Bongard problems: en.wikipedia.org
<A Bongard problem is a kind of puzzle invented by the Soviet computer scientist Mikhail Moiseevich Bongard, probably in the mid-1960s. They were published in his eponymous 1967 book on pattern recognition, which became known in English translation from 1970. Bongard, in the introduction of the book (which deals with a number of topics including perceptrons) credits the ideas in it to a group including M. N. Vainstvaig, V. V. Maksimov, and M. S. Smirnov.
The idea of a Bongard problem is to present two sets of relatively simple diagrams, say A and B. All the diagrams from set A have a common factor or attribute, which is lacking in all the diagrams of set B. The problem is to find, or to formulate, convincingly, the common factor.
Many computational architectures have been devised to solve Bongard problems, the most extensive of which being Phaeaco, by Dr. Harry Foundalis. Such task was relevant to the early days of machine learning and is still unsolved to this date. The problems were popularised by their occurrence in the 1979 book Gödel, Escher, Bach by Douglas Hofstadter, himself a composer of Bongard problems. Bongard problems are also at the heart of the game Zendo.
[edit] Scientific works on Bongard problems
Bongard, M. M. (1970). Pattern Recognition. Rochelle Park, N.J.: Hayden Book Co., Spartan Books. (Original publication: ???????? ?????????, Nauka Press, Moscow, 1967)
Maksimov, V. V. (1975). ???????, ??????????? ????????????? ?????????????? ??????????? (A system capable of learning to classify geometric images; as translated from the Russian by Marina Eskina), in ????????????? ???????? ? ????????? (Modeling of Learning and Behavior, in Russian), M.S. Smirnov, V.V. Maksimov (eds.), Nauka, Moskva.
Hofstadter, D. R. (1979). Gödel, Escher, Bach: an Eternal Golden Braid. New York: Basic Books.
Montalvo, F. S. (1985). Diagram Understanding: the Intersection of Computer Vision and Graphics. M.I.T. Artificial Intelligence Laboratory, A. I. Memo 873, November 1985.
Saito, K., and Nakano, R. (1993) A Concept Learning Algorithm with Adaptive Search. Proceedings of Machine Intelligence 14 Workshop. Oxford University Press. See pp. 347–363.
Hofstadter, D. R. and the Fluid Analogies Research Group (1995). Fluid Concepts and Creative Analogies: Computer Models of the Fundamental Mechanisms of Thought. New York: Basic Books.
Hofstadter, D. R. (1995). On Seeing A’s and Seeing As. Stanford Humanities Review 4/2 pp. 109–121.
Hofstadter, D. R. (1997). Le Ton beau de Marot. New York: Basic Books.
Linhares, A. (2000). A glimpse at the metaphysics of Bongard problems. Artificial Intelligence, Volume 121, Issue 1-2, pp. 251–270.
Foundalis, H. (2006). Phaeaco: A Cognitive Architecture Inspired by Bongard’s Problems. Doctoral dissertation, Indiana University, Center for Research on Concepts and Cognition (CRCC), Bloomington, Indiana. >
Some examples of Bongard Problems [BPs] by Harry Foundalis foundalis.com
Zendo the game en.wikipedia.org
<Zendo is a game of inductive logic designed by Kory Heath in which one player (the "Master") creates a rule for structures ("koans") to follow, and the other players (the "Students") try to discover it by building and studying various koans which follow or break the rule. The first student to correctly state the rule wins.
The rules were published in 2001 after more than a year of playtests and changes.[1] >
Zendo the meditation place: en.wikipedia.org
<Zendo (??, Chinese: Chántáng), or Sembutsujô, is a Japanese term translating roughly as "meditation hall". In Zen Buddhism, the zendo is a spiritual dojo where zazen (sitting meditation) is practiced. A full-sized Buddhist temple will typically be divided into at least one zendo as well as a hondo (??, literally "base hall", sometimes translated as "Buddha hall"), which is used for ceremonial purposes, and a variety of other buildings with different functions. However, any place where people go to practice zen can be referred to as a zendo. >
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