Arnold K. Griffith

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Arnold K. Griffith, an American mathematician, computer scientist and AI researcher. In the early 60s, he was affiliated with the University of Florida, where he wrote an introduction to Lisp. Since the mid 60s, he worked on AI topics within Project MAC at MIT, where he defended his Ph.D. under advisor Seymour Papert in 1970 on computer vision, in particular on line and edge detection in raster images . His further research interests include reinforcement learning as applied to the static evaluation of the game of Checkers , and game tree search. In 1976, he published an empirical exploration of the performance of alpha-beta.

=Selected Publications=

1960 ...

 * Arnold K. Griffith (1962). An Introduction to LISP. Quantum Theory Project, University of Florida, pdf
 * Arnold K. Griffith (1966). A new Machine-Learning Technique applied to the Game of Checkers. MIT, Project MAC, MAC-M-293

1970 ...

 * Arnold K. Griffith (1970). Computer Recognition of Prismatic Solids. Ph.D. thesis, MIT, advisor Seymour Papert, AITR-230.pdf
 * Arnold K. Griffith (1971). Mathematical Models for Automatic Line Detection. IJCAI 1971, pdf
 * Arnold K. Griffith (1973). Mathematical Models for Automatic Line Detection. Journal of the ACM, Vol. 20, No. 1
 * Arnold K. Griffith (1973). Edge Detection in Simple Scenes Using a Priori Information. IEEE Transactions on Computers, Vol. C-22, No. 4
 * Arnold K. Griffith (1974). A Comparison and Evaluation of Three Machine Learning Procedures as Applied to the Game of Checkers. Artificial Intelligence, Vol. 5, No. 2
 * Arnold K. Griffith (1976). Empirical Exploration of the Performance of the Alpha-Beta Tree-Searching Heuristic. IEEE Transactions on Computers, Vol. C-25, No. 1

=External Links=
 * The Mathematics Genealogy Project - Arnold Griffith
 * Arnold K. Griffith - MIT CSAIL

=References= Up one level