A man-machine mind meld for quantum computing: Can an online game that combines human brainpower with AI solve intractable problems?
Autor: | Ottó Elíasson, Shaeema Zaman Ahmed, C. A. Weidner, Janet Rafner |
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Rok vydání: | 2019 |
Předmět: |
Quake (series)
Computer science ComputingMilieux_PERSONALCOMPUTING Champion 020206 networking & telecommunications 02 engineering and technology Computer security computer.software_genre Man machine 0202 electrical engineering electronic engineering information engineering 020201 artificial intelligence & image processing Parent company Electrical and Electronic Engineering Alphabet IBM Deep blue computer Quantum computer |
Zdroj: | IEEE Spectrum. 56:37-41 |
ISSN: | 1939-9340 0018-9235 |
Popis: | ANYONE OF A CERTAIN AGE who has even a passing interest in computers will remember the remarkable breakthrough that IBM made in 1997 when its Deep Blue chess-playing computer defeated Garry Kasparov, then the world chess champion. Computer scientists passed another such milestone in March 2016, when DeepMind (a subsidiary of Alphabet, Google's parent company) announced that its AlphaGo program had defeated world-champion player Lee Sedol in the game of Go, a board game that had vexed AI researchers for decades. Recently, DeepMind's algorithms have also bested human players in the computer games StarCraft II and Quake Arena III. ¶ Some believe that the cognitive capacities of machines will overtake those of human beings in many spheres within a few decades. Others are more cautious and point out that our inability to understand the source of our own cognitive powers presents a daunting hurdle. How can we make thinking machines if we don't fully understand our own thought processes? |
Databáze: | OpenAIRE |
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