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Blocks World
The blocks world is a Automated planning and scheduling, planning domain 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. Only one block may be moved at a time: it may either be placed on the table or placed atop another block. Because of this, any blocks that are, at a given time, under another block cannot be moved. Moreover, some kinds of blocks cannot have other blocks stacked on top of them. The simplicity of this toy world lends itself readily to classical symbolic artificial intelligence approaches, in which the world is modeled as a set of abstract symbols which may be reasoned about. Motivation Artificial Intelligence can be researched in theory and with practical applications. The problem with most practical application is, that the engineers don't know how to program an AI system. Instead of rejecting the challenge at all the idea i ...
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Automated Planning And Scheduling
Automation describes a wide range of technologies that reduce human intervention in processes, namely by predetermining decision criteria, subprocess relationships, and related actions, as well as embodying those predeterminations in machines. Automation has been achieved by various means including Mechanical system, mechanical, hydraulic, pneumatic, electrical, electronic devices, and computers, usually in combination. Complicated systems, such as modern factories, airplanes, and ships typically use combinations of all of these techniques. The benefit of automation includes labor savings, reducing waste, savings in electricity costs, savings in material costs, and improvements to quality, accuracy, and precision. Automation includes the use of various equipment and control systems such as machinery, processes in factories, boilers, and heat-treating ovens, switching on telephone networks, steering, and stabilization of ships, aircraft, and other applications and vehicles with ...
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Terry Winograd
Terry Allen Winograd (born February 24, 1946) is an American professor of computer science at Stanford University, and co-director of the Stanford Human–Computer Interaction Group. He is known within the philosophy of mind and artificial intelligence fields for his work on natural language using the SHRDLU program. Education Winograd grew up in Colorado and graduated from Colorado College in 1966. He wrote SHRDLU as a PhD thesis at MIT in the years from 1968–70. In making the program Winograd was concerned with the problem of providing a computer with sufficient "understanding" to be able to use natural language. Winograd built a blocks world, restricting the program's intellectual world to a simulated "world of toy blocks". The program could accept commands such as, "Find a block which is taller than the one you are holding and put it into the box" and carry out the requested action using a simulated block-moving arm. The program could also respond verbally, for example, "I ...
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Linden Lab
Linden Research, Inc., doing business as Linden Lab, is an American technology company that is best known as the creator of ''Second Life''. The company's head office is in San Francisco, with additional offices in Boston, Seattle, Virginia and Davis, California. Its offices in Mountain View, Brighton, Singapore and Amsterdam were closed in 2010. In addition, the company employs remote workers that communicate and collaborate on projects using ''Second Life'' technology. History The company, founded in 1999 as Linden Research, employs numerous established high-tech veterans, including former executives from Electronic Arts, eBay, Disney, Adobe, and Apple. The company's founder and original CEO is Philip Rosedale, a former CTO of RealNetworks, one of Time Magazine's 100 Most Influential People in The World in 2007. The company name "Linden" originates from the street name where the company premises were initially based, at 333 Linden Street in San Francisco. The hexagonal L ...
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Blocksworld
Blocksworld was a physics-based 3D sandbox video game developed by BoldaiAB and Linden Lab released originally for the iPad on 21st November, 2012 in Nordic countries and later worldwide on 6 July 2013. It was later released for the iPhone on 2016, and later, via Steam on September 25, 2017. As of 2020, Blocksworld is absent from Linden Lab's website (excluding previous press releases), and servers were fully shut down on June 17, 2020. It was subsequently removed from the App Store afterwards, and was later pulled from Steam on July 2, 2020. Gameplay In Blocksworld, players could build using 3D building blocks that could be combined to construct simple or complex creations. Players could also use "action blocks" and a drag-and-drop visual programming tool to add interactivity to their creations. Examples included drivable cars, flyable jets, and playable games with win/lose conditions, health systems, and other attributes. Players could also upload their creations for other ...
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NP-hard
In computational complexity theory, NP-hardness ( non-deterministic polynomial-time hardness) is the defining property of a class of problems that are informally "at least as hard as the hardest problems in NP". A simple example of an NP-hard problem is the subset sum problem. A more precise specification is: a problem ''H'' is NP-hard when every problem ''L'' in NP can be reduced in polynomial time to ''H''; that is, assuming a solution for ''H'' takes 1 unit time, ''H''s solution can be used to solve ''L'' in polynomial time. As a consequence, finding a polynomial time algorithm to solve any NP-hard problem would give polynomial time algorithms for all the problems in NP. As it is suspected that P≠NP, it is unlikely that such an algorithm exists. It is suspected that there are no polynomial-time algorithms for NP-hard problems, but that has not been proven. Moreover, the class P, in which all problems can be solved in polynomial time, is contained in the NP class. Defi ...
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Sussman Anomaly
The Sussman anomaly is a problem in artificial intelligence, first described by Gerald Sussman, that illustrates a weakness of noninterleaved planning algorithms, which were prominent in the early 1970s. Most modern planning systems are not restricted to noninterleaved planning and thus can handle this anomaly. While the significance/value of the problem is now a historical one, it is still useful for explaining why planning is non-trivial. In the problem, three blocks (labeled A, B, and C) rest on a table. The agent must stack the blocks such that A is atop B, which in turn is atop C. However, it may only move one block at a time. The problem starts with B on the table, C atop A, and A on the table: However, noninterleaved planners typically separate the goal (stack A atop B atop C) into subgoals, such as: # get A atop B # get B atop C Suppose the planner starts by pursuing Goal 1. The straightforward solution is to move C out of the way, then move A atop B. But while this se ...
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Gerald Jay Sussman
Gerald Jay Sussman (born February 8, 1947) is the Panasonic Professor of Electrical Engineering at the Massachusetts Institute of Technology (MIT). He received his S.B. and Ph.D. degrees in mathematics from MIT in 1968 and 1973 respectively. He has been involved in artificial intelligence (AI) research at MIT since 1964. His research has centered on understanding the problem-solving strategies used by scientists and engineers, with the goals of automating parts of the process and formalizing it to provide more effective methods of science and engineering education. Sussman has also worked in computer languages, in computer architecture and in Very Large Scale Integration (VLSI) design. Education Sussman attended the Massachusetts Institute of Technology as an undergraduate and received his S.B. in mathematics in 1968. He continued his studies at MIT and obtained a Ph.D. in 1973, also in mathematics, under the supervision of Seymour Papert. His doctoral thesis was titled "A Co ...
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Patrick Winston
Patrick Henry Winston (February 5, 1943 – July 19, 2019) was an American computer scientist and professor at the Massachusetts Institute of Technology. Winston was director of the MIT Artificial Intelligence Laboratory from 1972 to 1997, succeeding Marvin Minsky, who left to help found the MIT Media Lab. Winston was succeeded as director by Rodney Brooks. Winston received his undergraduate degree from MIT in 1965, where he was a member of Phi Delta Theta fraternity, and went on to complete his Masters and PhD there as well, finalizing his PhD in 1970. His research interests included machine learning and human intelligence. Winston was known within the MIT community for his excellent teaching and strong commitment to supporting MIT undergraduate culture. At MIT, Winston taught 6.034: Artificial Intelligence and 6.803/6.833: Human Intelligence Enterprise. Winston's ''How to Speak'' talk was an MIT tradition for over 40 years. "Offered every January, the talk is intended to impro ...
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SHRDLU
SHRDLU was an early natural-language understanding computer program, developed by Terry Winograd at MIT in 1968–1970. In the program, the user carries on a conversation with the computer, moving objects, naming collections and querying the state of a simplified "blocks world", essentially a virtual box filled with different blocks. SHRDLU was written in the Micro Planner and Lisp programming language on the DEC PDP-6 computer and a DEC graphics terminal. Later additions were made at the computer graphics labs at the University of Utah, adding a full 3D rendering of SHRDLU's "world". The name SHRDLU was derived from ETAOIN SHRDLU, the arrangement of the letter keys on a Linotype machine, arranged in descending order of usage frequency in English. Functionality SHRDLU was primarily a language parser that allowed user interaction using English terms. The user instructed SHRDLU to move various objects around in the "blocks world" containing various basic objects: blocks, con ...
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Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and Go). ...
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Dock Worker Robot
A dock (from Dutch ''dok'') is the area of water between or next to one or a group of human-made structures that are involved in the handling of boats or ships (usually on or near a shore) or such structures themselves. The exact meaning varies among different variants of the English language. "Dock" may also refer to a dockyard (also known as a shipyard) where the loading, unloading, building, or repairing of ships occurs. History The earliest known docks were those discovered in Wadi al-Jarf, an ancient Egyptian harbor, of Pharaoh Khufu, dating from c.2500 BC located on the Red Sea coast. Archaeologists also discovered anchors and storage jars near the site. A dock from Lothal in India dates from 2400 BC and was located away from the main current to avoid deposition of silt. Modern oceanographers have observed that the ancient Harappans must have possessed great knowledge relating to tides in order to build such a dock on the ever-shifting course of the Sabarmati, as ...
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