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56     CHAPTER 3 Third Gen AI as Human Experience Based Expert Systems




                         for example, “Young” and “Beauty” which are ill-defined; they are all open sets of
                         possibilities. They cannot be normalized as the unit probability, but the open sets of
                         possibilities are powerful human thinking. It may be referred to as FMF, as intro-
                         duced by Lotfi Zadeh and Walter Freeman (Berkeley). However, when the Boolean
                         logic is based on set theoretic concepts of “union and intersection,” the Young with
                         the Beautiful results in a sharp increase in the meaning that all humans would under-
                         stand. A truism “A rule is made to be broken” indicates truly intelligent human
                         behavior if the result is deemed to be sensible. All these are not brand new, but
                         the community of automation computer scientists (ACS) is not accustomed to
                         modeling the range of reasonable human behaviors. Any automation environment
                         that includes humans must consider “what if the human does?” which the analog
                         possibility thinking is. Otherwise, the manemachine interface will have the mis-
                         matching challenge always occurring. A man might accidently cross the pedestrian
                         zebra line despite the red light.
                            Many scientists believe that one of the most important problems facing
                         21st-century science is to understand the human brain: how the brain’s functionality
                         gives rise to human intelligence. This is what we refer to throughout this document
                         as natural intelligence (NI), because of Darwinian mechanism of survival of the
                         fittest what might be termed “survivor natural wisdom.” Within this broad subject
                         area of the brain lies the problem of machine intelligence. Alan Turing raised the
                         problem of distinguishing between natural intelligence and machine intelligence.
                         This problem is now referred to as the imitation game. If one were interacting
                         with an intelligence that could be human or machine, how does one distinguish
                         between a natural intelligence from machine intelligence? By positing an inquisitor
                         who was allowed to ask as many questions as one found necessary to test the intel-
                         ligence of the subject, and if one could not determine whether the intelligence was
                         human or machine, then one could not distinguish an imitation from the real thing,
                         so that there is no difference between the two. One could substitute creativity for
                         intelligence and draw the same conclusion. This game is termed the Turing Test
                         and the question it raises is at the heart of deep learning revolution. It is one of
                         our central theses that casting interactions in game theoretic terms helps bring in
                         the concept of learning with teacher and without a teacher into the forefront of
                         understanding “intelligence” in natural learning, as well as artificial learning. Just
                         as learning is a human attribute that we wish machines to exhibit, we also wish
                         them to exhibit creativity as well. If intelligence is viewed as something that can
                         be imitated by a computer, then surely creativity should surely be considered as a
                         human attribute that can be imitated, as well as the Cardinal Rule: “Thou shall do
                         no harm to mankind” with all possible different initial boundary conditions.



                         2. THIRD GEN AI

                         This third Gen AI or second Gen AI may be called general artificial intelligence
                         (GAI) sequence slightly modified from the original by Lex Fridman of MIT, lectured
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