Show simple item record

dc.contributor.advisorGerald J. Sussman.en_US
dc.contributor.authorHearn, Robert A. (Robert Aubrey), 1965-en_US
dc.contributor.otherMassachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science.en_US
dc.date.accessioned2005-06-02T15:31:42Z
dc.date.available2005-06-02T15:31:42Z
dc.date.copyright2001en_US
dc.date.issued2001en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/17510
dc.descriptionThesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2001.en_US
dc.descriptionIncludes bibliographical references (p. 57-58).en_US
dc.description.abstractMost Artificial Intelligence (AI) work can be characterized as either "high-level" (e.g., logical, symbolic) or "low-level" (e.g., connectionist, behavior-based robotics). Each approach suffers from particular drawbacks. High-level Al uses abstractions that often have no relation to the way real, biological brains work. Low-level Al, on the other hand, tends to lack the powerful abstractions that are needed to express complex structures and relationships. I have tried to combine the best features of both approaches, by building a set of programming abstractions defined in terms of simple, biologically plausible components. At the "ground level", I define a primitive, perceptron-like computational unit. I then show how more abstract computational units may be implemented in terms of the primitive units, and show the utility of the abstract units in sample networks. The new units make it possible to build networks using concepts such as long-term memories, short-term memories, and frames. As a demonstration of these abstractions, I have implemented a simulator for "creatures" controlled by a network of abstract units. The creatures exist in a simple 2D world, and exhibit behaviors such as catching mobile prey and sorting colored blocks into matching boxes. This program demonstrates that it is possible to build systems that can interact effectively with a dynamic physical environment, yet use symbolic representations to control aspects of their behavior.en_US
dc.description.statementofresponsibilityby Robert A. Hearn.en_US
dc.format.extent58 p.en_US
dc.format.extent3173576 bytes
dc.format.extent3173384 bytes
dc.format.mimetypeapplication/pdf
dc.format.mimetypeapplication/pdf
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582
dc.subjectElectrical Engineering and Computer Science.en_US
dc.titleBuilding grounded abstractions for artificial intelligence programmingen_US
dc.typeThesisen_US
dc.description.degreeS.M.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
dc.identifier.oclc49223440en_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record