Computers and Thought showcases the work of the scientists who not only defined the field of Artificial Intelligence, but who are responsible for having developed it into what it is today. Originally published in 1963, this collection includes twenty classic papers by such pioneers as A. M. Turing and Marvin Minsky who were behind the pivotal advances in artificially simulating human thought processes with computers.
“Artificial intelligence has always inspired outlandish visions—that AI is going to destroy us, save us, or at the very least radically transform us. Erik Larson exposes the vast gap between the actual science underlying AI and the dramatic claims being made for it. This is a timely, important, and even essential book.” —John Horgan, author of The End of Science Many futurists insist that AI will soon achieve human levels of intelligence. From there, it will quickly eclipse the most gifted human mind. The Myth of Artificial Intelligence argues that such claims are just that: myths. We are not on the path to developing truly intelligent machines. We don’t even know where that path might be. Erik Larson charts a journey through the landscape of AI, from Alan Turing’s early work to today’s dominant models of machine learning. Since the beginning, AI researchers and enthusiasts have equated the reasoning approaches of AI with those of human intelligence. But this is a profound mistake. Even cutting-edge AI looks nothing like human intelligence. Modern AI is based on inductive reasoning: computers make statistical correlations to determine which answer is likely to be right, allowing software to, say, detect a particular face in an image. But human reasoning is entirely different. Humans do not correlate data sets; we make conjectures sensitive to context—the best guess, given our observations and what we already know about the world. We haven’t a clue how to program this kind of reasoning, known as abduction. Yet it is the heart of common sense. Larson argues that all this AI hype is bad science and bad for science. A culture of invention thrives on exploring unknowns, not overselling existing methods. Inductive AI will continue to improve at narrow tasks, but if we are to make real progress, we must abandon futuristic talk and learn to better appreciate the only true intelligence we know—our own.
Could a computer have a mind? What kind of machine would this be? Exactly what do we mean by 'mind' anyway?The notion of the 'intelligent' machine, whilst continuing to feature in numerous entertaining and frightening fictions, has also been the focus of a serious and dedicated research tradition. Reflecting on these fictions, and on the research tradition that pursues 'Artificial Intelligence', raises a number of vexing philosophical issues. Minds and Computers introduces readers to these issues by offering an engaging, coherent, and highly approachable interdisciplinary introduction to the Philosophy of Artificial Intelligence.Readers are presented with introductory material from each of the disciplines which constitute Cognitive Science: Philosophy, Neuroscience, Psychology, Computer Science, and Linguistics. Throughout, readers are encouraged to consider the implications of this disparate and wide-ranging material for the possibility of developing machines with minds. And they can expect to de
The best hope for peace and prosperity in our world is the expansion of information, and, as such, Artificial Intelligence (AI) was created to process an infinite amount of information. As men and women continue to perfect AI, monitoring its evolution can be both enlightening and unnerving. This book showcases the immense utility of AI and its “superhuman” characteristics. Without a doubt, patents play an important role in the remarkable progression of AI, exposing pioneering innovations that stimulate future improvements. From 1987 to 2017, at least one hundred and fifty patents with the phrase “artificial intelligence” in the title were granted by the United States Patent and Trademark Office. This important book provides an easy-to-read summary of such patents. Within many of the summaries, there are inventor profiles and news articles that are insightful and thought-provoking. Pioneering inventors hail from China, Denmark, France, Germany, Italy, Japan, Korea, New Zealand, Russia, and Taiwan. Prominent organizations include Amazon, Disney, Ford, IBM, Intel, Microsoft, and Sony. Throughout the book, diverse quotes present the emotional impact of Artificial Intelligence. In reverence to Alan Mathison Turing (1912-1954), widely considered the father of AI, this book explores fascinating aspects of computing machinery that can process information to the nth power in a blink.
Understanding Computers and Cognition presents an important and controversial new approach to understanding what computers do and how their functioning is related to human language, thought, and action. While it is a book about computers, Understanding Computers and Cognition goes beyond the specific issues of what computers can or can't do. It is a broad-ranging discussion exploring the background of understanding in which the discourse about computers and technology takes place. Understanding Computers and Cognition is written for a wide audience, not just those professionals involved in computer design or artificial intelligence. It represents an important contribution to the ongoing discussion about what it means to be a machine, and what it means to be human. Book jacket.
Can computers change what you think and do? Can they motivate you to stop smoking, persuade you to buy insurance, or convince you to join the Army? "Yes, they can," says Dr. B.J. Fogg, director of the Persuasive Technology Lab at Stanford University. Fogg has coined the phrase "Captology"(an acronym for computers as persuasive technologies) to capture the domain of research, design, and applications of persuasive computers.In this thought-provoking book, based on nine years of research in captology, Dr. Fogg reveals how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior. Technology designers, marketers, researchers, consumers—anyone who wants to leverage or simply understand the persuasive power of interactive technology—will appreciate the compelling insights and illuminating examples found inside. Persuasive technology can be controversial—and it should be. Who will wield this power of digital influence? And to what end? Now is the time to survey the issues and explore the principles of persuasive technology, and B.J. Fogg has written this book to be your guide.* Filled with key term definitions in persuasive computing*Provides frameworks for understanding this domain*Describes real examples of persuasive technologies
Since computer scientists make decisions every day that have societal context and influence, an understanding of society and computing together should be integrated into computer science education. Showing students what they can do with their computing degree, Computers and Society: Computing for Good uses concrete examples and case studies to high
From the founding director of the MIT Center for Collective Intelligence comes a fascinating look at the remarkable capacity for intelligence exhibited by groups of people and computers working together. If you're like most people, you probably believe that humans are the most intelligent animals on our planet. But there's another kind of entity that can be far smarter: groups of people. In this groundbreaking book, Thomas Malone, the founding director of the MIT Center for Collective Intelligence, shows how groups of people working together in superminds -- like hierarchies, markets, democracies, and communities -- have been responsible for almost all human achievements in business, government, science, and beyond. And these collectively intelligent human groups are about to get much smarter. Using dozens of striking examples and case studies, Malone shows how computers can help create more intelligent superminds simply by connecting humans to one another in a variety of rich, new ways. And although it will probably happen more gradually than many people expect, artificially intelligent computers will amplify the power of these superminds by doing increasingly complex kinds of thinking. Together, these changes will have far-reaching implications for everything from the way we buy groceries and plan business strategies to how we respond to climate change, and even for democracy itself. By understanding how these collectively intelligent groups work, we can learn how to harness their genius to achieve our human goals. Drawing on cutting-edge science and insights from a remarkable range of disciplines, Superminds articulates a bold -- and utterly fascinating -- picture of the future that will change the ways you work and live, both with other people and with computers.
Everything you've always wanted to know about self-driving cars, Netflix recommendations, IBM's Watson, and video game-playing computer programs. The future is here: Self-driving cars are on the streets, an algorithm gives you movie and TV recommendations, IBM's Watson triumphed on Jeopardy over puny human brains, computer programs can be trained to play Atari games. But how do all these things work? In this book, Sean Gerrish offers an engaging and accessible overview of the breakthroughs in artificial intelligence and machine learning that have made today's machines so smart. Gerrish outlines some of the key ideas that enable intelligent machines to perceive and interact with the world. He describes the software architecture that allows self-driving cars to stay on the road and to navigate crowded urban environments; the million-dollar Netflix competition for a better recommendation engine (which had an unexpected ending); and how programmers trained computers to perform certain behaviors by offering them treats, as if they were training a dog. He explains how artificial neural networks enable computers to perceive the world—and to play Atari video games better than humans. He explains Watson's famous victory on Jeopardy, and he looks at how computers play games, describing AlphaGo and Deep Blue, which beat reigning world champions at the strategy games of Go and chess. Computers have not yet mastered everything, however; Gerrish outlines the difficulties in creating intelligent agents that can successfully play video games like StarCraft that have evaded solution—at least for now. Gerrish weaves the stories behind these breakthroughs into the narrative, introducing readers to many of the researchers involved, and keeping technical details to a minimum. Science and technology buffs will find this book an essential guide to a future in which machines can outsmart people.