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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Conflict, Paradox, and the Role of Structure in True Intelligence

Bettendorf, Isaac T. 04 April 2024 (has links)
Novel forms of brain-inspired programming models related to novel computer architecture are required to both understand the mysteries of intelligence as well as break barriers in computational complexity, and computer parallelism. Artificial Intelligence is focused on developing complex programs based on abstract, statistical prediction engines that require large datasets, vast amounts of computational power, and unbounded computation time. By contrast, the brain utilizes relatively few experiences to make decisions in unpredictable, time-constrained situations while utilizing relatively small amounts of physical computational space and power with high degrees of complexity and parallelism. We observe that intelligence requires the accommodation of ambiguity, conflict, and paradox. From a structural perspective, this means the same set of inputs leads to conflicting results that are likely produced in isolated regions of the brain that function independently until an answer must be chosen. We further observe that, unlike computer programs, brains constantly interact with the physical world where external constraints force the selection of the best available response in time-quality trade-offs ranging from fight-or-flight to deep thinking. For example, when intelligent beings are presented with a set of inputs, those inputs can be processed with different levels of thinking, utilizing heterogeneous algorithms to produce answers dependent upon the time available to process them. We introduce the Troop meta-approach, which is a novel meta computer architecture and programming. Experiments demonstrate our approach in modeling conflict when the same set of inputs are heterogeneously processed independently using maze solving and ordered search in real-world environments with unpredictable, random time constraints. Across one hundred trials, on average, the Troop solution solves mazes almost six times faster than the only other solution, which does not accommodate conflict but can always produce a result when required. Two other experiments based on ordered search show that, on average, the Troop solution returns a position that is over twice as accurate as the other solutions which do not accommodate conflict but always produce a result when required. This work lays the foundation for more research in algorithms that utilize time-accuracy trade-offs consistent with our approach. / This material is based upon work supported by the National Science Foundation under Grant No. 2204780. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation. / Master of Science / New types of brain-inspired computer architectures and programming models are needed to break barriers that hinder traditional methods in computer parallelism as well as to understand better the phenomenon by which intelligence emerges from the structure of the human brain. Traditional research in the field of Artificial Intelligence is focused on developing complex programs based on simulating low-level models of the brain such as artificial neural networks. The most advanced of these methods are processed on large supercomputers that use vast amounts of power and have unlimited amounts of time to process a task producing a single result. By contrast, the human brain is relatively small and uses very little power. Furthermore, it can use relatively few experiences to make very quick and inaccurate but necessary decisions to survive in unpredictable environments. But the brain can produce many different and conflicting decisions to the same problem. Given more time, the human brain can use higher levels of thinking located in different parts of the brain to produce better decisions. Thus, we observe that intelligence requires the ability to handle conflicting answers to the same problem. From a highlevel perspective, this means different and independent structures of the brain can simultaneously produce conflicting answers that solve the same problem. We further observe that, unlike traditional computer programs, the brain constantly interacts with the physical world, where different circumstances within the environment force the best available decision to be carried out. Based on these observations, this research introduces novel approaches that we collectively reference as the Troop meta-approach to develop computer architectures that solve real-world problems, such as maze solving. This research demonstrates the approaches by first introducing scenarios inspired by humans solving problems in environments where unforeseeable events occur that force decisions to be made that are not the most accurate but necessary not to fail the overall objective. For example, military and law enforcement trainees use square mazes to prepare for unpredictable environments. When a threat presents itself, if a soldier or officer does not react to a circumstance in time, their failure may be fatal. To demonstrate that our approaches are feasible, this research then presents three experiments based on the problems of the scenarios and uses the Troop meta-approach to solve each one. Across three experiments, on average, the computer architectures and related algorithms developed using the Troop meta-approach solve mazes or search databases while responding to unpredictable real-world events faster or more accurately than traditional architectures and algorithm pairs that do not handle simultaneous decisions that conflict. This work lays the foundation for more research in methods and computer architectures that utilize multiple conflicting decisions.
2

Language Contact and Linguistic Shift in Central-Southern Andes: Puquina, Aimara and Quechua / Contactos y desplazamientos lingüísticos en los Andes centro-sureños: el puquina, el aimara y el quechua

Cerrón-Palomino, Rodolfo 10 April 2018 (has links)
In this paper an attempt will be made to offer a partial history of the three major languages of ancient Peru: Puquina, Aimara and Quechua, postulating their initial settlement from which they started spreading, until their encounter in the Central-Southern Andes during the Late Intermediate Period. It is proposed that the Incas passed through two stages of language substitution: the first from Puquina to Aimara and then from Aimara to Quechua. Linguistic, historical and archaeological evidence will be advanced to support the hypothesis. / En la presente contribución intentaremos bosquejar una parte de la historia de las tres lenguas mayores del antiguo Perú: el puquina, el aimara y el quechua, proponiendo los emplazamientos iniciales a partir de los cuales se expandieron hasta confluir en los Andes centro-sureños durante el Periodo Intermedio Tardío. Proponemos que los incas, a lo largo de su dominación, pasaron por dos etapas de mudanza idiomática: primeramente del puquina al aimara y, luego, del aimara al quechua. En apoyo de las hipótesis planteadas echamos mano de las evidencias de carácter lingüístico, histórico y arqueológico disponibles.

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