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Artificial consciousness. Artificial consciousness, [ 1 ] also known as machine consciousness, [ 2 ][ 3 ]synthetic consciousness, [ 4 ] or digital consciousness, [ 5 ] is the consciousness hypothesized to be possible in artificial intelligence. [ 6 ] It is also the corresponding field of study, which draws insights from philosophy of mind ...
Neuro-symbolic AI is a type of artificial intelligence that integrates neural and symbolic AI architectures to address the weaknesses of each, providing a robust AI capable of reasoning, learning, and cognitive modeling. As argued by Leslie Valiant [ 1 ] and others, [ 2 ][ 3 ] the effective construction of rich computational cognitive models ...
Behavioral game theory. Behavioral game theory seeks to examine how people's strategic decision-making behavior is shaped by social preferences, social utility and other psychological factors. [1] Behavioral game theory analyzes interactive strategic decisions and behavior using the methods of game theory, [2] experimental economics, and ...
The artificial intelligence (AI) boom has brought with it a cornucopia of jargon — from "generative AI" to "synthetic data" — that can be hard to parse. An AI glossary: The words and terms to ...
Intrinsic motivation in the study of artificial intelligence and any robotics is a mechanism for enabling artificial agents (including robots) to exhibit inherently rewarding behaviours such as exploration and curiosity, grouped under the same term in the study of psychology. Psychologists consider intrinsic motivation in humans to be the drive ...
Neural synchrony is the correlation of brain activity across two or more people over time. In social and affective neuroscience, neural synchrony specifically refers to the degree of similarity between the spatio-temporal neural fluctuations of multiple people. This phenomenon represents the convergence and coupling of different people's ...
Game playing was an area of research in AI from its inception. One of the first examples of AI is the computerized game of Nim made in 1951 and published in 1952. Despite being advanced technology in the year it was made, 20 years before Pong, the game took the form of a relatively small box and was able to regularly win games even against highly skilled players of the game. [1]
e. In machine learning, reinforcement learning from human feedback (RLHF) is a technique to align an intelligent agent with human preferences. It involves training a reward model to represent preferences, which can then be used to train other models through reinforcement learning. In classical reinforcement learning, an intelligent agent's goal ...