The first Machine Learning Workshop, the seed of ICML
A 1980 workshop at Carnegie Mellon became the series that grew into ICML, one of the three top machine-learning conferences.
A 1980 workshop at Carnegie Mellon became the series that grew into ICML, one of the three top machine-learning conferences.
R1, later called XCON, was a rule-based expert system that configured DEC's VAX computer orders and became one of the first to pay off in business.
David Cope began Experiments in Musical Intelligence, a program that analyzed a composer's catalog and wrote convincing new works in that style.
John Hopfield's PNAS paper showed how networks of simple units can store memories as stable collective states, reenergizing the field.
Japan MITI launched a ten-year national project in 1982, run by the ICOT institute, to build knowledge-processing computers based on logic programming.
In 1983 DARPA launched Strategic Computing, a billion-dollar plan for military machine intelligence: an autonomous tank, a pilot's associate, battle management.
Braitenberg's 1984 thought experiments show simple sensor-motor machines producing behavior that looks like fear, aggression, and love.
Douglas Lenat began Cyc in 1984, an ambitious decades-long effort to hand-encode the everyday common-sense knowledge that AI systems lacked.
A book of prose and poetry credited to the Racter program is published and billed as the first book written by a computer.
The 1986 Nature paper made backpropagation the standard way to train multilayer neural networks with hidden units.
In the late 1980s the commercial AI boom collapsed as the Lisp-machine market crashed and expert systems failed their hype, starting a long downturn near 1987.
LeCun and colleagues at Bell Labs trained a convolutional network on real US Postal Service digits, a landmark for practical deep learning.
In 1990 an IBM team published a statistical approach to machine translation, treating language as a problem of probability and data, not grammar rules.
A 1991 Nature paper introduced the CIS sound-processing strategy that made cochlear implants deliver high speech recognition.
The first Loebner Prize held a public Turing-test contest in Boston, the longest-running attempt to stage Turing's imitation game as a competition.
Gerald Tesauro's neural network learned backgammon at near-champion level through self-play using temporal-difference learning.
Vernor Vinge's 1993 essay predicting that creating superhuman intelligence would soon end the human era, popularizing the singularity.
On April 5, 1993, Jensen Huang, Chris Malachowsky and Curtis Priem founded NVIDIA to bring 3D graphics to PCs - the company now central to AI compute.
Starting in 1993 the US FERET program built a shared face database and independent tests that turned face recognition into a measurable science.
MIT's START, built by Boris Katz, connects to the web and answers plain-English questions, a precursor to modern QA and assistants.
In 1994 GroupLens used ratings from like-minded readers to predict which Usenet articles a person would enjoy.
CMU researchers drove a vision-steered minivan from Pittsburgh to San Diego in 1995, autonomous for over 98 percent of 2,850 miles.
Cortes and Vapnik's 1995 support-vector network became the dominant classifier of the 1990s and 2000s, eclipsing neural nets until the deep-learning revival.
RoboCup launched robot soccer as a grand-challenge benchmark, with the stated goal of beating the human World Cup champions by 2050.
IBM's Deep Blue became the first computer to beat a reigning world chess champion in a full match, defeating Garry Kasparov 3.5 to 2.5.
In August 1997 Michael Buro's program Logistello beat Othello world champion Takeshi Murakami 6-0, ending human supremacy at the game.
Hochreiter and Schmidhuber publish LSTM, a recurrent network that remembers across long gaps, solving the vanishing-gradient problem.
The 1998 International Planning Competition introduced PDDL and a shared benchmark, turning AI planning into an empirically measured field.
LeCun and colleagues publish the LeNet-5 convolutional network, showing end-to-end gradient learning for reading handwritten documents.
In May 1999 NASA's Remote Agent became the first AI software to autonomously command a spacecraft in deep space.
In 1999 NVIDIA shipped the GeForce 256 and coined the term GPU, the parallel chip architecture that would later power deep learning.
MIT's Kismet, a robotic head built by Cynthia Breazeal, used expressive faces and voice to interact socially, helping launch the field of social robotics.
OpenCV launched in 2000 as an Intel research effort and grew into the world's most widely used open-source computer vision library.
The Machine Intelligence Research Institute, one of the first organizations focused on AI alignment, was founded in 2000 by Eliezer Yudkowsky.
On November 20, 2000, Honda unveiled ASIMO, a 120 cm humanoid robot whose predictive walking control gave it an unprecedented human-like gait.
Lionhead's Black & White ships an AI creature that learns its behavior from watching and being corrected by the player.
Hawk-Eye's camera-based ball tracking first aired during an England-Pakistan Test at Lord's in April 2001.
A 2001 Scientific American article by Berners-Lee, Hendler, and Lassila laid out the Semantic Web, a vision of web data that machines could understand.
In 2001 SmarterChild launched on AOL Instant Messenger and grew to over 17 million users who mostly just chatted with it for fun.
The 2001 Viola-Jones detector made real-time face detection practical and became the technology behind the autofocus box in digital cameras.
iRobot's Roomba put a small, self-navigating robot in millions of households, the first truly mass-market consumer robot.
Amazon's 2003 item-to-item algorithm scaled recommendations to millions of products by relating items, not users.
Boston Dynamics' BigDog, a DARPA-funded rough-terrain quadruped, was the company's first legged robot able to balance and walk outside the lab.
In 2004 Canada's CIFAR launched a program directed by Geoffrey Hinton that sustained Hinton, Bengio, and LeCun through the neural-network winter.
DARPA's first Grand Challenge offered $1M for an autonomous desert drive; no vehicle finished and the best managed 7.5 miles.
Stanford's AAAI competition challenged programs to play any game from its rules alone, rewarding general skill over hand-built game-specific engines.
Bungie's Damian Isla details the Halo 2 behavior-tree architecture at GDC 2005, popularizing the technique in games.
Stanford's self-driving car Stanley completed a 132-mile desert course to win the 2005 DARPA Grand Challenge, a turning point for autonomous vehicles.