Inteligencia Artificial
Artículo de introducción |
Inteligencia Artificial
Monografía introductoria, en castellano. |
STEPS TOWARD ARTIFICIAL INTELLIGENCEMarvin
The problems of heuristic programming–of making computers solve really difficult problems–are divided into five main areas: Search, Pattern-Recognition, Learning, Planning, and Induction. Wherever appropriate, the discussion is supported by extensive citation of the literature and by descriptions of a few of the most successful heuristic (problem-solving) programs constructed to date. |
The creativity machine
It writes music, invents soft drinks and dreams up hard materials. The man who built it points the way to immortality |
A Proposed Model for Simulating Human Artificial Intelligence
Unique Jungian and MBTI approach to develop Human Artificial Intelligence |
Eye on the prize
By Nils J. Nilsson(1995). AI Magazine 16 (2): 9-17. In its early stages, the field of AI had as its main goal the invention of computer programs having the general problem-solving abilities of humans. Along the way, a major shift of emphasis developed from general-purpose programs toward performance programs, ones whose competence was highly specialized and limited to particular areas of expertise. In this article, Nilsson claims that AI is now at the beginning of another transition, one that will reinvigorate efforts to build programs of general, humanlike competence. |
Dots and Boxes en Newsgroups
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The Rete Matching Algorithm
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Computer Chess: The Drosophila of AI
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Complicity and the Brain: Dynamics in Attractor Space
This paper outlines a research program that is intended to look for the emergence of consciousness in computers. We argue that a good place to look is the space of Self-Organizing Networks of Attractor Neural Networks (SONofANNs). In the main part of the paper, we then specialize our investigation to Self-Organizing Hopfield Networks (SOHNs), and construct a model that can give rise to emergent semantic networks and brainwave processing, two new concepts introduced here. Finally, we present some ideas about how to carry out the actual search for consciousness. |
Robot SDKs
Learn about new software development kits for robots and robotic-enhanced products, including AIBO, Lego Mindstorms, Evolution Robotics and various open source projects. |
MENTALIS
A forgotten classic game from the 1970’s |
Dot And Boxes from Math World
A two-person game based on a rectangular lattice of points. Each player, in turn, draws a horizontal or vertical line connecting two adjacent points. Whenever placement of a line complete a single square, the square is colored in, the player scores one point, and the player having completed the square receives an additional move. |
Dots-and-Boxes Introduction
Dots-and-Boxes (a.k.a. Pigs-and-Sties) is a two player paper-and-pencil game. |
FOUNDATION FOR INTELLIGENT PHYSICAL AGENTS: FIPA Abstract Architecture Specification
The Foundation for Intelligent Physical Agents (FIPA) is an international organization that is dedicated to promoting the industry of intelligent agents by openly developing specifications supporting interoperability among agents and agent-based applications. |
Dots & Boxes, and related Mathematical Games
by Elwyn Berlekamp
Dots and Boxes is a game which children play with pencil and paper. |
The World-Wide-Mind: Draft Proposal
A change in methodology for the future of AI and Adaptive Behavior research is proposed. It is proposed that researchers construct their agent minds and their agent worlds as servers on the Internet. 3rd parties will use these servers as components in larger systems. |
Stop-Gate
This game is taken from the book On Numbers and Games by John Conway (Academic Press, 1976) and is attributed to Goran Andersson. |
Vernon Vinge on the Singularity
Within thirty years, we will have the technological means to create superhuman intelligence. Shortly after, the human era will be ended. |
Reinforcement Learning: A Survey
This paper surveys the field of reinforcement learning from a computer-science perspective |
Co-adaptation in a Team
We introduce a cooperative co--evolutionary system to facilitate the development of teams of heterogeneous agents. We believe that k different behavioral strategies for controlling the actions of a group of k agents can combine to form a cooperation strategy which efficiently achieves global goals. We both examine the on--line adaption of behavioral strategies utilizing genetic programming and demonstrate the successful co-evolution of cooperative individuals. (Domain Specific Language DSL) |
Cooperative Coevolution of Multi-Agent Systems
In certain tasks such as pursuit and evasion, multiple agents need to coordinate their behavior to achieve a common goal. An interesting question is, how can such behavior best be evolved? When the agents are controlled with neural networks, a powerful method is to coevolve them in separate subpopulations, and test together in the common task. In this paper, such a method, called Multi-Agent ESP (Enforced Subpopulations) is presented, and demonstrated in a prey-capture task. |
Aglets: Enabling the Virtual Enterprise
The paper describes agent technology and a particular implementation of mobile agents, IBM's Aglets Workbench. |
Evolution of Wandering Behavior in a Multi Agent System: An Experiment
In this article we discuss our approach to the evolution of wandering behavior in a multi agent system (MAS). Our discussion covers the various aspects of the system setup, the performed experiments and the interpretation of the results observed. Utilizing a genetic algorithm (GA) and multi layer perceptrons (ANN) we show how wandering behavior is developed provided a single fitness criterion. |
An Application Domain Specific Language for Describing Board Games
Multigame is an implicitly-parallel, domain-specific language for describing board games. |
Temporal Difference Learning and TD-Gammon
TD-Gammon, the best computer backgammon player, and one of the best players of any species, in the world. |