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Last updated 7:18 AM on 9/10/26
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91 Terms

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Intelligence

The ability to acquire and apply knowledge benefit from past experiences act decisively to solve problems and adapt to new situations.

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Artificial Intelligence (AI)

A branch of computer science concerned with designing intelligent systems that exhibit human-like intelligence represent knowledge symbolically and solve complex problems effectively and safely.

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John McCarthy

The individual who coined the term Artificial Intelligence.

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Linguistic Intelligence

Spoken and written language skills.

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Logical-Mathematical Intelligence

Number skills and logical reasoning ability.

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Musical Intelligence

Performance or composition skills in music.

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Spatial Intelligence

The ability to evaluate and analyze the visual world.

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Bodily-Kinesthetic Intelligence

Dance movement or athletic ability.

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Interpersonal Intelligence

Skills in understanding and relating to others.

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Intrapersonal Intelligence

Skills in understanding oneself.

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Naturalist Intelligence

Skills in understanding the natural world.

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Triarchic Theory of Intelligence

A theory proposed by Robert Sternberg consisting of practical creative and analytical intelligence.

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Practical Intelligence (Contextual)

A person's ability to function effectively in a daily changing environment.

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Creative Intelligence (Experiential)

A person's ability to adapt to new situations produce new ideas and handle novel to automated tasks.

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Analytical Intelligence (Componential)

An individual's academic problem-solving ability based on standard IQ tests.

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Aristotle

Formulated laws governing the rational mind and developed syllogisms for mechanical reasoning from initial premises.

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Ramon Llull

Devised 'Ars Magna' (The Great Art) a reasoning system using rotating paper wheels.

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Thomas Hobbes

Suggested reasoning as numerical computation (adding/subtracting) and proposed the idea of a thinking machine.

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René Descartes

Discussed the distinction between mind and matter (dualism) and debated free will versus purely physical minds.

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David Hume

Proposed the principle of induction in 'A Treatise of Human Nature' stating general rules come from repeated associations.

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Rudolf Carnap and Carl Hempel

Analyzed knowledge acquisition from experience using confirmation theory and logical belief degrees.

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Boolean Logic

Formal propositional logic developed by George Boole.

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Gerolamo Cardano

First framed the idea of probability in terms of outcomes of betting events.

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Ronald Fisher

Considered the first modern statistician who unified probability experimental design data analysis and computing.

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Alan Turing

Characterized computable functions and established foundational principles of computability.

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Intractable Problem

A problem where the time required to solve instances grows exponentially with the size of the instance.

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Neuroscience

The study of the nervous system and the brain's information processing mechanism.

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Paul Broca

Initiated the study of the brain's functional organization by investigating speech deficits (aphasia).

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Camillo Golgi

Developed the staining technique allowing the visual observation of individual neurons.

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Hans Berger

Invented the electroencephalograph (EEG) to measure intact brain activity.

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Functional Magnetic Resonance Imaging (fMRI)

Neuroimaging technology providing detailed images of real-time cognitive brain activity.

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Psychology

The science or study of the mind and behavior.

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Hermann Von Helmholtz

Applied scientific methods to study vision and argued that perception involves unconscious logical inference.

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Wilhelm Wundt

Opened the first experimental psychology laboratory to study thought processes through introspection.

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Cognitive Psychology

A field viewing the brain as an information-processing device traceably linked to William James.

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Kenneth Craik

Reestablished 'mental' terminologies (beliefs/goals) as legitimate scientific concepts in 'The Nature of Explanation'.

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Donald Broadbent

Modeled psychological phenomena as information processing in 'Perception and Communication'.

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Doug Engelbart

Pioneer of HCI who championed intelligence augmentation (computers aiding rather than replacing humans).

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Computational Linguistics

A hybrid field intersecting computer science and linguistics to process natural human languages.

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Noam Chomsky

Published 'Syntactic Structures' introducing formal structures addressing creativity in language.

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Problem Solving

The early AI research area aiming to implement human-like problem-solving procedures in computers.

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Game Playing

An AI implementation area using structured board games (e.g. chess checkers) due to simple state representation.

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Natural Language Processing (NLP)

AI domain focused on creating systems that understand interpret and respond in human language.

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Robotics

The science associated with designing fabricating and programming machines to perform specific physical tasks.

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Speech Recognition

AI capabilities enabling systems to hear and comprehend spoken sentences accents and dialects.

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Agent

Anything that perceives its environment through sensors and acts upon that environment using actuators.

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Sensor

A device that detects physical inputs or conditions within an environment (e.g. camera GPS heat sensor).

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Actuator

A mechanism that produces motion or action based on a detected stimulus (e.g. motors gears steering).

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Percept

The specific content or input an agent's sensors perceive at any given moment.

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Percept Sequence

The complete history of everything an agent has ever perceived.

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Agent Function

An abstract mathematical function mapping any given percept sequence to an action.

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Agent Program

The concrete physical implementation of an agent function running on an artificial system.

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Performance Measures

Criteria used to evaluate how successful or desirable a sequence of environment states generated by an agent is.

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Rational Agent

An agent that selects actions expected to maximize performance measures based on percept sequence and prior knowledge.

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State Space

A set of possible states that an environment can be in often represented as a graph where vertices are states and directed edges are actions.

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Initial State

The starting state that the agent begins in.

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Goal State

The target state or set of states that an agent aims to reach.

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Transition Model

A description of what each specific action does within a state space.

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Action Cost Function

A function reflecting a problem-solving agent's performance measure by assigning a cost to each action.

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Standardized Problem

A benchmark problem with a concise exact description intended to test and compare algorithm performance.

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Real-world Problem

A problem with idiosyncratic formulations whose solutions are utilized directly by the general population.

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Problem-solving Agent

An agent that considers a sequence of actions forming a path to a specific goal using atomic state representations.

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Planning Agent

An agent that utilizes structured representations of different states to achieve goals.

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Abstraction

The process of removing details from a representation while retaining validity and execution ease.

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Ignorable Problem

A problem classification where solution steps can be ignored such as in theorem proving.

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Recoverable Problem

A problem classification where solution steps can be undone such as in the 8-puzzle game.

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Irrecoverable Problem

A problem classification where solution steps cannot be undone such as in checkers.

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Heuristic Search

An experiential search process involving techniques to solve complex problems where no general algorithms exist.

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State Space Representation

A problem representation method defining problems as positions at certain times to plan search algorithms.

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Forward State Space Search

Also known as progression planning; starts at the initial state and moves forward to the goal state.

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Backward State Space Search

Also known as regression planning; moves backwards from the goal state to the starting stage.

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8-Puzzle Problem

A problem involving a 3x3 grid with eight numbered tiles and one empty space moved to reach a specified target layout.

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Water Jug Problem

A classic problem requiring a specific volume of water using jugs of fixed capacities through filling pouring and emptying.

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Problem Reduction

A technique that reduces a complex problem into simpler sub-problems often visualized using AND-OR graphs.

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AND-OR Tree

A graphical representation of problem reduction where AND nodes require solving all sub-problems and OR nodes require solving any sub-problem.

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Production System

A system mechanism providing rules (IF-THEN) to describe and execute search processes in automated planning and expert systems.

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Production Rules

Rules consisting of a sensory precondition (IF) and an action (THEN) within a production system.

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Working Memory

The central global database used by a production system to store current state information.

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Control System

The component of a production system that selects applicable production rules and resolves execution conflicts.

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Rule Applier

The core unit of a production system that executes the chosen production rules.

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Specificity Conflict Resolution

A scheme that selects the rule with the most specific condition when multiple rules are triggered.

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Recency Conflict Resolution

A scheme that favors the most recently added or matched rule in a production system.

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Refraction Conflict Resolution

A scheme preventing a rule from firing again on unchanged working memory elements to avoid infinite loops.

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Order Conflict Resolution

A conflict resolution scheme picking the first applicable rule based on its presentation sequence.

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Completeness

An evaluation criterion measuring whether an algorithm guarantees finding a solution if one exists or reporting failure if not.

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Cost Optimality

An evaluation criterion checking whether an algorithm finds the solution with the lowest path cost.

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Time Complexity

A measurement of the time required by an algorithm to find a solution.

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Space Complexity

A measurement of the memory required to run an algorithm.

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Branching Factor (b)

The number of subsequent nodes or actions that need to be considered at any state in a search graph.

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Depth (d)

The number of actions in an optimal solution path.

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Maximum Path Length (m)

The maximum number of actions along any path in a state space.