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Home> Artificial Intelligence> History of AI> Mythology, automata and the origin of the question

Mythology, automata and the origin of the question: the early history of AI, from Turing to the first winter

What you will find in this article
  • Why AI is older than computing: the myths and automata in which the question of simulating human capabilities in an artifact was first asked, and why that history explains today's debates.
  • Turing's 1950 move — can machines think? — the imitation game, what the test measures and what it does not, and the shift from mechanical to cognitive simulation.
  • Dartmouth 1956: the event that turned a provocation into a research programme.
  • The perceptron: the first machine that learned from examples, with its learning rule, a runnable implementation and an exact training trace — and the hardware and data limits that stalled it.
  • Rule-based AI and decision trees, the conflict between codifying knowledge and learning it, and how the gap between expectation and capability prepared the first AI winter.
CODEFLOW · ARTIFICIAL INTELLIGENCE · HISTORY OF AI The origin of the question From bronze guardians to the imitation game, the perceptron and the first winter myths · Turing · Dartmouth · perceptrons · rules · winter myths 1950 1956 1958 winter antiquity 1974

Long before anyone could write a program, people were already telling stories about artificial beings that moved, guarded, served and seemed to think. That is not a curiosity of the prehistory of computing; it is the origin of the question that artificial intelligence still tries to answer. This article follows the question from the myths and automata of antiquity to the moment it became a science — Turing's reformulation in 1950, the Dartmouth conference of 1956, the perceptron and the rule-based systems of the 1960s — and to the first time the field promised more than it could deliver.[10]

1. Mythology, automata and the origin of the question

The idea of building artificial entities capable of acting on their own is much older than digital computing. In antiquity, and especially in Greek mythology, there were already narratives about artificial beings created by humans or gods, with autonomous behaviour and the appearance of intelligence.[8] Talos, the bronze giant said to circle the island of Crete three times a day and hurl rocks at approaching ships, is a guardian with a patrol routine and a trigger; the golden attendants that Homer places in the workshop of Hephaestus are described as having sense and voice and the ability to learn their craft. Later, engineers built the first physical versions: Hero of Alexandria described automated theatres and temple doors driven by water and weights in the first century, and eighteenth-century clockmakers produced automata that wrote sentences with a quill or played an organ.

This matters because AI is not born only as a technical problem: it is born as a persistent question about simulating human capabilities in artifacts. The myths ask what it would mean for a made thing to guard, serve or judge; the automata show how much of a behaviour can be reproduced by mechanism alone. The computer did not create the question. It gave it a new medium.

2. Why the history matters for today's AI

Understanding the origin of AI helps to interpret the ethical, economic and professional conflicts that reappear with each new technological wave. The discussion about work, machine autonomy and the limits of simulation did not begin with recent generative models; it accompanies the field since its earliest formulations. The eighteenth-century automaton that wrote letters already raised the question of what happens to the scribe; the 1960s program that held a conversation already made people confide in it more than its author expected.[9]

That historical context avoids treating generative AI as an isolated phenomenon and shows that each advance answers old questions with new tools. It also explains a pattern that repeats: a promising idea appears early, the infrastructure of the time cannot sustain it, a more limited but viable approach takes the stage, expectations outrun results, and interest collapses until the infrastructure catches up. The first cycle of that pattern is the subject of this article.

Two lines of work, one question, and the first winter — Figure 1
Learning from examples Codified knowledge 1943McCulloch & Pitts 1958perceptron 1969Minsky & Papert 1950Turing's question 1956Dartmouth 1956Logic Theorist 1965DENDRAL 1972MYCIN 1973–1980 first AI winter Above the line: machines that adjust themselves from data. Below: knowledge written down by people as rules. Between them, the two events that framed the field. The Lighthill report (1973) and the cut in funding that followed mark the conventional start of the first winter; the dates of the milestones are the publication years.
Figure 1 — The early history as two lanes. Learning from examples starts earlier and stalls first; codified knowledge produces the working systems of the 1960s and early 1970s. Both run into the same wall: expectations larger than what hardware, data and rigid rules could sustain.

3. Alan Turing and the central question

In 1950, Alan Turing shifts the debate to a decisive formulation: can machines think?[1] The force of the question lies in moving the focus from mechanical automation to the simulation of cognitive processes, bringing computation and intelligence together as objects of the same problem. From then on, AI comes to be thought of less as a mechanism that executes movements and more as a system that reproduces aspects of human reasoning. Turing also knew that "think" resists definition, so he replaced the question with an experiment.

The Turing test — the imitation game of the 1950 paper — is a thought experiment that evaluates whether a machine can sustain an interaction indistinguishable from a human's. An interrogator exchanges typed messages with two hidden participants, one human and one machine, and has to tell which is which; if the interrogator fails often enough, the machine has passed. The test does not measure consciousness and does not prove intelligence in the philosophical sense; it measures the ability to imitate linguistic or conversational behaviour convincingly. Its historical importance lies in offering an operational criterion for discussing intelligence without depending on a closed definition of "thinking".

The imitation game: what the test measures — Figure 2
wall: only text passes Interrogatorasks anything, in writing Participant Aa person Participant Ba machine typed exchange typed exchange The interrogator must say which one is the machine. If they fail often enough, B has passed. Measured: convincing imitation of conversation Not measured: consciousness, understanding, truth Turing's 1950 version adapts a parlour game in which the interrogator had to tell a man from a woman by written answers alone.
Figure 2 — The test replaces "does it think?" with a question that can be settled by observation: "can it be told apart?". Everything the interrogator cannot see through the wall is deliberately left out of the criterion.
▼Turing answered the objections before they were raised
Most of the 1950 paper is not the test but a list of objections to thinking machines, each with a reply: the theological objection, the "heads in the sand" objection, the mathematical objection based on Gödel's results, the argument from consciousness, the arguments from various disabilities ("a machine will never enjoy strawberries and cream"), Lady Lovelace's objection that a machine can only do what it is told, and several others.[1] Seventy years later, discussions about generative models still cycle through the same list. Reading the paper is the fastest way to recognise them.

Practise: open in the Lab: Exercise 1, What the test measures

4. From mechanical simulation to cognitive simulation

The change proposed by Turing reorganises the technical objective of the field. Instead of only building machines that execute automatic actions, the focus becomes building systems that simulate cognitive processes by means of algorithms. The automaton that wrote with a quill reproduced the movement of writing; the programs that followed tried to reproduce the choice of what to write. That turn prepares the ground for the later approaches that try to represent decision, learning and adaptation, each with its own limitations.

AspectMechanical simulationCognitive simulation
What is reproducedA movement or a fixed sequence of actionsA process: deciding, learning, adapting
Where the behaviour livesIn cams, gears, leversIn an algorithm and its data
Response to a new situationNone — the sequence repeatsDepends on the method — rules or learning
Criterion of successLooks like the actionProduces the outcome a person would
ExampleAn automaton that writes a fixed sentenceA program that chooses the next move in a game

Table 1 — Turing's reformulation moves the objective from the left column to the right one. The rest of the article is about the two ways that objective was pursued.

5. The Dartmouth conference

The Dartmouth conference of 1956 marks the consolidation of AI as an identifiable research field. There, names such as John McCarthy, Marvin Minsky and Herbert Simon help turn an intellectual provocation into a scientific agenda, with the hypothesis that aspects of human intelligence could be simulated computationally.[2] The 1955 proposal that convened the summer workshop was written by McCarthy, Minsky, Nathaniel Rochester and Claude Shannon, and it is the document in which the term artificial intelligence was chosen. Its central conjecture is that every aspect of learning or any other feature of intelligence can, in principle, be described precisely enough for a machine to simulate it.

The event matters less for its size and more for establishing a programme of work that guided research in the following decades: language, neural networks, the theory of computation, abstraction and creativity were all on the list. Allen Newell and Herbert Simon brought the Logic Theorist, a program that proved theorems of symbolic logic, and it became the model of what a working AI system looked like: knowledge and reasoning written down explicitly.

Practise: open in the Lab: Exercise 2, The year of Dartmouth

6. Perceptrons: learning from examples

Resuming the search for machines that did not depend only on explicit rules, the perceptrons introduce the idea of learning from examples. Inspired, in a simplified way, by biological neurons — the abstraction proposed by McCulloch and Pitts in 1943[4] — they represent one of the first attempts to build neural networks capable of adjusting their behaviour on the basis of observed data. Frank Rosenblatt's perceptron of 1958 computes a weighted sum of its inputs and fires when the sum crosses a threshold:[3]

(1) y = 1  if  w·x + b > 0,  otherwise  0
(2) w ← w + η (t − y) x,    b ← b + η (t − y)

Equation (2) is the whole novelty. Nobody writes the weights: after each example, the difference between the expected answer t and the produced answer y nudges the weights in the direction that would have reduced the error, by a step η. Repeat over the examples and, when a straight line can separate the two classes, the procedure is guaranteed to find it. Figure 3 shows the unit and Table 2 the exact trace of the learning of the AND function, produced by the code below.

The perceptron: weighted sum, threshold, and a rule that adjusts the weights — Figure 3
x₁ x₂ 1 inputs (the bias enters as a constant 1) w₁w₂b Σ threshold sum > 0 ? y 0 or 1 learning: compare y with the expected t and move the weights by η(t − y)x, equation (2) Equation (1) is the forward pass; the dashed loop is what makes the perceptron the first machine in this story that changes itself from data.
Figure 3 — A single perceptron. The weights on the connections are the only thing that changes during training; the structure is fixed. With one unit, only problems that a straight line can separate are learnable.
perceptron.py — Python
# a single perceptron learning the AND function from its four examples
EXAMPLES = [((0, 0), 0), ((0, 1), 0), ((1, 0), 0), ((1, 1), 1)]

def predict(w, b, x):
    # equation (1): weighted sum, then the threshold
    s = w[0] * x[0] + w[1] * x[1] + b
    return 1 if s > 0 else 0

def train(examples, eta=1, max_epochs=50):
    w, b = [0, 0], 0                          # nobody chooses the weights: they start at zero
    for epoch in range(1, max_epochs + 1):
        errors = 0
        for x, t in examples:
            y = predict(w, b, x)
            e = t - y                             # +1: fired too little, -1: fired too much, 0: right
            if e != 0:
                errors += 1
                w[0] += eta * e * x[0]              # equation (2): each weight moves in proportion to its input
                w[1] += eta * e * x[1]
                b += eta * e
        if errors == 0:                          # a whole pass without mistakes: converged
            return w, b, epoch
    return w, b, None

w, b, epoch = train(EXAMPLES)
print(w, b, epoch)                            # [2, 1] -2 6: correct on all four examples from epoch 6 on
print([predict(w, b, x) for x, _ in EXAMPLES])   # [0, 0, 0, 1]
Epochxtsumyt − yw, b after the example
1(0, 0)0000[0, 0], 0
1(0, 1)0000[0, 0], 0
1(1, 0)0000[0, 0], 0
1(1, 1)100+1[1, 1], 1
… epochs 2 to 5: ten corrections in total, the weights oscillate and settle …
6(0, 0)0−200[2, 1], −2
6(0, 1)0−100[2, 1], −2
6(1, 0)0000[2, 1], −2
6(1, 1)1110[2, 1], −2

Table 2 — Exact trace of the code above with η = 1. The first three examples of epoch 1 produce no error because the sum is 0 and the threshold is strict; the fourth fires the first correction. From epoch 6 the perceptron is right on all four examples: 2x₁ + x₂ − 2 > 0 only when both inputs are 1.

The first neural models ran into severe restrictions of hardware, processing capacity and data availability. Rosenblatt's Mark I perceptron was a cabinet of potentiometers adjusted by motors, learning from a 20 by 20 grid of photocells. That was not an operational detail but a structural limiter: without computational scale and without a sufficient volume of examples, learning stayed rudimentary and hard to extend. The consequence was that promising ideas appeared early but could not mature technically at that historical moment. The theoretical blow came in 1969, when Minsky and Papert proved what a single-layer perceptron cannot learn.[5]

▼What Minsky and Papert actually showed
A single perceptron draws one straight line and answers 1 on one side of it. The exclusive-or function — 1 when exactly one input is 1 — puts its two positive cases in opposite corners of the square, and no straight line leaves them on one side with the two negative cases on the other. Networks with a hidden layer can represent it, but in 1969 nobody had a practical way to train them; that method, backpropagation, only became widespread in 1986. The book was read as a verdict on the whole approach, and funding for neural networks dried up for more than a decade.[5,10]

Practise: open in the Lab: Exercise 3, One learning step

7. Rule-based AI and decision trees

In the 1960s, rule-based AI gains strength, structured as "if… then" logic and often organised as decision trees. This approach works well when the domain can be made explicit by specialists: DENDRAL, started in 1965, inferred the structure of an organic molecule from its mass spectrum using rules written with chemists, and the systems that followed it encoded the judgement of experts in fields from geology to computer configuration.[7] The mechanism is transparent: a chain of tests over known attributes leads to a conclusion, and every conclusion can be explained by listing the rules that fired.

A decision tree is a set of if–then rules with a shape — Figure 4
soil humidity < 40%? water for 10 minutes temperature > 30 °C? open the vent no action yesnoyesno every path is a rule: if humidity < 40% then water if not and temp > 30 then vent The thresholds 40% and 30 °C were written by a grower, not learned. A crop that needs different values gets a different tree, written again by hand.
Figure 4 — The same knowledge as rules or as a tree. Reading a path from the root to a leaf gives the rule; the explanation of any decision is the path itself. Nothing in the tree changes when the greenhouse changes.
greenhouse_rules.py — Python
# the tree of Figure 4 as code: the knowledge is in the conditions, written by a person
def decide(humidity, temperature):
    if humidity < 40:                       # rule 1: dry soil comes first
        return "water for 10 minutes"
    if temperature > 30:                    # rule 2: only checked when the soil is fine
        return "open the vent"
    return "no action"                     # everything not foreseen ends here, right or wrong

print(decide(35, 24))    # water for 10 minutes
print(decide(55, 33))    # open the vent
print(decide(60, -4))    # no action: a frost is not in the tree, so the tree does nothing

The problem is that the approach depends on manual codification of knowledge, which limits the system's adaptation to situations that were not foreseen. The last line above is the whole limitation in one example: a frost is not in the tree, so the tree does nothing, and it does so with complete confidence. Adding the case means finding a specialist, writing the rule, and checking that it does not contradict the others — for every new case, forever.

Practise: open in the Lab: Exercise 4, Why rules won the 1960s

8. Codify or learn: the conflict, and the road to the winter

The central tension of this period lies between two strategies: programming reasoning explicitly or letting the machine learn from examples. Rule-based systems were more viable with the infrastructure of the time, which is why they gained notoriety, but they carried the limit of only operating within what had been previously specified. The line of neural networks pointed to a less rigid AI, yet one still blocked by technical restrictions that would only be faced much later.

CriterionCodified knowledge (rules, trees)Learning from examples (perceptrons)
Where the knowledge comes fromSpecialists write it down as conditionsThe machine adjusts weights from labeled data
Viability in the 1960sHigh — runs on the computers of the timeLow — needs data and compute that did not exist
ExplainabilityTotal — the rules that firedWeak — a set of numbers
Unforeseen situationFails silently or falls to a defaultGeneralises if similar examples were seen
Cost of extendingA person per new rule, and consistency checksMore examples, and another training run
What blocked itRigidity: the world exceeds the rulesHardware, data, and the 1969 result on single layers

Table 3 — The two strategies as they stood at the end of the 1960s. Neither could deliver what had been promised: one because it was too rigid, the other because it was too early.

This beginning of the story produces a classic cycle of enthusiasm followed by frustration. The belief that human intelligence would be quickly simulated generated expectations larger than the technology could sustain — machine translation that would be solved in a few years, programs that would soon match a chess champion — especially when the most promising methods were still immature and the most viable methods were too rigid. In 1973 the Lighthill report, commissioned by the British research council, concluded that the field had not delivered on its central promises outside toy problems, and funding was cut in Britain and, for similar reasons, in the United States.[6] That mismatch prepares directly the scenario of the AI winter, when the advance of the field begins to slow down.

▼ELIZA: a rule-based conversation that felt like understanding
In 1966 Joseph Weizenbaum published ELIZA, a program that held a written conversation by matching keywords and turning the user's sentence back as a question, in the manner of a non-directive therapist. It had no model of the world and no memory of the conversation, yet people confided in it and some refused to believe it was a program.[9] ELIZA is the imitation game answered with rules alone, and the first evidence that a convincing surface and understanding are different things — a lesson the field would relearn with fluent generative models.

Practise: open in the Lab: Exercise 5, Preparing the winter

9. Conclusion

The question came first and the machine came later. Myths and automata asked what it would take for a made thing to act on its own; Turing turned the question into an experiment about behaviour; Dartmouth turned the experiment into a research programme. The programme then split into two ways of answering: write the knowledge down, or let the machine learn it. The first produced the working systems of the 1960s and their rigidity; the second produced the perceptron and stalled on hardware, data and a theorem. What ended the first period was not a failure of ideas but a gap between what was promised and what could be built. Keep that gap in mind: it is the recurring shape of the field, and the reason its history is useful every time a new wave promises to close it for good.

References (10) Tags Related Articles Versions and History
  • [1]A. M. Turing — Computing Machinery and Intelligence, Mind 59(236), 1950. doi:10.1093/mind/LIX.236.433 (accessed on 09/10/2026)Academic paper
  • [2]J. McCarthy; M. L. Minsky; N. Rochester; C. E. Shannon — A Proposal for the Dartmouth Summer Research Project on Artificial Intelligence, 1955; reprinted in AI Magazine 27(4), 2006. doi:10.1609/aimag.v27i4.1904Historical document
  • [3]F. Rosenblatt — The Perceptron: A Probabilistic Model for Information Storage and Organization in the Brain, Psychological Review 65(6), 1958. doi:10.1037/h0042519Academic paper
  • [4]W. S. McCulloch; W. Pitts — A Logical Calculus of the Ideas Immanent in Nervous Activity, Bulletin of Mathematical Biophysics 5, 1943. doi:10.1007/BF02478259Academic paper
  • [5]M. Minsky; S. Papert — Perceptrons: An Introduction to Computational Geometry, MIT Press, 1969. mitpress.mit.eduBook
  • [6]J. Lighthill — Artificial Intelligence: A General Survey, in Artificial Intelligence: a paper symposium, Science Research Council, 1973. chilton-computing.org.ukReport
  • [7]B. G. Buchanan; E. H. Shortliffe (eds.) — Rule-Based Expert Systems: The MYCIN Experiments of the Stanford Heuristic Programming Project, Addison-Wesley, 1984. shortliffe.netBook
  • [8]A. Mayor — Gods and Robots: Myths, Machines, and Ancient Dreams of Technology, Princeton University Press, 2018. press.princeton.eduBook
  • [9]J. Weizenbaum — ELIZA — A Computer Program for the Study of Natural Language Communication Between Man and Machine, Communications of the ACM 9(1), 1966. doi:10.1145/365153.365168Academic paper
  • [10]S. Russell; P. Norvig — Artificial Intelligence: A Modern Approach, 4th ed., Pearson, 2020, chapter 1. aima.cs.berkeley.eduBook

Further reading

  • [a]N. J. Nilsson — The Quest for Artificial Intelligence: A History of Ideas and Achievements, Cambridge University Press, 2010. ai.stanford.eduBook
  • [b]G. Oppy; D. Dowe — The Turing Test, Stanford Encyclopedia of Philosophy. plato.stanford.eduEncyclopedia entry

References verified on 09/10/2026 and checked during technical review. External links open outside Codeflow.

Key concepts:Imitation gameCognitive simulationDartmouth 1956Perceptron learning ruleRule-based systemsAI winter

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09/10/2026 16:00 — Initial publication of the article.

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