What is artificial intelligence? How is artificial intelligence going to change our lives?"Alexa, play my favorite song! Alexa, shut the garage door!" Imagine a world in which you simply call out a request while sitting in your living room and have a small computer comply. Suddenly, the driving beat of your favorite song fills the air while in the distance you hear the grind of the garage door coming down.This scenario is no longer science fiction! Our world is becoming increasingly inhabited by machines that can talk to us, listen to us, perform as asked, and even solve problems with no direction from humans. A machine with artificial intelligence is one that can perceive its environment and change its computing and behavior to reflect that environment, while using tools at hand to solve problems or reach goals.In Artificial Intelligence: Thinking Machines and Smart Robots with Science Activities for Kids, one of four titles in the Technology for Today set, readers ages 10 to 15 learn the early definitions of AI and discover how these definitions, and the tests that are applied to determine whether a machine has AI or not, have changed as machines have grown increasingly competent in unexpected ways. Through a combination of science activities and student-paced learning, readers discover the AI machines of today and their uses in various fields, such as entertainment, the military, and health care. Includes 25 STEAM activities that encourage the development of important skills, including comparing and contrasting, looking for detailed evidence, making deductions, and applying critical analysis to a wide variety of media.What about the future? How will AI affect the way we understand and integrate with technology and with each other? How can AI improve our lives? Is there anything dangerous about AI? What are the ethical issues surrounding the use of AI? Essential questions such as these promote critical examination of issues from all sides, while primary sources and science-minded engineering activities, such as experimenting with the programs Sound Net and iNaturalist and making a model of a neural network, let readers have a blast learning about the age of thinking machines we're in right now.In the Technology for Today set, readers ages 10 to 15 explore the digital and tech landscapes of today and tomorrow through hands-on STEAM activities and compelling stories of how things work, who makes them work, and why. Titles in this set include Industrial Design: Why Smartphones Aren't Round and Other Mysteries with Science Activities for Kids; Big Data: Information in the Digital World with Science Activities for Kids; Projectile Science: The Physics Behind Kicking a Field Goal and Launching a Rocket with Science Activities for Kids; and Artificial Intelligence: Thinking Machines and Smart Robots with Science Activities for Kids.Nomad Press books integrate content with participation. Common Core State Standards, the Next Generation Science Standards, and STEM Education all place project-based learning as key building blocks in education. Combining content with inquiry-based projects stimulates learning and makes it active and alive. Nomad's unique approach simultaneously grounds kids in factual knowledge while allowing them the space to be curious, creative, and critical thinkers.
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ARTIFICIAL INTELLIGENCE Thinking Machines and Smart Robotswith Science Activities for Kids
ANGIE SMIBERT Illustrated by Alexis Cornell
ARTIFICIAL INTELLIGENCE
Thinking Machines and Smart Robotswith Science Activities for Kids
Look for this icon.Use a smartphone or tablet app to scan the QR code and explore more! Photos are also primary sources because a photograph takes a picture at the moment something happens.
If the QR code doesn’t work, there’s a list of URLs on the Resources page. Or, try searching the internet with the artifi Keyword Prompts to find other helpful sources. intellige
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TIMELINE
1942:Isaac Asimov publishes his three laws of robotics.
1950:Alan Turing creates the Turing test to determine if a machine is intelligent or not.
1956:The term “artificial intelligence” is coined at a Dartmouth College summer conference.
1958:John McCarthy invents LISP to program early AIs.
1966:Joseph Weizenbaum introduces ELIZA, an early natural language processing program.
1968:The movie2001: A Space Odysseyis released.
1973:“AI winter” begins, a time when interest in, and funding for, research on artificial intelligence is low.
1977:The AI characters C3PO and R2D2 appear inStar Wars.
1981:The first commercial expert system is introduced at Digital Equipment Corp. AI winter ends.
1997:Deep Blue beats world chess champion Garry Kasparov.
TIMELINE
2002:The Roomba robotic vacuum cleaner is introduced.
2004:The DARPA Grand Challenge, a contest for autonomous vehicles, takes place for the first time.
2014:Chatbot Eugene Goostman claims to have passed the Turing test, but, in reality, does not.
2016:AlphaGo beats world Go champion Lee Sedol.
2017:The Space Robotics Challenge takes place.
2018:A selfdriving car hits and kills a person for the first time, causing people to question whether autonomous cars are a wise idea.
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WHAT IS ARTIFICIAL INTELLIGENCE?
Introduction
Can computers tHînk? Can tHey learn? Wîll macHînes ever matcH Humans în tHe abîlîty to tHînk crîtîcally and creatîvely?Artificial intelligence (AI)used to exîst only înscience fictionbooks and movîes. Today, we Have cars tHat can drîve tHemselves, robots tHat can walk on tHeîr own, and computer programs tHat can answer our questîons and ind solutîons to dîferent problems.
Wat exacty îs artîIcîa înteîgence? Aï means dîferent tîngs to dîferent peope, and our understandîng o ît as canged troug te years. ESSENTIAL QUESTION ArtîIcîa, o course, reers to sometîng Is there a difference between acting made by umans, suc as a macîne. intelligent and being intelligent? ïnteîgence îs trîckîer to deIne.
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WORDS TO KNOW
artificial intelligence (AI):the intelligence of a computer, program, or machine. science fiction:a story about contact with other worlds and imaginary science and technology. human intelligence:the capacity for logic, abstract thought, understanding, self awareness, communication, learning, emotional knowledge, memory, planning, creativity, and problemsolving. grandmaster:a chess player of the highest class who has won tournaments. supercomputer:a powerful computer. forfeit:to surrender a game.
ARTIFICIAL INTELLIGENCE
Scîentîsts don’t even reay agree on wat înteîgence îs în umans.Human intelligencedîfers rom anîma înteîgence, and ît mîgt dîfer rom computer înteîgence, too.
One way to deIne uman înteîgence îs to încude te oowîng abîîtîes.
• To earn rom experîence • To reason and sove probems • To remember înormatîon • To cope wît îe OW N? K U ïn te eary days o Aï, O YA chess scîentîsts started wît aD match is when I basîc deInîtîon. Aï îs D players play more a computer or macîne than one game to beavîor tat woud be see who wins the judged înteîgent î ît was most. sometîng a uman dîd— suc as wînnîng a cess matc.
By tat deInîtîon, a computer named Deep Bue mîgt be consîdered înteîgent, sînce ît beatGrandmasterGarry Kasparov at cess. ï a uman dîd tat, we’d consîder tem înteîgent. However, Deep Bue beat Kasparov by cacuatîng undreds o mîîons o moves per second. ïs tîs te same as uman înteîgence?
The computer didn’t truly understand what it was doing, not like a human would.
Scîentîsts ave been workîng or decades to deveop computers tat can tînk. ït wasn’t untî cose to te end o te ast century, toug, tat tey made a sîgnîIcant breaktroug wît Deep Bue, an ïBMsupercomputer.
What Is Artificial Intelligence?
Garry Kasparov playing chess with young Tunisian players credit: Khaled Abdelmoumen
HUMAN VS. MACHINE
Bîed as te cess matc o te century, te 1997 matc between Garry Kasparov and Deep Bue eatured uman vs. artîIcîa înteîgence. ïn te second game o te matc, Kasparov, te uman, set te trap. He baîted îs opponent to take îs pawn. Deep Bue, te ïBM supercomputer, dîdn’t a or ît. ïnstead, te Aï made a masteru, uman-îke move. Kasparov was stunned.
Severa moves ater, te grandmaster rubbed îs ace and sîged. Deep Bue woud beat îm în sîx moves. Kasparovforfeitedte game and waked of te stage. he Aï ad won.