Mind Matters: Exploring the World of Artificial IntelligenceBallantine Publishing Group, 1998 - 381 páginas When World Chess Champion Garry Kasparov lost the now-famous rematch against IBM's chess-playing computer Deep Blue last year, millions were riveted. When NASA mounted its historic mission to Mars, the world watched spellbound as a sophisticated mechanical device rolled across the surface of the red planet, taking photographs and analyzing rock samples. Consequently, these events stirred renewed speculation about one of modern science's most fascinating, and haunting, pursuits--the creation of a machine with a mind. While the likes of HAL, the sentient, conversant computer in 2001: A Space Odyssey, and the android "replicants" of Blade Runner have mainly kept Artificial Intelligence a purely science-fictional concept in the public eye, the quest to synthesize thought has been very much a reality for decades--and not without striking successes. From the pioneering experiments in "cybernetics" of the 1940s to the digital computers and robot prototypes developed by Carnegie Mellon University and MIT researchers to Deep Blue, and on to the most current projects involving humanoid robotics and attempts to duplicate the evolution of intelligence, Mind Matters chronicles the extraordinary journey toward a scientific breakthrough that could well overshadow man's conquest of space. Whether such a breakthrough is even possible, and what the implications--social, economic, political--for humankind will be if it is, makes Mind Matters the scientifically and philosophically provocative read of the year. Guided by the intimate knowledge, insight, and thoughtful wit of author James P. Hogan, both the technophile and technophobe alike will find themselves enthralled by the history and mystery ofman's ultimate interaction with machine. |
Contenido
MEDIEVAL MIND | 7 |
MECHANICAL MIND | 15 |
LOGICAL MIND | 25 |
Derechos de autor | |
Otras 17 secciones no mostradas
Términos y frases comunes
able activity Alan Turing Allen Newell apply artificial intelligence basic become behavior brain calculating called capable cells chess cognitive complex concept connections Cray Blitz developed Dreyfus electronic engineering EURISKO evaluation example exist experience expert systems Figure game tree goal Hans Berliner Herbert Simon heuristics human idea input interacting involved John McCarthy Kasparov kind knowledge language learning Leibniz Lenat logic Logic Theorist MacHack machine Marvin Minsky match mathematical means mechanical methods mind move neural neurons Newell and Simon node objects operations Papert pattern performance play Player position possible precisely problem space processor produce reason representation represented result robot rules sense sentence Seymour Papert simple situation solution solving Stanford structures symbols task theorem things thought tion tree Turing Turing Machine turn vision words
Referencias a este libro
Computers: The Life Story of a Technology Eric G. Swedin,David L. Ferro Sin vista previa disponible - 2005 |
Beyond Contact: A Guide to SETI and Communicating with Alien Civilizations Brian McConnell Vista previa limitada - 2001 |