Artifactual Intelligence--made things with minds
Here's a partial list of my publications (for example, it doesn't include workshop papers and the like; however, you can find at least some of those here ).
Andrea Kuszewski is a behavior therapist and consultant, science writer, and robopsychologist at Syntience in San Francisco. She is interested in creativity, intelligence, and learning, in both humans and machines. Find her on Twitter a @AndreaKuszewski .
Recent years have seen a sharp increase in the application of evolutionary computation techniques within the domain of games. Situated at the forefront of this research tidal wave, Moshe Sipper and his group have produced a plethora of award-winning results, in numerous games of diverse natures, evidencing the success and efficiency of evolutionary algorithms in general—and genetic programming in particular—at producing top-notch, human-competitive game strategies. From classic chess and checkers, through simulated car racing and virtual warfare, to mind-bending puzzles, this book serves both as a tour de force of the research landscape and as a guide to the application of evolutionary computation within the domain of games.
WATSON, it seems, was only the beginning. Not content with building a computer that can win Jeopardy without breaking an electronic sweat, IBM has announced plans to create a “cognitive computer” that will simulate the same number of neurons as the human brain, yet run on less energy than the supercomputer that made Ken Jennings look like an average human being. The company’s SVP and Director of Research John Kelly explained during a Capitol Hill briefing yesterday that “Computer systems are becoming more bioinspired,” which may also account for the desire to create a supercomputer that runs on less than the 85 KW of electricity that WATSON needed; the human brain “runs on 20 watts of electricity,” Kelly said.
Ken Jennings competes against 'Watson' at a press event promoting the man vs. machine match-up. (Getty Images) Surely, you remember Watson. He’s the IBM supercomputer who pretty much crushed human competition on a special series of Jeopardy!
IBM has been shipping computers for more than 65 years, and it is finally on the verge of creating a true electronic brain. Big Blue is announcing today that it, along with four universities and the Defense Advanced Research Projects Agency (DARPA), have created the basic design of an experimental computer chip that emulates the way the brain processes information. IBM’s so-called cognitive computing chips could one day simulate and emulate the brain’s ability to sense, perceive, interact and recognize — all tasks that humans can currently do much better than computers can. Dharmendra Modha (pictured below right) is the principal investigator of the DARPA project, called Synapse (Systems of Neuromorphic Adaptive Plastic Scalable Electronics, or SyNAPSE). He is also a researcher at the IBM Almaden Research Center in San Jose, Calif.
Graphs, Brains, and Grelim From the post: What do graphs and brains have in common? First, they both share a relatively similar structure: Vertices/neurons are connected to each other by edges/axons. Second, they both share a similar process: traversers/action potentials propagate to effect some computation that is a function of the topology of the structure. If there exists a mapping between two domains, then its possible to apply the processes of one domain (the brain) to the structure of the other (the graph).
Bringing abundant computation and communication, as pervasive and free as air, naturally into people's lives. For over forty years, computation has centered about machines, not people. We have catered to expensive computers, pampering them in air-conditioned rooms or carrying them around with us. Purporting to serve us, they have actually forced us to serve them. They have been difficult to use.
The goal of the Things That Think Consortium is to invent the future of digitally augmented objects and environments. We bring a unique, boundary-breaking perspective to research, uniting leaders in the diverse fields of science, engineering, design, and art. Grounded by in-depth corporate sponsor interaction, our prototypes and research demonstrations aim to inspire the products and services of tomorrow. We invite forward-thinking companies and organizations to join Things That Think in realizing this vision. Things That Think began in 1995 with the goal of embedding computation into both the environment and everyday objects.
In artificial intelligence research, the situated approach builds agents that are designed to behave effectively successfully in their environment. This requires designing AI "from the bottom-up" by focussing on the basic perceptual and motor skills required to survive. The situated approach gives a much lower priority to abstract reasoning or problem-solving skills.