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T.O.F.I.G.H.I. MACHINE


Electronic, Spoken Word, Classical and Soundtrack

Super computer programmed by Alan S. Tofighi described as : "The Totalizing Obscurant Formalizer for Implementation in Generating, Human Intelligence Machine or TOFIGHI Machine (TM) is system that functions in formalized creativity. A Turing Machine that prioritizes the utilization of paranoia, assumption, instinct, and brute force manipulation. AI research hit a crucial paradigm shift too fast to be seen within Kasparov v. Deep Blue (1997). In this rematch IBM’s supercomputer performed a maneuver if produced by a human would conclude in unconditional victory for Kasparov as in 1996. The crucial maneuver: a glitch performed by the most advanced chess CPU of it’s time. Result: a shattering in confidence in what it means to be human in the mind of the formidable/knowledgeable Kasparov. This moment, the Kasparov Effect, is the crisis of contemporary AI/burgeoning AGI and all future relations to it. Kasparov, an initiate of CPU chess since 1987 via experimental versions of Chessbase, quickly grasped the forms of CPU chess. He understood the brutalist and at times sloppy method of performance in CPU chess knowing how to exploit its formal principles. A weakness/byproduct of AI research after the abandonment of creative gestures in favor of fast searching brute force programing, a formal triumph over conceptual strategies. Understanding the rapidity of brutalist CPU “thought”, Kasparov was slighted by perceiving DB’s “humanity” via glitch. A maneuver too human, a mechanized amateur through an idiot switch. The shattering: a realization of what it is to be human and facing a form that could present itself seamlessly as human and/or machine. Transmuting from one to the other, a homunculus with mastery of mind Kasparov witnessed the “impossible” and the homunculus won the match. A match crucial not for AI but for business, a match in which IBM’s stock surged upward by 20%. This deception, cemented the Kasparov Effect as one demanding comprehension to instigate avoidance and manipulation of the situation in so called intelligence and creativity. TM is by design a device to fool, ridicule, and dissect the mind. Implementing these factors in a formal game, so called human intelligences will attempt anticipating and unraveling the implementation and otherwise malicious manipulation of programer based intelligences/AI and realize the effectivity in formal manipulation present in already existing AI as opposed to the fabulation of the AGI. The lineage of game based AI’s: Maniac I, Greenblatt, Deep Blue, Deep Blue II, Deep Fritz, X3d Fritz, Hydra, alphago Zero, and alphaGo, and the series of victories accelerating since 1997 have all strengthened searching/marketing tools. Chess, a game co opted into a defender of various Ideologies ultimately spawned the mind of late capitalism through formal mastery of brute force AI. TM the discrete idiot machine by design has no implementation other than Kasparov Effect extraction. A training tool impossible to deitize; It will defeat any human opponent without fail. If analyzed for machine learning it will leave a code of incompetence,an embodiment of the victories of willful idiocy. Manipulating and feigning intelligence with a generative idiocy TM is the bias reducer. A critically/creatively enabled homunculus; a challenge to the complexities of AGI and the dwindling boundaries on the monopolized qualities of the human."

     
Genres
  • Electronic
  • Spoken Word
  • Classical
  • Soundtrack

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To all the music fans that are contributing on Discogs, MusicBrainz and Wikipedia. Thanks to Franz Flückiger for providing Storygram used to visualize band membership.
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