Artificial Intelligence John McCarthy, one of the founders of AI research, has defined the field as "getting computers to do things which, when done by people, are said to involve intelligence." The point of this definition is to finesse the whole question of what "intelligence" means, or of whether computers "can think." So, for example, the world's chess champion is now a computer program, but the way the program chooses its moves is, everyone agrees, completely different from the way human chess players do it. Chess programs use the sheer speed of computers (much, much faster than neuron firing in the human brain) to overcome the human's ability, so far not understood or reproducible at all, to understand the important characteristics of a chess position at a glance. There have been machines to do specific calculations (e.g., of planetary orbits) for thousands of years. But people generally date the idea of the *programmable* computer, which could do more than one kind of computation, to Charles Babbage's proposal to build a "difference engine" in 1822. He never completely built his proposed machine, despite a lot of money poured into the project by the British government, because the engineering techniques of the day weren't up to the task. (In 1991, the London Science Museum finally built a Difference Engine based on Babbage's drawings.) In 1889, Herman Hollerith patented a machine that read holes in punched cards to tabulate data; his machines were used to carry out the 1890 US Census. He founded the company that later became IBM. Babbage's and Hollerith's machines were programmable -- you could tell them to perform different computations -- but they were all about *numbers*. That was the situation with computers in general, for the most part, until the AI researchers introduced *symbolic* computing: programs about relationships among concepts, often expressed in the form of mathematical logic, using words and lists of words as the fundamental data types. John McCarthy invented the Lisp programming language (a remote ancestor of Scratch, even though Scratch doesn't have Lisp's emphasis on words as data) to express this new kind of programming. Other researchers at around the same time were more interested in trying to simulate the exact mechanisms of the brain. They developed software simulations of the neuron, the brain's fundamental building block. Each neuron is connected to other neurons, to form a network -- a "neural net." The neuron essentially computes a weighted sum of signals from other neurons, then either does or doesn't "fire" and send an output signal to yet other neurons. In computer-simulated neural nets, the neurons are typically arranged in "layers": Some neurons get their inputs from an external source, such as a digital camera pixel; these "first level" neurons send signals to "second level" neurons, which in turn send signals to "third level" neurons, and so on. Usually there aren't very many such levels; three levels seem to be enough for most purposes. The 1969 book _Perceptrons_ by Marvin Minsky and Seymour Papert proved some theorems about limitations of neural nets -- not that they weren't universal computers in the Turing sense (which they are), but that the level of complexity required for certain computations was greater than researchers had hoped. The book gave rise to a wave of pessimism about neural nets as a vehicle for artificial intelligence, although there is still argument about whether the book itself warranted this pessimism. In any case, the result was a virtual abandonment of that kind of research in the 1970s, when almost all AI research used the competing symbolic/logical approach. That approach had many early successes, up to a point, and then seemed unable to progress. (For example, the computer chess programs use symbolic computation.) In the 1980s and later, researchers have combined the two approaches, adding a third set of ideas from statistics. There have been some impressive advances fairly recently, although in restricted domains. For example, computer recognition of handwritten characters has advanced to the point where the US Postal Service uses computers to read zip codes on envelopes and sort the mail automatically. Although the success rate is not quite 100%, the cases in which the computer fails to sort the mail correctly turn out to be ones that are also hard for human sorters. (For example, some people's way of writing the digit 1 looks similar to the way they write 7.) But computers still can't reliably recognize handwritten letters, just digits. The field of AI research has always had nay-sayers who think the whole enterprise is impossible. (Two leading critics of AI are Berkeley professors Hubert Dreyfus and John Searle.) This reaction was partly fueled by early overoptimistic predictions by AI researchers, but another reason is that once something works, it's no longer thought of as "AI." For example, speech recognition, which was once considered an impossible AI dream, is now commonplace in telephone voicemail systems, but people don't think of this as representing human-style intelligence just because machines can clearly do it. The original AI researchers included some who were trying specifically to simulate the human brain, and others who just wanted to solve problems using more "computer-like" techniques. These two approaches have spun off two separate research areas: "Cognitive Science" is (in part, and in its origins) an attempt to understand and simulate human thinking, while "Expert Systems" use mainly symbolic reasoning to solve pragmatic problems ranging from medical diagnosis to deciding whether to authorize a credit card transaction.