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           42     Masterpiece 2 • The Learning Brick Sorter



                      Think of learning how to ski using a book with text and schematics. Would it be
                  easy? Surely humorous, but not easy. Having a teacher that shows you what to do makes
                  the learning process much easier: as any of us know from direct experience, an example is
                  worth a thousand words.This applies to many other activities, especially those abilities
                  that involve learning how to use our arms, legs or body for a specific task. However, the
                  mechanism of learning by example is so powerful that even when we approach concep-
                  tual matters we tend to consolidate the theory with analogies taken from the real world.
                  Unfortunately, examples are by themselves not sufficient. If this were the case, we could
                  learn how to ski by simply watching other skiers, Which, as anyone who has skied is
                  aware, is a sport not as easy at it looks. We need a way to understand how close we are to
                  the behavior we want to mimic to distinguish what’s right and what’s wrong in our
                  actions. In other words, we need feedback. Sometimes the feedback comes from a person
                  who helps us to learn a new skill, other times the feedback is the environment, as a skier
                  discovers by falling a few times.
                      This learning mechanism has another big advantage: We not only learn, we also learn
                  how to learn. In other words, when we acquire a new ability, we also acquire a model that
                  we can apply—with a few changes—to different situations, a property called adaptability.
                  Adaptability is what allows an experienced skier to perform relatively well at his first time
                  water skiing: He just has to learn the differences between the two activities instead of
                  having to learn from scratch.Adaptability is what saves parents and teachers from
                  explaining every single detail of the universe.
                      As feedback and adaptability work for human beings, they seem a desirable and prom-
                  ising approach to use with robots too.A robot learns to solve a task without having to be
                  programmed, and this makes it suitable for a wide range of applications.Additionally, it
                  allows people with no programming experience to instruct it through simple demonstra-
                  tions and feedback. Is this a dream? No, it’s reality. Many industrial robots can already be
                  “programmed” this way, where during a learning session, a human trainer manually acti-
                  vates the robot, forcing it to perform the movements it will need to perform during the
                  production cycle; the robot will then be able to replicate the same movements an unlim-
                  ited number of times. Some artificial vision systems include a more sophisticated learning
                  mechanism: the operator shows the vision system a variety of objects, each one at a
                  variety of angles, and every time supplies the software with the name — or code — of
                  the shown object. When the training procedure is finished, the system is able to recognize
                  the different objects and tell their names by just “looking” at them. Finally, an increasing
                  number of software applications—including computer games—incorporate Artificial
                  Intelligence (AI) techniques to learn from their users’ behavior and become more respon-
                  sive or more competitive.Actually, learning and adaptability have been part of AI research
                  since the beginning, because we cannot even conceive a form of intelligence that does
                  not incorporate these concepts.
                      On the subject of computer programs, we are used to thinking of computer games as
                  sequences of simple instructions, and this is what they ultimately are: add the number X
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