Progress In Artificial Intelligence
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Progress In Artificial Intelligence
Artificial intelligence applications have been used in a wide range of fields including medical diagnosis, stock trading, robot control, law, scientific discovery, video games, and toys. However, many AI applications are not perceived as AI: "A lot of cutting edge AI has filtered into general applications, often without being called AI because once something becomes useful enough and common enough it's not labeled AI anymore." "Many thousands of AI applications are deeply embedded in the infrastructure of every industry." In the late 1990s and early 21st century, AI technology became widely used as elements of larger systems, but the field was rarely credited for these successes at the time. Kaplan and Haenlein structure artificial intelligence along three evolutionary stages: 1) artificial narrow intelligence – applying AI only to specific tasks; 2) artificial general intelligence – applying AI to several areas and able to autonomously solve problems they were never even d ...
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Classification Of Images Progress Human
Classification is a process related to categorization, the process in which ideas and objects are recognized, differentiated and understood. Classification is the grouping of related facts into classes. It may also refer to: Business, organizations, and economics * Classification of customers, for marketing (as in Master data management) or for profitability (e.g. by Activity-based costing) * Classified information, as in legal or government documentation * Job classification, as in job analysis * Standard Industrial Classification, economic activities Mathematics * Attribute-value system, a basic knowledge representation framework * Classification theorems in mathematics * Mathematical classification, grouping mathematical objects based on a property that all those objects share * Statistical classification, identifying to which of a set of categories a new observation belongs, on the basis of a training set of data Media * Classification (literature), a figure of speech li ...
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Perfect Information
In economics, perfect information (sometimes referred to as "no hidden information") is a feature of perfect competition. With perfect information in a market, all consumers and producers have complete and instantaneous knowledge of all market prices, their own utility, and own cost functions. In game theory, a sequential game has perfect information if each player, when making any decision, is perfectly informed of all the events that have previously occurred, including the "initialization event" of the game (e.g. the starting hands of each player in a card game).Archived aGhostarchiveand thWayback Machine Perfect information defined at 0:25, with academic sources and . Perfect information is importantly different from complete information, which implies common knowledge of each player's utility functions, payoffs, strategies and "types". A game with perfect information may or may not have complete information. Games where some aspect of play is ''hidden'' from opponents - su ...
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South China Morning Post
The ''South China Morning Post'' (''SCMP''), with its Sunday edition, the ''Sunday Morning Post'', is a Hong Kong-based English-language newspaper owned by Alibaba Group. Founded in 1903 by Tse Tsan-tai and Alfred Cunningham, it has remained Hong Kong's newspaper of record since British colonial rule. Editor-in-chief Tammy Tam succeeded Wang Xiangwei in 2016. The ''SCMP'' prints paper editions in Hong Kong and operates an online news website. The newspaper's circulation has been relatively stable for years—the average daily circulation stood at 100,000 in 2016. In a 2019 survey by the Chinese University of Hong Kong, the ''SCMP'' was regarded relatively as the most credible paid newspaper in Hong Kong. The ''SCMP'' was owned by Rupert Murdoch's News Corporation from 1986 until it was acquired by Malaysian real estate tycoon Robert Kuok in 1993. On 5 April 2016, Alibaba Group acquired the media properties of the SCMP Group, including the ''SCMP''. In January 2017, former D ...
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Andrew Ng
Andrew Yan-Tak Ng (; born 1976) is a British-born American computer scientist and technology entrepreneur focusing on machine learning and AI. Ng was a co-founder and head of Google Brain and was the former Chief Scientist at Baidu, building the company's Artificial Intelligence Group into a team of several thousand people. Ng is an adjunct professor at Stanford University (formerly associate professor and Director of its Stanford AI Lab or SAIL). Ng has also made substantial contributions to the field of online education as the co-founder of both Coursera andeeplearning.ai He has spearheaded many efforts to "democratize deep learning" teaching over 2.5 million students through his online courses. He is one of the world's most famous and influential computer scientists being named one of ''Time'' magazine's 100 Most Influential People in 2012, and ''Fast Company'' Most Creative People in 2014. In 2018, he launched and currently heads the AI Fund, initially a $175-million inves ...
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AlphaZero
AlphaZero is a computer program developed by artificial intelligence research company DeepMind to master the games of chess, shogi and go. This algorithm uses an approach similar to AlphaGo Zero. On December 5, 2017, the DeepMind team released a preprint introducing AlphaZero, which within 24 hours of training achieved a superhuman level of play in these three games by defeating world-champion programs Stockfish, elmo, and the three-day version of AlphaGo Zero. In each case it made use of custom tensor processing units (TPUs) that the Google programs were optimized to use. AlphaZero was trained solely via self-play using 5,000 first-generation TPUs to generate the games and 64 second-generation TPUs to train the neural networks, all in parallel, with no access to opening books or endgame tables. After four hours of training, DeepMind estimated AlphaZero was playing chess at a higher Elo rating than Stockfish 8; after nine hours of training, the algorithm defeated Stockf ...
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Moravec's Paradox
Moravec's paradox is the observation by artificial intelligence and robotics researchers that, contrary to traditional assumptions, reasoning requires very little computation, but sensorimotor and perception skills require enormous computational resources. The principle was articulated by Hans Moravec, Rodney Brooks, Marvin Minsky and others in the 1980s. Moravec wrote in 1988, "it is comparatively easy to make computers exhibit adult level performance on intelligence tests or playing checkers, and difficult or impossible to give them the skills of a one-year-old when it comes to perception and mobility". Similarly, Minsky emphasized that the most difficult human skills to reverse engineer are those that are below the level of conscious awareness. "In general, we're least aware of what our minds do best", he wrote, and added "we're more aware of simple processes that don't work well than of complex ones that work flawlessly". Steven Pinker wrote in 1994 that "the main lesson of th ...
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StarCraft II
''StarCraft II'' is a military science fiction video game created by Blizzard Entertainment as a sequel to the successful ''StarCraft'' video game released in 1998. Set in a fictional future, the game centers on a galactic struggle for dominance among the various fictional races of StarCraft. ''StarCraft II'' single-player campaign is split into three installments, each of which focuses on one of the three races: '' StarCraft II: Wings of Liberty'' (released 2010), ''Heart of the Swarm'' (2013) and ''Legacy of the Void'' (2015). A final campaign pack called '' StarCraft II: Nova Covert Ops'' was released in 2016. ''StarCraft II'' multi-player gameplay spawned a separate e-sports competition that later drew interest from companies other than Blizzard, and attracted attention in South Korea and elsewhere, similar to the original ''StarCraft'' e-sports. Since 2017, ''StarCraft II'' multi-player mode, co-op mode and the first single-player campaign have been free-to-play. Story ...
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StarCraft (video Game)
''StarCraft'' is a 1998 military science fiction real-time strategy game developed and published by Blizzard Entertainment for Microsoft Windows. The game spawned the ''StarCraft'' franchise, and became the first game of the video game series. A Classic Mac OS version was released in 1999, and a Nintendo 64 adaptation, co-developed with Mass Media, was released in 2000. Blizzard started work on the game shortly after ''Warcraft II'', another real-time strategy game, was released in 1995. The first incarnation debuted at the 1996 Electronic Entertainment Expo, where it was unfavorably compared to ''Warcraft II''. As a result, the project was entirely overhauled before being showcased to the public in early 1997, at which time it received a far more positive response. The game's multiplayer is particularly popular in South Korea, where players and teams participate in professional competitions, earn sponsorships, and compete in televised tournaments. Set in a fictitious fu ...
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