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(The below text version of the notes is for search purposes and convenience. See the PDF version for proper formatting such as bold, italics, etc., and graphics where applicable. Copyright: 2022 Retraice, Inc.)
AIMA4e Annotations
A companion to the great white brick.
As of November 26, 2022
(Start date: November 21, 2022.)
[1]retraice.com
Version notes: [2]Retraice ([3]2022/11/21) (Re57), first draft, covered Preface, Sections I, II; [4]Retraice ([5]2022/11/22) (Re58), no footnotes, covered Sections III, IV; [6]Retraice ([7]2022/11/22) (Re58) again, moved some notes from Re57 and Re58 notes to footnotes here; [8]Retraice ([9]2022/11/23) (Re59), covered Sections V, VI, VII; [10]Retraice ([11]2022/11/24) (Re60), covered Appendix A; [12]Retraice ([13]2022/11/25) (Re61), covered Appendix B.
PREFACE
* The phenomenon: intelligent agents[14]^1 * The discipline: artificial intelligence,[15]^2 "the study of agents that receive percepts from the environment and perform actions." (vii)
* Aspects of the phenomenon: + Agent function: "Each ...agent implements a function that maps percept sequences to actions" (vii) o Ways to represent agent functions include: "reactive agents, real-time planners, decision-theoretic systems, and deep learning systems." (vii) + Learning o "a construction method for competent systems" (viii) o "a way of extending the reach of the designer into unknown environments." (viii) + Goals o Robotics and vision: # "not ...independently defined problems" # "[things] in the service of achieving goals."
I INTELLIGENCE --"Artificial Intelligence"
1 Introduction
Definitions, foundations, history, philosophy, state of the art, risks-benefits.
2 Agents
Environments, `good' behavior, agent structure and types.
II SOLVING--"Problem-solving"
3 Searching: Looking ahead to find a sequence
Algorithms, strategies, informed/heuristic[16]^3 strategies.
4 Complex Environments: More realistic environments
Local search, optimization, continuous spaces, nondeterministic actions, partially observable env.s, online search and unknown env.s.
5 Adversarial Games: Other agents competing against us
Theory, optimal decisions, alpha-beta tree search, Monte Carlo tree search, stochastic g.s, partially observable g.s, limitations.
6 Constraints: States as domains, solutions as allowable combinations of states
Constraint propagation, inference, backtracking search, local search, structure of problems
III THINKING--"Knowledge, reasoning, and planning"
7 "Logical Agents": Forming representations and reasoning before acting
Knowledge-based agents; representing[17]^4 worlds; logic, world models and `possible worlds';[18]^5 logic without objects.
8 "First-Order Logic": A formal language for objects and their relations
`Ontological commitment' (what is assumed about reality); syntax, semantics; knowledge engineering (building formal representations of important[19]^6 objects and relations in a domain).
9 First-Order Inference: Reasoning about objects and their relations
Algorithms to answer any 1st-order logic question.
10 "Knowledge Representation": Representing the real world for problem solving
What content to put into a knowledge base.
Knowledge representation languages and their uses (315): * First-order logic: reasoning about a world of objects and relations; * Hierarchical task networks: for reasoning about plans (chpt. 11); * Bayesian networks: for reasoning with uncertainty (chpt. 13); * Markov models: for reasoning over time (chpt. 17); * Deep neural networks: for reasoning about images, sounds, other data (chpt. 21).
11 "Automated Planning": Hierarchical task networks
Planning for spacecraft, factories, military campaigns; representing actions and states; efficient algorithms and heuristics.
IV UNCERTAINTY--"Uncertain knowledge and reasoning"
12 "Quantifying Uncertainty": An answer to the laziness and ignorance that kill formal logic
Causes of uncertainty are environment types (partially observable,[20]^7 nondeterministic, adversarial[21]^8 ); belief state grows big and unlikely fast (384); agents still need a way to act; absolute certainty is impossible;[22]^9 it comes down to importance, likelihood and degree of success (385-386).
Logic fails because laziness and ignorance; probability theory solves the qualification problem by summarizing the uncertainty.[23]^10 * Laziness: too much work to list everything, or use such a list; * Ignorance: (theoretical) there are no complete theories; (practical) we can never run all the tests.
13 "Probabilistic Reasoning" [big]: Bayesian networks
For reasoning with uncertainty by representing causal independence (398) and conditional independence (401) relationships to simplify probabilistic representations of the world.
14 "Probabilistic Reasoning Over Time": Comprehending the uncertain past, present and future
Belief state[24]^11 plus transition model yields prediction (chpt 4, 7, 11); percepts and sensor model yield updated belief state; add probability theory to switch from possible states to probable states.[25]^12
15 "Probabilistic Programming": Universal formal languages to represent any computable probability model, and they come with algorithms
Using formal logic and traditional programming languages to represent probabilistic information.
16 "Making Simple Decisions": Agents getting what they want in an uncertain world--as much as possible, on average
Beliefs, desires; utility theory; utility functions; decision networks; the value of information (547);[26]^13 this chapter is concerned with one-shot or episodic decisions problems (as opposed to sequential) (cf. 562, below).
17 "Making Complex Decisions": What to do today given decisions to be made tomorrow
Sequential decision problems (as opposed to one-shot episodic, cf. above): the agent's utility depends on a sequence of decisions in stochastic (explicitly probabilistic (45)) and partially observable environments. Markov models (563; cf. 463) for reasoning over time (chpt. 17).
18 "Multiagent Decision Making" [big]: When there's more than one agent in the environment
The nature of such environments and the strategies for problem-solving depend on the relationships between agents: non-cooperative and cooperative game theory; collective decision-making.
V LEARNING--"Machine learning"
19 "Learning From Examples" [big]: Improving behavior by observing the present (past?) and predicting the future
Learning is improving performance (behavior) after making observations.[27]^14
If the agent is a computer: Machine learning: "a computer observes some data, builds a model based on the data, and uses the model as both a hypothesis about the world and a piece of software that can solve problems." (651)
Subsections: * supervised learning; * learning decision trees; * model selection and optimization; * theory of learning; * linear regression (finding the best-fit line, i.e. predicting `future' [dependent] values based on plotting `past' [independent] values), classification;[28]^15 * nonparametric models (which retain all the examples, aka `instance-based' or `memory-based' learning, which is more true to large datasets [scalable?] than parametric, which summarize, and then discard, training data in fixed numbers of parameters), * ensemble learning (using multiple hypotheses instead of one, and averaging or voting--`base' models are combined into an `ensemble' model); * ML system development, the practice (software engineering and design patters in ML ops).
20 "Learning Probabilistic Models": View `learning' as "uncertain reasoning from observations" and model the world accordingly
Agents can't use probability and decision theories until they learn them from experience: treat learning itself as an inference process in a probabilistic world. Use Bayesian networks. Key concepts: data and hypotheses. "Here, the data are evidence ...instantiations of some or all of the random variables describing the domain."[29]^16
21 "Deep Learning": represent hypotheses as "complex algebraic circuits with tunable connection strengths"
The circuits are orginzed into layers, a multi-step computation path. Ideal for recognizing, translating and generating images (including objects in images) and speech; `neural networks'.
From chpt. 10 on knowledge rep. languages, above notes: "deep neural networks: for reasoning about images, sounds, other data."
Think: gradient descent, back-propagation, convolutional neural networks.
22 "Reinforcement Learning": Learning from experiences of reward and punishment instead of correct examples from a supervisor
Passive and active RL., Q-learning, apprenticeships and inverse RL.
Cf. Reward is Enough, May 2021: [30]https://www.deepmind.com/publications/reward-is-enough
VI INTERACTING--"Communicating, perceiving, and acting"
23 "Natural Language Processing": Communicating with humans and learning from what they've written
Language model: "a probability distribution describing the likelihood of any string." (824)
N-grams, grammar, syntax, semantics, parsing, vagueness, ambiguity, quantification.
24 Deep Learning NLP: Using neural nets on natural language to effectively handle the complexity
"[R]epresenting words as points in a high-dimensional space." RNNs for "long-distance context."
Cf. Attention Is All You Need, 2017: [31]https://arxiv.org/abs/1706.03762 and AIMA4e p. 868, transformer architecture, self-attention.
25 "Computer Vision": Connecting AI to cameras
Photons provide a lot of valuable information to agents--too much information.
Surveillance cameras--good and bad; cars. Lots of machines do better if they can see.
From the Preface: Robotics and vision: "not ...independently defined problems"..."[things] in the service of achieving goals."
26 "Robotics": Connecting AI to sensors, effectors and actuators
To enable movement in-and of--the physical world. Cars, spacecraft, surgeons, submarines, delivery bots.
From the Preface: Robotics and vision: "not ...independently defined problems"..."[things] in the service of achieving goals."
VII CONCLUSIONS--"Conclusions"
27 "Philosophy, Ethics, and Safety of AI": What is AI? What should we do with it? What might it do with us?
Trust--of systems, humans, ourselves, each other.
The human use of human beings. Usefulness of human beings at all?
Medicine. War.
28 "The Future of AI": Our tools will improve dramatically; our ends might remain the same.
Our preferences, our tools, our architectures. They're ours, for now.
Minimize the negative impacts, don't maximize the positive?
A: MATH--"Appendix A: Mathematical Background"
A.1 [SOLVING per §II]: "Complexity Analysis and O() Notation": Problem and algorithm analysis (computer science math)
Asymptotic and worst-case analysis of algorithms:
Approximately predicting the performance (and efficiency) of algorithms based on their steps in worst-case (or best or average) and infinite-case (asymptotic) input scenarios, in order to avoid actually implementing them, and to enable comparison of algorithms.[32]^17
Abstract over the input, and then the implementation, to find the key factors (string length; lines of code) that make the space/time difference. Ignore constants, usually; focus on the key variables.
Complexity analysis of problems:
Polynomial time O(n^k) problems, class P.
Non-polynomial time problems.
Nondeterministic polynomial problems: class NP. A problem with some algorithm that can guess and check a solution in polynomial time.
A.2 [THINKING per §III]: "Vectors, Matrices, and Linear Algebra": Line equation probing (`unknowns' math)
A vector is a pile of numbers (or unknowns or variables), a matrix is a pile of piles of numbers; some of the questions we can ask are `linear problems'[33]^18 (think prediction, interpolation, extrapolation), and algebra (finding unknowns by repairing [or completion] and balancing) on these things is `linear algebra'.
Vectors: Ordered sequences of values--represent something in the real world as just a set of values measuring specific aspects of that thing.[34]^19
Linear algebra: Doing algebra (finding unknowns by repairing [or completion] and balancing) on systems of equations of lines in planes instead of single equations and equations of points on lines (algebra). Think: finding line or plane intersections or bounded regions (based on inequalities instead of equations),[35]^20 and changing lines without affecting intersections[36]^21 --that sort of thing.
Thinking about higher dimensional objects: left-right x, up-down y, forward-backward z, wrist-watch value (time) t, color spectrum p, texture q, weight r, etc.
A.3 [UNCERTAINTY per §IV] "Probability Distributions": Quantifying `probably' (uncertainty math)
Probability is a controversial concept.[37]^22
Experiments yield outcomes; a set of outcomes is an event; the set of all possible outcomes is the sample space.[38]^23
"A `probability' is a measure over a set of events...." A probability model: sample space plus the probability measure for each outcome.
Cf. `random variable' note above.
B: CODE--"Appendix B: Notes on Languages and Algorithms"
B.1 "Defining Languages with Backus-Naur Form (BNF)": Defining formal languages
Languages: * propositional logic; * first-order logic; * English;
Formal language: strings, symbols, infinite strings, grammar, Chomsky hierarchy (context free).
BNF elements: * Terminals: symbols / words; * Non terminals that categorize: NounPhrase; * Start symbol: Sentence (English) or Expr (math) or Program (computing); * Rewrite rules: Sentence -> Expr Operator Expr | (Expr) | Number.
Think compilers:[39]^24 source language to target language, first syntax then semantics, reconstruct source logic in target logic.
1. Syntax analysis module: tokenizing + parsing (rule matching);
2. Code generation module: data translation and command translation.
Think also: (universal?) generative grammar, generating new strings, chat bots, GPT-3, Deep Blue, AlphaCode, Turing test.
B.2 "Describing Algorithms with Pseudocode": Code formatting and conventions
* Persistent variables: global state, side effects, OOP vs functional programming; agents use persistent variables for memory; implementation in OOP vs FP languages; * Functions as variable values: f(9)=3; * Indentation is significant: it scopes control structures (loops and cobditionals), also functions; but objects? Not really. They use `persistent' variable as memory, which can be implemented as an object, or a `functional closure', cf braces and `end'; * Destructuring assignment notation; * Default values for parameters: y=0; * Yield: generates an element of sequence; * Loops: for, while, repeat until; * Lists notation; * Sets notation; * Arrays index starts at 1 as in math, not code.
__
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By Retraice, Inc.(The below text version of the notes is for search purposes and convenience. See the PDF version for proper formatting such as bold, italics, etc., and graphics where applicable. Copyright: 2022 Retraice, Inc.)
AIMA4e Annotations
A companion to the great white brick.
As of November 26, 2022
(Start date: November 21, 2022.)
[1]retraice.com
Version notes: [2]Retraice ([3]2022/11/21) (Re57), first draft, covered Preface, Sections I, II; [4]Retraice ([5]2022/11/22) (Re58), no footnotes, covered Sections III, IV; [6]Retraice ([7]2022/11/22) (Re58) again, moved some notes from Re57 and Re58 notes to footnotes here; [8]Retraice ([9]2022/11/23) (Re59), covered Sections V, VI, VII; [10]Retraice ([11]2022/11/24) (Re60), covered Appendix A; [12]Retraice ([13]2022/11/25) (Re61), covered Appendix B.
PREFACE
* The phenomenon: intelligent agents[14]^1 * The discipline: artificial intelligence,[15]^2 "the study of agents that receive percepts from the environment and perform actions." (vii)
* Aspects of the phenomenon: + Agent function: "Each ...agent implements a function that maps percept sequences to actions" (vii) o Ways to represent agent functions include: "reactive agents, real-time planners, decision-theoretic systems, and deep learning systems." (vii) + Learning o "a construction method for competent systems" (viii) o "a way of extending the reach of the designer into unknown environments." (viii) + Goals o Robotics and vision: # "not ...independently defined problems" # "[things] in the service of achieving goals."
I INTELLIGENCE --"Artificial Intelligence"
1 Introduction
Definitions, foundations, history, philosophy, state of the art, risks-benefits.
2 Agents
Environments, `good' behavior, agent structure and types.
II SOLVING--"Problem-solving"
3 Searching: Looking ahead to find a sequence
Algorithms, strategies, informed/heuristic[16]^3 strategies.
4 Complex Environments: More realistic environments
Local search, optimization, continuous spaces, nondeterministic actions, partially observable env.s, online search and unknown env.s.
5 Adversarial Games: Other agents competing against us
Theory, optimal decisions, alpha-beta tree search, Monte Carlo tree search, stochastic g.s, partially observable g.s, limitations.
6 Constraints: States as domains, solutions as allowable combinations of states
Constraint propagation, inference, backtracking search, local search, structure of problems
III THINKING--"Knowledge, reasoning, and planning"
7 "Logical Agents": Forming representations and reasoning before acting
Knowledge-based agents; representing[17]^4 worlds; logic, world models and `possible worlds';[18]^5 logic without objects.
8 "First-Order Logic": A formal language for objects and their relations
`Ontological commitment' (what is assumed about reality); syntax, semantics; knowledge engineering (building formal representations of important[19]^6 objects and relations in a domain).
9 First-Order Inference: Reasoning about objects and their relations
Algorithms to answer any 1st-order logic question.
10 "Knowledge Representation": Representing the real world for problem solving
What content to put into a knowledge base.
Knowledge representation languages and their uses (315): * First-order logic: reasoning about a world of objects and relations; * Hierarchical task networks: for reasoning about plans (chpt. 11); * Bayesian networks: for reasoning with uncertainty (chpt. 13); * Markov models: for reasoning over time (chpt. 17); * Deep neural networks: for reasoning about images, sounds, other data (chpt. 21).
11 "Automated Planning": Hierarchical task networks
Planning for spacecraft, factories, military campaigns; representing actions and states; efficient algorithms and heuristics.
IV UNCERTAINTY--"Uncertain knowledge and reasoning"
12 "Quantifying Uncertainty": An answer to the laziness and ignorance that kill formal logic
Causes of uncertainty are environment types (partially observable,[20]^7 nondeterministic, adversarial[21]^8 ); belief state grows big and unlikely fast (384); agents still need a way to act; absolute certainty is impossible;[22]^9 it comes down to importance, likelihood and degree of success (385-386).
Logic fails because laziness and ignorance; probability theory solves the qualification problem by summarizing the uncertainty.[23]^10 * Laziness: too much work to list everything, or use such a list; * Ignorance: (theoretical) there are no complete theories; (practical) we can never run all the tests.
13 "Probabilistic Reasoning" [big]: Bayesian networks
For reasoning with uncertainty by representing causal independence (398) and conditional independence (401) relationships to simplify probabilistic representations of the world.
14 "Probabilistic Reasoning Over Time": Comprehending the uncertain past, present and future
Belief state[24]^11 plus transition model yields prediction (chpt 4, 7, 11); percepts and sensor model yield updated belief state; add probability theory to switch from possible states to probable states.[25]^12
15 "Probabilistic Programming": Universal formal languages to represent any computable probability model, and they come with algorithms
Using formal logic and traditional programming languages to represent probabilistic information.
16 "Making Simple Decisions": Agents getting what they want in an uncertain world--as much as possible, on average
Beliefs, desires; utility theory; utility functions; decision networks; the value of information (547);[26]^13 this chapter is concerned with one-shot or episodic decisions problems (as opposed to sequential) (cf. 562, below).
17 "Making Complex Decisions": What to do today given decisions to be made tomorrow
Sequential decision problems (as opposed to one-shot episodic, cf. above): the agent's utility depends on a sequence of decisions in stochastic (explicitly probabilistic (45)) and partially observable environments. Markov models (563; cf. 463) for reasoning over time (chpt. 17).
18 "Multiagent Decision Making" [big]: When there's more than one agent in the environment
The nature of such environments and the strategies for problem-solving depend on the relationships between agents: non-cooperative and cooperative game theory; collective decision-making.
V LEARNING--"Machine learning"
19 "Learning From Examples" [big]: Improving behavior by observing the present (past?) and predicting the future
Learning is improving performance (behavior) after making observations.[27]^14
If the agent is a computer: Machine learning: "a computer observes some data, builds a model based on the data, and uses the model as both a hypothesis about the world and a piece of software that can solve problems." (651)
Subsections: * supervised learning; * learning decision trees; * model selection and optimization; * theory of learning; * linear regression (finding the best-fit line, i.e. predicting `future' [dependent] values based on plotting `past' [independent] values), classification;[28]^15 * nonparametric models (which retain all the examples, aka `instance-based' or `memory-based' learning, which is more true to large datasets [scalable?] than parametric, which summarize, and then discard, training data in fixed numbers of parameters), * ensemble learning (using multiple hypotheses instead of one, and averaging or voting--`base' models are combined into an `ensemble' model); * ML system development, the practice (software engineering and design patters in ML ops).
20 "Learning Probabilistic Models": View `learning' as "uncertain reasoning from observations" and model the world accordingly
Agents can't use probability and decision theories until they learn them from experience: treat learning itself as an inference process in a probabilistic world. Use Bayesian networks. Key concepts: data and hypotheses. "Here, the data are evidence ...instantiations of some or all of the random variables describing the domain."[29]^16
21 "Deep Learning": represent hypotheses as "complex algebraic circuits with tunable connection strengths"
The circuits are orginzed into layers, a multi-step computation path. Ideal for recognizing, translating and generating images (including objects in images) and speech; `neural networks'.
From chpt. 10 on knowledge rep. languages, above notes: "deep neural networks: for reasoning about images, sounds, other data."
Think: gradient descent, back-propagation, convolutional neural networks.
22 "Reinforcement Learning": Learning from experiences of reward and punishment instead of correct examples from a supervisor
Passive and active RL., Q-learning, apprenticeships and inverse RL.
Cf. Reward is Enough, May 2021: [30]https://www.deepmind.com/publications/reward-is-enough
VI INTERACTING--"Communicating, perceiving, and acting"
23 "Natural Language Processing": Communicating with humans and learning from what they've written
Language model: "a probability distribution describing the likelihood of any string." (824)
N-grams, grammar, syntax, semantics, parsing, vagueness, ambiguity, quantification.
24 Deep Learning NLP: Using neural nets on natural language to effectively handle the complexity
"[R]epresenting words as points in a high-dimensional space." RNNs for "long-distance context."
Cf. Attention Is All You Need, 2017: [31]https://arxiv.org/abs/1706.03762 and AIMA4e p. 868, transformer architecture, self-attention.
25 "Computer Vision": Connecting AI to cameras
Photons provide a lot of valuable information to agents--too much information.
Surveillance cameras--good and bad; cars. Lots of machines do better if they can see.
From the Preface: Robotics and vision: "not ...independently defined problems"..."[things] in the service of achieving goals."
26 "Robotics": Connecting AI to sensors, effectors and actuators
To enable movement in-and of--the physical world. Cars, spacecraft, surgeons, submarines, delivery bots.
From the Preface: Robotics and vision: "not ...independently defined problems"..."[things] in the service of achieving goals."
VII CONCLUSIONS--"Conclusions"
27 "Philosophy, Ethics, and Safety of AI": What is AI? What should we do with it? What might it do with us?
Trust--of systems, humans, ourselves, each other.
The human use of human beings. Usefulness of human beings at all?
Medicine. War.
28 "The Future of AI": Our tools will improve dramatically; our ends might remain the same.
Our preferences, our tools, our architectures. They're ours, for now.
Minimize the negative impacts, don't maximize the positive?
A: MATH--"Appendix A: Mathematical Background"
A.1 [SOLVING per §II]: "Complexity Analysis and O() Notation": Problem and algorithm analysis (computer science math)
Asymptotic and worst-case analysis of algorithms:
Approximately predicting the performance (and efficiency) of algorithms based on their steps in worst-case (or best or average) and infinite-case (asymptotic) input scenarios, in order to avoid actually implementing them, and to enable comparison of algorithms.[32]^17
Abstract over the input, and then the implementation, to find the key factors (string length; lines of code) that make the space/time difference. Ignore constants, usually; focus on the key variables.
Complexity analysis of problems:
Polynomial time O(n^k) problems, class P.
Non-polynomial time problems.
Nondeterministic polynomial problems: class NP. A problem with some algorithm that can guess and check a solution in polynomial time.
A.2 [THINKING per §III]: "Vectors, Matrices, and Linear Algebra": Line equation probing (`unknowns' math)
A vector is a pile of numbers (or unknowns or variables), a matrix is a pile of piles of numbers; some of the questions we can ask are `linear problems'[33]^18 (think prediction, interpolation, extrapolation), and algebra (finding unknowns by repairing [or completion] and balancing) on these things is `linear algebra'.
Vectors: Ordered sequences of values--represent something in the real world as just a set of values measuring specific aspects of that thing.[34]^19
Linear algebra: Doing algebra (finding unknowns by repairing [or completion] and balancing) on systems of equations of lines in planes instead of single equations and equations of points on lines (algebra). Think: finding line or plane intersections or bounded regions (based on inequalities instead of equations),[35]^20 and changing lines without affecting intersections[36]^21 --that sort of thing.
Thinking about higher dimensional objects: left-right x, up-down y, forward-backward z, wrist-watch value (time) t, color spectrum p, texture q, weight r, etc.
A.3 [UNCERTAINTY per §IV] "Probability Distributions": Quantifying `probably' (uncertainty math)
Probability is a controversial concept.[37]^22
Experiments yield outcomes; a set of outcomes is an event; the set of all possible outcomes is the sample space.[38]^23
"A `probability' is a measure over a set of events...." A probability model: sample space plus the probability measure for each outcome.
Cf. `random variable' note above.
B: CODE--"Appendix B: Notes on Languages and Algorithms"
B.1 "Defining Languages with Backus-Naur Form (BNF)": Defining formal languages
Languages: * propositional logic; * first-order logic; * English;
Formal language: strings, symbols, infinite strings, grammar, Chomsky hierarchy (context free).
BNF elements: * Terminals: symbols / words; * Non terminals that categorize: NounPhrase; * Start symbol: Sentence (English) or Expr (math) or Program (computing); * Rewrite rules: Sentence -> Expr Operator Expr | (Expr) | Number.
Think compilers:[39]^24 source language to target language, first syntax then semantics, reconstruct source logic in target logic.
1. Syntax analysis module: tokenizing + parsing (rule matching);
2. Code generation module: data translation and command translation.
Think also: (universal?) generative grammar, generating new strings, chat bots, GPT-3, Deep Blue, AlphaCode, Turing test.
B.2 "Describing Algorithms with Pseudocode": Code formatting and conventions
* Persistent variables: global state, side effects, OOP vs functional programming; agents use persistent variables for memory; implementation in OOP vs FP languages; * Functions as variable values: f(9)=3; * Indentation is significant: it scopes control structures (loops and cobditionals), also functions; but objects? Not really. They use `persistent' variable as memory, which can be implemented as an object, or a `functional closure', cf braces and `end'; * Destructuring assignment notation; * Default values for parameters: y=0; * Yield: generates an element of sequence; * Loops: for, while, repeat until; * Lists notation; * Sets notation; * Arrays index starts at 1 as in math, not code.
__
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Russell, B. (1948). Human Knowledge: Its Scope and Limits. Routledge. First published in 1948. This edition 1992. ISBN: 0415083028. Searches: [103]https://archive.org/search.php?query=Human%20Knowledge%3A%20Its%20Scope%20and%20Limits [104]https://www.amazon.com/s?k=0415083028 [105]https://www.google.com/search?q=isbn+0415083028 [106]https://lccn.loc.gov/94209784
Russell, B. (1959). My Philosophical Development. Wnwin Brothers. No ISBN. [107]https://archive.org/details/myphilosophicald0000russ/page/n11/mode/2up Retrieved 06 Jun. 2021. Searches: [108]https://www.amazon.com/s?k=Russell+My+Philosophical+Development [109]https://www.google.com/search?q=Russell+My+Philosophical+Development [110]https://lccn.loc.gov/59003496
Thompson, K. (1984). Reflections on trusting trust. Communications of the ACM, 27(8), 761-763. Aug. 1984. [111]https://doi.org/10.1145/358198.358210 Also available at: [112]https://www.cs.cmu.edu/~rdriley/487/papers/Thompson_1984_ReflectionsonTrustingTrust.pdf Retrieved 4th Dec. 2020.
Vallee, J. (1979). Messengers of Deception: UFO Contacts and Cults. And/Or Press. ISBN: 0915904381. Different edition and searches: [113]https://archive.org/details/MessengersOfDeceptionUFOContactsAndCultsJacquesValle1979/mode/2up [114]https://www.amazon.com/s?k=0915904381 [115]https://www.google.com/search?q=isbn+0915904381 [116]https://catalog.loc.gov/vwebv/search?searchArg=0915904381
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