Computational Intelligence: What Allah's Creations Can Teach Us
Azrien Awang, Amar Faiz Zainal Abidin, Amira Sarayati Ahmad Dahlan (2012) Computational Intelligence: What Allah's Creations Can Teach Us. In Seminar Kebangsaan Fiqh Sains Dan Teknologi.
Do you know that a flock of birds can solve scheduling problem in manufacturing companies? Do you know that a colony... more Do you know that a flock of birds can solve scheduling problem in manufacturing companies? Do you know that a colony of ants can find the shortest distance for the school bus to travel when picking and sending the students to and fro the school? Do you know that a school of fish can design an electronic circuit? Do you know that the paddy in the field can solve mathematical problems? The statements might be exaggerated, but as far fetching as they heard; the scientists, academicians, mathematicians, programmers, engineers and researchers are looking answers for complex and difficult problems by observing the Allah’s creations. In this paper, our main objective is to introduce the area of Computational Intelligence from Islam perspective. Theory of Computational Intelligence will be explained in layman terms without having the reader to understand the technical jargons behind it. The paper explains how the researchers observed and turned the observations of the creations of Allah in nature into computer algorithms. Examples of applications of Computational Intelligence are then touched before going into success story of the commercial products. By the end of the paper, the writer hope that the readers of this paper not only realize the new area of research in computer science stream but also increase their faith to Allah S.W.T.
Experiencing the Big Idea
by Eugene Ch'ng
Shrewsbury Museum Service invited Dew Harrison to create a work relating to Charles Darwin for the bicentenary of his... more
Shrewsbury Museum Service invited Dew Harrison to create a work relating to Charles Darwin for the bicentenary of his birth in the UK town. Her research is practise-led and uses computer technology to interlink series of related thoughts and ideas, in multimedia form. Texts, images, animations and sounds are networked into one overarching ‘concept’. The complete concept is then exhibited as a looped projected film or interactive screen work offering a contemporary understanding of a complex issue. She had previously worked with the ideas encapsulated within the work of Marcel Duchamp, in particular his Large Glass, which she transposed together with his boxes of notes and associated previous work, into one hypermedia system. Duchamp being the instigator of current Conceptual practice, his thinking began the shift of value within art from aesthetic to idea. This new challenge was to explicate the ideas of Darwin by synthesising them into one concept which could be grasped through audience interaction. Harrison is interested in relational works that invite an audience to participate together in revealing an understanding of the ‘concept’ on display. Earlier works used mouse and keypad to access a work, now the interfaces can involve sensors and physical movements for more playful and instinctive engagement. To develop the new project, Harrison worked in collaboration with two programmers and an animator to explore the ‘big idea ‘ of evolution and elicit an understanding of Darwinian adaptation through interactive installation.
For the new installation entitled Shift-Life they have produced an alternate, or fantasy, biological life as a project which delivers an implicit understanding of Darwinian evolution and examples the rapid life changes necessary for survival in accelerated alternating climatic conditions. Shift-Life is an installation which focuses on ‘hands-on’ possibilities for witnessing an evolutionary process in alternate life forms as they struggle to adapt to a volatile environment. In response to Darwin’s idea, the aim of this work was to create an ‘alternate’ biological life as a set of artificial or virtual organisms that possess similar biological processes to their ‘real’ counterparts, such as growth, reproduction, and adaptation. The virtual life forms exist in a nutritional (trophic) relationship of prey/predator, and include both rooted (sessile) and free ranging (vagile) organisms. Animal-intelligence was programmed into the virtual organisms to allow them survival strategies. The project also involved the construction of an enhanced mixed reality-based virtual environment to support the organisms. The climate of the virtual environment was directly influenced by the data gathered by wireless sensors (phidgets) in the real world landscape (sand box), plus implements (lights, shakers, pourers…) that altered the parameters (temperature, humidity, acidity, stability…) and so allowed visitors to change the condition of the virtual landscape.
The installation comprised of a large ’sand-pit’ box representing the virtual world terrain, this encouraged interactivity for visitors who could physically manipulate a set of implements to radically alter the living conditions of the fantasy creatures in their virtual ecosystem, projected into the installation space. By pouring liquids, switching on lights, moving objects etc., in the sand box, visitors could see immediate responses to their actions played out in the animated ecosystem as the life forms adapted to survive. Interacting with the real world landscape and
observing the instant affect a visitor’s actions had on the animated ecosystem projected into the installation space, proffered an understanding of how causing changes in environmental conditions, forces evolutionary developments on the life-forms in them.
2009 is the 200th anniversary of the birth of Charles Darwin in Shrewsbury and the 150th anniversary of the publication of On the Origin of Species. As part of the national celebrations underway, Shift-Life was exhibited at Shift-Time – a festival of ideas in Shrewsbury, summer 2009. It was still in its prototype stage and, following this beta-testing, it will be modified and enriched with extra behaviours and more sensitive environmental changes as we develop the project to more closely demonstrate Darwinian ideas for further exhibition.
Misyurov D.A. Dialectical formulas based on the binary notation as the development formulas // Credo New. 2012. №2
The article suggests dialectical formulas based on the binary notation as the development formulas: formula with... more The article suggests dialectical formulas based on the binary notation as the development formulas: formula with dominant and the non-dominant elements; universal formula; formula with symbolic weight of elements; tautological formula. For example, it suggests an opportunity to use the dialectical formulas for modeling and artificial intelligence creation, etc.
50 views
Seen by: and 13 moreTowards Complex Reasoning Agents for Action Games
by Tiago Jorge
Published in "SBGames 2005"
The applicability of artificial intelligence techniques to build “believable” characters in computer games is no... more
The applicability of artificial intelligence techniques to build “believable” characters in computer games is no longer questioned. The techniques that have been effectively applied in most cases, however, are quite simplistic if compared to the most sophisticated techniques produced by the AI research community. We advocate that more ellaborate techniques could bring advantages to game programming, not only with respect to the performance of the agents being built, but chiefly due to the possibility of allowing agent designers to focus on the appropriate level of abstraction.
We illustrate our arguments with a concrete example, namely the endowment of reasoning capabilities for agents in an action game, based on a simplified version of the ATMS.
7 views
Seen by:Optoelectronic Reservoir Computing
by Yvan Paquot
Published in Nature Scientific Reports 2012
Reservoir computing is a recently introduced, highly efficient bio-inspired approach for processing time dependent... more Reservoir computing is a recently introduced, highly efficient bio-inspired approach for processing time dependent data. The basic scheme of reservoir computing consists of a non linear recurrent dynamical system coupled to a single input layer and a single output layer. Within these constraints many implementations are possible. Here we report an optoelectronic implementation of reservoir computing based on a recently proposed architecture consisting of a single non linear node and a delay line. Our implementation is sufficiently fast for real time information processing. We illustrate its performance on tasks of practical importance such as nonlinear channel equalization and speech recognition, and obtain results comparable to state of the art digital implementations.
Implementasi Algoritma Greedy Best First Search pada Aplikasi Permainan Congklak untuk Optimasi Pemilihan Lubang dengan Pola Berfikir Dinamis
Prosiding Seminar Nasional Teknologi Informasi dan Multimedia 2012 (SNASTIA 2012), 3. C1-C6. ISSN 1979-3960.
URL: http://repository.ubaya.ac.id/439/
Congklak or Dakon is one of traditional games in Indonesia that is generally played by two players with the goal of... more Congklak or Dakon is one of traditional games in Indonesia that is generally played by two players with the goal of obtaining congklak seeds as much as possible by following the congklak game’s rules. In this paper we discuss the use of greedy best-first search algorithm that is used by the computer’s player for selecting the hole that can produce an optimal solution. The player can make a choice whether to get a seed as much as possible or maintain the vulnerable contains holes that can be shot by the opponent. The test results show that the greedy algorithm is able to produce quite good local solutions, although not necessarily optimal global solutions.
Autonomy and Desire in Machines and Cognitive Agent Systems
by Kevin Magill
Co-authored with Yasemin J. Erden, published 'Online First' in 'Cognitive Computation', 2012, DOI DOI 10.1007/s12559-012-9140-9. Available through subscribing institutions. Drop me a line if you can't access.
Substantially revised from 2011 paper of same title.
The development of cognitive agent systems relies on theories of agency, within which the concept of desire is key.... more The development of cognitive agent systems relies on theories of agency, within which the concept of desire is key. Indeed, in the quest to develop increasingly autonomous cognitive agent systems, desire has had a significant role. We argue, however, that insufficient attention has been given to analysis and clarification of desire as a complex concept. Accordingly, in this paper, we will draw on some key philosophical accounts of the nature of desire, including what distinguishes it from other mental and motivational states, in order to identify some key characteristics of desire as a complex concept. We will then draw on these in order to investigate the role, definition and adequacy of concepts of desire within applied theoretical models of agency and agent systems.
9 views
Seen by:A Necessary Condition for Proof of Abiotic Semiosis
To appear in Semiotica.
This short essay seeks to identify and prevent a pitfall that attends less careful inquiries into “physiosemiosis.” It... more This short essay seeks to identify and prevent a pitfall that attends less careful inquiries into “physiosemiosis.” It is emphasized that, in order to truly establish the presence of sign-action in the non-living world, all the components of a triadic sign — including the interpretant — would have to be abiotic (that is, not dependent on a living organism). Failure to heed this necessary condition can lead one to hastily confuse a natural sign (like smoke coming from fire) for an instance of abiotic semiosis. A more rigorous and reserved approach to the topic is called for.
Phenomenology and Artificial Intelligence
I no longer think the views expressed in this paper are correct.
Phenomenology is often thought to be irrelevant to artificial intelligence and cognitive science research because... more Phenomenology is often thought to be irrelevant to artificial intelligence and cognitive science research because first-person descriptions do not reach to the level of genuine causal explanations. Though phenomenology taken in this weak sense may not be useful, the method of phenomenology taken more formally may well produce fruitful results. Husserl’s phenomenological reduction, or epoché, sets the right frame of reference for a science of cognition because it makes explicit the difference between what belongs to cognition and what belongs to the natural world. Isolating this critical difference helps us assign the correct procedures to cognition and describe their functions. A formalized phenomenology of cognition can therefore aid initiatives in cognitive computing.
WTF? Detecting Students who are Conducting Inquiry Without Thinking Fastidiously.
co-authored with Wixon, Michael, Ryan S.J.d. Baker, Janice Gobet, and Mathew Bachman
20th annual conference on User Modeling, Adaption, and Personalization (UMAP) 20th annual conference on User Modeling, Adaption, and Personalization (UMAP)
Towards Automatically Detecting Whether Student Learning is Shallow
Co-Authored with S.J.d. Baker, Ryan, Sujith Gowda, Albert Corbett. For the 11th International Conference on Intelligent Tutoring Systems.
Towards Sensor-Free Affect Detection in Cognitive Tutor Algebra
Co-authored with: S.J.d. Baker, Ryan, Sujith M. Gowda, Michael Wixon, Jessica Kalka, Angela Z. Wagner, Aatish Salvi, Vincent Aleven, Gail W. Kusbit, and Lisa Rossi. For the 5th International Conference on Educational Data Mining.
