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AI – Artificial Intelligence – Past, Present & Future. </h2>
In early days, scientists thought that the computer would experience something like an “electronic childhood”, in which it would gobble up the World’s libraries and then begin generating new radical wisdom. Seldom people talk this today because the problem of simulating intelligence is far more complex than just stuffing facts into the computer. Facts are useless without the ability to interpret and learn from them.
Until recently, computer-based games of chess could normally always be beaten at the hand of an average human player. In 1997, the expert system dubbed "Deep Blue" was the first computer to win a chess game against World champion Garry Kasparov. Today, developing chess AI is no longer considered a challenge for scientists. Arguably, even some modern Windows-based games of chess can be set to almost normally always win.
Today, expert systems, which have the ability to carry out complex human tasks, are on the rise. An expert system is a software package that is used with an extensive set of organized data that represents the computer as an expert for a specific task. It mimics the decision making of a human expert in this field. These programs are daunting to develop.
But the question on most people’s minds still remains. Can a computer really think for itself? No, and it never will. A computer will never be able compose original music of its own or write like Shakespeare. A computer has no passion, emotion, feelings or original thoughts. Computers follow rules of logic and nothing ever stands between this.
There’s another big hurdle too. How in the World can a computer ever be programmed to understand natural languages? The human language is just too diverse. Often many like words and phrases have entirely different meaning. Developing a program that can distinguish between facts & questions using everyday human context seems impossible. Nonetheless, the study of this field continues and, at current, not looking very promising. <br/>
<img src="http://www.picbasic.co.uk/forum/attachment.php?attachmentid=1587&stc=1&d=117816665 6" align="left" >
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Mid last year I developed an unbeatable AI for the well known game of Tic-Tac-Toe. A simple game indeed, but unfortunately not an equally as simple chore to code. After developing this project I gained some considerable respect for just how daunting AI programming can be. Note: screen shot shows an earlier version 0.3. A few trick moves allowed the player to beat AI every time. These have since been corrected.
Download game here (VB source code only): http://www.planet-source-code.com/vb...67151&lngWId=1
If you would like a compiled executable then this can be arranged.
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<h2 style="color:green" align="center"><u>PBP Challenge For The Fittest</u></h2>
The challenge that I present to you all is to devise a game of Tic-Tac-Toe that is unbeatable using a graphical LCD, push buttons and other necessary components. Keep in mind that AI is only as strong as its creator's weakest link. Also, after a while, being beaten by a machine becomes quite frustrating, so the player may prefer a more intuitive opponent that isn't quite so perfect. In this instance AI will have "blonde" like moments where the player has an open space to make a move that could win them the game. This is a much more fun AI to play against. In my Windows version of the game I have coded AI to be about 95% unbeatable on hard, 75% on normal and 60% on easy. I confirmed that my AI is unbeatable by allowing the computer to play against itself many hundreds of times. Draw game always. And yes, Tic-Tac-Toe is indisputably flawed where best play leads to draw. <strong>Good Luck!</strong>
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Trent Jackson ©2007
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