Search: domain:wikipedia.org hostname:en.wikipedia.org
5 posts
5 posts
Moravec's paradox is a fundamental observation in artificial intelligence (AI) and robotics, first articulated in the 1980s by Hans Moravec, Rodney Brooks, Marvin Minsky, and other pioneers. It posits that while it is relatively simple to program computers to perform high-level reasoning tasks typically associated with human intelligence—such as playing chess, solving complex mathematical equations, or performing on standardized tests—it is immensely difficult to replicate the seemingly basic sensorimotor skills of a young child, such as walking, recognizing a face, or navigating a physical space.
The paradox is rooted in the counterintuitive reality that tasks appearing effortless to humans often require the most significant amount of computational resources. This is explained primarily through an evolutionary lens. Human skills associated with perception and movement have been honed over millions of years of natural selection. These "older" skills are deeply embedded in our biological machinery and operate largely beneath our conscious awareness, making them appear easy. Conversely, abstract reasoning and formal logic are evolutionary recent developments, likely less than 100,000 years old. Because these skills have not been refined by the same vast stretches of biological optimization, they require conscious effort and feel "hard" to us, despite being computationally simpler to model using digital logic.
Historically, this paradox led to significant miscalculations in early AI research. Pioneers in the 1950s and 60s believed that once they conquered "hard" problems like symbolic integration or theorem proving, "easy" problems like vision and common sense would follow. This optimism contributed to the first "AI winter" when those predictions failed. In response, researchers like Rodney Brooks proposed "Nouvelle AI" in the 1980s, which focused on building machines that prioritized sensing and action without the traditional overhead of complex internal representation. By the 2020s, the massive increase in raw computing power predicted by Moore's Law finally allowed AI to begin making substantial inroads into the perceptual domains Moravec identified as the true challenge.
"Look Back" is a 2024 Japanese animated coming-of-age drama film directed and written by Kiyotaka Oshiyama and produced by Studio Durian. Based on the celebrated one-shot web manga by Tatsuki Fujimoto (the creator of "Chainsaw Man"), the film explores the complex relationship between two young artists, the nature of creativity, and the deep emotional impact of loss. The story centers on Ayumu Fujino, an elementary school student whose ego is fueled by the praise she receives for her four-panel (yonkoma) manga in the school newspaper. Her confidence is shattered when she discovers that Kyomoto, a truant shut-in with severe social anxiety, possesses vastly superior artistic skills, particularly in drawing backgrounds. This rivalry initially drives Fujino into an obsessive quest to improve her art, eventually leading her to quit out of frustration when she feels she cannot bridge the gap.
The narrative shifts during their middle school graduation when Fujino is tasked with delivering Kyomoto’s diploma. A chance encounter—sparked by a manga strip Fujino accidentally slides under Kyomoto's door—leads to the discovery that Kyomoto is actually a devoted fan of Fujino’s work. This validation reignites Fujino’s passion, and the two form a professional partnership under the pen name "Kyo Fujino." Throughout high school, they achieve significant success, eventually earning a serialization in Weekly Shōnen Jump. However, their paths diverge when Kyomoto decides to pursue formal art education at Tohoku University of Art and Design to overcome her reliance on Fujino. Fujino continues her career alone, finding massive commercial success with her series "Shark Kick," but she remains emotionally unfulfilled and isolated without her friend.
The film takes a tragic turn on January 10, 2016, when a mass murderer attacks the university, killing Kyomoto. Consumed by survivor's guilt, Fujino believes her influence led Kyomoto to her death. In a sequence blending grief with magical realism, a manga strip travels through time to an alternate reality where Fujino saves Kyomoto from the attacker. Although the tragedy remains in the primary timeline, Fujino discovers that Kyomoto had remained her most loyal supporter, keeping all of her merchandise and voting for her in surveys. This realization allows Fujino to reconcile with her grief and find a renewed reason to continue drawing, memorializing her friend through her work.
Produced by Studio Durian with music by Haruka Nakamura, the film premiered at the Annecy International Animation Film Festival in June 2024 and saw a theatrical release in Japan followed by a global debut on Amazon Prime Video in November 2024. Critically, "Look Back" has been a massive success, holding a 100% rating on Rotten Tomatoes. Critics have praised its "haiku-like purity," emotional depth, and the fluidity of Oshiyama’s animation. The film has garnered numerous accolades, including the Crunchyroll Anime Award for Film of the Year, the Japan Academy Film Prize for Animation of the Year, and the Tokyo Anime Award for Animation of the Year. It is frequently cited as a profound meditation on the agony and ecstasy of artistic creation, asserting that making art is not a form of isolation, but a vital way of belonging to the world.
The four stages suggest that individuals are initially unaware of how little they know, or unconscious of their incompetence. As they recognize their incompetence, they consciously acquire a skill, then consciously use it. Eventually, the skill can be utilized without it being consciously thought through: the individual is said to have then acquired unconscious competence
John Gray’s 2020 book "Feline Philosophy: Cats and the Meaning of Life" is a 128-page essayistic work that uses the temperament of domestic cats as a lens to critique human self-help culture and academic philosophy. Gray, a British political philosopher known for earlier pessimistic titles such as "Straw Dogs" (2002) and "The Silence of Animals" (2013), presents this book as a lighter, more accessible postscript to those works. He argues that humans are uniquely anxious because they constantly seek meaning and happiness, whereas cats live spontaneously and contentedly without abstract goals.
The book is divided into six short chapters. Chapter 1 frames the project: learn from cats’ integration with the present moment rather than from humanity’s restless quest for transcendence. Chapter 2 claims that philosophy itself is a symptom of human anxiety; cats experience fear only in immediate danger, never the chronic existential dread that drives people to formulate systems of thought. Chapter 3, "Feline Ethics," draws on Taoism and Spinoza to contend that morality is culturally relative; the ethical life consists in approximating one’s own ideal nature, not in obeying universal rules. Chapter 4 contrasts human love—clouded by self-deception—with the straightforward attachment cats display. Chapter 5, "Time, Death, and the Feline Soul," asserts that cats accept finitude without rumination, modeling an acceptance of mortality that humans could emulate. The final chapter dismisses the search for life’s ultimate purpose and closes with "Ten Feline Hints on How to Live Well," distilled advice such as "forget about pursuing happiness, and you may find it."
The iron triangle of software development. An equilateral triangle made out of iron. Its three points are labeled "scope", "budget", and "time". The interior is labeled "quality".