2. Philosophy - Stefano Franchi
2. Philosophy - Stefano Franchi
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