'Artificial Intelligence,' plays by local playwright come to Montclair theater

Beginning Thursday, May 2, the show will run for two successive weekends.

PHOTO COURTESY OF ERIC ALTER

'Artificial Intelligence,' a collection of original plays by area playwright Eric Alter, will be performed at The Grove Street Theatre located at the Deron School of NJ, 130 Grove St., Montclair.

The evening will have a total of six one-acts (including five new works) that range from drama to comedy. They include: "In Reverse Order," a comedy about a blind date; "First Day," a tale about the perils of high school; "Grandpa on Sundays," a drama about lasting effects of the Holocaust; "89 Days," a drama about a man who is dying from cancer; "Tsi dza to madze meli o," a drama about post-traumatic stress disorder; and "Artificial Intelligence," a comedy about finding the woman of your dreams and finding the right words to convey those feelings.

Rodney E. Reyes, Bob Lowy, Brendan Naranjo, Frank Briamonte and Rachel Skrod will be the directors for the plays. Cast members include Rocco Spoon Jr., Kay Koch, Jason Weinstein, John Cataldo, Shawn Dawiskiba, Debbie Campanali, Kristin Barber-Furlong, Brian Carroll, Essence Morgan, Angel Cruz, Dan Giordano, Natalie Dix, Sydney Caprio, Holly Lehren, Christopher Svetik, Cy Friedman and Steve Lemenille.

Performance dates are Thursday, May 2 through Sunday, May 5, and Thursday, May 9 through Saturday, May 11. Show times are Thursday night 7:30 p.m., Friday and Saturday night 8 p.m., and the Sunday matinee performance begins at 2 p.m. Some material may not be suitable for children ages 14 and under.

For more information about the shows and for ticket information, visit http://www.apricotskyproductions.com or call 973-509-2350.

Eric Alter is a playwright, screenwriter and published poet residing in West Orange. He is the founder and executive producer of Apricot Sky Productions, a theater and film company based in Montclair.

He is a member of the Dramatist Guild. While not writing, Alter works as the director of the Deron School in Montclair with children who are learning disabled.

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'Artificial Intelligence,' plays by local playwright come to Montclair theater

Artificial Intelligence Applications on e-Governance and e-Democracy: A Hands-on Experience part2 – Video


Artificial Intelligence Applications on e-Governance and e-Democracy: A Hands-on Experience part2
This lecture held within the seminar "Govern the Way of Youth",organised by EESTEC LC AThens.The topic of the seminar is e-governance and e-voting systems. F...

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Artificial Intelligence Applications on e-Governance and e-Democracy: A Hands-on Experience part2 - Video

Artificial Intelligence Applications on e-Governance and e-Democracy: A Hands-on Experience part4 – Video


Artificial Intelligence Applications on e-Governance and e-Democracy: A Hands-on Experience part4
This lecture held within the seminar "Govern the Way of Youth",organised by EESTEC LC AThens.The topic of the seminar is e-governance and e-voting systems. F...

By: EESTECAthens

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Artificial Intelligence Applications on e-Governance and e-Democracy: A Hands-on Experience part4 - Video

Tech hosts artificial intelligence competition

HOUGHTON - An artificial intelligence competition held Saturday at Michigan Technological University put an impressive display of human intelligence on display.

Tech's Husky Game Development Enterprise and Women in Computing Science student organizations hosted more than 50 teams of (mostly) programmers in an all-day (9 a.m. to 11:30 p.m.) AI, or artificial intelligence, event called BonzAI Brawl.

"This I would have to say is one of our best running BonzAI Brawls in participation, in how smoothly everything has gone, on the hardware/software side," said Ryan George, a third-year Computer Science/Computer Network and System Administration major, and Husky Game Development president. "It seems like everybody's been pleased overall."

Stephen Anderson/Daily Mining Gazette Teams and spectators watch the tournament portion of the BonzAI Brawl artificial intelligence competition Saturday evening in Fisher Hall, room 135 at Michigan Technological University. More than 50 teams of one to three competitors participated.

The competition, which also included teams from Northern Michigan University, pitted teams of one to three students (mostly CS/CNSA students, but open to all majors) in a challenge to spend eight hours programming their AIs to respond to the challenges set forth in a game developed throughout the year by organizers.

The teams were given a very limited amount of information in advance of the competition, with the game design and mechanics announced at orientation the morning of the competition.

After eight hours of programming, and consuming an array of free food and drink provided by sponsors, teams faced off in the "brawl" to determine which team's AI is most capable on the farm-themed game. With the programming done, teams could only watch the tournament as their programs were put to the test against opposing teams.

The challenge was to find the most efficient way to move ducks from point A to point B, figuring out how to locate the ducks, how to handle the terrain on the map and how many farmhands they had available, among a variety of other decisions.

"Artificial intelligence is basically a series of decision making, is what it boils down to, and the best strategies and best implementations of those strategies will usually come out on top," George said.

The "0th-place" team (named such because it's a programming competition) was "Team Hawkward," a Tech team with members Christopher Wallis, Eric Zimmer and Corey Bilski. First place was then Tech's "Lazor Bears," comprised of Nicholas Lanam and Kaylee Edwards. Second place was then NMU's "NeptunAI."

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Tech hosts artificial intelligence competition

Research and Markets: Artificial Intelligence in Big Data, Commercial Apps, Mobility and Search

DUBLIN--(BUSINESS WIRE)--

Research and Markets (http://www.researchandmarkets.com/research/h9sq9v/artificial) has announced the addition of the "Artificial Intelligence in Big Data, Commercial Apps, Mobility and Search" report to their offering.

Artificial Intelligence (AI) facilitates the efficient and effective supply of information to enterprises for optimized business decision-making. Major IT and software vendor companies are investing billions to generate revenue from AI based commercial solutions in various areas including robotics, machine translators, chat bots, voice recognizers, business intelligence systems, mobility control systems, intelligent search, and more.

The AI based solution market is valued at US$ 900 million globally by year end 2013 and is expected to grow exponentially over the next five years. Some of the biggest opportunity areas are commercial applications, search in the Big Data environment, and mobility control for generation of actionable business intelligence. The entire mobile/wireless ecosystem is well-positioned for AI via the growing adoption and expanded usage of consumer and enterprise electronics devices including smartphone, tablet, portable devices and wearable technologies.

This research evaluates the market for AI solutions within commercial applications, business intelligence, search analytics in mobility environment, and more. This report analyzes the potential for enterprises to improve performance through AI, development of AI solution in cloud environment, and AI for Big Data control. The report also includes vendor analysis and market predictions.

Target Audience:

- AI companies

- Big Data companies

- Mobile network operators

- Wireless device manufacturers

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Research and Markets: Artificial Intelligence in Big Data, Commercial Apps, Mobility and Search

A New Service Based on Artificial Intelligence Will Change the Way You Learn Languages

Lingualia presents Lingu, a virtual language teacher with the power to learn from each and every student and adapt the course to perfectly fit their needs. This state-of-the-art learning system achieves a noticeable increase in motivation, and much faster progress with very little effort.

Valencia, Spain (PRWEB) April 04, 2013

Lingu learns from the user; he studies their behaviour, their progress, the time they have available to learn, and their motivation, and applies that information to the design of completely unique learning experiences.

Sergio Blanco, CEO of Lingualia, points out, At Lingualia, the student isnt forced to adapt to the course; the course adapts to the student. This way, students motivation increases and they achieve a much faster progress with a lot less effort.

Student-focused Learning

The motivation and requirements of every language learner vary dramatically, as does the rate of progression and understanding.

Thats why Lingualia has developed Lingu, a virtual teacher, programmed with artificial intelligence, tailored to each student, with the ability to analyse all aspects of their learning capacities to create a personalised course for each user.

The student learns from their mistakes thanks to the explanations that Lingu provides. This method eliminates the need to follow a strict course which is always the same from student to student and not at all tailored to each persons requirements.

Lingus algorithm, based on artificial intelligence, learns from each student and has the capacity to take decisions in order to personalise the learning process.

How Does Lingu Work?

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A New Service Based on Artificial Intelligence Will Change the Way You Learn Languages

Predicting the future of artificial intelligence has always been a fool’s game

From the Darmouth Conferences to Turing's test, prophecies about AI have rarely hit the mark. But there are ways to tell the good from the bad when it comes to futurology

In 1956, a bunch of the top brains in their field thought they could crack the challenge of artificial intelligence over a single hot New England summer. Almost 60 years later, the world is still waiting.

The "spectacularly wrong prediction" of the Dartmouth Summer Research Project on Artificial Intelligence made Stuart Armstrong, research fellow at the Future of Humanity Institute at University of Oxford, start to think about why our predictions about AI are so inaccurate.

The Dartmouth Conference had predicted that over two summer months ten of the brightest people of their generation would solve some of the key problems faced by AI developers, such as getting machines to use language, form abstract concepts and even improve themselves.

If they had been right, we would have had AI back in 1957; today, the conference is mostly credited merely with having coined the term " artificial intelligence".

Their failure is "depressing" and "rather worrying", says Armstrong. "If you saw the prediction the rational thing would have been to believe it too. They had some of the smartest people of their time, a solid research programme, and sketches as to how to approach it and even ideas as to where the problems were."

Now, to help answer the question why "AI predictions are very hard to get right", Armstrong has recently analysed the Future of Humanity Institute's library of 250 AI predictions. The library stretches back to 1950, when Alan Turing, the father of computer science, predicted that a computer would be able to pass the "Turing test" by 2000. (In the Turing test, a machine has to demonstrate behaviour indistinguishable from that of a human being.)

Later experts have suggested 2013, 2020 and 2029 as dates when a machine would pass the Turing test, which gives us a clue as to why Armstrong feels that such timeline predictions -- all 95 of them in the library -- are particularly worthless. "There is nothing to connect a timeline prediction with previous knowledge as AIs have never appeared in the world before -- no one has ever built one -- and our only model is the human brain, which took hundreds of millions of years to evolve."

His research also suggests that predictions by philosophers are more accurate than those of sociologists or even computer scientists. "We know very little about the final form an AI would take, so if they [the experts] are grounded in a specific approach they are likely to go wrong, while those on a meta level are very likely to be right".

Although, he adds, that is more a reflection of how bad the rest of the predictions are than the quality of the philosophers' contributions.

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Predicting the future of artificial intelligence has always been a fool's game

Artificial intelligence shines in ‘BioShock Infinite’

If academic Howard Zinn were to make a video game, it would be BioShock Infinite.

The game's theme is a massive homogeny of American xenophobia, imperialism and ignorance mixed into a first-person shooting adventure with heavy tones of Ayn Rand and Leonard Peikoff. Visually, there is just enough steam punk in the design that the environment almost becomes a character in itself.

When the game is not hitting you with satire of 1920s-style American exceptionalism, it engages you with fast-action sequences and a nonplayer character artificial intelligence that verges on perfect. The AI is probably the best I've ever seen in a video game.

Infinite has dragged BioShock out of the cacotopian underwater city of Rapture that dominated the series' first two games and sets it afloat 40 years into the past somewhere in the skies of early 20th-century America.

The floating airship city of Columbia is where America decided to put the virtues of its excellence on display for the world to admire, but at the same time to stay the hell away from, too. You play as a former Pinkerton agent who has been hired by an unknown benefactor to rescue the main NPC, Elizabeth, who has begun to manifest powers. And it seems the whole weird city is out to stop you.

The developers have injected originality into this shooter by way of a zip line form of transportation that is fun and addicting to watch. The aerial rail line shoots you around the city's various platforms and airships; and when incorporated into combat, these rail lines morph from transportation into game gravy.

The story is intriguing and a little bit droll in its suggested political commentary, but the visuals and sound are great and game play is outstanding.

2K Games and Irrational Games, PlayStation 3 and Xbox 360, $59.99, PC, $59.96, First-person shooter, Mature 17+, Tuesday

Where BioShock Infinite slashes at you with bits of dry intelligent wit and subversive giddiness, Army of TWO The Devil's Cartel just plain shoots you over and over and over.

Don't look for subtlety in this over-the-top third-person shooter. There is a story somewhere in Army of TWO The Devil's Cartel, but in the same way there is a story in Steven Seagal movies.

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Artificial intelligence shines in 'BioShock Infinite'

Artificial intelligence expert Robert Wilensky dies at 61

BERKELEY

Robert Wilensky, professor emeritus of computer science at the University of California, Berkeley, and one of the campuss first faculty members in artificial intelligence when the field was just taking off, has died at age 61.

Robert Wilensky (Peg Skorpinski photo)

He died at the Alta Bates Summit Medical Center in Oakland on Friday, March 15, of a bacterial infection.

Wilenskys career at UC Berkeley spanned nearly 30 years, beginning in 1978 when he joined the faculty in computer science. He later was appointed a professor at the School of Information and Management Sciences (now the School of Information, or I School), which he helped form.

His many research interests included the role of memory processes in natural language processing, language analysis and production and artificial intelligence in programming languages.

One of Wilenskys most notable contributions to the university was the UC Berkeley Digital Library Project, launched in the early years of the World Wide Web to develop techniques to make books and research materials from any library available online. The project also linked technical material together so that different layers of information can be selectively displayed and linked to other documents. This has become commonplace on the Web and in tools like Google Earth.

The system allowed scholars and researchers to add material, and it enabled general users to easily find and retrieve information, including environmental reports, historic photos, video files, maps, databases of California flora and more, said David Culler, professor and chair of the Department of Electrical Engineering and Computer Sciences. These are conveniences we now take for granted.

The UC Berkeley Digital Library was launched in 1994 with a $4 million grant from the National Science Foundation, the Department of Defense Advanced Research Projects Agency and NASA. Two years later, the project got a big boost when IBM donated a 6 terabyte data-storage system valued at nearly $750,000.

During Wilenskys tenure at UC Berkeley, he served as chair of the Computer Science Division, director of the Berkeley Cognitive Science Program, director of the Berkeley Artificial Intelligence Research Project, and board member of the International Computer Science Institute.

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Artificial intelligence expert Robert Wilensky dies at 61

Chess and 18th Century artificial intelligence

22 March 2013 Last updated at 13:36 ET

An 18th Century automaton that could beat human chess opponents seemingly marked the arrival of artificial intelligence. But what turned out to be an elaborate hoax had its own sense of genius, says Adam Gopnik.

Lately I've been thinking a lot about the Turk. That sounds, I know, like a very 19th Century remark. "Have you been thinking about the Turk?" one bearded British statesman might have asked another in the 1860s, with an eye to the Sublime Porte and Russian designs on it, and all the rest.

No, The Turk I have in mind is both older and newer than that - I mean the famous 18th Century chess-playing automaton, recently and brilliantly reconstructed in California. And the reason I have been thinking about it is that - well, there are several reasons, one folded into the next, beginning with the candidates' tournament for the world chess championship, being held in London this week, and enclosing, at the end, my own 18-year-old son's departure for college.

If you haven't heard of it before, I should explain what the Turk is, or was. There's a very good book by Tom Standage all about it.

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The BBC's Peter Bowes plays chess with John Gaughan's replica Turk

The Turk first appeared in Vienna in 1770 as a chess-playing machine - a mechanical figure of a bearded man dressed in Turkish clothing, seated above a cabinet with a chessboard on top.

The operator, a man named Johann Maelzel, would assemble a paying audience, open the doors of the lower cabinet and show an impressively whirring clockwork mechanism that filled the inner compartments beneath the seated figure. Then he would close the cabinet, and invite a challenger to play chess. The automaton - the robot, as we would say now - would gaze at the opponent's move, ponder, then raise its mechanical arm and make a stiff but certain move of its own.

The thing was a sensation.

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Chess and 18th Century artificial intelligence