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AN INTRODUCTION TO ARTIFICIAL
INTELLIGENCE*
By STAFFAN
PERSSON1
ARTIFICIAL
INTELLIGENCE
89
passed the "Turing test" if A can not identify it more frequently than
pure chance would predict. At present there are no machines which
can pass the Turing test for arbitrary questions, but given a realistic
limit for the area of exploration there actually exist machines proficient enough to pass a partial Turing test.
The general area of artificial intelligence can be divided into more
branches. At a "micro-level" we find the research on
neural-net-analogies,4 an area concerned with models composed of
several simple and often randomly connected components. The allegedly "brain-like" behavior of these models is obtained by application
specialized
For a discussion
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STAFFAN
PERSSON
be stressed that not the solution given to specific problems but rather
the process that generates the result is of interest.
Artificial Intelligence Proper is concerned mainly with the results
generated by the problemsolving process and therefore admits any
efficient method to be used for reaching the goal. In spite of the
freedom of choice among methods it has turned out that also this
research depends heavily upon results obtained from the exploration
of human problemsolving. This is not surprising because the designers
of the machines necessarily must find it difficult to detach themselves
from their own experience when looking for appropriate methods to
include in their models.
Having briefly presented our general area of discourse we now
proceed to survey some results and methods of artificial intelligence.
The next few sections of this article are devoted to brief descriptions
of some major achievements of research, (unfortunately the limited
space forces us to simplifications and generalizations and we therefore recommend the interested reader to retrieve the original reports
for more accurate accounts). One section is devoted to a rather
detailed description of SEP 1, a program for extrapolation of sequences
of numbers and letters. SEP 1 has got a preferential treatment not
because it is especially important, but due to the fact that this program will provide several examples to illustrate methods of artificial
intelligence discussed in the last few sections of the paper.
ARTIFICIAL
INTELLIGENCE
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STAFFAN PERSSON
duced number of evaluations permitted a more complicated evaluation-function but the performance of the program was still rather
mediocre.
At this stage it may be of interest to see how the human chessplayer can use his limited computational ability to play a far better
game of chess than the machines. The key to his excellence is selective
search, he at the most evaluates 100 alternatives at each step using
previous experience, rules of thumb, etc. to guide his choice. Newell,
Shaw, and Simon (ref. 19) have tried to capture the essential features
of human chess-playing in their chess-playing program. As their ideas
are relevant as well for organization-theory as for artificial intelligence
we want to give at least a rudimentary feeling for their method of
reducing the search for alternatives. One basic idea behind their
program is the well-known "aspiration-level" model of decision-making (ref. 15). A simplified step by step account of the decisions preceding one move runs as follows:
1. On the basis of the current stage of the game a set of goals (such
as Center Control, Material Balance, King-Safety, etc.) are ordered
in decreasing priority.
2. A move-generator proposes a few moves considered relevant for
the currently highest priority goal.
3. The set of proposed moves is evaluated in terms of the value for
each goal, giving for each move a list of values, which may be
numerical or just yes or no. The evaluation is performed to a
depth which is decided by an analysis-generator.
4. The list of values is now used to choose the most appropriate move.
The first entry decides the choice unless several moves have equal
value at this position in which case the second entry is compared
etc. Up to now we have a case of simple maximization but the
proposed move must also satisfy the requirement that all entries
in its list of values must exceed the aspiration-level of
corresponding goal, if this is not the case the next move in priority is tested
etc. If no move is accepted the move-generator for the secondpriority goal is initiated and the analysis starts again at point 2.
ARTIFICIAL
2. Problem-Solving
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INTELLIGENCE
Machines
always)
can lead to a
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STAFFAN PERSSON
is required for
Lindsay's SAD SAM (ref. 13) is a machine which can answer questions concerning kinship-relations. The information is given in form
Algorithm = (in this context) a method which guarantees a solution, but which
may be uneconomical to use because of the amount of computation-time
required
to reach the solution.
10
ARTIFICIAL
INTELLIGENCE
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STAFFAN PERSSON
ARTIFICIAL
INTELLIGENCE
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STAFFAN PERSSON
and size
methods for a
ARTIFICIAL
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INTELLIGENCE
T2)
T3
S
SS1
S2
IR1I
Figure 1.
R2
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STAFFAN PERSSON
SEP 1 a SequenceExtrapolator
This section will give a rather detailed description of the basic
organization of SEP 1, a computer program for extrapolation of sequences of numbers or letters, which has been explicitly designed to
illustrate applications of basic problemsolving heuristics. We
justify
this presentation by our intent to illustrate our survey of methods of
ARTIFICIAL
INTELLIGENCE
101
(ref. 25).
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STAFFAN PERSSON
Goal 1 causes no difficulty, but goals 2 and 3 are in a sense contradictory and therefore require some judgment about priority.
Heuristics for Reduction of Search in the Problem-Space
In our survey of artificial intelligence we have seen that one of
the most difficult problems of artificial intelligence is to find methods
to reduce the number of alternatives to consider and evaluate in
decision-making situations. In some cases there exist efficient procedures which can guarantee a solution (these methods are here
called algorithms), in other cases some heuristic method may be
The nature of artificial intelligence makes the use of
algorithms uninteresting unless they are parts of basically heuristic
procedures. We can recognize two groups of heuristic methods, namely
general heuristics and particular heuristics. The former group is
applicable to a wide variety of problems, as examples we will discuss:
The Basic Learning Heuristic, The Means-End Analysis, and Planning. Particular heuristics are methods which take advantage of the
structure of specific problem-environments to reduce the amount of
applicable.
ARTIFICIAL
INTELLIGENCE
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The most recently solved problems have been of the following types:
aaaacaacaaadaabbbaccc
Decision 1: Which procedure to use?
It should be observed that whatever procedure is initially chosen,
the same final solution will be given, an incorrect choice at this stage
therefore only will affect the computation time.
SEP 1 can use two different methods for this decision, one is to
study the pattern of the sequence of problem-types,14 the other to
check for the distribution of problem-types during the last few experiments.
Method A. Pattern-recognition:
By applying its letter sequence
extrapolation routine to the sequence of encountered problem-types
SEP 1 can identify a fairly large set of different patterns. A sequence
like a b d a a a b d a a a b d a a a would suggest that a problem of
type b is likely to occur next time. In our example no such pattern
can be identified, so method B must be used.
Method B. In this method the decision rule is to look back a certain
number of problems (the horizon), determine which type of problem
occurred most frequently, and to choose the procedure corresponding
to this type.
The length of the horizon determines the sensitivity and stability
of the decision-rule. SEP 1 chooses the horizon which would minimize
the number of wrong decisions for the set of problems already enthus implicitly assuming that a similar distribution of
problem-types will occur also in the future. The optimal horizon is
related to the degree of randomness of the occurrence of different
problem-types. A long horizon is required for purely random occurrences, but an horizon of length I is optimal when the different
problem-types occur in groups within which all entries are equal, as
for instance in the sequence: a a a a a a a a a c cc c c c c cc c c
b b b b ... Assuming the present horizon to be 5 we by this method
will choose procedure C.
countered,
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STAFFAN PERSSON
be satisfied. On the other hand too many entries will almost satisfy
goal 3 but will not achieve goal 2. To satisfy each goal the correct
number of entries (i.e. the minimum number of entries which defines
the sequence) must be chosen. The decision-rule used is very simple,
SEP 1 asks for the number of entries which in most cases has been
sufficient to solve problems of the type chosen by decision 1 without
requiring further additions. Let us assume that a sequence of 6 entries
is chosen.
Current input-list: 1 2 3 4 5 8
Use process C. Split the sequence into two sub-sequences.
1
The sub-sequences
1
5
4
7
8
16
11
32
64
...
...
paths.
ARTIFICIAL
INTELLIGENCE
105
the evaluation
polynomial. A minimax-procedure choses the alternative with the highest attainable of the computed values, this value
is also assigned to the current board-position. A comparison is made
between the just computed "backed up" value and a previously computed value for the same board-position. If a difference is found the
Rote-Learning
Current experience can often be utilized at a later point in time by
memorization of pertinent information. SEP 1 simply memorizes all
previously encountered solutions, a feature which in many cases has
produced interesting results. LT memorizes solved sub-problems for
use in later search for proofs of theorems. Samuel in his checkersplayer uses an advanced rote-learning technique where the machine,
in order to save memory-capacity, stores all board-positions in a
normalized form. His program also forgets positions which are seldom
encountered.
The utilization of rote-learning is mainly limited by the
availability
of memory-capacity, but another difficulty (encountered
by LT) may
also be mentioned. LT has the ability to store sub-problems
proven
during its work. The availability of these however sometimes decreases the selective power of the machine by increasing the number
of alternatives available at later stages.
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STAFFAN PERSSON
ARTIFICIAL
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INTELLIGENCE
Particular Heuristics
In several problem-environments some particular structure may be
utilized in order to reduce the number of possible alternatives.
Methods which are efficient in such special environments are here
called particular heuristics.
The basic ability of SEP 1 is to extrapolate polynomials. As the
previously described general form can generate sequences which are
not necessarily polynomial in structure SEP 1 must utilize methods
which break down the input-sequence to polynomial sub-sequences.
Let us study a particular example.
"Analyze the sequence 5 56 729 10240 203125 in which one of the
entries may be erroneous, and print out its general form."
Subgoal 1:16 Find the general expression of the exponent. We know that
16 The procedures
general expressions.
discussed
can easily
be generalized
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STAFFAN
PERSSON
10-
8x
6-
/a
4- _
2Figure 2.
'
1
5
1 ,
7
Entry
number
ARTIFICIAL
INTELLIGENCE
109
81
1024
15625 ...==X(X+l).
Artificial
Intelligence:
During the first few years of its existence research in artificial intelligence was mainly directed toward particularly interesting problems, resulting in the development of some powerful special-purpose8-
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STAFFAN PERSSON
References
1. Armer, P., "Attitudes toward Intelligent Machines" in reference 7.
2. Bernstein, A. et al., "A Chess-Playing Program for the IBM 704 Computer, Proceedings of the Western Joint Computer Conference, pp.
157-159, 1958.
3. Clarkson, G. P. E., "Portfolio Selection: A Simulation of Trust Investment", Prentice-Hall, Inc., Englewood Cliffs, N.J.; 1962.
4. Clarkson, G. P. E., "A Model of the Trust Investment Process" in reference 7.
5. Ernst, H. A., "MH-1.A Computer-operated Mechanical Hand" Ph.D. dissertation, MIT, presented at the Western Joint Computer Conference,
1962.
ARTIFICIAL
INTELLIGENCE
Ill
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PERSSON