| The Art in Artificial Intelligence | p. 1 |
| Realism | p. 1 |
| Purism | p. 3 |
| Rococo | p. 4 |
| Classicism | p. 7 |
| Romanticism | p. 10 |
| Symbolism | p. 14 |
| Neo-Classicism | p. 17 |
| Impressionism | p. 20 |
| Post-Impressionism | p. 22 |
| Precisionism | p. 25 |
| New Realism | p. 28 |
| Baroque | p. 29 |
| Pre-Raphaelite Brotherhood | p. 32 |
| Renaissance | p. 33 |
| Hindsight | p. 34 |
| Fifth Generation Architecture | p. 37 |
| Architecture and Design | p. 38 |
| Design as Evolution | p. 40 |
| Design as Co-evolution | p. 43 |
| Design as Theorem | p. 44 |
| Design as Premise | p. 48 |
| Design as Paradigm | p. 50 |
| Impressionist Design | p. 54 |
| Classical Design | p. 59 |
| Logic Machines | p. 61 |
| Hindsight | p. 64 |
| Metamorphosis | p. 69 |
| Apparent Scope for Parallelism | p. 70 |
| Or-Parallelism | p. 72 |
| The Prolog Phenomenon | p. 73 |
| Concurrency and Operating Systems | p. 77 |
| Concurrency and Distributed Systems | p. 78 |
| Symbiosis Between Programming Language and System Engineering | p. 80 |
| Event Driven Synchronization | p. 81 |
| Earlier Manifestations of Guarded Commands | p. 83 |
| Condition Synchronization in AI | p. 84 |
| Guarded Definite Clauses | p. 87 |
| Simulation of Parallelism by Interleaving | p. 90 |
| Indeterminacy | p. 92 |
| The Premature Binding Problem Revisited | p. 93 |
| Decision Tree Compilation | p. 96 |
| A Brief History of Guarded Definite Clauses | p. 97 |
| Event Driven Condition Synchronization | p. 103 |
| Streams for Free | p. 104 |
| A Picture is Worth a Thousand Words | p. 106 |
| Dataflow Computation | p. 108 |
| Dataflow Design | p. 110 |
| Dataflow Programming | p. 112 |
| Message Passing | p. 115 |
| Eager and Lazy Produces | p. 118 |
| The Client-Server Paradigm | p. 122 |
| Self-Balancing Merge | p. 124 |
| Synchronization | p. 125 |
| Readers and Writers | p. 127 |
| The Dining Philosophers | p. 128 |
| The Brock-Ackerman Anomaly | p. 132 |
| Conditional Semantics | p. 133 |
| Open Worlds and Abduction | p. 135 |
| Implementation Issues | p. 137 |
| Actors and Agents | p. 139 |
| The Actor Model | p. 140 |
| Haggling Protocols | p. 144 |
| Consensus Protocols | p. 146 |
| Market Forces | p. 148 |
| Poker Faced | p. 148 |
| Virtual Neural Networks | p. 149 |
| Biological and Artificial Networks | p. 150 |
| Self-Replicating Neural Networks | p. 152 |
| Neuron Specialization | p. 152 |
| The Teacher Teaches and the Pupil Learns | p. 157 |
| Neural Simulation | p. 160 |
| Simulated Life | p. 162 |
| Life Yet in GDC | p. 163 |
| Cheek by Jowl | p. 164 |
| Distributed Implementation | p. 165 |
| Agent Micro-Architectures | p. 167 |
| Metalevel Agent Architectures | p. 168 |
| Actor Reconstruction of GDC | p. 170 |
| Inheritance Versus Delegation | p. 172 |
| Concurrent Search | p. 175 |
| A Naive Prolog Solution to the 8-Puzzle | p. 175 |
| Speculative Parallelism | p. 180 |
| Non-speculative, Non-parallel Linear Search | p. 182 |
| A Practical Prolog Solution to the 8-Puzzle | p. 183 |
| A Generic Search Program | p. 186 |
| Layered Streams | p. 188 |
| Eliminating Redundant Search | p. 190 |
| A Direct GDC Solution Using Priorities | p. 193 |
| Search Anomalies | p. 195 |
| Branch-and-Bound Search | p. 198 |
| Game Tree Search | p. 203 |
| Minimax and Alpha-Beta Search | p. 205 |
| Parallel Game Tree Search | p. 207 |
| Parallel Search and Cooperative Distributed Solving | p. 211 |
| Distributed Constraint Solving | p. 213 |
| All-Pairs Shortest Path Problem | p. 216 |
| The Graph Coloring Problem | p. 220 |
| Minimal Spanning Trees | p. 233 |
| Conclusion | p. 244 |
| Meta-interpretation | p. 247 |
| Metalanguage as Language Definition and Metacircular Interpreters | p. 248 |
| Introspection | p. 250 |
| Amalgamating Language and Metalanguage in Logic Programming | p. 251 |
| Control Metalanguages | p. 254 |
| A Classification of Metalevel Systems | p. 256 |
| Some GDC Monolingual Interpreters | p. 259 |
| GDC Bilingual Interpreters | p. 265 |
| An Interpreter for Linda Extensions to GDC | p. 269 |
| Parallelization via Concurrent Meta-interpretation | p. 274 |
| Conclusion | p. 277 |
| Partial Evaluation | p. 279 |
| Partial Evaluation | p. 280 |
| Futamura Projections | p. 283 |
| Supercompilation | p. 289 |
| Partial Deduction | p. 295 |
| Partial Evaluation and Reactive Systems | p. 297 |
| An Algorithm for Partial Evaluation of GDC Programs | p. 300 |
| Actor Fusion | p. 305 |
| Actor Fusion Examples | p. 308 |
| Partial Evaluation of an Interpreter | p. 310 |
| Agents and Robots | p. 319 |
| Reactive Agents: Robots and Softbots | p. 319 |
| A Simple Robot Program | p. 321 |
| Reaction and Intelligence | p. 327 |
| Objects, Actors and Agents | p. 329 |
| Objects in GDC | p. 332 |
| Agents in GDC | p. 336 |
| Top-Down and Bottom-Up Multi-agent Systems | p. 339 |
| GDC as a Coordination Language | p. 341 |
| Networks and Mobile Agents | p. 345 |
| Conclusion | p. 348 |
| References and Bibliography | p. 353 |
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