must exceed the aspiration-level of correspond-
ing goal, if this is not the case the next move in priority is tested
etc. If no move is accepted the move-generator for the second-
priority goal is initiated and the analysis starts again at point 2.
2. Problem-Solving Machines
The Logic Theory Machine (LT) by Newell, Shaw, and Simon
(references 17 and 18) is the first ancestor to several artificial in-
3. Inductive Machines
The important area of induction has not yet produced many res
but some achievements of interest have been reported. The work with
this area aims toward the design of machines which can actually b
and utilize models of their environment. Besides ability to pred
and answer questions these machines should have the capacity to
"intelligent" questions when additional information is required f
their work.
Lindsay's SAD SAM (ref. 13) is a machine which can answer ques
tions concerning kinship-relations. The information is given in for
4. Question-Answering-Machines
One of the goals of artificial intelligence is the design of mach
which on questions presented in spoken or written natural lang
rapidly can produce answers in an easily understandable form. Be
we can actually implement such machines we have to know how
mechanically extract meaning from sentences. This problem the
ficulty of which is due to the fact that meaning can not be der
from separate words but is a function of the context is discussed in
the literature on Machine Translation of Languages to which we refer
for further information.
BASEBALL by Green et al. (ref. 10) does not build its own mode
of the data-universe but is instead from the beginning given an
ficiently stored handbook of baseball. Questions (formulated
somewhat restricted English) about baseball-statistics can be an-
swered.
5. Some Applications
Clarkson (ref. 3) has analyzed the work of a trust-investmen
officer at a medium-sized bank and expressed his findings in
program which has turned out to be a very successful attempt
a b
T2) R T
T3 S SS1 S 2 IR1I R2
Figure 1.
Examples of Generalization-Learning
SEP 1 does not need any learning at all to achieve its goal 1. Goals
and 3 however are more efficiently satisfied if a crude form
learning is utilized. Let us step by step follow a simple example.
Information about the problem.
Input-sequence: 1 2 3 4 5 8 7 16 9 ...
One error is accepted in the input-sequence.
the number of wrong decisions for the set of problems already en-
countered, thus implicitly assuming that a similar distribution of
problem-types will occur also in the future. The optimal horizon is
related to the degree of randomness of the occurrence of different
problem-types. A long horizon is required for purely random oc-
currences, but an horizon of length I is optimal when the different
problem-types occur in groups within which all entries are equal, as
for instance in the sequence: a a a a a a a a a c cc c c c c c c c c
b b b b ... Assuming the present horizon to be 5 we by this method
will choose procedure C.
Current input-list: 1 2 3 4 5 8
Use process C. Split the sequence into two sub-sequences.
1 3 5
2 4 8
It must be noted that some trial and error is often necessary before
a solution can be found, our example was chosen to give the solution
in a minimum number of steps.
Samuel has designed a sophisticated learning-procedure for his
checkers-playing machine. Checkers (as chess) has a huge game-tree15
which forces any player of the game to utilize search-reducing methods
which include heuristics for selection of the most "promising" alterna-
tives and for determination of the depth of exploration.
We know that any method which does not examine the alternatives
down to an end-position of the game requires a static evaluation-
method for determining the relative merits of different alternatives.
In Samuel's machine this evaluation is performed by a polynomial,
which can be revised and improved for every move of the game thus
allowing a very fast rate of learning. Before any move is chosen a
set of different alternatives are examined for possible consequences.
This examination may include several moves ahead but usually ends
in a non-terminal position, the value of which is computed by using
15 The game-tree of checkers contains some 1040 different paths.
Rote-Learning
We see how the different goals can call each other and (indirec
themselves in a recursive fashion, which in many cases may gene
very long chains of goals. Many of these chains terminate in "i
possible" situations necessitating several repetitions of the proced
in part or total. In order to detect unfruitful attempts at an ea
stage GPS contains some heuristic "indicators". One of these is t
Particular Heuristics
In several problem-environments some particular structure may be
utilized in order to reduce the number of possible alternatives.
Methods which are efficient in such special environments are here
called particular heuristics.
The basic ability of SEP 1 is to extrapolate polynomials. As the
previously described general form can generate sequences which are
not necessarily polynomial in structure SEP 1 must utilize methods
which break down the input-sequence to polynomial sub-sequences.
Let us study a particular example.
"Analyze the sequence 5 56 729 10240 203125 in which one of the
entries may be erroneous, and print out its general form."
Subgoal 1:16 Find the general expression of the exponent. We know that
16 The procedures discussed can easily be generalized for more complicated
general expressions.
Number of 12 - X
occurences
10- /
8-
x /a
6-
4- _
2-
During the first few years of its existence research in artificial in-
telligence was mainly directed toward particularly interesting pro-
blems, resulting in the development of some powerful special-purpose-
8- 644811 Ekonomisk Tidskrift 1964 Nr 2
References
1. Armer, P., "Attitudes toward Intelligent Machines" in reference 7.
2. Bernstein, A. et al., "A Chess-Playing Program for the IBM 704 Com-
puter, Proceedings of the Western Joint Computer Conference, pp.
157-159, 1958.
3. Clarkson, G. P. E., "Portfolio Selection: A Simulation of Trust Invest-
ment", Prentice-Hall, Inc., Englewood Cliffs, N.J.; 1962.
4. Clarkson, G. P. E., "A Model of the Trust Investment Process" in refer-
ence 7.
19. Newell, A., Shaw, J. C., and Simon, H. A., "Chess-playing Programs and
the Problem of Complexity", IBM Journal of Research and Develop-
ment, vol. 2, No 4, 1958, pp. 320-335. Reprinted in ref. 7.
20. Newell, A., and Simon, H. A., "GPS a Program that Simulates Human
Thought", in Lernende Automaten, R. Oldenburg KG, Munich 1961.
Reprinted in ref. 7.
21. Rosenblatt, F., "The Perception: A Probabilistic Model for Information
Storage and Organization in the Brain", Psychological Review, No-
vember 1958, pp. 386-407.
22. Samuel, A. L., "Some Studies in Machine Learning using the Game of
Checkers", IBM Journal of Research and Development, July, 1959,
pp. 211-229. Reprinted in ref. 7.