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knowledge in form of computer code and distribute it as a program to a large number

          of personal computers (PCs). LISP and PROLOG were the main symbolic programming
          languages.
          Some key achievements of this period are:

               •  1980: The robot musician WABOT-2 can converse with a
                  person, read a normal musical score with its eye (camera)

                  and  play  tunes  of  average  difficulty  on  an  electronic
                  organ. The WABOT-2 can also accompany a person while
                  listening to the person sing. The WABOT-2 was the first

                  milestone in developing a personal robot.
               •  1983:  ID3,  an algorithm that  generates  a decision  tree

                  from a given set of data, is created. ID3 is the precursor to
                  the C4.5 algorithm used in machine learning and natural
                  language processing.                                                                WABOT-2



                   Knowledge Discovery                                                             Subject Enrichment

               The  second  AI  winter occurred between  1987 and  1993.  Once  again,  Investors  and
               government stopped funding for AI research due to high cost but inefficient results. The
               expert system, such as XCON, was not very cost effective.



          THE MATURATION YEARS (1993-2011)
          In the 1990s and 2010s, AI addressed complex problems, providing solutions that

          were found to be useful in different applications, including data mining, industrial
          robotics,  logistics,  business  intelligence,  banking  software,  medical  diagnosis,
          recommendation systems, and search engines. AI researchers began to develop and

          use more sophisticated mathematical tools.
               •  1995:  Kismet, a robot head, was created by
                  Dr. Cynthia Breazeal at the Massachusetts Institute of
                  Technology as an experiment in affective computing.

                  Kismet could recognise and simulate emotions.
               •  1997:  IBM Deep  Blue beat the world  chess                                      Kismet
                  champion, Garry Kasparov, and became the first computer to beat a world

                  chess champion.
               •  2000:  Honda  developed  ASIMO  (Advanced  Step  in  Innovative  Mobility),  a
                  humanoid robot with the ability to recognise moving objects, postures, gestures,

                  its surrounding environment, sounds, and faces. It could detect movements


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