Podcast
Questions and Answers
In 1956, two computer scientists, Allen Newell and Herbert Simon, developed a program named ______.
In 1956, two computer scientists, Allen Newell and Herbert Simon, developed a program named ______.
General Problem Solver
The program struggled with solving real-world problems beyond a mathematical approach due to its limitations in addressing ______.
The program struggled with solving real-world problems beyond a mathematical approach due to its limitations in addressing ______.
general problems
In a thought experiment inspired by John Searle, the person inside the room answers correctly using a ______.
In a thought experiment inspired by John Searle, the person inside the room answers correctly using a ______.
guidebook
Arthur Samuel created a game capable of learning and developing winning strategies through ______.
Arthur Samuel created a game capable of learning and developing winning strategies through ______.
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The scenario with the person inside the room is similar to interactions with smart ______ gadgets.
The scenario with the person inside the room is similar to interactions with smart ______ gadgets.
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Collaboratively defining 'strong AI' and 'weak AI' with no more than 3 sentences is a recommended ______.
Collaboratively defining 'strong AI' and 'weak AI' with no more than 3 sentences is a recommended ______.
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The fundamental principle of computers until 1959 was to provide them with specific steps to process inputs, resulting in a defined ______.
The fundamental principle of computers until 1959 was to provide them with specific steps to process inputs, resulting in a defined ______.
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Machine Learning is a larger field that includes ______ Learning, which requires training AI with inputs and outputs.
Machine Learning is a larger field that includes ______ Learning, which requires training AI with inputs and outputs.
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In ______ Learning, AI is provided with inputs but no outputs, allowing it to find patterns on its own.
In ______ Learning, AI is provided with inputs but no outputs, allowing it to find patterns on its own.
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The equation to process the inputs, according to the example given, is x1 + x2 = ______.
The equation to process the inputs, according to the example given, is x1 + x2 = ______.
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Study Notes
Artificial Intelligence (AI)
- In 2022, a Google engineer was fired for claiming a chatbot was sentient, thinking and reasoning like a seven-to-eight-year-old child.
- The engineer stated the chatbot had a perception of and ability to express thoughts and feelings equivalent to a human child.
- This incident brought increased scrutiny to AI capacity and secrecy.
Activity 1 Discussion Points
- Students are asked to discuss the engineer's statement regarding sentience in a chatbot.
- Students are asked to consider why an employee could be fired for claiming a computer program is sentient, even though computers are commonly referred to as "smart".
Background on General Problem Solver (1956)
- Allen Newell and Herbert Simon developed a program called General Problem Solver (GPS).
- GPS was designed to mimic human problem-solving behavior.
- The Means-End Analysis method is a key principle in GPS, linking symbols in daily life to their meaning.
- The program handled logical problems. It struggled with real-world issues, demonstrating limitations with general problem-solving capability.
John Searle's Scenario (1980)
- Searle's thought experiment features a person in a room who does not understand Chinese, using a guidebook to answer questions in Chinese.
- From the outside, the person appears to understand Chinese, but they lack true understanding of the language.
Activity 1: Strong and Weak Al
- Students form teams, select a search engine,
- Collaboratively define "strong AI" and "weak AI" with no more than three sentences each.
- Share these definitions with their teacher and classmates.
Machine Learning (1959)
- Arthur Samuel developed a game-playing program that could learn and improve its strategies without explicit programming.
- This approach, learning from trial and error experiences, was coined "Machine Learning".
How a Computer Could Learn
- Prior to 1959, computers received explicit input, instructions, and steps to generate defined outputs.
- In 1959, Arthur Samuel conceptualized a different approach allowing computers to autonomously deduce solutions.
- Provide inputs and outputs of a task, without explicit instructions.
- The computer's goal was to infer how to solve the task.
Types of Machine Learning
- Supervised Learning: Training the AI with extensive inputs and outputs. The AI then deduces the necessary steps to complete the task.
- Unsupervised Learning: Providing the AI with inputs without outputs. The AI then can identify patterns and relationships in the inputs.
- Reinforcement Learning: The AI interacts with an environment, taking actions based on the environment's state. The AI receives rewards or penalties based on the actions taken.
Internet of Things (IoT)
- Development of IoT devices and their combination with AI.
- Devices collect data during operations.
- Data is analyzed, learned from, and used to enhance services.
- Examples of IoT devices in smart homes.
Generative AI
- A significant advance in AI, empowering computers to create diverse types of content, such as text, images, music, etc., from previously learned patterns, styles, etc.
- It excels at producing unique content without requiring explicit programming.
Key Features of Generative AI
- Data-driven Learning: Generative AI learns by observing and examining vast datasets.
- Content Creation: Generative AI creates novel content (text, images, videos, etc.) based on patterns from the data.
Types of Generative AI
- Text-to-Text Generation: Generating text based on input text.
- Text-to-Image Generation: Generating images based on textual descriptions.
- Image-to-Image Generation: Generating images based on existing images.
- Text-to-Video Generation: Generating videos based on textual descriptions.
- Text-to-Voice Generation: Generating audio content based on text inputs.
Generative AI Applications
- Art, entertainment, design: Generating images, poems, or stories.
- Scientific investigations: Generating models or simulations.
- Variability and unpredictability: Results may be surprising.
- Ethical concerns: Originality, copyright, and potential misuse.
Activity
- Students are asked to utilize online resources to gather further information on topics of AI.
- Students may need to collaboratively search for the information.
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Description
This quiz covers key concepts in artificial intelligence, including historical programs, distinctions between strong and weak AI, and various learning methods. Participants will explore foundational ideas and thought experiments that shape the understanding of AI's capabilities and limitations.