Copyright (c) 2012 John L. Jerz

The Computational Theory of Mind (Stanford Encyclopedia of Philosophy, 2003, 2009)

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The Case for Using Probabilistic Knowledge in a Computer Chess Program (John L. Jerz)
Resilience in Man and Machine

Over the past thirty years, it is been common to hear the mind likened to a digital computer. This essay is concerned with a particular philosophical view that holds that the mind literally is a digital computer (in a specific sense of “computer” to be developed), and that thought literally is a kind of computation. This view—which will be called the “Computational Theory of Mind” (CTM)—is thus to be distinguished from other and broader attempts to connect the mind with computation, including (a) various enterprises at modeling features of the mind using computational modeling techniques, and (b) employing some feature or features of production-model computers (such as the stored program concept, or the distinction between hardware and software) merely as a guiding metaphor for understanding some feature of the mind. This entry is therefore concerned solely with the Computational Theory of Mind (CTM) proposed by Hilary Putnam [1961] and developed most notably for philosophers by Jerry Fodor [1975, 1980, 1987, 1993].
 

3.3 The novice chess player might follow rules like “on the first move, advance the King's pawn two spaces”, “seek to control the center”, and so on. But following such rules is precisely the mark of the novice. The chess master simply “sees” the “right move”. There at least seems to be no rule-following involved, but merely a skilled activity. (Since the original publication of What Computers Can't Do in 1972, the play level of the best chess computers has risen dramatically; however, it bears noting that the brute force methods employed by champion chess computers seem to bear little resemblance to either novice or expert play in humans.) Dreyfus illustrates his claims with references to the problems faced by AI researchers who attempted to codify expert knowledge into computer programs. The success or failure here really has little to do with the computing machinery, but with whether expert competence in the domain in question can be captured in an algorithmic procedure. In certain well-circumscribed domains this has succeeded...
 
Merleau-Ponty's account of how a skilled agent moves towards “maximum grip.”
 
3.5 Searle's conclusion is that an object is a computer, not in virtue of its intrinsic properties, but only in relation to an interpretation

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