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- Path: sparky!uunet!stanford.edu!rutgers!igor.rutgers.edu!planchet.rutgers.edu!nanotech
- From: szabo@techbook.com (Nick Szabo)
- Newsgroups: sci.nanotech
- Subject: AI & Nanotech
- Message-ID: <Nov.20.21.28.38.1992.26517@planchet.rutgers.edu>
- Date: 21 Nov 92 02:28:39 GMT
- Sender: nanotech@planchet.rutgers.edu
- Lines: 228
- Approved: nanotech@aramis.rutgers.edu
-
-
- In _Engines of Creation_, Drexler spent quite a bit of
- time on the importance of AI, but since then his work
- has focused mostly on the mechanical aspects of
- nanosystems. AI, or more broadly a-life and computer
- science in general, remains an important part of bringing
- about a future of abundance, both in its own right and
- in helping make nanosystems a reality.
-
- We all must prune our search trees somewhere. Drexler
- is now concentrating on the mechanical aspects of nanotech.
- A number of important topics are up to the rest of us to
- solve, to wit:
-
- * Intermediate advances in biotech, lithography, etc.
- * The actual design for a self-replicating universal
- (or at least very flexible) constructor. We want
- flexibility among a number of areas, including
- shapes, materials, assemblies, etc. This is any
- extremely tough problem, with few working on it.
- * Control mechanisms and/or circuitry. Once we get to
- the nanoscale our normal control circuitry becomes
- quite cumbersome. The controllers for AFMs and STMs
- dominate the device.
- * How to handle the complexity of a design with millions
- of moving parts. Compilers are a good model for
- mechanical design generation, but so are expert systems,
- search/learning algorithms, etc. There are also a wide
- variety of weird techniques used in silicon and software
- compilers themselves.
-
- I like many went into computer science mainly for "AI", but I've
- found having a wider scope in computer science, a-life, and
- technology in general to be more productive than traditional AI.
- I see a large number of potential breakthrough apps:
-
- * The application of search/learning techniques like genetic algorithms
- (see below), simulated annealing, neural nets, etc. Layering of
- these techniques, eg subsumption architecture.
- * Non-anthropomorphic robots. It is doubtful that the human limbs
- are anywhere near optimal for most tasks. Drexler gives the example
- of the Stewart platform, and Hans Moravec the Christmas Bush. Another
- example, of which I wish I had more details, is an IBM electromagnetically
- levitated "arm" that can do various kinds of circuit board assembly
- and/or soldering operations with an accuracy of 500 nm. I envision
- a future levitated tool performing operations in five or more
- degrees of freedom with Mhz frequency. Yet more examples: automatically
- guided vehicles (AGVs) and CNC machinery in general: programmable lathes,
- mills, presses, lasers, etc.
-
- Most combinations of the above probably haven't been tried yet:
- Stewart platforms and CAM machinery with subsumption architecture,
- e-mag floating tools with neural nets trained to minimize soldering
- mistakes, etc.
-
- In general, sensory-rich machines tied to adaptive architectures are
- just starting to be explored. The biggest cost remaining in factories
- is the detection and correction of errors. Adapative machines
- combined with massives numbers and varieties of microfabbed sensors
- could do wonders for automation.
-
- My favorite area is the use of search/learning algorithms to assist
- in design work in new territories. Engineer defines new territory
- and search spaces within it. Computer goes off and searches
- various important spaces in the new territory & brings back some
- interesting solutions. The human designer tweeks the solutions & search
- parameters. Repeat until design is ready to implement.
-
- Search/learning algorithms have already rediscovered various scientific
- laws, eg Kepler's third law, and various efficient algorithms. They might
- not be able to discover major new techniques until we make them an integral
- part of the engineering process. I am currently designing software
- that will integrate learning algorithms with a simplified version
- of process or metabolic design. The target application is the design
- of optimally self-replicating and flexibly-manufacturing factories,
- but the software may end up being more generally useful. If anybody
- is interested in this, and experienced in computer science and/or
- manufacturing, I'd love to have somebody to bounce the ideas and
- designs off of.
-
- Final note: I've mentioned genetic programming, now you can buy the
- book!. GP, a generalized form of simulated evolution (aka genetic
- algorithms) is the technique of using the parse tree of a language
- (or S-expressions in LISP) as a genetic code and evolving an optimal
- program against a fitness function.
-
- Date: Mon, 16 Nov 92 17:13:11 PST
- From: John Koza <koza@CS.Stanford.EDU>
- Subject: New Book and Videotape on genetic Programming
-
- BOOK AND VIDEOTAPE ON GENETIC PROGRAMMING
-
- A new book and a one-hour videotape (in VHS NTSC, PAL, and SECAM
- formats) on genetic programming are now available from the MIT
- Press.
-
- NEW BOOK...
-
- GENETIC PROGRAMMING: ON THE PROGRAMMING OF COMPUTERS BY
- MEANS OF NATURAL SELECTION
-
- by John R. Koza, Stanford University
-
- The recently developed genetic programming paradigm provides a
- way to genetically breed a computer program to solve a wide variety
- of problems. Genetic programming starts with a population of
- randomly created computer programs and iteratively applies the
- Darwinian reproduction operation and the genetic crossover (sexual
- recombination) operation in order to breed better individual
- programs. The book describes and illustrates genetic programming
- with 81 examples from various fields.
-
- 840 pages. 270 Illustrations. ISBN 0-262-11170-5.
-
- Contents...
-
- 1 Introduction and Overview
- 2 Pervasiveness of the Problem of Program Induction
- 3 Introduction to Genetic Algorithms
- 4 The Representation Problem for Genetic Algorithms
- 5 Overview of Genetic Programming
- 6 Detailed Description of Genetic Programming
- 7 Four Introductory Examples of Genetic Programming
- 8 Amount of Processing Required to Solve a Problem
- 9 Nonrandomness of Genetic Programming
- 10 Symbolic Regression - Error-Driven Evolution
- 11 Control - Cost-Driven Evolution
- 12 Evolution of Emergent Behavior
- 13 Evolution of Subsumption
- 14 Entropy-Driven Evolution
- 15 Evolution of Strategy
- 16 Co-Evolution
- 17 Evolution of Classification
- 18 Iteration, Recursion, and Setting
- 19 Evolution of Constrained Syntactic Structures
- 20 Evolution of Building Blocks
- 21 Evolution of Hierarchies of Building Blocks
- 22 Parallelization of Genetic Programming
- 23 Ruggedness of Genetic Programming
- 24 Extraneous Variables and Functions
- 25 Operational Issues
- 26 Review of Genetic Programming
- 27 Comparison with Other Paradigms
- 28 Spontaneous Emergence of Self-Replicating and Self-Improving
- Computer Programs
- 29 Conclusions
-
- Appendices contain simple software in Common LISP for
- implementing experiments in genetic programming.
-
- ONE-HOUR VIDEOTAPE...
-
- GENETIC PROGRAMMING: THE MOVIE
-
- by John R. Koza and James P. Rice, Stanford University
-
- The one-hour videotape (in VHS NTSC, PAL, and SECAM formats)
- provides a general introduction to genetic programming and a
- visualization of actual computer runs for 22 of the problems
- discussed in the book GENETIC PROGRAMMING: ON THE PROGRAMMING
- OF COMPUTER BY MEANS OF NATURAL SELECTION. The problems
- include symbolic regression, the intertwined spirals, the artificial
- ant, the truck backer upper, broom balancing, wall following, box
- moving, the discrete pursuer-evader game, the differential pursuer-
- evader game, inverse kinematics for controlling a robot arm,
- emergent collecting behavior, emergent central place foraging, the
- integer randomizer, the one-dimensional cellular automaton
- randomizer, the two-dimensional cellular automaton randomizer,
- task prioritization (Pac Man), programmatic image compression,
- solving numeric equations for a numeric root, optimization of lizard
- foraging, Boolean function learning for the 11-multiplexer, co-
- evolution of game-playing strategies, and hierarchical automatic
- function definition as applied to learning the Boolean even-11-
- parity function.
-
- ---------------------------ORDER FORM----------------------
-
- PHONE: 800-326-4471 TOLL-FREE or 617-625-8569
- MAIL: The MIT Press, 55 Hayward Street, Cambridge, MA 02142
- FAX: 617-625-9080
-
- Please send
- ____ copies of the book GENETIC PROGRAMMING: ON THE
- PROGRAMMING OF COMPUTERS BY MEANS OF NATURAL SELECTION by
- John R. Koza (KOZGII) (ISBN 0-262-11170-5) @ $55.00.
- ____ copies of the one-hour videotape GENETIC PROGRAMMING: THE
- MOVIE by John R. Koza and James P. Rice in VHS NTSC format
- (KOZGVV) (ISBN 0-262-61084-1) @$34.95
- ____ copies of the videotape in PAL format (KOZGPV) (ISBN 0-262-
- 61087-6) @$44.95
- ____ copies of the videotape in SECAM format (KOZGSV) (ISBN 0-
- 262-61088-4) @44.95.
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- ------------------------------
-
- *******************
-
- Nick Szabo szabo@techbook.com
-
- [Don't forget Genetic Algorithms, D. Goldberg, Addison-Wesley, 1989,
- and of course Adaptation in Natural and Artificial Systems,
- J. Holland, 1975 (2nd. ed. MIT Press 1992).
- --JoSH]
-