Journal of Engineering and Philosophy
Research Article
2021, 4(7), pp. 19-30

The Rise of Artificial Intelligence: Human Learning Machine Learning Gameplay Encounters

Yapay Zekânın Yükselişi: İnsan Öğrenmesi Makine Öğrenmesi Oyun Karşılaşmaları

Published in Volume 4 Issue 7: 11 Jul 2022
Download: 5
View: 13

Abstract (English)

In today’s evolving digital world, most of us are transferring our human work to computers to make our lives easier. These capable devices, which we use as our mechanical servants in every aspect of life, have dramatically changed the world since their commercial introduction. In line with the evolving capabilities of machines, smart machines can execute every move, every line by calculating better and faster than humans, on the other hand, Humans can perform tasks, make decisions and solve problems based on their intelligence and life experience. Artificial intelligence makes it possible for machines to learn by experience, adapt to new inputs, and perform human-like tasks. Computers can learn much faster and can optimize complex options. With the first computers, chess programs that play and learn by thinking like a human have begun to be produced in order to test artificial intelligence against humans or computers. While human players were superior to machines in the era of computers with limited processing capability; as artificial intelligence and computer hardware developed, machines became superior to human players. The adventure of human and machine learning competition that started with the game of chess and the emergence and the development of artificial intelligence will be compiled with a literature review in this article.

Abstract (Turkish)

Günümüzün gelişen dijital dünyasında çoğumuz hayatımızı kolaylaştırmak için işlerimizi bilgisayarlara aktarıyoruz. Hayatın her alanında mekanik yardımcılarımız olarak kullandığımız bu yetenekli cihazlar, ticari olarak piyasaya sürülmelerinden bu yana dünyayı önemli ölçüde değiştirdi. Makinelerin gelişen yetenekleri doğrultusunda akıllı makineler, her hareketi, her satırı insanlardan daha iyi ve daha hızlı hesaplayarak uygulayabilirken; insanlar, zekâ ve yaşam deneyimlerine dayalı olarak görevleri yerine getirebilir, kararlar verebilir ve sorunları çözebilir. Yapay zekâ, makinelerin deneyimleyerek öğrenmesi, yeni girdilere uyum sağlaması ve insan benzeri görevleri gerçekleştirmesini mümkün kılmaktadır. Bilgisayarlar çok daha hızlı öğrenebilir ve karmaşık seçenekleri en uyguna indirgeyebilmektedir. İlk bilgisayarlar ile birlikte yapay zekânın insana veya bilgisayara karşı test edilmesi için insan gibi düşünerek oynayan ve öğrenen satranç programları üretilmeye başlamıştır. Satranç, tarih boyunca insan zekasını temsil eden bir oyun olarak görülmüştür. Bu makalenin yaklaşımını satranç oyunu temelinde insan bilgisayar mücadeleleri oluşturmaktadır. İnsan oyuncular, işlem yeteneği kısıtlı bilgisayarlar döneminde makinelere karşı üstünlük sağlarken; yapay zeka ve bilgisayar donanımı geliştikçe makineler insan oyunculara karşı üstün duruma gelmiştir. İnsan ve Makine öğrenmesi rekabetinin satranç oyunu ile başlayan serüveni ve yapay zekânın ortaya çıkış süreci ile gelişmeleri bu makalede literatür taraması ile derlenecektir.
  • (1973). Computer vs grand masters. New Scientist, 567.
  • Autor, D. H., Levy, F., & Murnane, R. J. (2003). The Skıll Content Of Recent Technologıcal Change: An Empırıcal Exploratıon. The Quarterly Journal of Economics, 1279-1333. From https://economics.mit.edu/files/11574
  • (2020).Binary Number System. From https://medium.com/@quluquliyev08/binary-number-system-d9a934dce424
  • claude-shannon. (2022). From historyofdatascience: https://www.historyofdatascience.
  • com/claude-shannon/
  • com. (2022). History of the Binary Number System. From convertbinary.com: https://www.convertbinary.com/blog/binary-number-system-history/#:~:-text=Gottfried%20Wilhelm%20Leibniz%20was%20a,invented%20the%20binary%20number%20system
  • Cuthbertson, A. (n.d.). D-Wave smashes quantum computing record with 1,000 qubit system. International Business Times.
  • (2019). From appliedmldays.org: https://appliedmldays.org/events/amld-epfl-2019/speakers/garry-kasparov
  • Galeon, D. (2017, 10 30). From futurism.com: https://futurism.com/machine-learning-is-making-it-difficult-to-tell-humans-and-computers-apart
  • Gander, K. (2019, 11 7). Tech & Scıence. AI vs. Humans: Artificial Intelligence Beats 6 Professional Players at No-limit Texas Hold’em Poker. newsweek.com. From https://www.newsweek.com/ai-humans-artificial-beats-intelligence-humans-no-limit-texas-holdem-poker-1448488
  • Honda, S. (n.d.). AFP. Getty Images.
  • how-claude-shannons-information-theory-invented-the-future. (2020). From quantamagazine.org: https://www.quantamagazine.org/how-claude-shannons-information-theo-ryinvented-the-future-20201222/
  • (1997). Deep Blue. From https://www.ibm.com/ibm/history/ibm100/us/en/icons/deepblue/
  • John Vincent Atanasoff. (2022). Retrieved 2022 from columbia.edu: http://www.columbia.edu/~td2177/JVAtanasoff/JVAtanasoff.html
  • Kasparov, G. (2017, 11 1). https://twitter.com/kasparov63/status/925538207990677506. From https://twitter.com/kasparov63/status/925538207990677506
  • Lee, K.-F. (2021). From wired.com: https://www.wired.com/story/deep-learning-versus-human-intelligence/
  • Levinson, M. A. (Director). (2018). https://thebitplayer.com [Motion Picture].
  • Levy, D. (2002, Ekim). Do not pass Go. The Guardian. From https://www.theguardian.com/technology/2002/oct/24/games.onlinesupplement2
  • Levy, S. (1997). From https://www.newsweek.com/man-vs-machine-173038
  • Natale, S., & Ballatore, A. (2017). From https://journals.sagepub.com/doi/full/10.1177/1354856517715164
  • Rasskin-Gutman, D. (2010). From https://www.nybooks.com/articles/2010/02/11/the- chess-master-and-the-computer/
  • Richards, M. (n.d.). Atanasoff Berry Computer. Iowa State University, United States.
  • Shannon, C. (1949). From https://vision.unipv.it/IA1/ProgrammingaComputerforPlayingChess.pdf
  • Strickland, J. (2010). Top 5 Computer vs. Human Game Matchups. From https://electronics.howstuffworks.com/5-computer-vs-human-game-matchups.htm
  • Turing, A. M. (1950, 10). Computıng Machinery And Intellıgence. Mind, 433-460. From https://academic.oup.com/mind/article/LIX/236/433/986238
  • Wall, B. (2012). From https://archive.md/20120721202324/http:/www.chessville.com/BillWall/EarlyComputerChessPrograms.htm
  • Wiener, N. (1948). Cybernetics. Cambridge, Massachusetts, United States of America: The M.I.T. Press. From https://uberty.org/wp-content/uploads/2015/07/Norbert_Wiener_Cybernetics.pdf
  • (2022). From computerhistory.org: https://www.computerhistory.org/timeline/computers/
  • (2022). From uri.edu: https://homepage.cs.uri.edu/faculty/wolfe/book/Readings/Reading03.htm
APA 7th edition
In-text citation: (Güllü, 2021)
Reference: Güllü, O. (2021). The Rise of Artificial Intelligence: Human Learning Machine Learning Gameplay Encounters. ISophos: International Journal of Information, Technology and Philosophy, 4(7), 19-30.
AMA 10th edition
In-text citation: (1), (2), (3), etc.
Reference: Güllü O. The Rise of Artificial Intelligence: Human Learning Machine Learning Gameplay Encounters. ISophos: International Journal of Information, Technology and Philosophy. 2021;4(7), 19-30.
Chicago
In-text citation: (Güllü, 2021)
Reference: Güllü, Oğuzhan. "The Rise of Artificial Intelligence: Human Learning Machine Learning Gameplay Encounters". ISophos: International Journal of Information, Technology and Philosophy 2021 4 no. 7 (2021): 19-30.
Harvard
In-text citation: (Güllü, 2021)
Reference: Güllü, O. (2021). The Rise of Artificial Intelligence: Human Learning Machine Learning Gameplay Encounters. ISophos: International Journal of Information, Technology and Philosophy, 4(7), pp. 19-30.
MLA
In-text citation: (Güllü, 2021)
Reference: Güllü, Oğuzhan "The Rise of Artificial Intelligence: Human Learning Machine Learning Gameplay Encounters". ISophos: International Journal of Information, Technology and Philosophy, vol. 4, no. 7, 2021, pp. 19-30.
Vancouver
In-text citation: (1), (2), (3), etc.
Reference: Güllü O. The Rise of Artificial Intelligence: Human Learning Machine Learning Gameplay Encounters. ISophos: International Journal of Information, Technology and Philosophy. 2021;4(7):19-30.
Keywords (Turkish)
Yapay Zekâ, İnsan Öğrenmesi, Makine Öğrenmesi, Satranç
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Submit My Manuscript



Phone: +31 (0)70 2190600 | E-Mail: info@lectitojournals.com

Address: Cultura Building (3rd Floor) Wassenaarseweg 20 2596CH The Hague THE NETHERLANDS

Disclaimer

This site is protected by copyright law. This site is destined for the personal or internal use of our clients and business associates, whereby it is not permitted to copy the site in any other way than by downloading it and looking at it on a single computer, and/or by printing a single hard-copy. Without previous written permission from Lectito BV, this site may not be copied, passed on, or made available on a network in any other manner.

Content Alert

Copyright © 2015-2026 LEUKOS BV All rights reserved.