Until recently, computers have been primarily sequential, or serially

operating, machines. As pointed out earlier, the brain operates in

parallel and makes up for its slower operating individual parts in this

way. Designers are now working on parallel operation for computers, an

improvement that may be even more important than random-access memory.

_Bionics_

It is obvious that while there are many differences in the brain and the

computer there are also many striking similarities. These similarities

have given rise to the computer-age science of “bionics.” A coinage of

Major J. E. Steele of the Air Force’s Wright Air Development Center,

_bionics_ means applying knowledge of biology and biological techniques

to the design of electronic devices and systems. The Air Force and other

groups are conducting broad research programs in this field.

As an indication of the scope of bionics, Dr. Steele himself is a flight

surgeon, primarily trained as neurologist and psychiatrist, with

graduate work in electronics and mathematics. Those engaged in bionics

research include mathematicians, physical scientists, embryologists,

philosophers, neurophysiologists, psychologists, plus scientists and

engineers in the more generally thought of computer fields of

electronics and other engineering disciplines.

A recent report from M.I.T. is indicative of the type of work being

done: “What the Frog’s Eyes Tell the Frog.” A more ambitious project is

one called simply “Hand,” which is just that. Developed by Dr. Heinrich

Ernst, “Hand” is a computer-controlled mechanical hand that is described

as the first artificial device to possess a limited understanding of the

outside world. Although it will undoubtedly have industrial and other

applications, “Hand” was developed primarily as a study of the cognitive

processes of man and animals.

Besides the Air Force’s formal bionics program, there are other research

projects of somewhat similar nature. At Harvard, psychologists Bruner

and Miller direct a Center for Cognitive Studies, and among the

scientists who will contribute are computer experts. Oddly, man knows

little of his own cognitive or learning process despite the centuries of

study of the human mind. It has been said that we know more about

Pavlov’s dog and Skinner’s pigeons than we do about ourselves, but now

we are trying to find out. Some find it logical that man study the

animals or computer rather than his own mind, incidentally, since they

doubt that an intelligence can understand itself anyway.

As an example of the importance placed on this new discipline, the

University of California at Los Angeles recently originated a course in

its medical school entitled “Introduction to the Function and Structure

of the Nervous System,” designed to help bridge the gap between

engineering and biology. In Russia, M. Livanov of the Soviet Academy

Research Institute of Physiology in Higher Nervous Activity has used a

computer coupled with an electric encephaloscope in an effort to

establish the pattern of cortical connections in the brain.

While many experts argue that we should not necessarily copy the brain

in designing computers, since the brain is admittedly a survival device

and somewhat inflexible as a result of its conditioning, it looks

already as if much benefit has come from the bionics approach.

The circuitry of early computers comprised what is called “soldered”

learning. This means that the connections from certain components hook

up to certain other components, so that when switches operated in a

given order, built-in results followed. One early teaching device,

called the Electric Questionnaire, illustrates this built-in knowledge.

A card of questions and answers is slipped over pegs that are actually

terminals of interconnected wires. Probes hooked to a battery are

touched to a question and the supposed correct answer. If the circuit is

completed, a light glows; otherwise the learner tries other answers

until successful.

More sophisticated systems are those of “forced” learning and free

association. Pioneer attempts at teaching a computer to “perceive” were

conducted at Cornell University under contract with the Air Force to

investigate a random-network theory of learning formulated by Dr. Frank

Rosenblatt. Specifically, the Perceptron learns to recognize letters

placed in front of its “eyes,” an array of 400 photocells. The human

brain accomplishes perception in several steps, though at a high enough

rate of operation to be thought of as a continuous, almost

instantaneous, act. Stimuli are received by sense organs; impulses

travel to neurons and form interconnections resulting in judgment,

action if necessary, and memory. The Perceptron machine functions in

much the same manner.

[Illustration:

_Electronics_

Simplified version of a mammalian visual system (A) and Perceptron

simulating the biological network (B).

]

The forced learning technique, in which Perceptron was told when it

correctly identified a letter, and when it missed, was used first. Later

it was found that “corrective” or reinforced teaching, which notes only

errors, was more effective. After Perceptron had seen each letter

fifteen times and received proper correction, it could subsequently

identify all the letters correctly.

Announcement of Perceptron triggered many wild headlines and a general

misconception in the public mind. Dr. Rosenblatt and other developers

wisely refuse to comment on the potential of his machine, but the number

of experiments being conducted indicates wide scientific interest, and

_perceptron_ has attained the prestige of an uncapitalized generic term.

However, the theory of its random process has been questioned by

scientists including Theodore Kalin, one of the builders of an early

electrical logic machine. Kalin feels that intelligence presupposes a

certain minimum of _a priori_ knowledge: the wired-in learning of the

computer or the instincts or inherited qualities of animals. This of

course echoes the thoughts of Kant who deplored the notion as similar to

all the books and papers in a library somehow arranging themselves

properly on the shelves and in filing cabinets.

Indeed, the whole idea of finding human intelligence mirrored in the

electronic innards of the computer has been flatly denounced at some

scientific symposiums. Computers given an intelligence test at the

University of Michigan “flunked,” according to researchers. Another

charge is that the reaction of the brain’s neuron depends on its history

and thus cannot be compared with the computer. However, other

researchers seem to have anticipated this weakness and are working on

electronic or electrochemical neurons that also are conditioned by their

input. Despite criticism, the bionics work proceeds on a broad front.

More recently a machine called Cybertron has been developed by the

Raytheon Company. This more sophisticated machine is being trained to

recognize sonar sounds, using the corrective technique. If Cybertron

errs, the teacher pushes a “goof” button. When the machine is fully

developed, Raytheon feels it will be able to recognize all typical

American word sounds, using its 192 learning elements, and to type them

out.

Computers generally do “logical” operations. Many human problems do not

seem to be logical, and can be solved only by experience, as the

mathematician Gödel demonstrated some years ago. Since Cybertron solves

such “alogical” problems, its builders prefer not to call it a computer,

but rather a self-organizing data-processor that adapts to its

environment. Among the variety of tasks that Cybertron could perform are

the grading of produce and the recognition of radar signals. Raytheon

foresees wide application for Cybertron as a master learner with

apprentice machines incapable of learning but able to “pick the brains”

of Cybertron and thus do similar tasks.

[Illustration:

_Cornell Aeronautical Laboratory_

With the letter C in its field of view, Perceptron’s photocells at top

center are activated. Simultaneously, response units in panel at

right identify the letter correctly.

]

The assembly of machines like Perceptron and Cybertron requires elements

that simulate the brain’s neuron. One such component which has evolved

from bionics research is the Artron, or artificial neuron. Inside the

Artron are logic gates and inhibit gates. By means of reward or

punishment, the Artron learns to operate a “statistical switch” and send

impulses to other Artrons or to a readout. There are two interesting

parallels here besides the operation of a simulated neural net. One is

the statistical approach to decisions and learning. The late John von

Neumann theorized that the brain’s actions might be statistical, or

based on probability. Second, the designers of Artron see a similarity

in its operation and Darwin’s theory of natural selection.

Another new component in the bionics approach is the “neuristor.” This

semiconductor diode simulates the axon, the nerve fiber that connects

with the neuron. Another device is the “memistor,” unique in that it

uses electrochemical phenomena to function as a memory unit. A different

kind of artificial neuron called MIND is made up of magnetic cores.

There is another plus factor in this duplication of what we think is the

system used by the brain. While one neuron may not be as reliable as a

vacuum tube or transistor, the complete brain is millions of times more

dependable than any of its single parts. This happy end result is just

the reverse of what man has come up with in his complex computer

systems. For instance, individual parts in the Minuteman missile must

have a reliability factor of 99.9993% so that the system will have a

fair chance of working properly. Duplication of the brain’s network may

well lead to electronic systems that are many times more reliable than

any of their individual parts.

Bionics is apparently a fruitful approach, both for benefiting computer

technology and for learning more about the human brain. As an example,

consider the fact that work with the Perceptron indicated that

punishment was more effective in the learning process than punishment

and reward together. This of course does not say that such a method

would work best with a human subject, but if separate tests with human

beings proved a similar result, it might then be safe to infer some

similarity between the human and computer brain.

One of the biggest roadblocks to implementation of a humanlike neural

net is economic. Since there are some 10 billion neurons in the brain,

and early electronic neurons consisted of several components including

transistors which are a bargain at $2 each, building such a computer

might double our national debt. Bionics workers have been thinking

dreamily in terms of something like one cent per artificial neuron. This

is a ridiculously low figure, but even at that a one-tenth brainpower

computer with only a billion penny neurons would cost $10 million for

those components alone!

[Illustration:

_Cornell Aeronautical Laboratory_

Random wiring network between the Mark I Perceptron’s 400 photocell

sensors and the machine’s association units.... The Mark I has ten

sensory output connections to each of its 512 association units.

]

Not yet whipped, researchers are now thinking in terms of mass-producing

lattices of thin metal, in effect many thousands of elements in a

microscopic space, and propagating electrochemical waves rather than an

electrical current through them.

[Illustration:

_Raytheon Co._

When Cybertron doesn’t catch on to a new lesson, engineers push the

goof button to punish the machine. When it learns correctly it is

allowed to continue its studies with no interruption, thus it

constantly improves its skill.

]

Other ideas include getting down to the molecular level for components.

If this is achieved it will be a downhill pull, for even the human

neuron consists of many molecules. Farfetched as these ideas seem,

packaging densities of 100 billion per cubic foot are being talked of as

foreseeable in less than ten years. This is only about ten times as

bulky as the goal, the human brain, and when it is achieved the computer

will be entitled to a big head.

_The Computer as a Thinker_

About the time Johnny was having all his trouble reading, a computer

named JOHNNIAC was given the basic theorems needed, and then asked to

prove the propositional calculus in the _Principia Mathematica_, a task

certainly over the heads of most of us. The computer waded through the

job with no particular strain, and even turned in one proof more elegant

than human brains had found before. When the same problems were given to

an engineer unfamiliar with that branch of mathematics, his verbalized

problem-solving technique paralleled that of JOHNNIAC. Asked if he had

been thinking, the engineer said he “surely thought so!”

In his interesting department in _Scientific American_, mathematical

gamester Martin Gardner describes a simple set of punched cards for

solving the type of logic problem discussed earlier in this chapter.

Using these cards and a simple digital type of manipulation, we happily

learn that Camille surely could. The problem is a simple, three-premise

type in two-valued logic and can be solved by any self-respecting

digital computer in a split second. A few demonstrations like this give

a rather disconcerting insight into our brain’s limitations and build

more respect for the computer’s intelligence.

When we hear of expensive computers apparently frittering away their

valuable time playing games we may well wonder how come. But games, it

turns out, are an ideal testing ground for problem-solving ability and

hence intelligence. Back in 1957, computer experts Simon and Newell

predicted that in ten years the chess champion of the world would be a

computer. Master players most likely laughed up their sleeves, and thus

far the electronic machine has done no better than play a routine game

against a human amateur. This, of course, is not a mean achievement.

Wise heads are supposed to have responded to the prediction with “So

what?”

[Illustration:

Photo at left from _Organization of the Cerebral Cortex_, by D. A

Sholl, J. Wiley and Sons. Right, _General Electric Research

Laboratory_

Photo at right shows a “crossed-film cryotron” shift register—an

advanced computer element. The separation of active crossovers shown

is comparable to the separation of nerve cells in the section of cat

brain shown at left.

]

Alex Bernstein of IBM worked out a program for the 704 computer in which

the machine looks ahead four moves before each of its plays. Even this

limited look ahead requires 2,800 calculations, and the 704 takes eight

minutes deliberating. Occasionally it makes a move the experts rate as

masterful.

Chess is a far more complex game even than it appears to those of us on

the sidelines. In an average game there are forty moves and each has

about thirty possibilities. So far this sounds innocuous, but

mathematics shows that there are thus 10^{120} possible moves in any one

game. This number is a 1 followed by 120 zeros, and to underline its

size it has been estimated that even if a million games a second were

played, the possibilities would not be exhausted in our lifetime!

Obviously human chess wizards do not investigate all possible moves.

Instead they use heuristic reasoning, or hunch playing, to cut corners.

The JOHNNIAC computer is investigating such approaches to

computer-playing chess, in a movement away from rigorously programmed

routines or “algorithms.” Algorithms are formulas or equations such as

the quadratic equation used in finding roots. If indeed the computer

does dethrone the human chess champ by 1967, it will be exceedingly hard

to argue that the machine is not thinking.

The word “heuristic” comes from the Greek _heuriskein_, meaning to

discover or invent. An example of what it is and how important it is can

be seen in the recent disproving of a famous conjecture made by the

mathematician Euler some 180 years ago. Euler was interested in the

properties of so-called “magic squares” in which letters are arranged

vertically and horizontally. While it is possible to arrange the letters

_a_, _b_, _c_, _d_, and _e_ in such a square so that all are present in

each row and in different order, Euler didn’t think such was the case

with a square having six units on a side. He tried it, visualizing

officers of different rank arranged in rows. Convinced that it would not

work, he extended his educated guess to squares having units of ten,

fourteen, and other even numbers not divisible by four. He didn’t

actually prove his conjecture, because the amount of paperwork makes it

practically impossible.

In 1901 a mathematician did try all the possible configurations of the

square of six units and found that Euler was indeed correct. It was

assumed that ten was impossible too, until 1958 when three American

mathematicians spoiled Euler’s theory by finding workable magic squares

having ten units per side. They did not do this by exhausting all the

possibilities, for such a chore would have been humanly impossible. In

fact, a computer labored for 100 hours and completed only a tiny

fraction of the job. The square-seekers concluded that it would take

even the high-speed computer upwards of a century to do the job, so

instead they used hunches or inspired guesses, working out a heuristic

for the task. The point of importance is that not only man, but the

computer as well, despite its fantastic speed, must learn to use

heuristic reasoning rather than blindly plowing through all possible

solutions. There are just too many numbers!

Computers play other games too, from tick-tack-toe and Nim, which it

plays flawlessly, to Go and checkers. Dr. Arthur Samuel of IBM has

taught the 704 computer to play checkers well enough to beat him

regularly, though Dr. Samuel, scientist that he is, admits he is not a

great checker-player. He has used two types of learning in the program:

“rote” and “generalization.” So far these have been used separately,

while human players use both types of learning in a game.

American scientists visiting Russia recently reported that the Russians,

like some of us, were amazed to hear that computer time was allotted to

the mere playing of games. The real goal in all this game-playing is to

learn how to do other more important things. Gaming is being applied to

war strategy and to business management. Corporation executives are

playing games with computers that simulate the operation of their firms,

both to improve methods and to learn about themselves and their

employees. A General Problem-Solver computer is being developed too; one

which can solve problems like the cannibals and the missionaries and

then do mathematical equations and other types of thinking. As was

pointed out, when the computer’s method of solving a problem is compared

with the protocol used by a person (by having him think aloud as he goes

through the problem) it is seen that both use pretty much the same

tricks and short cuts.

As the computer keeps closing the gap, we can push the goal back by

redefining our terms. This is much like dangling a carrot on a stick,

and with the computer doggedly taking the part of the donkey, it is a

pretty good technological flail. By making the true test of intelligence

something like artistic creativity, we can rule out the machine unless

it can write poetry, compose music, or paint a picture. So far the

computer has done the first two, and the last poses no particular

problem, though debugging the machine might be a messy operation. True,

the machine’s poetry is only about beatnik level:

CHILDREN

Sob suddenly, the bongos are moving.

Or could we find that tall child?

And dividing honestly was like praying badly,

And while the boy is obese, all blast could climb.

First you become oblong,

To weep is unctious, to move is poor.

This masterpiece, produced by a computer in the Librascope Laboratory

for Automata Research, is not as obscure as an Eliot or a Nostradamus.

Computer music has not yet brought audiences to their feet in Carnegie

Hall. The machine’s detractors may well claim that it has produced

nothing truly great; nothing worthy of an Einstein or Keats or Vermeer.

But then, how many of us people have?

There is yet another way we can ban the computer from membership in our

human society. While human beings occasionally think they are machines,

and Dr. Bruno Bettelheim has documented a case history of “Joey” who was

so convinced that he was a machine that he had to keep himself plugged

in to stay alive, no machine has yet demonstrated that it is consciously

aware of itself, as human beings are.

Machines are, hopefully, objective. Consciousness seems to be subjective

in the extreme; indeed, some feel that it is a thing one of us cannot

hope to convey as intelligence to another and thus has no scientific

importance. It is also noted that the thinking and learning processes

can be carried out with no need for consciousness of what we are doing.

An example given is that of the cyclist who learns, without being

“aware” of the fact, that to turn his machine left he must first make a

slight swing to the right in order to keep from falling outward during

his left turn. This observation in itself is not final proof of the

pudding, of course, unless we are aiming only to make a mechanical

bike-rider, but many of our other actions are carried out more or less

mechanically without calling attention to themselves. Just as certainly,

however, the thing called consciousness plays a vital role in human

thinking. Perhaps the machine must learn to do this before it can be

truly creative.

Although we have described some fairly “exotic” devices, it should be

remembered that the computers in use outside of the laboratory today are

fairly old-fashioned second-generation models. They have progressed from

vacuum tubes or mechanical relays to “solid-state” components. When

Artrons and neuristors and memistors and other more sophisticated parts

are standard, we can look for a vast increase in the brain power of

computers.

The Gilfillan radar ground-controlled-approach system for aircraft that

“sees” the plane on the radar scope, computes the proper path for it to

follow, and then selects the right voice commands from a stored-tape

memory seems to be thinking and acting already. The addition of eyes and

ears plus limbs and locomotion to the computer, foreseen now in the

photocell eyes of Perceptron, the ears of Cybertron, and dexterity of

Mobot and Hand, will move the computer from mere brain to robot.

Some people profess to worry about what will happen when the computer

itself realizes that it is thinking, calling to mind the apocryphal

story of the machine that was asked if there was a God. After brief

cogitation, it said, “_Now_ there is.” To offset such a chilling

possibility, it is comforting to recall the post-office electronic brain

that mistook the Christmas seals on packages for foreign stamps, and the

Army computer that ordered millions of dollars worth of supplies that

weren’t needed. Or perhaps it isn’t comforting, at that!

The question of whether or not a computer actually thinks is still a

controversy, though not as much so as it was a few years ago. The

computer looks and acts as if it is thinking, but the true scientist

prefers to reserve judgment in the spirit of one shown a black sheep

some distance away. “_This_ side is black,” he admitted, “but let’s

investigate further.”

------------------------------------------------------------------------

“_For forms of government let fools contest,

That which is best administered is best._”

—Pope

7: Uncle Sam’s Computers

Computers—the machines we think with · 第 9 / 19 段