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EN
By action model, we understand any logic-based representation of effects and executability preconditions of individual actions within a certain domain. In the context of artificial intelligence, such models are necessary for planning and goal-oriented automated behaviour. Currently, action models are commonly hand-written by domain experts in advance. However, since this process is often difficult, time-consuming, and error-prone, it makes sense to let agents learn the effects and conditions of actions from their own observations. Even though the research in the area of action learning, as a certain kind of inductive reasoning, is relatively young, there already exist several distinctive action learning methods. We will try to identify the collection of the most important properties of these methods, or challenges that they are trying to overcome, and briefly outline their impact on practical applications.
2
100%
ESPES
|
2020
|
vol. 9
|
issue 1
26 - 35
EN
The ability to create and perceive art has long been understood as an exceptional human trait, which should differentiate us from the rest of the organisms or robots. However, with the uprising of cognitive sciences and information stemming from them, as well as the evolutionary biology, even the human being began to be understood as an organism following the evolutionarily and culturally obtained algorithms and evaluation processes. Even fragile and multidimensional phenomena like beauty, aesthetic experience or the good have lately been analysed using computational aesthetics, neuro-aesthetics, and neuro-ethics, suggesting that the entire aesthetics, art or ethics can be understood as a result of a certain algorithmic data analysis. In the following article, I will attempt to think about the concept of computational aesthetics and the possibilities (pros and cons), benefits and shortcomings of artificial intelligence in the creation, as well as in perception and evaluation of artworks. I will introduce multiple models of artistic work based on AI, quality/originality evaluating computer programs, as well as mechanisms of its perception. In the end, I will attempt to present the basic aesthetic problems stemming from the development of AI and its usage in the field of art.
EN
This article treats about modeling different phenomena by means of concepts and tools elaborated in the computer science framework, mainly in that of Artificial Intelligence (AI). After having presented the notion of formalized computer science model (CSMd), we described general interactive modeling procedure (which consists of four stages: abstraction, formalization, simplification and verification). Then we characterize this procedure in the context limited to computer science. While discussing different types of CSMd, we focus on the domain of AI, e.g. we distinguish between rule-based models (often implemented as expert systems), network-based models (often implemented as artificial neural networks) and evolutionary models (often based using genetic algorithms). But, most importantly, we believe that machine learning tools (as part of the AI domain) could and, as the matter of fact, should be used in order to automate each of the stages of the proposed interactive modeling procedure.
EN
AIn a search for lessons learned from 50 years of history of AI, this paper presents a brief, subjective and personal history of the field. It then introduces five theses-prescriptions for what makes good AI research. The theses stem form the author's understanding of successes and failures of the field, and from his own experience as a long-standing and active member of the AI community. The five theses promote practicality, embeddedness, empirical verification, mathematical foundation, and scrutiny.
EN
Bondy deconstructs three illusions. The first illusion is the notion that salvation comes through history. However, there is no going back for history, especially with regard to privatising individuals, whose values are mostly anchored in consumerism. The second illusion is that the Soviet Union is an alternative to capitalism; the third illusion concerns Euro-centricism itself. Thus, Bondy permanently demythologizes and destroys illusions; in Bondy's radical reflection, this takes place through ontology. We may add, through non-substantial, i.e., revolutionary ontology.
EN
This article is about the prediction of bankruptcy of companies in Poland. In the article the author compares seven methods of artificial intelligence of forecasting the risks of bankruptcy of companies. It is first attempt of comparative analysis of such wide variety of artificial intelligence methods in predicting bankruptcy in Poland. In the conducted research the author has used data on 185 companies listed on the Warsaw Stock Exchange. This population of firms was divided into learning and testing setdata. Each company has been analyzed using the absolute values of 14 financial ratios and the dynamics of change of these ratios. The author's developed models are characterized by high efficiency. These studies are the first attempt to use fuzzy logic to predict the bankruptcy of companies in Poland and one of the first in the world. Obtained results demonstrate the great potential of this method.
EN
One of the aims of this study is to present foreign, Czech, and Slovak projects created by generating literary texts through the use of artificial neural networks (we propose the term synthetic textual media). However, the main goal is to provide a critical analysis of the presentation strategies applied in the publication and promotion of the results of these projects. We will therefore test the hypothesis that these modes of presentation lead to the mythicisation of artificial intelligence and inappropriately skew the share of human and non-human involvement in the production of generative texts. We understand synthetic textual media and their presentational para-texts in complementary textual relations, and stress the necessity of critically analysing them as a whole. This stems from the fact that the current practice of literature generated by artificial neural networks is not suitable for a close reading approach without reductive reception and (mis)interpretation. We are also aware of the specificity of the reception processes initiated by literary texts of this kind and strive to support the concept of literary metareading, which we consider more appropriate for the technological and literary levels of this type of text.
EN
In this paper I will present a class of on-line games which apply the idea of Human computation (HC). HC outsources certain steps of the computation process to humans. This makes it possible to solve difficult AI problems which are to a significant extent inaccessible to present-day algorithms (such as the perception of natural scenes). The games I will present appear to be a very convenient medium for recruiting volunteers to solve these problems. The participants can have fun, at the same time helping to accomplish those tasks that are very demanding for machines, such as image labeling for web search purposes, digitising books for online use, etc. In the paper I will also present an idea for a game which will help to generate data for future psychological research.
EN
The article focuses on the way in which science fiction genre and scientific texts alike model the ideas of Western culture concerning the functioning of the human mind (brain or intelligence), its knowability, and the probability of its successful simulation. The most problematic issue arising is that this kind of text rests both on the idea of absolute knowability of the human mind (thus stepping outside the “strange loop” defined by Douglas Hofstadter) and on the belief in the possibility of creating such an artificial live system that would reconstruct exactly this “loop”. The article sees the distinction between scientific and literary texts concerning artificial intelligence as problematic – the resulting “hybridity” is further employed and enhanced in connection with theories regarding “the post-human”. Building upon the theories of autopoietic (self-referential) systems, the article concludes with an outline of a “theory of hybrid reading”.
EN
The prerequisites for transhumanist visions can be identified on anthropological, social, scientific, and technological levels. But one cannot neglect science-fiction literature, which provides transhumanism with inspiration and literary imagery. This article focuses on three selected motifs in the well-known Foundation series by Isaac Asimov, which discusses in relation to ideas of transhumanism. In the first part, the article highlights the visionary and subversive character of these works and seeks similar traits in transhumanism. The second part discusses big data analysis, which is an important component of literary storytelling and which fuels the development of artificial intelligence, which, according to transhumanists, will lead to the creation of superintelligence. The third motif is the confrontation with beings that possess superhuman abilities, something both Asimov’s work and transhumanist visions deal with and which opens up questions about coexistence with those who are unlike us. Literary and transhumanist visions have multiple parallels and encourage deeper social, ethical, and anthropological analyses of important topics.
EN
Innovative technologies require a response from the legislator. In the case of disruptive technologies, the so-called performative regulation shall apply in the new legal regulation. This approach must also be applied in the case of the legal regulation of autonomous delivery robots. It will be necessary to adjust road traffic rules and some basic issues of legal liability. Legislation at European Union level can be expected at a later stage. Autonomous delivery robot technology has potential not only in the context of a pandemic, but also, for example, in the context of social inclusion.
EN
Online Dispute Resolution systems are becoming more popular, and more widely used, alternative to resolving various kinds of conflicts in courtroom. One of the most attractive, as well as defining aspects, is their strong reliance on new technologies. Amongst those technologies are slowly, but more and more often, popping up those based on artificial intelligence. In the following article, several of those will be introduced and subsequently the proposed regulatory framework of Act on Artificial Intelligence will be introduced as well. Regulatory duties of such technologies are determined by their placement in one of the three categories, therefore after the introductory part, this article will attempt to classify AI based ODR technologies in one of those categories. Lastly, the regulatory duties imposed on said systems by being placed in one of the categories will be introduced.
World Literature Studies
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2017
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vol. 9
|
issue 3
66 – 78
EN
Since the end of the 1950s, computer-generated literary texts have been a marginal but ever-present part of many national literatures including the Czech one. This study primarily charts the history of this phenomenon on the Czech cultural scene. Its material scope extends from experiments in the 1960s (by Jiří Levý and Karel Pala) and the metaliterary reflections of Jiří Drašnar with computer-distorted texts to contemporary conceptual procedures (e. g. glitch aesthetics in Impromptu by Roman Haisel) and literary experiments with artificial intelligence. Attention is also focused on its forays into pop culture (Google poetry). More general questions on the authorship of literary texts in particular are then formulated, and a proposed pluralist conception of authorship as a collective of human and technological actors is presented, based on analysis of generative literature output.
EN
Simulation of human behaviour is an important issue in computer games. Reliable behaviour of game characters improves players’ reception of a game. Psychology is a science which provides information about the mechanisms of the human mind, so psychological inspiration might be applied while developing algorithms for artificial intelligence. In this paper, this inspiration is shown by presenting the bots in the game Counter-Strike. The problem of creating game bots as a part of the artificial intelligence field is discussed. The functioning of the algorithm for controlling the E[POD] bot as a case study is also presented.
Lud
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2011
|
vol. 95
127-141
EN
In this article the author deals with the issue of creating an Internet identity, paying particular attention to the profiles created on social networking site – Facebook. The analysis is based on two theoretical foundations, Marxism on the one hand, and on the other – the theory of artificial intelligence which was developed by computer science. Concepts formed on the basis of artificial intelligence help illustrate the form of subjectivity which is created in the network. Drawing on the vision of Marxist dialectics and alienation, the author tries to visualise the interaction occurring between the users and their avatars on Facebook, recently the most popular social networking site.
EN
This study deals with three films of one of the most talented and, even in the European context, most interesting contemporary Slovak female directors and screenwriters, Viera Čákanyová (1980), which their creator herself regards as parts of a loose trilogy. These are her feature-length professional debut, FREM (2019), and two other films, Biela na bielej [White on White] (2020) and Poznámky z Eremocénu [Notes from Eremocene] (2022). They combine interlinked topics with a strong international overlap, which is quite unusual in Slovak films: the topic of artificial intelligence, climate change, the threat to human experience, or even the extinction of mankind. The aim of the study is to analyse the pictorial and strategies of Čákanyová’s trilogy while acoustic examining the essence of art, human experience, and life, which Čákanyová perceives in the situation of global climate change as threatened, or as ones in transition into the domain of artificial intelligence, which is becoming increasingly independent. The text is structured chronologically, using the available interviews with the director and other sources which commented on her hybrid, hard-to-grasp, and intentionally dubious films. It also serves as a guide to make sense of Čákanyová’s works, while relying also on the knowledge of her previous, internationally acclaimed student works, and television productions.
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