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00100 POSSIBLE FORMS OF INTELLIGENCE - NATURAL AND ARTIFICIAL
00200
00300 by John McCarthy, Stanford University
00400
00500
00600 The likelihood and nature of interstellar communication would
00700 seem to depend on the intellectual nature of the beings with whom we
00800 might communicate. In the study of artificial intelligence, we
00900 attempt to study intellectual mechanisms as independently as we can
01000 of the particular ways intellectual activity is carried out by
01100 humans. Therefore, as a specialist in artificial intelligence, I am
01200 glad to try to see what light that study can shed on the problem of
01300 intelligence in the universe.
01400
01500 I shall begin by summarizing the history of artificial
01600 intelligence, describing its present state, and presenting some of
01700 the problems that currently baffle us.
01800
01900 Artificial intelligence - the study of how to make computers
02000 carry out activities presenting intellectual difficulties to humans -
02100 really began with the advent of the stored program digital computer
02200 in 1949.
02300
02400 One of the earliest undertakings was to make the computers
02500 play games. I want to mention the current levels of achievement in
02600 making computers play four different games. The games in question
02700 are all all board games, they are all played by players playing
02800 alternately and yet, as far as computer programs go, we have quite
02900 different levels of achievement. The first game is called kalah. A
03000 computer program written with a fair amount of effort over a couple
03100 of years plays kalah better than any human players, at least that we
03200 have been able to find. In fact we`ve learned to play the game a
03300 good deal better from watching the computer play. We were also able
03400 to solve the game in one of its common variants and prove that it was
03500 a win for the first player which had not been previously believed.
03600
03700 The leading characteristic of kalah which makes it possible
03800 to write a better computer program than human players is that certain
03900 aspects of intelligence seem to be irrelevant. The position changes
04000 rapidly; there are no apparent strategic characteristics of positions
04100 that hold for a long time; there doesn't seem to be very much pattern
04200 recognition. What seems important are minor strategems. You want to
04300 capture a few of the opponent's stones, so you figure out a little
04400 bit of--if I do this and he does that and I do this and he does that,
04500 aha, I win, or if he does that at this point I lose and so forth,
04600 i.e. you follow the move tree a little bit. That`s how human beings
04700 play the game, and the machine is a lot better at tracing move trees
04800 than a human. It should be mentioned, however, that the first kalah
04900 programs did not play as well as people. Two improvements in the
05000 early programs made the difference. The first improvement is
05100 somewhat specific to kalah and consists of a variety of ways for
05200 determing that the game is over, one player having an unbeatable
05300 advantage. This saves much branching at the ends of the move tree.
05400 The second--called the α-β heuristic--applies to all games where
05500 players move alternately. It involves not examining moves
05600 alternative to refuting moves. (A refuting move is one that shows
05700 that the opponent's move leading to the position is worse than one of
05800 his already examined moves.)
05900
06000 The α-β heuristic is used by all human players, but was not
06100 identified as necessary by the first writers of game-playing
06200 programs. This illustrates two facts: First, an intellectual
06300 mechanism may be compulsory for the problems; I cannot imagine an
06400 effective general game player--human, alien, or machine--that did not
06500 use α-β. Second, many of our difficulties in artificial intelligence
06600 are a failure to recognize mechanisms that will be obvious once
06700 pointed out.
06800
06900 The next level of performance is a more difficult game,
07000 checkers. The checker program, written by Arthur Samuel uses a
07100 similar strategy to that used in the kalah program, and it also plays
07200 quite well. It can beat most ordinary players and it played with the
07300 U.S. Champion and got one draw in 6 games; the other five he beat it.
07400 Since then the checker experts have learned a little bit more about
07500 how the program plays checkers and they beat it almost every time
07600 now.
07700
07800 The game into which the most effort has been put is chess,
07900 and the best currrent chess program is Greenblatt's at MIT; this one
08000 plays class C chess, and he thinks he can get it up to playing class
08100 B chess by an extension of his present methods. There are several
08200 rivals now: people who think they have computer programs that can
08300 play as well as Greenblatt's, and some of them have proposed a
08400 computer chess tournnament. Greenblatt is, like all good chess
08500 players, coy about whether he will participate. He wants to play his
08600 program against human players mainly, and he says they could enter
08700 the U.S. Open Tournament too. (When chess players say "open", they
08800 mean it; computer programs have been admitted provided they obey all
08900 the rules including the time rules).
09000
09100 In the chess programs, there is a lot more going on than
09200 simple tree search, which yields a very bad program even with α-β.
09300 Much of it is specific to chess: techniques for recognizing threat
09400 situations, techniques for evaluating positions, and techniques for
09500 determining the effects of complicated exchanges of pieces. Of more
09600 general significance is comparing the potential of a move with the
09700 requirements of a position; e.g. if in a certain variant being
09800 considered, one is down a bishop, one should not engage in plots to
09900 win a pawn.
10000
10100 Jonathan Ryder, a graduate student at Stanford, who is an
10200 expert Go player, is writing a program to play Go. It still plays
10300 extremely badly, and this is because intellectual mechanisms that we
10400 understand and know how to make a computer carry out and which work
10500 fairly well in chess are very weak in Go. The problem in Go is the
10600 large number of moves. There are 361 possible first moves, 360
10700 replies, and 359 replies to that and so forth for a while, because a
10800 move consists of putting a stone on a 19x19 board. Therefore, the
10900 method used in chess, following out the move tree, immediately fails
11000 in Go because the tree will be 361x360x359 etc. moves in size, and Go
11100 players sometimes look a fair distance ahead. We examine this, and
11200 ask what is wrong; a human player certainly doesn`t look at all those
11300 alternatives. Then we discover that the human player divides the
11400 board up into regions on the basis of the stones that are already on
11500 the board and he thinks about the regions separately. "Is this group
11600 of stones safe or can it be captured by the opponent?" In order to
11700 figure this out, he does a local analysis. He goes through a move
11800 tree alright, but the move tree only contains moves in the immediate
11900 area and only those moves which are suggested by certain principles.
12000 He may come to a conclusion that the group is safe provided he moves,
12100 but if he doesn`t move, it will be captured and he will lose so many
12200 points. He will remember this while he thinks about what his
12300 opportunities are on the rest of the board and then after a while he
12400 will begin to think about interactions between these local
12500 situations. He will note that a move at a certain place affects both
12600 situations and so forth. As yet we do not fully understand how to
12700 program the recognition of local situations. In chess, local
12800 situations also exist, and maybe we can`t get much beyond the level
12900 that Greenblatt's program currently achieves, without taking this
13000 into account, but in Go their recognition is essential for even
13100 moderately good play. Ryder has had some success in this direction.
13200
13300 Another area is proving mathematical theorems by computer.
13400 At first this work was done in a large number of different formalisms
13500 but now most of it is done in Robinson's resolution formalism of the
13600 predicate calculus. There are quite a number of theorem proving
13700 programs that work by resolution, and quite a number of different
13800 kinds of problems have been formalized in predicate calculus.
13900
14000 The most spectacular result of computer theorem proving was
14100 the solution of a known unsolved problem in lattice theory. A
14200 mathematician looking at computer output noted that one of the
14300 computer-proved formulas implied the resolution of the conjecture. I
14400 don't know if the program could have proved the conjecture directly.
14500 Moreover, lattice theory seems to be particularly suited to computer
14600 theorem provers because much of it is formula manipulation;
14700 complicated structures of lemmas and the use of examples is less
14800 essential than in other branches of mathematics.
14900
15000 Much work has also been done in computer interaction with the
15100 real world. For example, a computer is equipped with an artificial
15200 arm and artificial eye, the artificial eye being a television camera.
15300 Programs can be written to assemble objects out of parts, for
15400 example. It turns out that the most difficult problems for this are
15500 in the area of vision. This involves going from a TV image in the
15600 computer (in our case a 256x333 array of 4 bit numbers) to a list of
15700 the objects in the scene with their positions and attitudes, so that
15800 the programs that control the artificial arm will be able to know
15900 where to reach out and grasp and pick something up and move it.
15950
16000 At present there are several approaches, all of which are
16100 clearly quite limited even in their potential accomplishment let
16200 alone in their present accomplishment. One approach involves scenes
16300 that are composed of objects with flat faces. Thus there are
16400 definite edges between the faces and there exist programs that can
16500 find these edges and even distinguish edges of objects from edges of
16600 shadows, which is not so trivial since sometimes the shadows are more
16700 prominent than the edges of the objects. In any case, block-
16800 stacking is possible; you can pick up a batch of blocks and make
16900 towers out of them, and we hope to be able to do some more ambitious
17000 things shortly.
17050
17100 Another approach being followed at Stanford Research
17200 Institute involves recognizing objects in a different way: The
17300 program divides the region into a large number of subregions, say
17400 100x100, it characterizes each subregion, and then it joins together
17500 adjacent subregions that have the same characterization: for example,
17600 about the same color and the same shade if color is something you're
17700 using or the same shade, the same brightness in any case. Thus it
17800 builds larger regions and finds the boundaries of the regions group
17900 these regions together to make objects. This has some potentiality
18000 for dealing with curved objects. Still other possibilities are being
18100 pursued.
18150
18200 I think this is enough about the concrete accomplishments of
18300 artificial intelligence work.
18400
18500
18600 We can complement the above look at the concrete
18700 accomplishments of artificial intelligence research by taking a look
18800 at the current research problems. In my opinion, there are two main
18900 classes of problems in AI. The first is the discovery or invention of
19000 intellectual mechanisms and their implementation by computer
19100 programs. (Mostly the mechanisms are discovered in human behavior -
19200 more often by introspection than by formal psychological experiment,
19300 but sometimes mechanisms are invented that have no obvous counterpart
19400 in human or animal behavior. α-β is an example of a discovered
19500 mechanism, and associative memories based on hash-addressing is an
19600 example of an invented one). Mechanisms are often found by looking
19700 into the reasons for the disappointing performance of a program
19800 containing mechanisms previously thought adequate to solve a certain
19900 class of problems. Often there is no glory in this work, because the
20000 new mechanisms, once found, are considered obvious. Particular
20100 intellectual mechanisms are often called heuristics, and their study
20200 is called heuristic programming.
20300
20400 The second class of problems is more basic, but this fact has
20500 only recently become apparent to very many workers in the field.
20600 These are the problems of what an intelligent being, human or
20700 machine, can know about the world and how this information should be
20800 represented in the memory of the computer. In the early game playing
20900 and theorem proving programs, it was possible for the programmer to
21000 devise an ad hoc representation of what was believed to be all
21100 relevant information. Present programs for game playing are all based
21200 on these ad hoc representations of positions. Any strategic or
21300 tactical concepts are represented by features of the program.
21400
21500 When we want to design a program that has anything like the
21600 human generality in reacting to real-world situations that include
21700 observing the physical world, receiving information about it
21800 expressed in a natural language, deciding whether enough information
21900 is available to take successful action in a given situtation and if
22000 not deciding how to get more - then, the ad hoc representations are
22100 inadequate. Then we must equip our program with some ideas about
22200 what the world is like in general (metaphysics) and some ideas about
22300 what knowledge is available and how more can be obtained
22400 (epistemology). The problems are those of the above-mentioned
22500 branches of philosophy, but when we look at what the philosophers
22600 have done we are disappointed. Almost all of what they have proposed
22700 is too vague; e.g. we cannot program a computer to look at the world
22800 in the way recommended by (say) Wittgenstein. Also much philosophy
22900 seems clearly wrong; the recommended ways of getting information (to
23000 the extent that they are precise) just won't work. The positivist
23100 philosophers seem to have thrown out real problems in their efforts
23200 to clean out meaningless ideas.
23300
23400 Recently, there as been a beginning in making a formal
23500 language capable of expressing what human beings know and robots need
23600 to know about real world situations in order to take successful
23700 action. This has involved expressing in first order logic
23800 descriptions of situations and the effects of taking actions in them.
23900 The desire has been to formalize the situation well enough so the
24000 fact that a certain strategy is appropriate to realizing a certain
24100 goal is a logical consequence of the description of the particular
24200 situation and general information about the effects of different
24300 kinds of actions. Moderate success has been achieved, and the
24400 research continues. We hope the results will be of philosophical as
24500 well as artificial intelligence interest. Within the last two
24600 years, a new formalism has been developed by Hewitt, Winograd, and
24700 others at the M.I.T. Artificial Intelligence Laboratory based on
24800 Hewitt's language PLANNER. This formalism represents much
24900 information as procedures and has been particularly effective in
25000 translating information originally expressed in natural language into
25100 computer form. It also gives a new approach to expressing
25200 generalizations that have exceptions not all of which can be
25300 presented along with the original generalization.
25400
25500 The epistemological problem is also very acute in connection
25600 with programs that physically manipulate the world on the basis of
25700 visual information.
25750
25800 Now I would like to make some connections with interstellar
25900 communication. The first conclusion is that the mechanisms of
26000 intelligence are mostly objective and are not dependent on whether
26100 it's a human being or a machine or a Martian doing the thinking. If
26200 you are going to play chess well, then you have to carry out certain
26300 processes, processes of search, processes of factoring a situation
26400 into its subparts, and it would seem that these are independent of
26500 who you are. If you want to discover physics for yourself on the
26600 basis of experiment, again the intellectual procedures that you have
26700 to go through seem to be determined by the nature of the problem to a
26800 large extent, rather than by who you are. This suggests to me that
26900 we should expect to find other intelligences in the universe using
27000 similar procedures to the ones which we use and which we would like
27100 to program our machines to use. Of course, they may think slower or
27200 faster than we do, and they may have pursued certain areas of
27300 knowledge to a lesser or greater extent than we have.
27400 There are much greater possibilities for difference in
27500 motivational structure. Most computer programs are not properly said
27600 to have motivational structures; they just run. However, many of our
27700 attempts to make intelligent programs involve interpreting certain
27800 expressions in the computer memory as goals. The program compares
27900 the present situation with the goal which suggests possible actions
28000 the predicted results of which are also compared with the goal.
28100 Subgoals are generated subordinate to the main goal and these are
28200 pursued. In my opinion, such programs may properly be said to have
28300 motivational structures, and we may also try to interpret human
28400 behavior in terms of formal goal structures. However, the programs
28500 we have written so far and even programs that we contemplate writing
28600 in the future to achieve our purposes seem to have simpler
28700 motivational structures than have human beings.
28800
28900 Human beings often change their goals in stronger sense than
29000 programs change subgoals in pursuit of a main goal. In fact, a human
29100 does not have a main goal in the sense of some function that he
29200 conducts his life so as to optimize. We often find ourselves in
29300 states of relative goallessness, where what we want is to find a
29400 goal.
29450
29500 To take another example, a dog's motivational structure can
29600 be described approximately in the following way: sometimes the dog is
29700 hungry and wants to eat, sometimes he is thirsty and wants to drink,
29800 sometimes he is driven by sex. When none of these things apply, he
29900 is content to lie down and rest. One could imagine that some very
30000 intelligent organism could have a similar motivational structure to
30100 the dog, it solves problems as they present themselves but does not
30200 do much when no problem presents itself. On the other hand, other
30300 aliens might be motivated by curiousity. They want to find out as
30400 much about the universe as a whole as possible, which they would do
30500 by pursuing science and also by exploration. We can imagine beings
30600 motivated by a drive to expand; they might want to convert as much of
30700 the universe as possible into their own substance.
30750
30800 It seems to me that all of these are possible stable forms of
30900 motivational structure for an intelligent being, though it's not so
31000 easy to see which of them could have evolved.
31050
31100 With regard to social organization, there are also many
31200 possibilities. Thus, we tend to presume civilizations composed of
31300 many independent beings with distinct individual goals interacting
31400 with each other, but this is not enivitable. Science fiction writers
31500 have imagined a single intelligcnce that had incorporated more and
31600 more material of its original planet into its structure and which has
31700 goals of expansion or curiousity.
31850
31900 Some ideas about the communicativeness of extra-terrestial
32000 intelligences can be obtained by speculating about our own future.
32100 Of course many people are trying to plan our future for the next 100
32200 years or even 1000, but it seems to me that these plans have a
32300 certain arrogance. Suppose we look back and ask what attention we
32400 today pay to plans made for us, especially in the technological and
32500 economic area, by people 100 years ago. It turns out that we're not
32600 even very curious as to what they thought the future 100 years hence
32700 would be like, and I think that our descendants will be similarly
32800 uninterested in what we predict and plan for them. I think planning
32900 should be limited to one doubling time of our technology in the area
33000 in question. However, speculations about our own future may be
33100 relevant to other technologies that we might encounter. Some of
33200 these questions concern artificial intelligence itself. Namely,
33300 will we develop computer programs that are more intelligent than we
33400 are?
33450
33500 I would say very likely yes, unless we decide not to for some
33600 reason. I won't promise you a date, because there are, as I see it,
33700 some big problems that we don't have any idea how to solve. The
33800 situation may even be as primitive as the space program before
33900 Newton. Nevertheless, there don't seem imitations on machine
34000 intelligence short of human intelligence, and if we can get the human
34100 level of intelligence we can get much more intellectual work than our
34200 whole race does just by using faster computers and larger memories.
34300 The question is how will we use this artificial intelligence. Will
34400 we limit it, will we in some sense merge with it as has been proposed
34500 in some science fiction stories in which a human being adds to his
34600 own intellectual and physical powers. Just as our cells are replaced
34700 every 7 years, after some time of interaction with these additional
34800 powers, the intelligence would have to be described as residing
34900 mainly in the artifact and only slightly in the original carcass.
35000 Well, I don't know; it's very difficult to predict what we will do.
35100 However, imagine that we either directly or through machines acquired
35200 some much higher level of intelligence: then we would have to ask the
35300 following questions: Is the universe still interesting to us; i.e.
35400 does it still have structure yet to be discovered or will we discover
35500 the fundamental structure of the universe once and for all? Another
35600 question concerns exploration. Is it true that when you've seen one
35700 galaxy you've seen them all? Are all high intelligences alike or are
35800 they sufficiently diferent to be interesting to each other? In a
35900 sense, two computers are not interesting to each other--they have
36000 very little to say to each other unless they have substantially
36100 different data bases. Any computer can run the programs that any
36200 other can run and they might have perhaps different data sets
36300 associated with them, but there isn't the same reason for mutual
36400 cooperation among computers as there is among human beings.
36500
36600 To summarize: artificial intelligence is possible,
36700 intelligent entities in the universe may be similar in their
36800 intellectual properties, because the methods of intelligence are
36900 determined by the problems. However, intelligent entities may differ
37000 considerably in their motivational structures. The possibilities for
37100 interstellar communication depend partly on this and partly on
37200 presently undecideable objective questions that determine whether
37300 intelligent entities will have much of mutual interest to say to each
37400 other.
37500
37600
37700 APPENDIX -- SOME CONSIDERATIONS OF INTERSTELLAR TRAVEL
37800
37900
38000 In connection with the consideration of interstellar
38100 communication, we ought also to consider the extent to which we and
38200 other intelligences might travel or even expand to occupy other solar
38300 systems. My conclusion is that such travel and expansion is feasible
38400 in times that are long compared with present human lifetimes but very
38500 short in comparison with the length of time life can exist on our
38600 planet.
38700
38800 For this purpose, we shall postulate a rocket that expels a
38900 working fluid using energy derived from a nuclear reactor. This
39000 includes as extreme cases the photon rocket and the nuclear rocket
39100 that expels only the fission products.
39200
39300 When we attempt to optimize the design of such a rocket so as
39400 to arrive at a given other star in the shortest time with given
39500 initial and final masses, we find that we have to compromise two
39600 considerations. The first consideration is that the mass we expel to
39700 get our velocity must be carried along so that we want to minimize
39800 it. If we only take this into account, we would want to maximize the
39900 exhaust velocity, and the best rocket would appear to be the photon
40000 rocket in which the exhaust velocity is the velocity of light.
40100
40200 However, we must also take into account the power handling
40300 capability of the rocket system. Here we get the most acceleration
40400 for a given power if the exhaust velocity is as low as possible. The
40500 power limitation may come from the power that can be generated by the
40600 system or from the ability to dissipate waste energy. From this
40700 point of view, the photon rocket is the worst possible, and some
40800 people have attempted to refute the possibility of interstellar
40900 travel by noting that the photon rocket is the best according to mass
41000 considerations and then pointing out that the dissipation of energy
41100 required is impossible. (see J. R. Newman, Scientific American,
41200 Vol.210,no.2, Feb. 1964, pp.141-146.) The best performance is
41300 obtained by compromising these considerations, and this requires us
41400 to vary the exhaust velocity during the mission.