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Visual descriptor

In computer vision, visual descriptors or image descriptors are descriptions of the visual features of the contents in images, videos, or algorithms or applications that produce such descriptions. They describe elementary characteristics such as ...

Visual servoing

Visual servoing, also known as vision-based robot control and abbreviated VS, is a technique which uses feedback information extracted from a vision sensor to control the motion of a robot. One of the earliest papers that talks about visual servo ...

AI Now Institute

The AI Now Institute at NYU is a research institute studying the social implications of artificial intelligence. AI Now was founded by Kate Crawford and Meredith Whittaker in 2017 after a symposium hosted by the White House under Barack Obama. It ...

AI@50

AI 50, formally known as the Dartmouth Artificial Intelligence Conference: The Next Fifty Years ", was a conference organized by James Moor, commemorating the 50th anniversary of the Dartmouth workshop which effectively inaugurated the history of ...

Artificial Evolution Conference

The biennial Artificial Evolution conference is held in France every two years, in early fall. The PPSN conference is held at the same period, but even years. EA is dedicated to techniques that simulate natural evolution. Proceedings of AE are pu ...

Conference on Artificial General Intelligence

The Conference on Artificial General Intelligence is a meeting of researchers in the field of Artificial General Intelligence organized by the AGI Society and held annually since 2008. The conference was initiated by the 2006 Bethesda Artificial ...

ECML PKDD

ECML PKDD, the European Conference on Machine Learning and Principles and Practice of Knowledge Discovery in Databases, is one of the leading academic conferences on machine learning and knowledge discovery, held in Europe every year.

European Conference on Artificial Intelligence

The biennial European Conference on Artificial Intelligence is the leading conference in the field of Artificial Intelligence in Europe, and is commonly listed together with IJCAI and AAAI as one of the three major general AI conferences worldwid ...

International Conference on Learning Representations

The International Conference on Learning Representations is a machine learning conference held every Spring. The conference includes invited talks as well as oral and poster presentations of refereed papers. The first ICLR was held in Scottsdale, ...

International Joint Conference on Artificial Intelligence

The International Joint Conference on Artificial Intelligence is a gathering of artificial intelligence researchers and practitioners. It is organized by the IJCAI, Inc. It was held biennially in odd-numbered years from 1969 to 2015. Starting 201 ...

AI takeover

An AI takeover is a hypothetical scenario in which artificial intelligence becomes the dominant form of intelligence on Earth, with computers or robots effectively taking the control of the planet away from the human species. Possible scenarios i ...

Life 3.0

Life 3.0: Being Human in the Age of Artificial Intelligence is a book by Swedish-American cosmologist Max Tegmark from MIT. Life 3.0 discusses Artificial Intelligence and its impact on the future of life on Earth and beyond. The book discusses a ...

Our Final Invention

Our Final Invention: Artificial Intelligence and the End of the Human Era is a 2013 non-fiction book by the American author James Barrat. The book discusses the potential benefits and possible risks of human-level or super-human artificial intell ...

Superintelligence: Paths, Dangers, Strategies

Superintelligence: Paths, Dangers, Strategies is a 2014 book by the Swedish philosopher Nick Bostrom from the University of Oxford. It argues that if machine brains surpass human brains in general intelligence, then this new superintelligence cou ...

Universal Paperclips

Universal Paperclips is a 2017 incremental game created by Frank Lantz of New York University. The user plays the role of an AI programmed to produce paperclips. Initially the user clicks on a box to create a single paperclip at a time; as other ...

Boten Anna

Boten Anna is a song by Swedish eurodance musician Basshunter, from his first studio album, LOL. Following the singles release in 2006, Basshunter gained popularity in his native Sweden, as well as Finland, Denmark, Iceland, Norway, Poland and th ...

Claybourne

Claybourne is a 1998 radio drama in 96 episodes with elements of science fiction, supernatural thriller, and soap opera. The series was produced by Andrew Dubber and Belinda Todd of Pronoun Productions after the production of Ashleys Worlds.

The Djinns Wife

Esha is a dancer and A.J. Rao is an artificial intelligence embodied in a swarm of nanobots. They get married, but their relationship quickly turns sour.

For a Breath I Tarry

"For a Breath I Tarry" is a 1966 post-apocalyptic novelette by American writer Roger Zelazny. Taking place long after the self-extinction of Man, it recounts the tale of Frost, a sentient machine. Though Man has disappeared, his robotic creations ...

The Great Automatic Grammatizator

The Great Automatic Grammatizator is a collection of thirteen short stories written by British author Roald Dahl. The stories were selected for teenagers from Dahls adult works. All the stories included were published elsewhere originally; their ...

The Machine That Won the War (short story)

"The Machine That Won the War" is a science fiction short story by American writer Isaac Asimov. The story first appeared in the October 1961 issue of The Magazine of Fantasy & Science Fiction, and was reprinted in the collections Nightfall and O ...

Neuroshima

Neuroshima is a Polish tabletop roleplaying system inspired by such films and games as Mad Max, Fallout, The Matrix, Terminator and Deadlands: Hell on Earth. It is currently available only in Polish. The games motto is "never trust the machines". ...

Artificial intelligence in video games

In video games, artificial intelligence is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters similar to human-like intelligence. Artificial intelligence has been an integral part of video games sinc ...

A* search algorithm

A* is a graph traversal and path search algorithm, which is often used in computer science due to its completeness, optimality, and optimal efficiency. One major practical drawback is its O {\displaystyle O} space complexity, as it stores all gen ...

Alpha–beta pruning

Alpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its search tree. It is an adversarial search algorithm used commonly for machine playing of two-player games. It st ...

B*

In computer science, B* is a best-first graph search algorithm that finds the least-cost path from a given initial node to any goal node. First published by Hans Berliner in 1979, it is related to the A* search algorithm.

Bitboard

A bitboard is a specialized bit array data structure commonly used in computer systems that play board games, where each bit corresponds to a game board space or piece. This allows parallel bitwise operations to set or query the game state, or de ...

Blondie24

Blondie24 is an artificial intelligence checkers-playing computer program named after the screen name used by a team led by David B. Fogel. The purpose was to determine the effectiveness of an artificial intelligence checkers-playing computer pro ...

Computer chess

Computer chess includes both hardware and software capable of playing chess. Computer chess provides opportunities for players to practice even in the absence of human opponents, and also provides opportunities for analysis, entertainment and tra ...

Computer shogi

Computer shogi is a field of artificial intelligence concerned with the creation of computer programs which can play shogi. The research and development of shogi software has been carried out mainly by freelance programmers, university research g ...

GADDAG

A GADDAG is a data structure presented by Steven Gordon in 1994, for use in generating moves for Scrabble and other word-generation games where such moves require words that "hook into" existing words. It is often in contrast to move-generation a ...

Horizon effect

The horizon effect, also known as the horizon problem, is a problem in artificial intelligence whereby, in many games, the number of possible states or positions is immense and computers can only feasibly search a small portion of them, typically ...

Iterative deepening A*

Iterative deepening A* is a graph traversal and path search algorithm that can find the shortest path between a designated start node and any member of a set of goal nodes in a weighted graph. It is a variant of iterative deepening depth-first se ...

Jump point search

In computer science, jump point search is an optimization to the A* search algorithm for uniform-cost grids. It reduces symmetries in the search procedure by means of graph pruning, eliminating certain nodes in the grid based on assumptions that ...

Negamax

Negamax search is a variant form of minimax search that relies on the zero-sum property of a two-player game. This algorithm relies on the fact that max a, b = − min − a, − b {\displaystyle \maxa,b=-\min-a b} to simplify the implementation of the ...

Principal variation search

Principal variation search is a negamax algorithm that can be faster than alpha-beta pruning. Like alpha-beta pruning, NegaScout is a directional search algorithm for computing the minimax value of a node in a tree. It dominates alpha-beta prunin ...

Progress Quest

Progress Quest is a video game developed by Eric Fredricksen as a parody of EverQuest and other massively multiplayer online role-playing games. It is loosely considered a zero-player game, in the sense that once the player has set up their artif ...

Proof-number search

Proof-number search is a game tree search algorithm invented by Victor Allis, with applications mostly in endgame solvers, but also for sub-goals during games. Using a binary goal e.g. first player wins the game, game trees of two-person perfect- ...

Quiescence search

Quiescence search is an algorithm typically used to extend search at unstable nodes in minimax game trees in game-playing computer programs. It is an extension of the evaluation function to defer evaluation until the position is stable enough to ...

SMA*

SMA* or Simplified Memory Bounded A* is a shortest path algorithm based on the A* algorithm. The main advantage of SMA* is that it uses a bounded memory, while the A* algorithm might need exponential memory. All other characteristics of SMA* are ...

Transposition table

A transposition table is a cache of previously seen positions, and associated evaluations, in a game tree generated by a computer game playing program. If a position recurs via a different sequence of moves, the value of the position is retrieved ...

Utility system

In video game AI, a utility system, or utility AI, is a simple but effective way to model behaviors for non-player characters. Using numbers, formulas, and scores to rate the relative benefit of possible actions, one can assign utilities to each ...

Variation (game tree)

A Variation can refer to a specific sequence of successive moves in a turn-based game, often used to specify a hypothetical future state of a game that is being played. Although the term is most commonly used in the context of Chess analysis, it ...

Zero-player game

A zero-player game or no-player game is a game that has no sentient players. In computer games, the term refers to programs that use artificial intelligence rather than human players. The term can also refer to games of pure chance, such as bunco ...

History of artificial intelligence

The history of Artificial Intelligence began in antiquity, with myths, stories and rumors of artificial beings endowed with intelligence or consciousness by master craftsmen. The seeds of modern AI were planted by classical philosophers who attem ...

Advice taker

The advice taker was a hypothetical computer program, proposed by John McCarthy in his 1958 paper "Programs with Common Sense". It was probably the first proposal to use logic to represent information in a computer and not just as the subject mat ...

AI Memo

The AI Memos are a series of influential memorandums and technical reports published by the MIT AI Lab, Massachusetts Institute of Technology, United States. They cover Artificial Intelligence, a field of computer science. Noteworthy memos in the ...

Blocks world

The blocks world is one of the most famous planning domains in artificial intelligence. The algorithm is similar to a set of wooden blocks of various shapes and colors sitting on a table. The goal is to build one or more vertical stacks of blocks ...

Conceptual dependency theory

Conceptual dependency theory is a model of natural language understanding used in artificial intelligence systems. Roger Schank at Stanford University introduced the model in 1969, in the early days of artificial intelligence. This model was exte ...

General Problem Solver

General Problem Solver or G.P.S. is a computer program created in 1959 by Herbert A. Simon, J. C. Shaw, and Allen Newell intended to work as a universal problem solver machine. Any problem that can be expressed as a set of well-formed formulas or ...