In September of 1984, with the greatest of interest I read
an article in
that month's issue of Scientific American, one which describes Eurisko, software that explores a domain of knowledge that is fed into it, given heuristics for scoring results of its exploration. Author Douglas Lenat describes Eurisko as capable of exploring in ways of interest to humans, looking for universal truths and unique cases; it is able to modify the heuristics function as it runs, and it is able to set priorities for cases to explore and for modifying the heuristics, Lenat describes running it for weeks, needing maintenance from time to time, when it decided that modifying the heuristics was of so high a priority that adjusting them impeded its progress on the exploration.
Lenat's article describes experience teaching Eurisko the rules for construction of fleets of spaceships for battles as used in the role-playing game
Traveller and the predictive modeling of combat between fleets of ships, and having Eurisko design a fleet. That fleet
won a 1981 tournament against fleets designed by expert human players of the game; its makeup was unlike those of the fleets designed by human players - in short, it found and exploited a corner case in the rules. The corner case was eliminated in the rules to be used for the following year's tournament. Lenat ran Eurisko run on the modified rules, finding another corner case and producing a fleet that won that tournament as well. The operators of the tournament stated that if Lenat entered and won the 1983 tournament they would cease sponsoring it, so Lenat stopped attending the tournament.
I was in college in 1984, and agreed with friends with whom I shared an interest in computer science that we would like to have a tool like Eurisko. We did not forsee the issues that have arisen in 2026: violations of copyright or copyleft, displacement of human jobholders, risk of the singularity. Eurisko was flawed and required maintenance by a human being.