Artificial intelligence (AI)
Artificial intelligence (AI)

Introduction:
Artificial intelligence (AI) is the ability of robots to perceive, synthesize, and infer information, as opposed to the natural intelligence exhibited by people and other animals. Speech recognition, computer vision, language translation across (natural) languages, and other input mapping tasks are examples of tasks where this is done.
Advanced web search engines like Google Search, recommendation engines used by YouTube, Amazon, and Netflix, voice assistants that can understand human speech like Siri and Alexa, self-driving cars like Waymo, generative or creative tools like automated decision-making, and winning at the highest levels of strategic game systems like chess and Go are just a few examples of AI applications.
History:
Artificial intelligence has been used in literature often from antiquity, such as in Mary Shelley's Frankenstein and Karel Apex's R.U.R. Many of the questions addressed by these characters and their outcomes are still relevant today when discussing the ethics of artificial intelligence.
Philosophers and mathematicians pioneered the study of mechanical or "formal" reasoning in antiquity. The study of mathematical logic directly contributed to Alan Turing's theory of computing, which postulated that a machine could imitate every imaginable act of mathematical reasoning by randomly rearranging symbols as basic as "0" and "1." The Church-Turing thesis states that every formal reasoning process may be replicated by digital computers. This, coupled with related advancements in cybernetics, information theory, and neuroscience, prompted scientists to speculate about the feasibility of creating an electronic brain. McCullouch and Pitts' 1943 formal concept for Turing-complete "artificial neurons" is now widely regarded as the earliest piece of work in artificial intelligence.
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Goals:
Sub-problems of the larger issue of imitating (or producing) intelligence have been identified. These are certain characteristics or skills that researchers anticipate an intelligent system to have. The following characteristics have drawn the greatest attention.
Using logic and problem-solving:
Early academics created algorithms that mimicked the sequential thinking that people employ to solve problems or draw logical conclusions. By the late 1980s and early 1990s, strategies for coping with uncertain or partial information had been created by AI research, utilizing ideas from probability and economics.
Knowledge representation:

Knowledge engineering and knowledge representation enable AI programs to infer conclusions about actual facts and provide intelligent responses to queries.
An ontology is a formalized description of a collection of objects, relations, ideas, and attributes for use by software agents as a representation of "what exists". Upper ontologies, which aim to serve as a foundation for all other information and serve as intermediaries between domain ontologies that include specialized knowledge about a certain knowledge domain (field of interest or area of concern), are the most broad types of ontologies. Additionally, a really intelligent program would require access to common sense information—the body of knowledge that the ordinary human is familiar with. Description logic, such as the Web Ontology Language, often represents the semantics of an ontology.
social awareness:

Systems that identify, interpret, process, or replicate human feeling, emotion, and mood fall under the multidisciplinary umbrella of affective computing. In order to look more receptive to the emotional dynamics of human connection or to otherwise enhance human-computer interaction, certain virtual assistants, for instance, are designed to speak informally or even to joke about. However, this often gives uninformed people an inaccurate impression of how sophisticated current computer agents are. Textual sentiment analysis and multimodal sentiment analysis, which AI uses to categorize the emotions expressed by a filmed subject, are moderate triumphs in the field of emotional computing.
Intelligence in general:
The breadth and diversity of a machine with general intelligence are comparable to those of human intelligence in its ability to tackle a wide range of issues. The best way to create artificial general intelligence is the subject of various opposing theories. Marvin Minsky and Hans Moravec contend that research from several fields may be combined into a sophisticated multi-agent system or cognitive architecture with general intelligence. Pedro Domingo believes that there may be a "master algorithm" that might produce AGI that is theoretically simple but technically challenging. Others think that humanistic traits will eventually grow to the point where general intelligence develops, such as an artificial brain or simulated infant development.

Artificial neural networks:

Neural networks were modeled after the structure of the human brain's neurons. A straightforward "neuron" N receives information from other neurons, each of which, when activated (or "fired"), casts a weighted "vote" for or against whether neuron N should activate itself. One straightforward approach, known as "fire together, wire together," increases the weight of two linked neurons when the successful activation of one causes the successful activation of the other. Learning needs an algorithm to alter these weights depending on the training data. Neurons may interpret inputs in a nonlinear manner as opposed to just weighing them, and they have a continuous spectrum of activity.
Artificial intelligence in games:
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Halo: Combat Evolved:

In the first-person shooter (FPS) video game Halo: Combat Evolved, players primarily experience gameplay in a 3D environment from a first-person perspective. Moving around allows the user to look up, down, left, or right. The game includes a variety of vehicles, many of which the player may operate, from armored 4x4s and tanks to alien hovercraft and planes. For pilots and mounted gun operators, the game transitions to a third-person viewpoint while passengers continue to see everything in the first person. The "motion tracker" in the game's heads-up display detects moving teammates, moving or shooting opponents, and vehicles within a certain range of the player.
Tom Clancy's Splinter Cell:

Developed by Ubisoft Toronto and released by Ubisoft in 2013, Tom Clancy's Splinter Cell: Blacklist is an action-adventure stealth video game. It is the follow-up to Tom Clancy's Splinter Cell: Conviction and the series' seventh entry. Players take control of Sam Fisher, a spy for the Fourth Echelon, in the game as he attempts to thwart the Engineers, an organization of terrorists that is attempting to force the United States to call home all of its troops stationed abroad. The gameplay of Blacklist involves players fulfilling tasks and eliminating opponents, the same as its predecessors.
Alien: Isolation:

The 2014 survival horror title Alien: Isolation was created by Creative Assembly and released by Sega for the PlayStation 3, PlayStation 4, Windows, Xbox 360, and Xbox One. The game, which is based on the Alien film series, follows engineer Amanda Ripley, the mother of the movie's main character Ellen Ripley, as she looks into her mother's abduction on the space station Sevastopol. The game is set 15 years after the events of the original 1979 film. Amanda must find a way out of the station once she enters and finds that it has become chaotic owing to an alien beast that is loose. With gadgets like a motion tracker and a flamethrower, the player must avoid, outwit, and battle foes in this survival horror game that places a strong emphasis on stealth gameplay.
XCOM: Enemy

A turn-based tactical computer game called XCOM: Enemy Unknown was released in 2012 by 2K and developed by Firaxis Games. The game is a "reimagined" recreation of the cult favourite strategy game X-COM: UFO Defence from 1994 (also known as UFO: Enemy Unknown) and a revival of the X-COM franchise from the 1990s developed by MicroProse. The player commands an elite international paramilitary group by the name of XCOM during an extraterrestrial invasion of Earth in this game, which is set in a different year than 2015. The player directs the research and development of technologies from recovered alien technology and captured prisoners, expands XCOM's base of operations, controls finances, and monitors and reacts to alien activity between tactical missions where the player commands troops in the field.
F.E.A.R:

For Microsoft Windows, Xbox 360, and PlayStation 3, F.E.A.R. First Encounter Assault Recon is a first-person shooter psychological horror game. The F.E.A.R. series' debut title is this one. The game, which was created by Monolith Productions and released at first by Vivendi Universal Games under the Sierra Entertainment banner, was made available for Windows in October 2005 in both a normal edition and a Director's Edition. In October 2006 and April 2007, Day 1 Studios released versions of the game for the Xbox 360 and PlayStation 3.
Conclusion:
The world as we know it is changing as a result of artificial intelligence. The promise of AI is tremendous, ranging from transforming businesses and automating procedures to improving personalized experiences and improving healthcare. It is crucial to address ethical issues and make sure that AI is created and utilized ethically as we continue to harness its potential. We can unleash a future where intelligent machines and people live and prosper by embracing AI's possibilities and overcoming its problems, building a more effective, connected, and inventive society.
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