| >> In the past, there were some ambitious projects aiming at this goal, though they all failed. So some people like to repeat. Yet, outside of the hand-picked examples in the article (the 5th generation computer project? Blast from the past!) there are a whole bunch of classic AI domains where real progress has been achieved in the last few decades. Here's a few: * Game-playing and adversarial search: from Deep Blue to AlphaGo and muZero, minimax-like search has continued to dominate. * Automated planning and schdeduling: e.g. used by NASA in automated navigation systems on its spaceships and Mars rovers (e.g. Perserverance) [1] * Automated theorem proving: probably the clearest, most comprehensible success of classical AI. Proof assitants are most popular today. * Boolean satisfiability solving (SAT): SAT solvers based on the Conflict Driver Clause Learning algorithm can now solve many instances of traditionally hard SAT problems [2]. * Program verification and model checking: model checking is a staple in the semiconductor industry [3] and in software engineering fields like security. Of course, none of all that is considered Artificial Intelligence anymore: because they work very well [4]. _____________ [1] https://www.nasa.gov/centers/ames/research/technology-onepag... [2] https://en.wikipedia.org/wiki/Conflict-driven_clause_learnin... [3] https://m-cacm.acm.org/magazines/2021/7/253448-program-verif... [4] https://en.wikipedia.org/wiki/AI_effect |
Also, regarding search in gameplaying, I would argue the opposite: the trend is that breaking into bigger and more difficult domains has required abandoning search. Tree search is limited to small games like board games or Atari. In more open-ended games we see model-free (i.e. no search) approaches; e.g. AlphaStar and OpenAI Five, the AIs for Starcraft 2 and Dota 2, were both model free. So was VPT (https://openai.com/research/vpt) by OpenAI, which tackled Minecraft. Even in board games, DeepNash (https://www.deepmind.com/blog/mastering-stratego-the-classic...), a 2022 project by DeepMind similar in scale to MuZero/AlphaGo, had to abandon tree search because of the size of the game and the challenges of applying tree search to hidden information domains.