The artificial logic series was created after I spent a considerable amount of time researching and developing a framework for some video-game based artificial intelligence.
There are several schools of thought, and general approaches to the problem of making machines appear intelligent. While the older thinking of piling neural nets together into a huge computational “brain” and firing her up didn’t pan out, I’ve run into some very new research since ~2007 that is finally proving out some of those ideas generally using some genius hierarchical training methods. In a way, these new techniques I almost find creepy in that “uncanney valley” way… you can see the machine literally thinking, cause and effect, predicting things it has never seen before in a way that is completely intuitive to me as a human. Awesome.
On the other hand, the Artificial Logic series tends towards the ideas of current video game developers and researchers/entrepreneurs Rodney Brooks and Cynthia Breazeal that look to simple life forms for inspiration. This idea is that the environment is encoded in very simple ways, and fed into a brain that deals with those encodings. No real idea about the space they are in, just simple stuff… like “how many steps did I take since starting”. These solutions are easy to devise and code, and are quite convincing for general behaviors.
Artificial Logic series, 6 prints, pastel on paper, 8″x10″
The artwork shows general logic diagrams drawn over outlines of insects. Anyone fluent in reading them will see that the logic presented in them is redundant, and meant to convey our -still- infancy in even touching this kind of environmental intelligence for our machines.