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                    8                                       Biomimetics: Biologically Inspired Technologies

                    patterns of cells seeking stable repeating patterns, or patterns that move like the gliders. An
                    interesting aspect of this game was that the patterns found by computers were discovered rather
                    than invented.
                       Some of the benefits of using computers have been the development of the ‘‘genetic program-
                    ming’’ or ‘‘evolutionary programming’’ (Chapters 4 and 5; Koza, 1992). The ‘‘DNA’’ of genetic
                    programming consists of a set of equations and operations where the computer software measures
                    how well each program solves a particular problem. The programs that fare the worst are eliminated
                    and new strains of program code are bred by recombination, either with or without mutation. The
                    solutions produced by evolutionary programming emulate the solutions in the real world, and it
                    may use functions that seemingly have no logical relevance to the problem that is being solved but
                    it produces effective solutions (Chapters 4 and 5).



                                            1.4  ARTIFICIAL INTELLIGENCE

                    According to the American Association for Artificial Intelligence (AAAI), artificial intelligence
                    (AI) is, ‘‘the scientific understanding of the mechanisms underlying thought and intelligent behav-
                    ior and their embodiment in machines.’’ AI is a branch of computer science that studies the
                    computational requirements for such tasks as perception, reasoning, and learning, to allow the
                    development of systems that perform these capabilities (Russell and Norvig, 2003). AI researchers
                    are addressing a wide range of problems that include studying the requirements for expert
                    performance of specialized tasks, explaining behaviors in terms of low-level processes, using
                    models inspired by the computation of the brain, and explaining them in terms of higher-level
                    psychological constructs such as plans and goals. The field seeks to advance the understanding of
                    human cognition (Chapter 3), understand the requirements for intelligence in general, and develop
                    artifacts such as intelligent devices, autonomous agents, and systems that cooperate with humans to
                    enhance their abilities. The name AI was coined in 1956, though the roots of the field may be
                    attributed to the efforts in World War II to crack enemy codes by capturing human intelligence in a
                    machine that was called Enigma. This approach eventually led to the 1997 computer success of
                    IBM’s Deep Blue in beating the world-champion chess player Garry Kasparov. Even though this
                    was an enormous success for computers, it still does not resemble human intelligence. AI tech-
                    nologies consist of an increasing number of tools, including artificial neural networks, expert
                    systems, fuzzy logic, and genetic algorithms (Luger, 2001; Chapters 4 and 5).
                       Advances in AI are allowing analysis of complex nonlinear problems that are beyond the
                    capability of conventional methods by using such tools as neural networks (i.e., networks of
                    artificial brain cells) that can learn and recognize patterns and reach solutions. This is providing
                    enormous capabilities in the area of robotics including the ability to operate autonomously. One of
                    the milestones in AI is the development of ‘‘Shakey’’ robot, which was completed by SRI
                    International’s Artificial Intelligence Center (AIC) in 1972. This six-foot tall robot (http://www-
                    clmc.usc.edu/~cs545/Lecture_I.pdf) was named for its erratic and jerky movement. Shakey is the
                    first mobile robot to visually interpret its environment, locate items, navigate around them, and
                    reason about its actions. Shakey was equipped with a TV camera, a triangulating range finder,
                    bumpers, and a wireless video system and it has the capability of autonomous decision making.
                       The subject of AI is widely covered in the literature (e.g., Luger, 2001; Russell and
                    Norvig, 2003). Chapter 3 of this book addresses the topic of modeling computers after the processes
                    in the human brain. One area of AI, which mimics nature, is the swarm intelligence that involves
                    the study of self-organizing processes in artifacts of nature and humans. Algorithms inspired by
                    social insect behavior have been proposed to solve difficult computational problems such
                    as discrete optimization where the ant colony optimization process was followed. Resulting
                    algorithms were used to solve such problems as vehicle routing and routing in telecommunication
                    networks.
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