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2. Philosophy - Stefano Franchi

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B ETWEEN ENGINEERING, SCIENCE, AND PHILOSOPHY.<br />

To see how the situation may be different we need to take a brief look at some concrete<br />

production of Artificial Intelligence by performing a little thought experiment. We will<br />

imagine a possible interaction with two AI artifacts: the first is CHESS, one of the first<br />

computer programs capable of playing chess, and the second is SHRDLU, one of the most<br />

successful programs able to converse in natural language. 26<br />

CHESS (Simon, Newell)<br />

Imagine having a meeting with CHESS and its designer(s).<br />

You are sitting in a room, in front of computer console,<br />

and the researchers explain to you that they have written a<br />

program that can carry on a real, meaningful game of<br />

chess.<br />

That is, the program can exchange chess moves with you,<br />

follow the rules of chess, and understand what it’s doing.<br />

The interaction with the program is quite simple: you type<br />

your move on the keyboard and the computer answer<br />

with a move of its own.<br />

They invite you to test the truthfulness of their assertions<br />

by playing a game with the computer. You accept, pick<br />

up the black pieces, and the following exchange ensues:<br />

Your commands are shown in this type,<br />

the computer’s replies in this type,<br />

and the researchers’ in this one.<br />

1. P-Q4 N-KB3<br />

<strong>2.</strong> N-QB3<br />

White prepares to occupy the center with P-K4, but<br />

the text move has the disadvantage of blocking the<br />

Queen’s Bishop pawn, which when advanced to<br />

Queen Bishop Four, controls Queen Five with a<br />

pawn.<br />

<strong>2.</strong> ... P-Q4<br />

3 Q-Q3<br />

This move does prepare P-K4; However, (1) minor<br />

pieces should generally be developed before the<br />

Queen, (2) the Queen is now subject to early attack<br />

by Black’s minor pieces, and (3) the text move decreases<br />

the mobility of the King’s bishop.<br />

3. ... P-QN3<br />

4. P-K4 B-N2<br />

5. P X P<br />

Best I think. if, for example, (a) 5. P-K5, N-K5 gives<br />

Black strong control of Queen Four and King Five<br />

with a devastating P-QB4 to follow shortly; while<br />

(b) 5. P-B3 leaves White no good squares on which<br />

to develop his King side pieces<br />

.......................<br />

SHRDLU (Winograd)<br />

Imagine having a meeting with SHRDLU and its designer(s).<br />

You are sitting in a room, in front of computer console,<br />

and the researcher(s) explain to you that they have written<br />

a program that can carry on a conversation in English<br />

about a restricted “block-world.”<br />

That is, the program can talk with you, follow the rules of<br />

English, and know what it’s talking about. The interaction<br />

with the program is quite simple: you type your sentence<br />

on the keyboard and the computer answer with a sentence<br />

of its own.<br />

They invite you to test the truthfulness of their assertions<br />

by chatting with the computer. You accept, and the following<br />

exchange ensues:<br />

Your commands are shown in this type,<br />

the computer’s replies in this type,<br />

and the researchers’ in this one.<br />

1. Pick up a big red block<br />

OK<br />

The systems answers “OK” when it carries out a<br />

command. In order to pick up the red block, it had<br />

to clear it off by finding a space for the green one<br />

and moving the green none away.<br />

<strong>2.</strong> Grasp the pyramid.<br />

I don’t understand which pyramid you<br />

mean<br />

There are three pyramids in the scene, so the program<br />

does nothing.<br />

3. Find a block which is taller than the one you are<br />

holding and put it into the box.<br />

The system has to figure out what is meant by<br />

“one” and “it,” as well as using deduction to decide<br />

which block is holding.<br />

By “it” I assume you mean the block<br />

which is taller than the one I am<br />

holding.<br />

Printed out to keep us informed.<br />

OK<br />

26. The interactions (and the comments provided by the authors) are taken, respectively, from Allen Newell,<br />

J.C, Shaw, and Herbert Simon, “Chess Playing Programs and the Problem of Complexity,” Edward<br />

Feigenbaum and Julian Feldman, (eds.), Computers and Thought (New York: McGraw-Hill, 1963) 66-<br />

67, and Terry Winograd, “A Procedural Model of Language Understanding,” Roger Schank and Kenneth<br />

Colby, eds., Computer Models of Thought and Language (San Francisco: Freeman, 1973) 152-<br />

186.<br />

147

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