Intelligence Without Reason
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Neuro Informatics 2020
Neuro Informatics 2019 September 1-2 Warsaw, Poland PROGRAM BOOK What is INCF? About INCF INCF is an international organization launched in 2005, following a proposal from the Global Science Forum of the OECD to establish international coordination and collaborative informatics infrastructure for neuroscience. INCF is hosted by Karolinska Institutet and the Royal Institute of Technology in Stockholm, Sweden. INCF currently has Governing and Associate Nodes spanning 4 continents, with an extended network comprising organizations, individual researchers, industry, and publishers. INCF promotes the implementation of neuroinformatics and aims to advance data reuse and reproducibility in global brain research by: • developing and endorsing community standards and best practices • leading the development and provision of training and educational resources in neuroinformatics • promoting open science and the sharing of data and other resources • partnering with international stakeholders to promote neuroinformatics at global, national and local levels • engaging scientific, clinical, technical, industry, and funding partners in colla- borative, community-driven projects INCF supports the FAIR (Findable Accessible Interoperable Reusable) principles, and strives to implement them across all deliverables and activities. Learn more: incf.org neuroinformatics2019.org 2 Welcome Welcome to the 12th INCF Congress in Warsaw! It makes me very happy that a decade after the 2nd INCF Congress in Plzen, Czech Republic took place, for the second time in Central Europe, the meeting comes to Warsaw. The global neuroinformatics scenery has changed dramatically over these years. With the European Human Brain Project, the US BRAIN Initiative, Japanese Brain/ MINDS initiative, and many others world-wide, neuroinformatics is alive more than ever, responding to the demands set forth by the modern brain studies. -
Neurorobotics Lecture
Neurorobotics An introduction Marc-Oliver Gewaltig In this lecture you’ll learn 1. What is Neurorobotics 2. Examples of simple neurorobots 1. attraction and avoidance 2. reflexes vs. learned behavior 3. The sensory-motor loop 4. Learning in neurorobotics 1. unsupervised learning for sensory representations 2. reinforcement learning for action learning What is Neurorobotics Neurorobotics, is the combined study of neuroscience, robotics, and artificial intelligence. It is the science and technology of embodied autonomous neural systems. https://en.wikipedia.org/wiki/Neurorobotics Neurorobotics: Embodied in silico neuroscience Spinal Cord Reconstructed Reflexes spinal cord/ CDPs brain models Embodiment and virtual environments Musculo-skeletal system – compliant actuators and mechanics Starting simple: Valentino Braitenberg’s Vehicles Valentino Braitenberg (1926-2011) Braitenberg, V. (1984). Vehicles: Experiments in Photo: Alfred Wegener, commons.wikimedia.org synthetic psychology. Cambridge, MA: MIT Press. Vehicle 1 1 Vehicle 2a 1 2a Vehicle 2b 1 2a 2b Vehicle 3 1 2a 2b 3 Vehicle 3 1 2a 2b 3 Exercise How will vehicle 3 move? Generalizing the Braitenberg vehicle Exercise Using weights in {-1,+1}, which weight configurations implement the vehicles 2a, 2b, and 2c? speed light Biological and Non-biological bodies Sensors: cameras, microphones, etc Artificial brain with neurons Servo motors with wheels Biological and Non-biological bodies Sensors: cameras, microphones, etc encode Artificial brain with neurons Servo motors with wheels Biological and Non-biological bodies Sensors: cameras, microphones, etc encode Artificial brain with neurons Servo motors with wheels decode Perception Action Vision Behaviors Hearing Smell Action Central pattern generators Touch Perception Reflexes Temperature Vestibular Muscle contraction Proprioception Perception Short-term Long-term Action memory memory Drives & Working Vision Cognitive Motivation memory control Action Behaviors Sensor Reward & selection Hearing fusion punish. -
OFFLINE GAMING VS CLOUD GAMING (ONLINE GAMING) Mr
ISSN: 0974-3308, VOL. 11, NO. 2 DECEMBER 2018 @ SRIMCA 99 OFFLINE GAMING VS CLOUD GAMING (ONLINE GAMING) Mr. Amit Khatri Abstract—Games has always been a major source of entertainment in every generation and so exiting their history is, because it has various factor involved like Video Games Industry and various generations of video games. Due to improvements in graphics, a revolution has occurred in computer games. Storage for Video Games has always been a problem whether it is a Gaming Console or a PC but has been resolved generation by generation. Games also attracted the uninterested audience. Offline Gaming has been very popular for a year but has various drawbacks. Cloud Gaming is the resolution against Offline Gaming. This paper talks about how Cloud Gaming is taking place of Offline Gaming with much powerful hardware systems and processes. Keywords—Gaming, Cloud Gaming, Gaming PC, Gaming Console, Video Games. I. GAMING AND ITS HISTORY Computerized game playing, whether it is over a personal computer, mobile phone or a video game console can be referred to as Gaming. An individual who plays video games is recognized as a gamer [1]. In every generation of technology evolution, graphics of the game have been improved. When we think the history of video games we usually think of games like Tic- tac-toe, Tetris, Pacman, pong and many more but now these games use graphics seems like reality. In the 1950s, People can’t think of playing card games such as Solitaire, Blackjack, Hearts, Spider Solitaire and so on, on tv or computer but now the stage has reached more ahead from that [1]. -
Alan Turing's Automatic Computing Engine
5 Turing and the computer B. Jack Copeland and Diane Proudfoot The Turing machine In his first major publication, ‘On computable numbers, with an application to the Entscheidungsproblem’ (1936), Turing introduced his abstract Turing machines.1 (Turing referred to these simply as ‘computing machines’— the American logician Alonzo Church dubbed them ‘Turing machines’.2) ‘On Computable Numbers’ pioneered the idea essential to the modern computer—the concept of controlling a computing machine’s operations by means of a program of coded instructions stored in the machine’s memory. This work had a profound influence on the development in the 1940s of the electronic stored-program digital computer—an influence often neglected or denied by historians of the computer. A Turing machine is an abstract conceptual model. It consists of a scanner and a limitless memory-tape. The tape is divided into squares, each of which may be blank or may bear a single symbol (‘0’or‘1’, for example, or some other symbol taken from a finite alphabet). The scanner moves back and forth through the memory, examining one square at a time (the ‘scanned square’). It reads the symbols on the tape and writes further symbols. The tape is both the memory and the vehicle for input and output. The tape may also contain a program of instructions. (Although the tape itself is limitless—Turing’s aim was to show that there are tasks that Turing machines cannot perform, even given unlimited working memory and unlimited time—any input inscribed on the tape must consist of a finite number of symbols.) A Turing machine has a small repertoire of basic operations: move left one square, move right one square, print, and change state. -
Boden Grey Walter's
Grey Walter’s Anticipatory Tortoises Margaret Boden Grey Walter and the Ratio Club The British physiologist William Grey Walter (1910–1977) was an early member of the interdisciplinary Ratio Club. This was a small dining club that met several times a year from 1949 to 1955, with a nostalgic final meeting in 1958, at London’s National Hospital for Neurological Diseases. The founder-secretary was the neurosurgeon John Bates, who had worked (alongside the psychologist Kenneth Craik) on servomechanisms for gun turrets during the war. The club was a pioneering source of ideas in what Norbert Wiener had recently dubbed ‘cybernetics’.1 Indeed, Bates’ archive shows that the letter inviting membership spoke of ‘people who had Wiener’s ideas before Wiener’s book appeared’.2 In fact, its founders had considered calling it the Craik Club, in memory of Craik’s work—not least, his stress on ‘synthetic’ models of psychological theories.3 In short, the club was the nucleus of a thriving British tradition of cybernetics, started independently of the transatlantic version. The Ratio members—about twenty at any given time—were a very carefully chosen group. Several of them had been involved in wartime signals research or intelligence work at Bletchley Park, where Alan Turing had used primitive computers to decipher the Nazis’ Enigma code.4 They were drawn from a wide range of disciplines: clinical psychiatry and neurology, physiology, neuroanatomy, mathematics/statistics, physics, astrophysics, and the new areas of control engineering and computer science.5 The aim was to discuss novel ideas: their own, and those of guests—such as Warren McCulloch. -
Introduction to Gaming
IWKS 2300 Fall 2019 A (redacted) History of Computer Gaming John K. Bennett How many hours per week do you spend gaming? A: None B: Less than 5 C: 5 – 15 D: 15 – 30 E: More than 30 What has been the driving force behind almost all innovations in computer design in the last 50 years? A: defense & military B: health care C: commerce & banking D: gaming Games have been around for a long time… Senet, circa 3100 B.C. 麻將 (mahjong, ma-jiang), ~500 B.C. What is a “Digital Game”? • “a software program in which one or more players make decisions through the control of the game objects and resources in pursuit of a goal” (Dignan, 2010) 1.Goal 2.Rules 3.Feedback loop (extrinsic / intrinsic motivation) 4.Voluntary Participation McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press Early Computer Games Alan Turning & Claude Shannon Early Chess-Playing Programs • In 1948, Turing and David Champernowne wrote “Turochamp”, a paper design of a chess-playing computer program. No computer of that era was powerful enough to host Turochamp. • In 1950, Shannon published a paper on computer chess entitled “Programming a Computer for Playing Chess”*. The same algorithm has also been used to play blackjack and the stock market (with considerable success). *Programming a Computer for Playing Chess Philosophical Magazine, Ser.7, Vol. 41, No. 314 - March 1950. OXO – Noughts and Crosses • PhD work of A.S. Douglas in 1952, University of Cambridge, UK • Tic-Tac-Toe game on EDSAC computer • Player used dial -
When Shannon Met Turing
DOI: http://dx.doi.org/10.14236/ewic/EVA2017.9 Life in Code and Digits: When Shannon met Turing Tula Giannini Jonathan P. Bowen Dean and Professor Professor of Computing School of Information School of Engineering Pratt Institute London South Bank University New York, USA London, UK http://mysite.pratt.edu/~giannini/ http://www.jpbowen.com [email protected] [email protected] Claude Shannon (1916–2001) is regarded as the father of information theory. Alan Turing (1912– 1954) is known as the father of computer science. In the year 1943, Shannon and Turing were both at Bell Labs in New York City, although working on different projects. They had discussions together, including about Turing’s “Universal Machine,” a type of computational brain. Turing seems quite surprised that in a sea of code and computers, Shannon envisioned the arts and culture as an integral part of the digital revolution – a digital DNA of sorts. What was dreamlike in 1943, is today a reality, as digital representation of all media, accounts for millions of “cultural things” and massive music collections. The early connections that Shannon made between the arts, information, and computing, intuit the future that we are experiencing today. This paper considers foundational aspects of the digital revolution, the current state, and the possible future. It examines how digital life is increasingly becoming part of real life for more and more people around the world, especially with respect to the arts, culture, and heritage. Computer science. Information theory. Digital aesthetics. Digital culture. GLAM. 1. INTRODUCTION 2016, Copeland et al. -
Simply Turing
Simply Turing Simply Turing MICHAEL OLINICK SIMPLY CHARLY NEW YORK Copyright © 2020 by Michael Olinick Cover Illustration by José Ramos Cover Design by Scarlett Rugers All rights reserved. No part of this publication may be reproduced, distributed, or transmitted in any form or by any means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the publisher, except in the case of brief quotations embodied in critical reviews and certain other noncommercial uses permitted by copyright law. For permission requests, write to the publisher at the address below. [email protected] ISBN: 978-1-943657-37-7 Brought to you by http://simplycharly.com Contents Praise for Simply Turing vii Other Great Lives x Series Editor's Foreword xi Preface xii Acknowledgements xv 1. Roots and Childhood 1 2. Sherborne and Christopher Morcom 7 3. Cambridge Days 15 4. Birth of the Computer 25 5. Princeton 38 6. Cryptology From Caesar to Turing 44 7. The Enigma Machine 68 8. War Years 85 9. London and the ACE 104 10. Manchester 119 11. Artificial Intelligence 123 12. Mathematical Biology 136 13. Regina vs Turing 146 14. Breaking The Enigma of Death 162 15. Turing’s Legacy 174 Sources 181 Suggested Reading 182 About the Author 185 A Word from the Publisher 186 Praise for Simply Turing “Simply Turing explores the nooks and crannies of Alan Turing’s multifarious life and interests, illuminating with skill and grace the complexities of Turing’s personality and the long-reaching implications of his work.” —Charles Petzold, author of The Annotated Turing: A Guided Tour through Alan Turing’s Historic Paper on Computability and the Turing Machine “Michael Olinick has written a remarkably fresh, detailed study of Turing’s achievements and personal issues. -
Was a Neurologist with a Vast Knowledge Including a Solid Scientific and Engineering Training
Scientiae Mathematicae Japonicae Online, e-2006, 861–863 861 ON LAWRENCE STARK AND BIOMEDICAL ENGINEERING Shiro Usui Received March 27, 2006 Abstract. We provide a brief overview of Lawrence Stark’s fundamental contribu- tions to Biomedical Engineering. Lawrence Stark (1926–2004) was a neurologist with a vast knowledge including a solid scientific and engineering training. He pioneered in what is nowadays sometimes called Biomedical Engineering, with an emphasis on the quantitative description of human brain control of movement and vision. In this note, I would like to outline some of his main achievements. Further information may be found, e.g., in [1, 2, 3] and references therein. Stark was interested in science since early childhood. He obtained B.A. at Columbia in 1945, where he majored in English, biology and zoology in only one year and a half. During the war he enrolled in the Navy, who sent him to Albany Medical College, where he earned MD in 1948. He was later awarded Sc.D.h.c. at SUNY in 1988 and Ph.D.h.c. at Tokushima University, Japan, in 1992. He received the Morlock Award in Biomedical Engineering in 1977, and the Franklin V. Taylor Award, Systems Man and Cybernetics Society in 1989. Lawrence Stark held faculty positions at Yale, 1954–1960, as an Assistant Professor of Medicine (Neurology) and Associate Physician; at Massachusetts Institute of Technology, 1960–1965, as Head of the Neurology Section of the Center for Communication Sciences, Electronic Systems Laboratory and Research Laboratory for Electronics; at the University of Illinois at Chicago Circle, 1965–1968, as Professor of Bioengineering, Neurology and Physiology and Chairman of the Biomedical Engineering Department at the Presbyterian St. -
Cognitive Systems
Cognitive Systems a cybernetic perspective on the new science of the mind Francis Heylighen Lecture Notes 2012-2013 ECCO: Evolution, Complexity and Cognition - Vrije Universiteit Brussel TABLE OF CONTENTS INTRODUCTION ........................................................................................................................................................4 What is cognition? ................................................................................................................................................4 The naive view of cognition..................................................................................................................................5 The need for a systems view ...............................................................................................................................10 CLASSICAL APPROACHES TO COGNITION ........................................................................................................11 A brief history of epistemology ..........................................................................................................................11 From behaviorism to cognitive psychology.......................................................................................................14 Problem solving ..................................................................................................................................................19 Symbolic Artificial Intelligence..........................................................................................................................25 -
CS 4700: Foundations of Artificial Intelligence
CS 4700: Foundations of Artificial Intelligence Spring 2019 Prof. Haym Hirsh Lecture 9 February 11, 2019 Karma Lectures This Week “Learning How to Say It: Language Alexander “Sasha” Rush Tu, Feb 12 Generation and Deep Learning” Harvard University Gates G01 4:15 Natural Language, Machine Learning “Augmenting Imagination: Capturing, Abe Davis Modeling, and Exploring the World Th, Feb 14 Stanford University Gates G01 Through Video” 4:15 Computer Vision and Graphics, Machine Learning Josh Tenenbaum Goldwin Smith TBA Fr, Feb 15 MIT Hall G76 Lewis 12:20 Auditorium Cognitive Science, Machine Learning Elena Belavina “The Environmental Impact of the Advent Cornell University Fr, Feb 15 of Online Grocery Retail” Gates G01 College of Business 3:30 Environmental impact of technology Just for Interest Blindspot: Hidden Biases of Good People Mahzarin Banaji, Harvard University Today 3:30-5, Statler Auditorium Homework 2 Out today, due Monday 1:24pm Lunches with the Professor • Mondays 12-1pm • 9 people • First-come first-served • https://doodle.com/poll/qmi3irx93hkg3pbn (and off the course webpage) Lunches with the Professor • Mondays 12-1pm • 9 people • First-come first-served • https://doodle.com/poll/qmi3irx93hkg3pbn (and off the course webpage) • Free Tic Tac Toe -1 0 1 1770-1854 The Turk Automaton Chess Player 1770-1854 The Turk Automaton Chess Player 1912 Leonardo Torres y Quevedo “El Ajedrecista” Rook-King vs King endgame Hardcoded rules Recognized illegal moves 1948/1951/1953 Alan Turing Turochamp Two-move lookahead Evaluation function One -
School of Computer Science
MANCHESTER 1824 School of Computer Science Weekly Newsletter 22nd June 2012 Contents News from the Head of School News from HoS The Alan Turing Centenary Conference This Week The Turing Conference has been a great success thanks to Andrei Voronkov’s School Events achievement in securing an outstanding line-up of speakers and panel members. http://www.turing100.manchester.ac.uk/ External Events The entire conference has been streamed and will be available in due course at Funding Opps http://videolectures.net/ One highlight that you can see already is Garry Kasparov playing chess against Alan Turing’s chess program Turochamp on Prize & Award Opps stage in Manchester Town Hall, winning in 16 moves. Research Awards http://www.cs.manchester.ac.uk/aboutus/news/2012/25-6-12_kasparov/ A plaque has been unveiled to commemorate Turing’s life and work on the Staff News Coupland 1 Building. Vacancies http://www.bbc.co.uk/news/uk-england-manchester-18562541 Academic promotions Links I am delighted to announce that University Promotions Committee has approved the following promotions: News Submissions Toby Howard: Reader Newsletter Archive Gavin Brown: Senior Lecturer John Latham: Senior Lecturer School Strategy Bijan Parsia: Senior Lecturer School Intranet Mikel Lujan: Senior Research Fellow School Seminars School survives Friday 22nd June nd ESNW Seminars On Friday 22 the School was kept busy with a University Open Day, the UG external exam board, an Industry Club – CDT meeting, an alumni/industry NaCTeM Seminars club/staff/student reception in Manchester Museum and Jack Copeland’s public lecture beginning the Turing Conference, all amongst this summer’s refurbishment work.