Chapter 05 Elements of AI
Chapter 05 Elements of AI
Elements of AI
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So instead of having to build a di erent device for each task, we use the same computer for many
tasks. This is the idea of programming. Today this invention sounds trivial but in Turing’s days it was
far from it. Some of the early programmable computers were used during World War II to crack
German secret codes, a project where Turing was also personally involved.
The term Artificial Intelligence was coined by John McCarthy (1927-2011) – who is often also
referred to as the Father of AI. The term became established when it was chosen as the topic of a
summer seminar, known as the Dartmouth conference, which was organized by McCarthy and
others in 1956 at Dartmouth College in New Hampshire. In the proposal to organize the seminar,
McCarthy continued with Turing's argument about automated computation. The proposal
contains the following crucial statement:
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In other words, any element of intelligence can be broken down into small steps so that each of
the steps is as such so simple and “mechanical” that it can be written down as a computer
program. This statement was, and is still today, a conjecture, which means that we can’t really
prove it to be true. Nevertheless, the idea is absolutely fundamental when it comes to the way we
think about AI. For example, it shows that McCarthy wanted to bypass any arguments in the spirit
of Searle's Chinese Room: intelligence is intelligence even if the system that implements it is just
a computer that mechanically follows a program.
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As computers developed to the level where it was feasible to experiment with practical AI
algorithms in the 1950s, the most distinctive AI problems (besides cracking Nazi codes) were
games. Games provided a convenient restricted domain that could be formalized easily. Board
games such as checkers, chess, and recently quite prominently Go (an extremely complex strategy
board game originating from China at least 2500 years ago), have inspired countless researchers,
and continue to do so.
Closely related to games, search and planning techniques were an area where AI lead to great
advances in the 1960s: algorithms with names such as the Minimax algorithm or Alpha-Beta
Pruning, which were developed then, are still the basis for game playing AI, although of course
more advanced variants have been proposed over the years. In this chapter, we will study games
and planning problems on a conceptual level.
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