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	<title>Comments on: Games and the Problem of Relevance</title>
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	<link>http://stupefication.wordpress.com/2008/04/27/games-and-the-problem-of-relevance/</link>
	<description>Philosophical Research on the Stupefication of Tasks</description>
	<lastBuildDate>Wed, 08 Oct 2008 15:25:25 +0000</lastBuildDate>
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		<title>By: The Possible Irrelevance of Potentially Infinite Recursion with Respect to Applying Heuristical Methods to Game-Related Problem Domains &#171; Artificial Intelligence and &#8220;Stupefication&#8221;</title>
		<link>http://stupefication.wordpress.com/2008/04/27/games-and-the-problem-of-relevance/#comment-30</link>
		<dc:creator>The Possible Irrelevance of Potentially Infinite Recursion with Respect to Applying Heuristical Methods to Game-Related Problem Domains &#171; Artificial Intelligence and &#8220;Stupefication&#8221;</dc:creator>
		<pubDate>Thu, 01 May 2008 02:16:36 +0000</pubDate>
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		<description>[...] I mention this because linguistic systems are known to possess potentially unbridled (and largely uncharted) recursive structures.  And also, linguistic systems happen to be an important frontier in AI research.  So my question is, can a computer be taught enough heuristics (of various orders) to function at an apparently high level of linguistic competence?  If the answer is yes (which is a huge &#8220;if&#8221;), then perhaps one way to effect such a break through would be to first begin with very simple languages games with clearly defined winning conditions and clearly defined transition rules (as mentioned in this post.) [...]</description>
		<content:encoded><![CDATA[<p>[...] I mention this because linguistic systems are known to possess potentially unbridled (and largely uncharted) recursive structures.  And also, linguistic systems happen to be an important frontier in AI research.  So my question is, can a computer be taught enough heuristics (of various orders) to function at an apparently high level of linguistic competence?  If the answer is yes (which is a huge &#8220;if&#8221;), then perhaps one way to effect such a break through would be to first begin with very simple languages games with clearly defined winning conditions and clearly defined transition rules (as mentioned in this post.) [...]</p>
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		<title>By: Context-Dependence in Game Heuristics &#171; Artificial Intelligence and &#8220;Stupefication&#8221;</title>
		<link>http://stupefication.wordpress.com/2008/04/27/games-and-the-problem-of-relevance/#comment-28</link>
		<dc:creator>Context-Dependence in Game Heuristics &#171; Artificial Intelligence and &#8220;Stupefication&#8221;</dc:creator>
		<pubDate>Thu, 01 May 2008 01:45:16 +0000</pubDate>
		<guid isPermaLink="false">http://stupefication.wordpress.com/?p=16#comment-28</guid>
		<description>[...] May 1, 2008   Simply put, heuristics are rules for governing how a formal system ought to move (where &#8220;move&#8221; is understood to mean &#8220;transition from one state to another according to valid transition rules.&#8221;)  But for our purposes, we should understand heuristics to have a quality of being definable fully within the system itself. In other words, the heuristic &#8220;Control the center&#8221; would have been useless to Deep Blue if the idea of &#8220;control&#8221; and the idea of &#8220;center&#8221; were impossible to define syntactically.  (Note: This should be reminiscent of our similar stipulation that winning conditions be definable within the system itself &#8212; an idea mentioned here.) [...]</description>
		<content:encoded><![CDATA[<p>[...] May 1, 2008   Simply put, heuristics are rules for governing how a formal system ought to move (where &#8220;move&#8221; is understood to mean &#8220;transition from one state to another according to valid transition rules.&#8221;)  But for our purposes, we should understand heuristics to have a quality of being definable fully within the system itself. In other words, the heuristic &#8220;Control the center&#8221; would have been useless to Deep Blue if the idea of &#8220;control&#8221; and the idea of &#8220;center&#8221; were impossible to define syntactically.  (Note: This should be reminiscent of our similar stipulation that winning conditions be definable within the system itself &#8212; an idea mentioned here.) [...]</p>
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	<item>
		<title>By: Descriptive (Not Prescriptive) Rules &#171; Artificial Intelligence and &#8220;Stupefication&#8221;</title>
		<link>http://stupefication.wordpress.com/2008/04/27/games-and-the-problem-of-relevance/#comment-9</link>
		<dc:creator>Descriptive (Not Prescriptive) Rules &#171; Artificial Intelligence and &#8220;Stupefication&#8221;</dc:creator>
		<pubDate>Sun, 27 Apr 2008 16:09:32 +0000</pubDate>
		<guid isPermaLink="false">http://stupefication.wordpress.com/?p=16#comment-9</guid>
		<description>[...] the kind of language games mentioned at the end of my previous post, and which we&#8217;ll talk about later, need not be games that human beings play and need not be [...]</description>
		<content:encoded><![CDATA[<p>[...] the kind of language games mentioned at the end of my previous post, and which we&#8217;ll talk about later, need not be games that human beings play and need not be [...]</p>
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