R20CSE3122 Artificial Intelligence
R20CSE3122 Artificial Intelligence
R20CSE3122 Artificial Intelligence
ON
ARTIFICIAL INTELLIGENCE
B.TECH III YR / I SEM
(2022-23)
DEPARTMENT OF CSE
SRI INDU COLLEGE OF ENGINEERING & TECHNOLOGY
(Autonomous Institution – UGC, Govt. of India)
Problem Solving by Search-I: Introduction to AI, Intelligent Agents Problem Solving by Search –II: Problem-
Solving Agents, Searching for Solutions,
Uninformed Search Strategies: Breadth-first search, Uniform cost search, Depth-first search, Iterative
deepening Depth-first search, Bidirectional search, Informed (Heuristic) Search Strategies: Greedy best-first
search, A* search, Heuristic Functions, Beyond Classical Search: Hill-climbing search, Simulated annealing
search,
Local Search in Continuous Spaces, Searching with Non-Deterministic Actions, Searching wih Partial
Observations, Online Search Agents and Unknown Environment
Introduction:
Artificial Intelligence is concerned with the design of intelligence in an artificial device. The term
was coined by John McCarthy in 1956.
Intelligence is the ability to acquire, understand and apply the knowledge to achieve goals in the
world.
AI is the study of the mental faculties through the use of computational models
AI is the study of intellectual/mental processes as computational processes.
AI program will demonstrate a high level of intelligence to a degree that equals or exceeds the
intelligence required of a human in performing some task.
AI is unique, sharing borders with Mathematics, Computer Science, Philosophy,
Psychology, Biology, Cognitive Science and many others.
Although there is no clear definition of AI or even Intelligence, it can be described as an attempt
to build machines that like humans can think and act, able to learn and use knowledge to solve
problems on their own.
History of AI:
Important research that laid the groundwork for AI:
In 1957, The General Problem Solver (GPS) demonstrated by Newell, Shaw & Simon
In 1958, John McCarthy (MIT) invented the Lisp language.
In 1959, Arthur Samuel (IBM) wrote the first game-playing program, for checkers, to achieve
sufficient skill to challenge a world champion.
In 1963, Ivan Sutherland's MIT dissertation on Sketchpad introduced the idea of interactive
graphics into computing.
In 1966, Ross Quillian (PhD dissertation, Carnegie Inst. of Technology; now CMU) demonstrated
semantic nets
In 1967, Dendral program (Edward Feigenbaum, Joshua Lederberg, Bruce Buchanan, Georgia
Sutherland at Stanford) demonstrated to interpret mass spectra on organic chemical compounds.
First successful knowledge-based program for scientific reasoning.
In 1967, Doug Engelbart invented the mouse at SRI
In 1968, Marvin Minsky & Seymour Papert publish Perceptrons, demonstrating limits of simple
neural nets.
In 1972, Prolog developed by Alain Colmerauer.
In Mid 80’s, Neural Networks become widely used with the Backpropagation algorithm (first
described by Werbos in 1974).
1990, Major advances in all areas of AI, with significant demonstrations in machine learning,
intelligent tutoring, case-based reasoning, multi-agent planning, scheduling, uncertain reasoning,
data mining, natural language understanding and translation, vision, virtual reality, games, and
other topics.
In 1997, Deep Blue beats the World Chess Champion Kasparov
In 2002,iRobot, founded by researchers at the MIT Artificial Intelligence Lab, introduced Roomba,
a vacuum cleaning robot. By 2006, two million had been sold.
1) Game Playing
Deep Blue Chess program beat world champion Gary Kasparov
2) Speech Recognition
PEGASUS spoken language interface to American Airlines' EAASY SABRE reseration system, which
allows users to obtain flight information and make reservations over the telephone. The 1990s has
seen significant advances in speech recognition so that limited systems are now successful.
3) Computer Vision
Face recognition programs in use by banks, government, etc. The ALVINN system from CMU
autonomously drove a van from Washington, D.C. to San Diego (all but 52 of 2,849 miles), averaging
63 mph day and night, and in all weather conditions. Handwriting recognition, electronics and
manufacturing inspection, photo interpretation, baggage inspection, reverse engineering to
automatically construct a 3D geometric model.
4) Expert Systems
Application-specific systems that rely on obtaining the knowledge of human experts in an area and
programming that knowledge into a system.
a. Diagnostic Systems : MYCIN system for diagnosing bacterial infections of the blood and
suggesting treatments. Intellipath pathology diagnosis system (AMA approved). Pathfinder
medical diagnosis system, which suggests tests and makes diagnoses. Whirlpool customer
assistance center.
Application of AI:
AI algorithms have attracted close attention of researchers and have also been applied
successfully to solve problems in engineering. Nevertheless, for large and complex problems, AI
algorithms consume considerable computation time due to stochastic feature of the search
approaches
Building AI Systems:
1) Perception
Intelligent biological systems are physically embodied in the world and experience the world
through their sensors (senses). For an autonomous vehicle, input might be images from a
camera and range information from a rangefinder. For a medical diagnosis system, perception is
the set of symptoms and test results that have been obtained and input to the system manually.
2) Reasoning
Inference, decision-making, classification from what is sensed and what the internal "model" is
of the world. Might be a neural network, logical deduction system, Hidden Markov Model
induction, heuristic searching a problem space, Bayes Network inference, genetic algorithms,
etc.
Includes areas of knowledge representation, problem solving, decision theory, planning, game
theory, machine learning, uncertainty reasoning, etc.
3) Action
Biological systems interact within their environment by actuation, speech, etc. All behavior is
centered around actions in the world. Examples include controlling the steering of a Mars rover
or autonomous vehicle, or suggesting tests and making diagnoses for a medical diagnosis
system. Includes areas of robot actuation, natural language generation, and speech synthesis.
"The automation of] activities that we "The study of the computations that
associate with human thinking, activities such make it possible to perceive, reason, and
as decision-making, problem solving, act" (Winston, 1992)
learning..."(Bellman, 1978)
c) "The art of creating machines that perform d) "A field of study that seeks to explain and
functions that require intelligence when emulate intelligent behavior in terms of
performed by people" (Kurzweil, 1990) computational processes" (Schalkoff, 1
990)
"The study of how to make computers do
things at which, at the moment, people "The branch of computer science that is
are better" (Rich and Knight, 1 99 1 ) concerned with the automation of
intelligent behavior" (Luger and
Stubblefield, 1993)
The definitions on the top, (a) and (b) are concerned with reasoning, whereas those on the bottom, (c)
and (d) address behavior.The definitions on the left, (a) and (c) measure success in terms of human
performance, and those on the right, (b) and (d) measure the ideal concept of intelligence called
rationality
Intelligent Systems:
In order to design intelligent systems, it is important to categorize them into four categories (Luger and
Stubberfield 1993), (Russell and Norvig, 2003)
1. Systems that think like humans
2. Systems that think rationally
3. Systems that behave like humans
4. Systems that behave rationally
Human- Like Rationally
a. Requires a model for human cognition. Precise enough models allow simulation by
computers.
b. Focus is not just on behavior and I/O, but looks like reasoning process.
c. Goal is not just to produce human-like behavior but to produce a sequence of steps of the
reasoning process, similar to the steps followed by a human in solving the same task.
a. The study of mental faculties through the use of computational models; that it is, the study of
computations that make it possible to perceive reason and act.
b. Focus is on inference mechanisms that are probably correct and guarantee an optimal solution.
c. Goal is to formalize the reasoning process as a system of logical rules and procedures of
inference.
a. The art of creating machines that perform functions requiring intelligence when performed by
people; that it is the study of, how to make computers do things which, at the moment, people
do better.
b. Focus is on action, and not intelligent behavior centered around the representation of the world
o The interrogator can communicate with the other 2 by teletype (to avoid the
machine imitate the appearance of voice of the person)
o The machine tries to fool the interrogator to believe that it is the human, and
the person also tries to convince the interrogator that it is the human.
o If the machine succeeds in fooling the interrogator, then conclude that the
machine is intelligent.
a. Tries to explain and emulate intelligent behavior in terms of computational process; that it is
concerned with the automation of the intelligence.
Strong AI makes the bold claim that computers can be made to think on a level (at least) equal to
humans.
Weak AI simply states that some "thinking-like" features can be added to computers to make them
more useful tools... and this has already started to happen (witness expert systems, drive-by-wire cars
and speech recognition software).
AI Problems:
Common-Place Tasks:
1. Recognizing people, objects.
2. Communicating (through natural language).
3. Navigating around obstacles on the streets.
1. Intelligent Agent’s:
2.1 Agents andenvironments:
2.1.1 Agent:
An Agent is anything that can be viewed as perceiving its environment through sensors and acting
upon that environment through actuators.
A human agent has eyes, ears, and other organs for sensors and hands, legs, mouth, and
other body parts foractuators.
A robotic agent might have cameras and infrared range finders for sensors and various
motors foractuators.
A software agent receives keystrokes, file contents, and network packets as sensory
2.1.2 Percept:
We use the term percept to refer to the agent's perceptual inputs at any given instant.
2.1.3 PerceptSequence:
An agent's percept sequence is the complete history of everything the agent has ever perceived.
2.1.5 Agentprogram
Internally, the agent function for an artificial agent will be implemented by an agent program. It is
important to keep these two ideas distinct. The agent function is an abstract mathematical
description; the agent program is a concrete implementation, running on the agent architecture.
To illustrate these ideas, we will use a very simple example-the vacuum-cleaner world shown in Fig
2.1.5. This particular world has just two locations: squares A and B. The vacuum agent perceives
which square it is in and whether there is dirt in the square. It can choose to move left, move right,
suck up the dirt, or do nothing. One very simple agent function is the following: if the current
square is dirty, then suck, otherwise move to the other square. A partial tabulation of this agent
function is shown in Fig 2.1.6.
Fig 2.1.6: Partial tabulation of a simple agent function for the example: vacuum-cleaner
world shown in the Fig 2.1.5
Fig 2.1.6(i): The REFLEX-VACCUM-AGENT program is invoked for each new percept (location, status) and
returns an action each time
Strategies of Solving Tic-Tac-Toe Game Playing
Tic-Tac-Toe is a simple and yet an interesting board game. Researchers have used various approaches to
study the Tic-Tac-Toe game. For example, Fok and Ong and Grim et al. have used artificial neural
network based strategies to play it. Citrenbaum and Yakowitz discuss games like Go-Moku,
Hex and Bridg-It which share some similarities with Tic-Tac-Toe.
The board used to play the Tic-Tac-Toe game consists of 9 cells laid out in the form of a 3x3 matrix (Fig.
1). The game is played by 2 players and either of them can start. Each of the two players is assigned a
unique symbol (generally 0 and X). Each player alternately gets a turn to make a move. Making a move is
compulsory and cannot be deferred. In each move a player places the symbol assigned to him/her in a
hitherto blank cell.
Let a track be defined as any row, column or diagonal on the board. Since the board is a square
matrix with 9 cells, all rows, columns and diagonals have exactly 3 cells. It can be easily observed that
there are 3 rows, 3 columns and 2 diagonals, and hence a total of 8 tracks on the board (Fig. 1). The goal
of the game is to fill all the three cells of any track on the board with the symbol assigned to one before
the opponent does the same with the symbol assigned to him/her. At any point of the game, if
there exists a track whose all three cells have been marked by the same symbol, then the player
to whom that symbol have been assigned wins and the game terminates. If there exist no track
whose cells have been marked by the same symbol when there is no more blank cell on the board then
the game is drawn.
Let the priority of a cell be defined as the number of tracks passing through it. The priorities of the
nine cells on the board according to this definition are tabulated in Table 1. Alternatively, let the
priority of a track be defined as the sum of the priorities of its three cells. The priorities of the eight
tracks on the board according to this definition are tabulated in Table 2. The prioritization of the cells
and the tracks lays the foundation of the heuristics to be used in this study. These heuristics are
somewhat similar to those proposed by Rich and Knight.
Algorithm:
2. Use the computed number as an index into Move-Table and access the vector stored there.
Procedure:
1) Elements of vector:
0: Empty
1: X
2: O
b) Element = A vector which describes the most suitable move from the
Comments:
3. Difficult to extend
Stratergy 2:
Data Structure:
3: X
5: O
3) Turn of move: indexed by integer
1,2,3, etc
Function Library:
1. Make2:
c) can_win(P) :
P has filled already at least two cells on a straight line (horizontal, vertical, or
diagonal)
d) cannot_win(P) = NOT(can_win(P))
2. Posswin(P):
ELSE
RETURN index to the empty cell on the line of
can_win(P)
Algorithm:
1. Turn = 1: (X moves)
Go(1) //make a move at the left-top cell
2. Turn = 2: (O moves)
Go(5)
ELSE
Go(1)
3. Turn = 3: (X moves)
ELSE
Go(3).
4. Turn = 4: (O moves)
Go (Posswin (X))
//Prevent the opponent to win
ELSE Go (Make2)
5. Turn = 5: (X moves)
//Win for X.
ELSE IF Posswin(O) <> THEN
Go(Posswin(O))
ELSE Go(3).
Comments:
1. Not efficient in time, as it has to check several conditions before making each
move.
Searching Solutions:
To build a system to solve a problem:
1. Define the problem precisely
2. Analyze the problem
3. Isolate and represent the task knowledge that is necessary to solve the problem
4. Choose the best problem-solving techniques and apply it to the particular problem.
Which search algorithm one should use will generally depend on the problem domain.
There are four important factors to consider:
2. Optimality – Is the solution found guaranteed to be the best (or lowest cost) solution if there exists
more than one solution?
3. Time Complexity – The upper bound on the time required to find a solution, as a function of the
complexity of the problem.
4. Space Complexity – The upper bound on the storage space (memory) required at any point during the
search, as a function of the complexity of the problem.
The General Problem Solver (GPS) was the first useful AI program, written by Simon, Shaw, and Newell
in 1959. As the name implies, it was intended to solve nearly any problem.
Newell and Simon defined each problem as a space. At one end of the space is the starting point; on the
other side is the goal. The problem-solving procedure itself is conceived as a set of operations to cross
that space, to get from the starting point to the goal state, one step at a time.
The General Problem Solver, the program tests various actions (which Newell and Simon called
operators) to see which will take it closer to the goal state. An operator is any activity that changes the
A Water Jug Problem: You are given two jugs, a 4-gallon one and a 3-gallon one, a
pump which has unlimited water which you can use to fill the jug, and the ground on which
water may be poured. Neither jug has any measuring markings on it. How can you get
exactly 2 gallons of water in the 4-gallon jug?
Operators -we must defi ne a set of operators that will take us from one state to another:
Second Solution:
Control strategies
Control Strategies means how to decide which rule to apply next during the process of searching for a
solution to a problem.
Requirement for a good Control Strategy
Let us discuss these strategies using water jug problem. These may be applied to any search problem.
Generate all the offspring of the root by applying each of the applicable rules to the initial state.
Now for each leaf node, generate all its successors by applying all the rules that are appropriate.
8 Puzzle Problem.
The 8 puzzle consists of eight numbered, movable tiles set in a 3x3 frame. One cell of the frame is always
empty thus making it possible to move an adjacent numbered tile into the empty cell. Such a puzzle is
illustrated in following diagram.
Solution:
To solve a problem using a production system, we must specify the global database the rules, and the
control strategy. For the 8 puzzle problem that correspond to these three components. These elements
are the problem states, moves and goal. In this problem each tile configuration is a state. The set of all
configuration in the space of problem states or the problem space, there are only 3, 62,880 different
configurations o the 8 tiles and blank space. Once the problem states have been conceptually identified,
we must construct a computer representation, or description of them . this description is then used as
the database of a production system. For the 8-puzzle, a straight forward description is a 3X3 array of
matrix of numbers. The initial global database is this description of the initial problem state. Virtually
any kind of data structure can be used to describe states.
A move transforms one problem state into another state. The 8-puzzle is conveniently interpreted as
having the following for moves. Move empty space (blank) to the left, move blank up, move blank to the
right and move blank down,. These moves are modeled by production rules that operate on the state
descriptions in the appropriate manner.
The rules each have preconditions that must be satisfied by a state description in order for them to be
applicable to that state description. Thus the precondition for the rule associated with “move blank up”
is derived from the requirement that the blank space must not already be in the top row.
The problem goal condition forms the basis for the termination condition of the production system. The
control strategy repeatedly applies rules to state descriptions until a description of a goal state is
produced. It also keeps track of rules that have been applied so that it can compose them into sequence
representing the problem solution. A solution to the 8-puzzle problem is given in the following figure.
Example:- Depth – First – Search traversal and Breadth - First - Search traversal
Search is the systematic examination of states to find path from the start/root state to the goal state.
Many traditional search algorithms are used in AI applications. For complex problems, the traditional
algorithms are unable to find the solution within some practical time and space limits. Consequently,
many special techniques are developed; using heuristic functions. The algorithms that use heuristic
Heuristic algorithms aremore efficient because they take advantage of feedback from the data to direct
the search path.
Uninformed search
Also called blind, exhaustive or brute-force search, uses no information about the problem to guide the
search and therefore may not be very efficient.
Informed Search:
Also called heuristic or intelligent search, uses information about the problem to guide the search,
usually guesses the distance to a goal state and therefore efficient, but the search may not be always
possible.
• Algorithm:
1. Create a variable called NODE-LIST and set it to initial state
2. Until a goal state is found or NODE-LIST is empty do
a. Remove the first element from NODE-LIST and call it E. If NODE-LIST was empty,
quit
b. For each way that each rule can match the state described in E do:
i. Apply the rule to generate a new state
ii. If the new state is a goal state, quit and return this state
iii. Otherwise, add the new state to the end of NODE-LIST
BFS illustrated:
Step 1: Initially fringe contains only one node corresponding to the source state A.
Step 2: A is removed from fringe. The node is expanded, and its children B and C are generated.
They are placed at the back of fringe.
Figure 2
FRINGE: B C
Step 3: Node B is removed from fringe and is expanded. Its children D, E are generated and put
at the back of fringe.
Figure 3
FRINGE: C D E
Step 4: Node C is removed from fringe and is expanded. Its children D and G are added to the
back of fringe.
Step 5: Node D is removed from fringe. Its children C and F are generated and added to the back
of fringe.
Figure 5
FRINGE: E D G C F
Figure 6
FRINGE: D G C F
Figure 7
FRINGE: G C F B F
• Algorithm:
1. Create a variable called NODE-LIST and set it to initial state
Figure 1
FRINGE: A
Step 2: A is removed from fringe. A is expanded and its children B and C are put in front of
fringe.
Figure 2
FRINGE: B C
Figure 3
FRINGE: D E C
Step 4: Node D is removed from fringe. C and F are pushed in front of fringe.
Figure 4
FRINGE: C F E C
Step 5: Node C is removed from fringe. Its child G is pushed in front of fringe.
Figure 5
FRINGE: G F E C
Step 6: Node G is expanded and found to be a goal node.
Note that the time taken by the algorithm is related to the maximum depth of the search tree. If the
search tree has infinite depth, the algorithm may not terminate. This can happen if the search space is
infinite. It can also happen if the search space contains cycles. The latter case can be handled by
checking for cycles in the algorithm. Thus Depth First Search is not complete.
Description:
It is a search strategy resulting when you combine BFS and DFS, thus combining the advantages
of each strategy, taking the completeness and optimality of BFS and the modest memory
requirements of DFS.
IDS works by looking for the best search depth d, thus starting with depth limit 0 and make a BFS
and if the search failed it increase the depth limit by 1 and try a BFS again with depth 1 and so
on – first d = 0, then 1 then 2 and so on – until a depth d is reached where a goal is found.
procedure IDDFS(root)
for depth from 0 to ∞
found ← DLS(root, depth)
if found ≠ null
return found
Performance Measure:
o Completeness: IDS is like BFS, is complete when the branching factor b is finite.
o Optimality: IDS is also like BFS optimal when the steps are of the same cost.
Time Complexity:
o One may find that it is wasteful to generate nodes multiple times, but actually it is not
that costly compared to BFS, that is because most of the generated nodes are always in
the deepest level reached, consider that we are searching a binary tree and our depth
limit reached 4, the nodes generated in last level = 24 = 16, the nodes generated in all
nodes before last level = 20 + 21 + 22 + 23= 15
o Imagine this scenario, we are performing IDS and the depth limit reached depth d, now
if you remember the way IDS expands nodes, you can see that nodes at depth d are
generated once, nodes at depth d-1 are generated 2 times, nodes at depth d-2 are
generated 3 times and so on, until you reach depth 1 which is generated d times,
we can view the total number of generated nodes in the worst case as:
N(IDS) = (b)d + (d – 1)b2 + (d – 2)b3 + …. + (2)bd-1 + (1)bd = O(bd)
Weblinks:
i. https://www.youtube.com/watch?v=7QcoJjSVT38
ii. https://mhesham.wordpress.com/tag/iterative-deepening-depth-first-search
Conclusion:
We can conclude that IDS is a hybrid search strategy between BFS and DFS inheriting their
advantages.
It is said that “IDS is the preferred uniformed search method when there is a large search space
and the depth of the solution is not known”.
Heuristic Searches:
A Heuristic technique helps in solving problems, even though there is no guarantee that it will never
lead in the wrong direction. There are heuristics of every general applicability as well as domain specific.
The strategies are general purpose heuristics. In order to use them in a specific domain they are coupler
with some domain specific heuristics. There are two major ways in which domain - specific, heuristic
information can be incorporated into rule-based search procedure.
A heuristic function is a function that maps from problem state description to measures desirability,
usually represented as number weights. The value of a heuristic function at a given node in the search
process gives a good estimate of that node being on the desired path to solution.
Greedy best-first search tries to expand the node that is closest to the goal, on the: grounds that this is
likely to lead to a solution quickly. Thus, it evaluates nodes by using just the heuristic function:
f (n) = h (n).
Taking the example of Route-finding problems in Romania, the goal is to reach Bucharest starting from
the city Arad. We need to know the straight-line distances to Bucharest from various cities as shown in
Figure 8.1. For example, the initial state is In (Arad), and the straight line distance heuristic h SLD (In
(Arad)) is found to be 366. Using the straight-line distance heuristic hSLD, the goal state can be reached
faster.
Figure 8.2: Stages in a greedy best-first search for Bucharest using the straight- line distance heuristic
hSLD. Nodes are labeled with their h-values.
Figure 8.2 shows the progress of greedy best-first search using hSLD to find a path from Arad to
Bucharest. The first node to be expanded from Arad will be Sibiu, because it is closer to
Bucharest than either Zerind or Timisoara. The next node to be expanded will be Fagaras,
because it is closest.
Fagaras in turn generates Bucharest, which is the goal.
Complete: NO [can get stuck in loops, e.g., Complete in finite space with repeated-
state checking ]
Time Complexity: O (bm) [but a good heuristic can give dramatic improvement]
Space Complexity: O (bm) [keeps all nodes in memory]
Greedy best-first search is not optimal, and it is incomplete. The worst-case time and space
complexity is O (bm ), where m is the maximum depth of the search space.
We will assume we are trying to maximize a function. That is, we are trying to find a point in the search
space that is better than all the others. And by "better" we mean that the evaluation is higher. We might
also say that the solution is of better quality than all the others.
Also, if two neighbors have the same evaluation and they are both the best quality, then the algorithm
will choose between them at random.
The main problem with hill climbing (which is also sometimes called gradient descent) is that we are not
guaranteed to find the best solution. In fact, we are not offered any guarantees about the solution. It
could be abysmally bad.
You can see that we will eventually reach a state that has no better neighbours but there are better
solutions elsewhere in the search space. The problem we have just described is called a local maxima.
We have considered algorithms that work only in discrete environments, but real-world
environment are continuous.
Local search amounts to maximizing a continuous objective function in a multi-dimensional
vector space.
This is hard to do in general.
Can immediately retreat
Discretize the space near each state
Apply a discrete local search strategy (e.g., stochastic hill climbing, simulated annealing)
OPEN is a priorityqueue of nodes that have been evaluated by the heuristic function but which have not
yet been expanded into successors. The most promising nodes are at the front.
CLOSED are nodes that have already been generated and these nodes must be stored because a graph is
being used in preference to a tree.
Algorithm:
Example:
1. It is not optimal.
2. It is incomplete because it can start down an infinite path and never return to try other
possibilities.
The A* search algorithm (pronounced "Ay-star") is a tree search algorithm that finds a path from a given
initial node to a given goal node (or one passing a given goal test). It employs a "heuristic estimate"
which ranks each node by an estimate of the best route that goes through that node. It visits the nodes
in order of this heuristic estimate.
Similar to greedy best-first search but is more accurate because A* takes into account the nodes that
have already been traversed.
g is a measure of the distance/cost to go from the initial node to the current node
Thus fis an estimate of how long it takes to go from the initial node to the solution
Algorithm:
g(s)= 0, f(s)=h(s)
save n in CLOSED
Insert m in OPEN
b) If m € *OPEN U CLOSED+
Move m to OPEN.
Description:
A* begins at a selected node. Applied to this node is the "cost" of entering this node (usually
zero for the initial node). A* then estimates the distance to the goal node from the current
node. This estimate and the cost added together are the heuristic which is assigned to the path
leading to this node. The node is then added to a priority queue, often called "open".
The algorithm then removes the next node from the priority queue (because of the way a
priority queue works, the node removed will have the lowest heuristic). If the queue is empty,
there is no path from the initial node to the goal node and the algorithm stops. If the node is the
goal node, A* constructs and outputs the successful path and stops.
If the node is not the goal node, new nodes are created for all admissible adjoining nodes; the
exact way of doing this depends on the problem at hand. For each successive node, A*
calculates the "cost" of entering the node and saves it with the node. This cost is calculated from
the cumulative sum of costs stored with its ancestors, plus the cost of the operation which
reached this new node.
The algorithm also maintains a 'closed' list of nodes whose adjoining nodes have been checked.
If a newly generated node is already in this list with an equal or lower cost, no further
processing is done on that node or with the path associated with it. If a node in the closed list
matches the new one, but has been stored with a higher cost, it is removed from the closed list,
and processing continues on the new node.
The algorithm A* is admissible. This means that provided a solution exists, the first solution
found by A* is an optimal solution. A* is admissible under the following conditions:
A* is also complete.
Algorithm:
Each iteration of the algorithm is a depth-first search that keeps track of the cost, f(n) = g(n) +
h(n), of each node generated.
As soon as a node is generated whose cost exceeds a threshold for that iteration, its path is cut
off, and the search backtracks before continuing.
The cost threshold is initialized to the heuristic estimate of the initial state, and in each
successive iteration is increased to the total cost of the lowest-cost node that was pruned during
the previous iteration.
The algorithm terminates when a goal state is reached whose total cost dees not exceed the
current threshold.
UNIT II
Problem Solving by Search-II and Propositional Logic .Adversarial Search: Games, Optimal Decisions in Games,
Alpha–Beta Pruning, Imperfect Real-Time Decisions.
Constraint Satisfaction Problems: Defining Constraint Satisfaction Problems, Constraint Propagation,
Backtracking Search for CSPs, Local Search for CSPs, The Structure of Problems.
Propositional Logic: Knowledge-Based Agents, The Wumpus World, Logic, Propositional Logic, Propositional
Theorem Proving: Inference and proofs, Proof by resolution, Horn clauses and definite clauses, Forward and
backward chaining, Effective Propositional Model Checking, Agents Based on Propositional Logic.
Constraint Satisfaction Problems
https://www.cnblogs.com/RDaneelOlivaw/p/8072603.html
Sometimes a problem is not embedded in a long set of action sequences but requires picking the best
option from available choices. A good general-purpose problem solving technique is to list the
constraints of a situation (either negative constraints, like limitations, or positive elements that you
want in the final solution). Then pick the choice that satisfies most of the constraints.
Formally speaking, a constraint satisfaction problem (or CSP) is defined by a set of variables, X1;X2; : : :
;Xn, and a set of constraints, C1;C2; : : : ;Cm. Each variable Xi has anonempty domain Di of possible
values. Each constraint Ci involves some subset of tvariables and specifies the allowable combinations of
values for that subset. A state of theproblem is defined by an assignment of values to some or all of the
variables, {Xi = vi;Xj =vj ; : : :} An assignment that does not violate any constraints is called a consistent or
1. Initial state: the empty assignment fg, in which all variables are unassigned.
2. Successor function: a value can be assigned to any unassigned variable, provided that it does not
conflict with previously assigned variables.
Examples:
The task of coloring each region red, green or blue in such a way that no neighboring regions
have the same color.
We are given the task of coloring each region red, green, or blue in such a way that the
neighboring regions must not have the same color.
To formulate this as CSP, we define the variable to be the regions: WA, NT, Q, NSW, V, SA, and
T. The domain of each variable is the set {red, green, blue}. The constraints require
Constraint Graph: A CSP is usually represented as an undirected graph, called constraint graph
where the nodes are the variables and the edges are the binaryconstraints.
> Initial state : the empty assignment {},in which all variables are unassigned.
> Successor function: a value can be assigned to any unassigned variable, provided that it
does not conflict with previously assigned variables.
> Goal test: the current assignment is complete.
Game Playing
Adversarial search, or game-tree search, is a technique for analyzing an adversarial game in order to try
to determine who can win the game and what moves the players should make in order to win.
Adversarial search is one of the oldest topics in Artificial Intelligence. The original ideas for adversarial
search were developed by Shannon in 1950 and independently by Turing in 1951, in the context of the
game of chess—and their ideas still form the basis for the techniques used today.
2- Person Games:
MiniMax Algorithm:
1. Generate the whole game tree.
2. Apply the utility function to leaf nodes to get their values.
3. Use the utility of nodes at level n to derive the utility of nodes at level n-1.
4. Continue backing up values towards the root (one layer at a time).
5. Eventually the backed up values reach the top of the tree, at which point Max chooses the move
that yields the highest value. This is called the minimax decision because it maximises the utility
for Max on the assumption that Min will play perfectly to minimise it.
Properties of minimax:
• Pruning: eliminating a branch of the search tree from consideration without exhaustive
examination of each node
• - Pruning: the basic idea is to prune portions of the search tree that cannot improve the
utility value of the max or min node, by just considering the values of nodes seen so far.
• Alpha-beta pruning is used on top of minimax search to detect paths that do not need to be
explored. The intuition is:
• The MAX player is always trying to maximize the score. Call this .
• The MIN player is always trying to minimize the score. Call this .
• Alpha cutoff: Given a Max node n, cutoff the search below n (i.e., don't generate or examine any
more of n's children) if alpha(n) >= beta(n)
(alpha increases and passes beta from below)
• Beta cutoff.: Given a Min node n, cutoff the search below n (i.e., don't generate or examine any
more of n's children) if beta(n) <= alpha(n)
(beta decreases and passes alpha from above)
• Carry alpha and beta values down during search Pruning occurs whenever alpha >= beta
1) Setup phase: Assign to each left-most (or right-most) internal node of the tree,
variables: alpha = -infinity, beta = +infinity
2) Look at first computed final configuration value. It’s a 3. Parent is a min node, so
set the beta (min) value to 3.
4) Look at next value, 2. Since parent node is min with b=+inf, 2 is smaller, change b.
6) Max node is now done and we can set the beta value of its parent and propagate node
state to sibling subtree’s left-most path.
8) The next node is 4. Smallest value goes to the parent min node. Min subtree is done, so
the parent max node gets the alpha (max) value from the child. Note that if the max node
had a 2nd subtree, we can prune it since a>b.
10) Next value is a 2. We set the beta (min) value of the min parent to 2. Since no other
children exist, we propagate the value up the tree.
12) Finally, no more nodes remain, we propagate values up the tree. The root has a value
of 3 that comes from the left-most child. Thus, the player should choose the left-most
child’s move in order to maximize his/her winnings. As you can see, the result is the same
as with the mini-max example, but we did not visit all nodes of the tree.
A variety of "worlds" are being used as examples for Knowledge Representation, Reasoning,
and Planning. Among them the Vacuum World, the Block World, and the Wumpus World.
The Wumpus World was introduced by Genesereth, and is discussed in Russell-Norvig. The
Wumpus World is a simple world (as is the Block World) for which to represent knowledge
and to reason. It is a cave with a number of rooms, represented as a 4x4 square
in the direction it is currently facing, or Turn Right, or Turn Left. Going forward into a wall
will generate a Bump percept. The agent has a single arrow that it can shoot. It will go
straight in the direction faced by the agent until it hits (and kills) the wumpus, or hits (and is
absorbed by) a wall. The agent can grab a portable object at the current square or it can
Release an object that it is holding. The agent can climb out of the cave if at the Start
square.The Start square is (1,1) and initially the agent is facing east. The agent dies if it is in
the same square asthe wumpus. The objective of the game is to kill the wumpus, to pick up
the gold, and to climb out with it. Representing our Knowledge about the Wumpus World
Percept(x, y) Where x must be a percept vector and y must be a situation. It means that at
situation y theagentperceives x.For convenience we introduce the following definitions:
Where x is an object and y is a situation. It means that the agent is holding the object x in
situation y. Action(x, y) Where x must be an action (i.e. Turn (Right), Turn (Left), Forward,)
and y must be a situation. It means that at situation y the agent takes action x. At(x,y,z)
Where x is an object, y is a Location, i.e. a pair [u,v] with u and v in {1, 2, 3, 4}, and z is a
situation. It means that the agent x in situation z is at location y. Present(x,s) Means that
object x is in the current room in the situation s. Result(x, y) It means that the result of
applying action x to the situation y is the situation Result(x,y).Notethat Result(x,y) is a term,
not a statement. For example we can say Result(Forward, S0) = S1
Result(Turn(Right),S1) = S2 These definitions could be made more general. Since in the
Wumpus World there is a single agent, there is no reason for us to make predicates and
functions relative to a specific agent. In other"worlds" we should change things
appropriately.
A sentence is valid
Proof Methods
α1,...,αn,α1 ··· α⇒ β β
2. Considerthefinalstateasamodelm,assigningtrue/falsetosymbols
Backward Chaining
Programming languages (such as C++ or Java or Lisp) are by far the largest class of formal
languages in common use. Programs themselves represent only computational processes. Data
structures within programs can represent facts.
For example, a program could use a 4 × 4 array to represent the contents of the wumpus world.
Thus, the programming language statement World*2,2+← Pit is a fairly natural way to assert that
there is a pit in square [2,2].
What programming languages lack is any general mechanism for deriving facts from other facts;
each update to a data structure is done by a domain-specific procedure whose details are derived by
the programmer from his or her own knowledge of the domain.
A second drawback of is the lack the expressiveness required to handle partial information . For
example data structures in programs lack the easy way to say, “There is a pit in *2,2+ or *3,1+” or “If
the wumpus is in *1,1+ then he is not in *2,2+.”
The declarative nature of propositional logic, specify that knowledge and inference are separate,
and inference is entirely domain-independent. Propositional logic is a declarative language because
its semantics is based on a truth relation between sentences and possible worlds. It also has
sufficient expressive power to deal with partial information, using disjunction and negation.
Drawbacks of Propositional Logic Propositional logic lacks the expressive power to concisely
describe an environment with many objects.
For example, we were forced to write a separate rule about breezes and pits for each square, such
as B1,1⇔ (P1,2 ∨ P2,1) .
The models of a logical language are the formal structures that constitute the possible worlds under
consideration. Each model links the vocabulary of the logical sentences to elements of the possible
world, so that the truth of any sentence can be determined. Thus, models for propositional logic
link proposition symbols to predefined truth values. Models for first-order logic have objects. The
domain of a model is the set of objects or domain elements it contains. The domain is required to be
nonempty—every possible world must contain at least one object.
A relation is just the set of tuples of objects that are related. Unary Relation: Relations relates to
single Object Binary Relation: Relation Relates to multiple objects Certain kinds of relationships are
best considered as functions, in that a given object must be related to exactly one object.
For Example:
Richard the Lionheart, King of England from 1189 to 1199; His younger brother, the evil King John,
who ruled from 1199 to 1215; the left legs of Richard and John; crown
Symbols are the basic syntactic elements of first-order logic. Symbols stand for objects,
relations, and functions.
The symbols are of three kinds: Constant symbols which stand for objects; Example: John,
Richard Predicate symbols, which stand for relations; Example: OnHead, Person, King, and Crown
Function symbols, which stand for functions. Example: left leg
Interpretation The semantics must relate sentences to models in order to determine truth. For this
to happen, we need an interpretation that specifies exactly which objects, relations and functions
are referred to by the constant, predicate, and function symbols.
For Example:
Richard refers to Richard the Lionheart and John refers to the evil king John. Brother refers to
the brotherhood relation OnHead refers to the "on head relation that holds betweenthe crown
and King John; Person, King, and Crown refer to the sets of objects that are persons, kings, and
crowns. LeftLeg refers to the "left leg" function,
The truth of any sentence is determined by a model and an interpretation for the sentence's
symbols. Therefore, entailment, validity, and so on are defined in terms of all possiblemodels and all
possible interpretations. The number of domain elements in each model may be unbounded -for
example, the domain elements may be integers or real numbers. Hence, the number of possible
models is anbounded, as is the number of interpretations.
Term
Consider a term f (tl,. . . , t,). The function symbol frefers to some function in the model (F); the
argument terms refer to objects in the domain (call them d1….dn); and the term as a whole refers to
the object that is the value of the function Fapplied to dl, . . . , d,. For example,: the LeftLeg
function symbol refers to the function “ (King John) -+ John's left leg” and John refers to King John,
then LeftLeg(John) refers to King John's left leg. In this way, the interpretation fixes the referent of
every term.
Atomic sentences
An atomic sentence is formed from a predicate symbol followed by a parenthesized list of terms:
For Example: Brother(Richard, John).
Atomic sentences can have complex terms as arguments. For Example: Married (Father(Richard),
Mother( John)).
An atomic sentence is true in a given model, under a given interpretation, if the relation referred to
by the predicate symbol holds among the objects referred to by the arguments
Complex sentences Complex sentences can be constructed using logical Connectives, just as in
propositional calculus. For Example:
Assume we can extend the interpretation in different ways: x→ Richard the Lionheart, x→ King
John, x→ Richard’s left leg, x→ John’s left leg, x→ the crown
The universally quantified sentence ∀x King(x) ⇒Person(x) is true in the original model if the
sentence King(x) ⇒Person(x) is true under each of the five extended interpretations. That is, the
universally quantified sentence is equivalent to asserting the following five sentences:
Richard the Lionheart is a king ⇒Richard the Lionheart is a person. King John is a king ⇒King John is
a person. Richard’s left leg is a king ⇒Richard’s left leg is a person. John’s left leg is a king ⇒John’s
left leg is a person. The crown is a king ⇒the crown is a person.
Universal quantification makes statements about every object. Similarly, we can make a statement
about some object in the universe without naming it, by using an existential quantifier.
For example, that King John has a crown on his head, we write ∃xCrown(x) OnHead(x, John)
Given assertions:
Richard the Lionheart is a crown Richard the Lionheart is on John’s head; King John is a crown
King John is on John’s head; Richard’s left leg is a crown Richard’s left leg is on John’s head; John’s
left leg is a crown John’s left leg is on John’s head; The crown is a crown the crown is on John’s
head. The fifth assertion is true in the model, so the original exi stentially quantified sentence is true
in the model. Just as ⇒appears to be the natural connective to use with ∀, is the natural
connective to use with ∃.
Nested quantifiers
For example, “Brothers are siblings” can be written as ∀x∀y Brother (x, y) ⇒Sibling(x, y).
Consecutive quantifiers of the same type can be written as one quantifier with several variables.
For example: 1. “Everybody loves somebody” means that for every person, there is someone that
person loves: ∀x∃y Loves(x, y) . 2. On the other hand, to say “There is someone who is loved by
everyone,” we write ∃y∀x Loves(x, y) .
Universal and Existential quantifiers are actually intimately connected with each other, through
negation.
Because ∀is really a conjunction over the universe of objects and ∃is a disjunction that they obey De
Morgan’s rules. The De Morgan rules for quantified and unquantified sentences are as follows:
Equality
First-order logic includes one more way to make atomic sentences, other than using a predicateand
terms .We can use the equality symbol to signify that two terms refer to the same object.
For example,
“Father(John) =Henry” says that the object referred to by Father (John) and the object referred to by
Henry are the same.
Because an interpretation fixes the referent of any term, determining the truth of an equality
sentence is simply a matter of seeing that the referents of the two terms are the same object.The
equality symbol can be used to state facts about a given function.It can also be used with negation
to insist that two terms are not the same object.
For example,
“Richard has at least two brothers” can be written as, ∃x, y Brother (x,Richard ) Brother (y,Richard
) ¬(x=y) .
∃x, y Brother (x,Richard ) Brother (y,Richard ) does not have the intended meaning. In particular, it
is true only in the model where Richard has only one brother considering the extended
interpretation in which both x and y are assigned to King John. The addition of ¬(x=y) rules out such
models.
Assertions:
Sentences are added to a knowledge base using TELL, exactly as in propositional logic. Such
sentences are called assertions.
For example,
John is a king, TELL (KB, King (John)). Richard is a person. TELL (KB, Person (Richard)). All kings are
persons: TELL (KB, ∀x King(x) ⇒Person(x)).
Asking Queries:
We can ask questions of the knowledge base using ASK. Questions asked with ASK are called
queries or goals.
Anyquery that is logically entailed by the knowledge base should be answered affirmatively.
The answer is true, but this is perhaps not as helpful as we would like. It is rather like answering
“Can you tell me the time?” with “Yes.”
If we want to know what value of x makes the sentence true, we will need a different function,
ASKVARS, which we call with ASKVARS (KB, Person(x)) and which yields a stream of answers.
In this case there will be two answers: {x/John} and {x/Richard}. Such an answer is called a
substitution or binding list.
ASKVARS is usually reserved for knowledge bases consisting solely of Horn clauses, because in such
knowledge bases every way of making the query true will bind the variables to specific values.
We use functions for Mother and Father, because every person has exactly one of each of these.
We can represent each function and predicate, writing down what we know in termsof the other
symbols.
4. Parent and child are inverse relations: ∀p, c Parent(p, c) ⇔Child (c, p) .
5. A grandparent is a parent of one’s parent: ∀g, c Grandparent (g, c) ⇔∃p Parent(g, p) Parent(p, c)
.
Axioms:
Each of these sentences can be viewed as an axiom of the kinship domain. Axioms are commonly
associated with purely mathematical domains. They provide the basic factual information from
which useful conclusions can be derived.
Kinship axioms are also definitions; they have the form ∀x, y P(x, y) ⇔. . ..
The axioms define the Mother function, Husband, Male, Parent, Grandparent, and Sibling predicates
in terms of other predicates.
Our definitions “bottom out” at a basic set of predicates (Child, Spouse, and Female) in terms of
which the others are ultimately defined. This is a natural way in which to build up the representation
of a domain, and it is analogous to the way in which software packages are built up by successive
definitions of subroutines from primitive library functions.
Theorems:
Not all logical sentences about a domain are axioms. Some are theorems—that is, they are entailed
by the axioms.
For example, consider the assertion that siblinghood is symmetric: ∀x, y Sibling(x, y) ⇔Sibling(y, x) .
Not all axioms are definitions. Some provide more general information about certain predicates
without constituting a definition. Indeed, some predicates have no complete definition because we
do not know enough to characterize them fully.
∀xPerson(x) ⇔. . .
Fortunately, first-order logic allows us to make use of the Person predicate without completely
defining it. Instead, we can write partial specifications of properties that every person has and
properties that make something a person:
∀xPerson(x) ⇒. . . ∀x . . . ⇒Person(x) .
Axioms can also be “just plain facts,” such as Male (Jim) and Spouse (Jim, Laura).Such facts form the
descriptions of specific problem instances, enabling specific questions to be answered. The answers
to these questions will then be theorems that follow from the axioms
Number theory
Numbers are perhaps the most vivid example of how a large theory can be built up from NATURA L
NUMBERS a tiny kernel of axioms. We describe here the theory of natural numbers or non -negative
integers. We need:
predicate NatNum that will be true of natural numbers; one PEANO AXIOMS constant symbol, 0;
One function symbol, S (successor). The Peano axioms define natural numbers and addition.
That is, 0 is a natural number, and for every object n, if n is a natural number, then S(n) is a natural
number.
So the natural numbers are 0, S(0), S(S(0)), and so on. We also need axioms to constrain the
successor function: ∀n 0 != S(n) . ∀m, n m != n ⇒ S(m) != S(n) .
Now we can define addition in terms of the successor function: ∀m NatNum(m) ⇒ + (0, m) = m .
∀m, n NatNum(m) NatNum(n) ⇒ + (S(m), n) = S(+(m, n))
The first of these axioms says that adding 0 to any natural number m gives m itself. Addition is
represented using the binary function symbol “+” in the term + (m, 0);
To make our sentences about numbers easier to read, we allow the use of infix notation. We can
also write S(n) as n + 1, so the second axiom becomes :
This axiom reduces addition to repeated application of the successor function. Once we have
addition, it is straightforward to define multiplication as repeated addition, exponentiation as
repeated multiplication, integer division and remainders, prime numbers, and so on. Thus, the
whole of number theory (including cryptography) can be built up from one constant, one function,
one predicate and four axioms.
Sets
The domain of sets is also fundamental to mathematics as well as to commonsense reasoning. Sets
can be represented as individualsets, including empty sets.
Sets can be built up by: adding an element to a set or Taking the union or intersection of two
sets.
Operations that can be performed on sets are: To know whether an element is a member of a set
Distinguish sets from objects that are not sets.
x s (x is a member of set s)
∈ s1⊆ s2 (set s1 is a subset, not necessarily proper, of set s2).
s1 ∩ s2 (the intersection of two sets), s1 s2 (the union of two sets), and ,x|s- (the set resulting
from adjoining element x to set s).
The only sets are the empty set and those made by adjoining something to a set:∀sSet(s) ⇔(s={})
∨(∃x, s2 Set(s2) s={x|s2}) . The empty set has no elements adjoined into it. In other words, there is
no way to decompose {} into a smaller set and an element: ¬∃x, s {x|s}={} . Adjoining an
element already in the set has no effect: ∀x, s x∈s ⇔s={x|s} . The only members of a set are the
elements that were adjoined into it. We express this recursively, saying that x is a member of s if and
only if s is equal to some set s2 adjoined with some element y, where either y is the same as x or x is
a member of s2: ∀x, s x∈s ⇔∃y, s2 (s={y|s2} (x=y ∨x∈s2)) A set is a subset of another set if and
only if all of the first set’s members are members of the second set: ∀s1, s2 s1 ⊆s2 ⇔(∀x x∈s1
⇒x∈s2) Two sets are equal if and only if each is a subset of the other: ∀s1, s2 (s1 =s2) ⇔(s1 ⊆s2
s2 ⊆s1)
An object is in the intersection of two sets if and only if it is a member of both sets:∀x, s1, s2x∈(s1
∩ s2) ⇔(x∈s1 x∈s2) An object is in the union of two sets if and only if it is a member of either
set: ∀x, s1, s2 x∈(s1 s2) ⇔(x∈s1 ∨x∈s2)
Lists : are similar to sets. The differences are that lists are ordered and the same element canappear
more than once in a list. We can use the vocabulary of Lisp for lists:
Nil is the constant list with no element;s Cons, Append, First, and Rest are functions; Find isthe
predicate that does for lists what Member does for sets. List? is a predicate that is true only of lists.
The empty list is * +. The term Cons(x, y), where y is a nonempty list, is w
i ttren [x|y]. The
The wumpus agent receives a percept vector with five elements. The corresponding first -order
sentence stored in the knowledge base must include both the percept and the time at which it
occurred; otherwise, the agent will get confused about when it saw what.We use integers for time
steps. A typical percept sentence would be
Here, Percept is a binary predicate, and Stench and so on are constants placed in a list. The actions
in the wumpus world can be represented by logical terms:
ASKVARS (∃a BestAction (a, 5)), which returns a binding list such as {a/Grab}.
The agent program can then return Grab as the action to take.
The raw percept data implies certain facts about the current state.
For example: ∀t, s, g, m, c Percept ([s, Breeze, g,m, c], t) ⇒Breeze(t) , ∀t, s, b, m, c Percept ([s, b,
Glitter,m, c], t) ⇒Glitter (t) ,
These rules exhibit a trivial form of the reasoning process called perception.
Given the percept and rules from the preceding paragraphs, this would yield the desired
conclusion Best Action (Grab, 5)—that is, Grab is the right thing to do.
Environment Representation
Objects are squares, pits, and the wumpus. Each square could be named—Square1,2and so
on—but then the fact that Square1,2and Square1,3 are adjacent would have to be an ―extra‖
fact, and this needs one suchfact for each pair of squares. It is better to use a complex term in
which the row and columnappear as integers;
For example, we can simply use the list term [1, 2].
Each pit need not be distinguished with each other. The unary predicate Pit is true of squares
containing pits.
Since there is exactly one wumpus, a constant Wumpus is just as good as a unary predicate.
The agent’s location changes over time, so we write At (Agent, s, t) to mean that theagent is
at square s at time t.
To specify the Wumpus location (for example) at [2, 2] we can write ∀t At (Wumpus, [2, 2],
t).
Objects can only be at one location at a time: ∀x, s1, s2, t At(x, s1, t) At(x, s2, t) ⇒s1 = s2 .
Given its current location, the agent can infer properties of the square from properties of its
current percept.
For example, if the agent is at a square and perceives a breeze, then that square is breezy:
Having discovered which places are breezy (or smelly) and, very importantly, not breezy (or
not smelly), the agent can deduce where the pits =e (and where the wumpus is).
There are two kinds of synchronic rules that could allow such deductions:
Diagnostic rules:
Diagnostic rules lead from observed effects to hidden causes. For finding pits, the obvious
diagnostic rules say that if a square is breezy, some adjacent square must contain a pit, or
and that if a square is not breezy, no adjacent square contains a pit: ∀s¬Breezy (s) ⇒¬∃r
Adjacent (r, s) Pit (,r) .Combining these two, we obtain the biconditional sentence ∀s
Breezy ( s )⇔∃r Adjacent(r, s) Pit (r) .
Causal rules:
Causal rules reflect the assumed direction of causality in the world: some hidden property of
the world causes certain percepts to be generated. For example, a pit causes all adjacent
squares to be breezy:
and if all squares adjacent to a given square are pitless, the square will not be breezy: ∀s[∀r
Adjacent (r, s) ⇒¬Pit (r)] ⇒¬Breezy ( s ) .
It is possible to show that these two sentences together are logically equivalent to the
biconditional sentence ― ∀s Breezy ( s )⇔∃r Adjacent(r, s) Pit (r)‖ .
The biconditional itself can also be thought of as causal, because it states how the truth value
of Breezy is generated from the world state.
Whichever kind of representation the agent uses, ifthe axioms correctly and completely
describe the way the world works and the way that percepts are produced, then any complete
logical inference procedure will infer the strongest possible description of the world state,
given the available percepts. Thus, the agent designer can concentrate on getting the
knowledgeright, without worrying too much about the processes of deduction.
For the variable x, with the substitutions like {x/John},{x/Richard}the following sentences can
be inferred.
The existential sentence says there is some object satisfying a condition, and the instantiation
process is just giving a name to that object, that name must not already belong to another object.
This new name is called a Skolem constant. Existential Instantiation is a special case of a more
general process called “skolemization”.
For any sentence a, variable v, and constant symbol k that does not appear elsewhere in the
knowledge base,
As long as C1 does not appear elsewhere in the knowledge base. Thus an existentially quantified
sentence can be replaced by one instantiation
Elimination of Universal and Existential quantifiers should give new knowledge base which can
be shown to be inferentially equivalentto oldin the sense that it is satisfiable exactly when the
original knowledge base is satisfiable.
We discard the universally quantified sentence. Now, the knowledge base is essentially
propositional if we view the ground atomic sentences-King (John), Greedy (John), and Brother
(Richard, John) as proposition symbols. Therefore, we can apply any of the complete
propositional algorithms to obtain conclusions such as Evil (John).
Disadvantage:
If the knowledge base includes a function symbol, the set of possible ground term substitutions is
infinite. Propositional algorithms will have difficulty with an infinitely large set of sentences.
NOTE:
Entailment for first-order logic is semi decidable which means algorithms exist that say yes to
every entailed sentence, but no algorithm exists that also says no to every non entailed sentence
Consider the above discussed example, if we add Siblings (Peter, Sharon) to the knowledge base
then it will be
Removing Universal Quantifier will add new sentences to the knowledge base which are not
necessary for the query Evil (John)?
Hence we need to teach the computer to make better inferences. For this purpose Inference rules
were used.
SUBST (θ, q)
There are N + 1 premises to this rule, N atomic sentences + one implication.
Applying SUBST (θ, q) yields the conclusion we seek. It is a sound inference rule.
Suppose that instead of knowing Greedy (John) in our example we know that everyone is
greedy:
∀y Greedy(y)
Applying the substitution {x/John, y / John) to the implication premises King ( x ) and Greedy (
x ) and the knowledge base sentences King(John) and Greedy(y)will make them identical. Thus,
we can infer the conclusion of the implication.
It is the process used to find substitutions that make different logical expressions look identical.
Unification is a key component of all first-order Inference algorithms.
UNIFY (p, q) = θ where SUBST (θ, p) = SUBST (θ, q) θ is our unifier value (if one exists).
Ex: ―Who does John know?‖
UNIFY (Knows (John, x), Knows (John, Jane)) = {x/ Jane}.
UNIFY (Knows (John, x), Knows (y, Bill)) = {x/Bill, y/ John}.
UNIFY (Knows (John, x), Knows (y, Mother(y))) = {x/Bill, y/ John}
UNIFY (Knows (John, x), Knows (x, Elizabeth)) = FAIL
The last unification fails because both use the same variable, X. X can’t equal both John
and Elizabeth. To avoid this change the variable X to Y (or any other value) in Knows(X,
Elizabeth)
Knows(X, Elizabeth) → Knows(Y, Elizabeth)
This can return two possible unifications: {y/ John, x/ z} which means Knows (John, z) OR {y/
John, x/ John, z/ John}. For each unifiable pair of expressions there is a single most general
unifier (MGU), In this case it is {y/ John, x/z).
The process is very simple: recursively explore the two expressions simultaneously "side by
side," building up a unifier along the way, but failing if two corresponding points in the
structures do not match. Occur check step makes sure same variable isn’t used twice.
But if we have many clauses for a given predicate symbol, facts can be stored under multiple
index keys.
For the fact Employs (AIMA.org, Richard), the queries are
Employs (A IMA. org, Richard) Does AIMA.org employ Richard?
Employs (x, Richard) who employs Richard?
Employs (AIMA.org, y) whom does AIMA.org employ?
Employs Y(x), who employs whom?
Figure 2.2 (a) The subsumption lattice whose lowest node is the sentence Employs (AIMA.org,
Richard). (b) The subsumption lattice for the sentence Employs (John, John).
3. Forward Chaining
Unlike propositional literals, first-order literals can include variables, in which case those
variables are assumed to be universally quantified.
Consider the following problem;
“The law says that it is a crime for an American to sell weapons to hostile nations. The
country Nono, an enemy of America, has some missiles, and all of its missiles were sold to it
by Colonel West, who is American.”
We will represent the facts as first-order definite clauses
". . . It is a crime for an American to sell weapons to hostile nations":
--------- (1)
"Nono . . . has some missiles." The sentence 3 x Owns (Nono, .rc) A Missile (x) is transformed
into two definite clauses by Existential Elimination, introducing a new constant M1:
Owns (Nono, M1) -------------------(2)
Missile (Ml) --------------------------- (3)
"All of its missiles were sold to it by Colonel West":
Missile (x) A Owns (Nono, x) =>Sells (West, z, Nono) ------------------- (4)
We will also need to know that missiles are weapons:
Missile (x) =>Weapon (x) ------------(5)
We will use our crime problem to illustrate how FOL-FC-ASK works. The implication sentences
are (1), (4), (5), and (6). Two iterations are required:
On the first iteration, rule (1) has unsatisfied premises.
Rule (4) is satisfied with {x/Ml), and Sells (West, M1, Nono) is added.
Rule (5) is satisfied with {x/M1) and Weapon (M1) is added.
Rule (6) is satisfied with {x/Nono}, and Hostile (Nono) is added.
On the second iteration, rule (1) is satisfied with {x/West, Y/MI, z /Nono), and Criminal
(West) is added.
It is sound, because every inference is just an application of Generalized Modus Ponens, it is
completefor definite clause knowledge bases; that is, it answers every query whose answers are
entailed by any knowledge base of definite clauses
Figure 3.2 The proof tree generated by forward chaining on the crime example. The initial
facts appear at the bottom level, facts inferred on the first iteration in the middle level, and
facts inferred on the second iteration at the top level.
The algorithm will check all the objects owned by Nono in and then for each object, it could
check whether it is a missile. This is the conjunct ordering problem:
―Find an ordering to solve the conjuncts of the rule premise so that the total cost is minimized‖.
The most constrained variable heuristic used for CSPs would suggest ordering the conjuncts to
look for missiles first if there are fewer missiles than objects that are owned by Nono.
The connection between pattern matching and constraint satisfaction is actually very close. We
can view each conjunct as a constraint on the variables that it contains-for example, Missile(x) is
a unary constraint on x. Extending this idea, we can express everyfinite-domain CSP as a single
definite clause together with some associated ground facts. Matching a definite clause against a
set of facts is NP-hard
3. Irrelevant facts:
The fact Magic (West) is also added to the KB. In this way, even if the knowledge base contains
facts about millions of Americans, only Colonel West will be considered during the forward
inference process.
4. Backward Chaining
This algorithm work backward from the goal, chaining through rules to find known facts that
support the proof. It is called with a list of goals containing the original query, and returns the set
of all substitutions satisfying the query. The algorithm takes the first goal in the list and finds
every clause in the knowledge base whose head, unifies with the goal. Each such clause creates a
new recursive call in which body, of the clause is added to the goal stack .Remember that facts
are clauses with a head but no body, so when a goal unifies with a known fact, no new sub goals
are added to the stack and the goal is solved. The algorithm for backward chaining and proof tree
for finding criminal (West) using backward chaining are given below.
Figure 4.2 Proof tree constructed by backward chaining to prove that West is a criminal. The
tree should be read depth first, left to right. To prove Criminal (West), we have to prove the four
conjuncts below it. Some of these are in the knowledge base, and others require further
backward chaining. Bindings for each successful unification are shown next to the
corresponding sub goal. Note that once one sub goal in a conjunction succeeds, its substitution
is applied to subsequent sub goals.
Logic programming:
Prolog is by far the most widely used logic programming language.
Prolog programs are sets of definite clauses written in a notation different from standard
first-order logic.
Prolog includes "syntactic sugar" for list notation and arithmetic. Prolog program for append (X,
Y, Z), which succeeds if list Z is the result of appending lists x and Y
For example, we can ask the query append (A, B, [1, 2]): what two lists can be appended to give
[1, 2]? We get back the solutions
Prolog Compilers compile into an intermediate language i.e., Warren Abstract Machine
or WAM named after David. H. D. Warren who is one of the implementers of first prolog
compiler. So, WAM is an abstract instruction set that is suitable for prolog and can be
either translated or interpreted into machine language.
Continuations are used to implement choice point’scontinuation as packaging up a procedure
and a list of arguments that together define what should be done next whenever the current goal
succeeds.
Parallelization can also provide substantial speedup. There are two principal sources of
parallelism
1. The first, called OR-parallelism, comes from the possibility of a goal unifying with
many different clauses in the knowledge base. Each gives rise to an independent branch
in the search space that can lead to a potential solution, and all such branches can be
solved in parallel.
2. The second, called AND-parallelism, comes from the possibility of solving each
conjunct in the body of an implication in parallel. AND-parallelism is more difficult to
achieve, because solutions for the whole conjunction require consistent bindings for all
the variables.
Redundant inference and infinite loops:
Consider the following logic program that decides if a path exists between two points on a
directed graph.
A simple three-node graph, described by the facts link (a, b) and link (b, c)
If we have a query, triangle (3, 4, and 5) works fine but the query like, triangle (3, 4, Z)
no solution.
The difficulty is variable in prolog can be in one of two states i.e., Unbound or bound.
Binding a variable to a particular term can be viewed as an extreme form of constraint
namely ―equality‖.CLP allows variables to be constrained rather than bound.
The solution to triangle (3, 4, Z) is Constraint 7>=Z>=1.
5. Resolution
Literals can contain variables, which are assumed to be universally quantified. Every sentence of
first-order logic can be converted into an inferentially equivalent CNF sentence. We will
illustrate the procedure by translating the sentence
"Everyone who loves all animals is loved by someone," or
Move Negation inwards: In addition to the usual rules for negated connectives, we need
rules for negated quantifiers. Thus, we have
Here F and G are Skolem functions. The general rule is that the arguments of the Skolem
function are all the universally quantified variables in whose scope the existential quantifier
appears.
Drop universal quantifiers: At this point, all remaining variables must be universally
quantified. Moreover, the sentence is equivalent to one in which all the universal
quantifiers have been moved to the left. We can therefore drop the universal quantifiers
Distribute V over A
Example proofs:
Resolution proves that KB /= a by proving KB A la unsatisfiable, i.e., by deriving the empty
clause. The sentences in CNF are
Notice the structure: single "spine" beginning with the goal clause, resolving against clauses
from the knowledge base until the empty clause is generated. Backward chaining is really just a
UNIT-IV
Planning
Classical Planning: Definition of Classical Planning, Algorithms for Planning with StateSpace Search, Planning
Graphs, other Classical Planning Approaches, Analysis of Planning approaches.
Planning and Acting in the Real World: Time, Schedules, and Resources, Hierarchical Planning, Planning and
Acting in Nondeterministic Domains, Multi agent Planning
Planning Classical Planning: AI as the study of rational action, which means that planning—devising a
plan of action to achieve one’s goals—is a critical part of AI. We have seen two examples of planning
agents so far the search-based problem-solving agent.
DEFINITION OF CLASSICAL PLANNING: The problem-solving agent can find sequences of actions that
result in a goal state. But it deals with atomic representations of states and thus needs good domain-
specific heuristics to perform well. The hybrid propositional logical agent can find plans without domain-
specific heuristics because it uses domain-independent heuristics based on the logical structure of the
problem but it relies on ground (variable-free) propositional
inference,whichmeansthatitmaybeswampedwhentherearemanyactionsandstates.For
example,intheworld,thesimpleactionofmovingastepforwardhadtoberepeated for all four agent
2
orientations, T time steps, and n currentlocations.
In response to this, planning researchers have settled on a factored representation— one in which a
state of the world is represented by a collection of variables. We use a language called PDDL, the
Planning Domain Definition Language that allows us to express all 4Tn2 actions with one action schema.
There have been several versions of PDDL.we select a simple version and alter its syntax to be consistent
with the rest of the book. We now show how PDDL describes the four things we need to define a search
problem: the initial state, the actions that are available in a state, the result of applying an action, and
the goal test.
Each state is represented as a conjunction of flaunts that are ground, functionless atoms. For example,
Poor Unknown might represent the state of a hapless agent, and a state in a package delivery
problem might be At(Truck 1, Melbourne) At(Truck 2, Sydney ). Database semantics is used: the
The schema consists of the action name, a list of all the variables used in the schema, a precondition and
an effect.
A set of action schemas serves as a definition of a planning domain. A specific problem within the
domain is defined with the addition of an initial state and a goal.
state is a conjunction of ground atoms. (As with all states, the closed-world assumption is used, which
means that any atoms that are not mentioned are false.) The goal is just like a precondition: a
conjunction of literals (positive or negative) that may contain variables, such as At(p, SFO ) Plane(p).
Any variables are treated as existentially quantified, so this goal is to have any plane at SFO. The
problem is solved when we can find a sequence of actions that end in a states that entails the goal.
Example: Air cargo transport
An air cargo transport problem involving loading and unloading cargo and flying it from place to place.
The problem can be defined with three actions: Load , Unload , and Fly . The actions affect two
predicates: In(c, p) means that cargo c is inside plane p, and At(x, a) means that object x (either plane or
cargo) is at airport a. Note that some care must be taken to make sure the At predicates are maintained
properly. When a plane flies from one airport to another, all the cargo inside the plane goes with it. In
first-order logic it would be easy to quantify over all objects that are inside the plane. But basic PDDL
does not have a universal quantifier, so we need a different solution. The approach we use is to say that
a piece of cargo ceases to be At anywhere when it is In a plane; the cargo only becomes At the new
airport when it is unloaded. So At really means “available for use at a given location.”
The complexity of classical planning :
We consider the theoretical complexity of planning and distinguish two decision problems. PlanSAT is
the question of whether there exists any plan that solves a planning problem. Bounded PlanSAT asks
whether there is a solution of length k or less; this can be used to find an optimal plan.
This approach is common in real-world manufacturing and logistical settings, where the planning phase
is often performed by human experts. The automated methods of Chapter 10 can also be used for the
planning phase, provided that they produce plans with just the minimal ordering constraints required
for correctness. G RAPHPLAN (Section 10.3), SATPLAN (Section 10.4.1), and partial-order planners
(Section 10.4.4) can do this; search-based methods (Section 10.2) produce totally ordered plans, but
these can easily be converted to plans with minimal ordering constraints.
Hierarchical Planning :
The problem-solving and planning methods of the preceding chapters all operate with a fixed set of
atomic actions. Actions can be strung together into sequences or branching networks; state -of-the-art
algorithms can generate solutions containing thousands of actions.
For plans executed by the human brain, atomic actions are muscle activations. In very round numbers,
we have about 103 muscles to activate (639, by some counts, but many of them have multiple subunits);
we can modulate their activation perhaps 10 times per second; and we are alive and awake for about
109 seconds in all. Thus, a human life contains about 1013 actions, give or take one or two orders of
To solve a partially observable problem, the agent will have to reason about the percepts it will o btain
when it is executing the plan. The percept will be supplied by the agent’s sensors when it is actually
acting, but when it is planning it will need a model of its sensors. In Chapter 4, this model was given by a
function, PERCEPT(s). For planning, we augment PDDL with a new type of schema, the percept schema:
Having put the actors together into a multi actor system with a huge branching factor, the principal
focus of research on multi actor planning has been to decouple the actors to the extent possible, so that
the complexity of the problem grows linearly with n rather than exponentially. If the actors have no
interaction with one another—for example, n actors each playing a game of solitaire—then we can
simply solve n separate problems. If the actors are loosely coupled, can we attain something close to
this exponential improvement? This is, of course, a central question in many areas of AI.
The standard approach to loosely coupled problems is to pretend the problems are completely
decoupled and then fix up the interactions. For the transition model, this means writing action schemas
as if the actors acted independently. Let’s see how this works for the doubles tennis problem. Let’s
Figure 11.11 (a ) A s i mul a ted fl ock of bi rds , us i ng Reynol d’s boi ds model . Ima ge courtes y
Gi us eppe Ra nda zzo, nova s tructura .net. (b) An a ctua l fl ock of s ta rl i ngs . Ima ge by Edua rdo
(pa s ta boy s l eeps on fl i ckr). (c) Two competi ti ve tea ms of a gents a ttempti ng to ca pture the
towers i n the NERO ga me. Ima ge courtes y Ri s to Mi i kkul a i nen.
1. Cohesion: a positive score for getting closer to the average position of the neighbors
2. Separation: a negative score for getting too close to any one neighbor
3. Alignment: a positive score for getting closer to the average heading of the neighbors
If all the boids execute this policy, the flock exhibits the emergent behavior of flying as a pseu do rigid
body with roughly constant density that does not disperse over time, and that occasionally makes
sudden swooping motions. You can see a still images in Figure 11.11(a) and compare it to an actual flock
in (b). As with ants, there is no need for each agent to possess a joint plan that models the actions of
other agents. The most difficult multi agent problems involve both cooperation with members of one’s
own team and competition against members of opposing teams, all without centralized control.
UNIT-V
Uncertainty: Acting under Uncertainty, Basic Probability Notation, Inference Using Full Joint Distributions,
Independence, Bayes’ Rule and Its Use, Probabilistic Reasoning: Representing Knowledge in an Uncertain
Domain, The Semantics of Bayesian Networks, Efficient Representation of Conditional Distributions,
Approximate Inference in Bayesian Networks, Relational and First-Order Probability, Other Approaches to
Uncertain Reasoning; Dempster-Shafer theory.
Learning: Forms of Learning, Supervised Learning, Learning Decision Trees.Knowledge in Learning: Logical
Formulation of Learning, Knowledge in Learning, Explanation-Based Learning, Learning Using Relevance
Information, Inductive Logic Programming
Probabilistic reasoning
Causes of uncertainty:
Following are some leading causes of uncertainty to occur in the real world.
Probabilistic reasoning is a way of knowledge representation where we apply the concept of probability
to indicate the uncertainty in knowledge. In probabilistic reasoning, we combine probability theory with
logic to handle the uncertainty.
We use probability in probabilistic reasoning because it provides a way to handle the uncertainty that is
the result of someone's laziness and ignorance.
In the real world, there are lots of scenarios, where the certainty of something is not confirmed, such as
"It will rain today," "behavior of someone for some situations," "A match between two teams or two
players." These are probable sentences for which we can assume that it will happen but not sure about
it, so here we use probabilistic reasoning.
Probability: Probability can be defined as a chance that an uncertain event will occur. It is the numerical
measure of the likelihood that an event will occur. The value of probability always remains between 0
and 1 that represent ideal uncertainties.
Let's suppose, we want to calculate the event A when event B has already occurred, "the probability of A
under the conditions of B", it can be written as:
Where P(A⋀B)= Joint probability of a and B
P(B)= Marginal probability of B.
If the probability of A is given and we need to find the probability of B, then it will be given as:
It can be explained by using the below Venn diagram, where B is occurred event, so sample space will be
reduced to set B, and now we can only calculate event A when event B is already occurred by dividing
the probability of P(A⋀B) by P( B ).
Example:
In a class, there are 70% of the students who like English and 40% of the students who likes English and
mathematics, and then what is the percent of students those who like English also like mathematics?
Solution:
Let, A is an event that a student likes Mathematics
B is an event that a student likes English.
Hence, 57% are the students who like English also like Mathematics.
In many problem domains it isn't possible to create complete, consistent models of the world.
Therefore agents (and people) must act in uncertain worlds (which the real world is).
Want an agent to make rational decisions even when there is not enough information to prove
that an action will work.
Some of the reasons for reasoning under uncertainty:
o True uncertainty. E.g., flipping a coin.
o Theoretical ignorance. There is no complete theory which is known about the problem
domain. E.g., medical diagnosis.
o Laziness. The space of relevant factors is very large, and would require too much work to
list the complete set of antecedents and consequents. Furthermore, it would be too hard
to use the enormous rules that resulted.
o Practical ignorance. Uncertain about a particular individual in the domain because all of
the information necessary for that individual has not been collected.
Bayes' theorem:
Bayes' theorem is also known as Bayes' rule, Bayes' law, or Bayesian reasoning, which determines the
probability of an event with uncertain knowledge.
In probability theory, it relates the conditional probability and marginal probabilities of two random
events.
Bayes' theorem was named after the British mathematician Thomas Bayes. The Bayesian inference is an
application of Bayes' theorem, which is fundamental to Bayesian statistics
It is a way to calculate the value of P(B|A) with the knowledge of P(A|B).
Bayes' theorem allows updating the probability prediction of an event by observing new
information of the real world.
Example: If cancer corresponds to one's age then by using Bayes' theorem, we can
determine the probability of cancer more accurately with the help of age.
Bayes' theorem can be derived using product rule and conditional probability of event A with
known event B:
The above equation (a) is called as Bayes' rule or Bayes' theorem. This equation is basic of most modern
AI systems for probabilistic inference.
It shows the simple relationship between joint and conditional probabilities. Here,
P(A|B) is known as posterior, which we need to calculate, and it will be read as Probability of hypothesis
A when we have occurred an evidence B.
P(B|A) is called the likelihood, in which we consider that hypothesis is true, then we calculate the
probability of evidence.
P(A) is called the prior probability, probability of hypothesis before considering the evidence
P(B) is called marginal probability, pure probability of an evidence.
Bayes' rule allows us to compute the single term P(B|A) in terms of P(A|B), P( B), and P(A). This is very
useful in cases where we have a good probability of these three terms and want to determine the fourth
one.
Suppose we want to perceive the effect of some unknown cause, and want to compute that cause, then
the Bayes' rule becomes:
Example-1:
Question: what is the probability that a patient has diseases meningitis with a stiff
neck?
Given Data:
A doctor is aware that disease meningitis causes a patient to have a stiff neck, and it occurs
80% of the time. He is also aware of some more facts, which are given as follows:
Let a be the proposition that patient has stiff neck and b be the proposition that patient has
meningitis. , so we can calculate the following as:
P(a|b) = 0.8
P(b) = 1/30000
P(a)= .02
Bayesian Network can be used for building models from data and experts opinions, and it
consists of two parts:
The generalized form of Bayesian network that represents and solve decision problems
under uncertain knowledge is known as an Influence diagram.
A Bayesian network graph is made up of nodes and Arcs (directed links), where:
o Each node corresponds to the random variables, and a variable can be continuous or discrete.
o Arc or directed arrows represent the causal relationship or conditional probabilities between
random variables. These directed links or arrows connect the pair of nodes in the graph.
These links represent that one node directly influence the other node, and if there is no directed
link that means that nodes are independent with each other
o In the above diagram, A, B, C, and D are random variables represented by the nodes of
the network graph.
o If we are considering node B, which is connected with node A by a directed arrow,
then node A is called the parent of Node B.
o Node C is independent of node A.
Each node in the Bayesian network has condition probability distribution P(Xi |Parent(Xi) ), which
determines the effect of the parent on that node.
Rather than reasoning about the truth or falsity of a proposition, reason about the belief that a
proposition or event is true or false
For each primitive proposition or event, attach a degree of belief to the sentence
Use probability theory as a formal means of manipulating degrees of belief
Given a proposition, A, assign a probability, P(A), such that 0 <= P(A) <= 1, where if A is true,
P(A)=1, and if A is false, P(A)=0. Proposition A must be either true or false, but P(A) summarizes
our degree of belief in A being true/false.
o Examples
o P(Weather=Sunny) = 0.7 means that we believe that the weather will be Sunny with 70%
certainty. In this case Weather is a random variable that can take on values in a domain such
as {Sunny, Rainy, Snowy, Cloudy}.
o P(Cavity=True) = 0.05 means that we believe there is a 5% chance that a person has a cavity.
Cavity is a Boolean random variable since it can take on possible values True and False.
o Example: P(A=a ^ B=b) = P(A=a, B=b) = 0.2, where A=My_Mood, a=happy, B=Weather, and
b=rainy, means that there is a 20% chance that when it's raining my mood is happy.
We will assume that in a given problem domain, the programmer and expert identify all of the
relevant propositional variables that are needed to reason about the domain.
Each of these will be represented as a random variable, i.e., a variable that can take on values
from a set of mutually exclusive and exhaustive values called the sample space or partition of
the random variable. Usually this will mean a sample space {True, False}.
For example, the proposition Cavity has possible values True and False indicating whether a
given patient has a cavity or not. A random variable that has True and False as its possible values
is called a Boolean random variable.
More generally, propositions can include the equality predicate with random variables and the
possible values they can have.
For example, we might have a random variable Color with possible values red, green, blue,
and other.
Then P(Color=red) indicates the likelihood that the color of a given object is red.
Similarly, for Boolean random variables we can ask P(A=True), which is abbreviated to P(A), and
P(A=False), which is abbreviated to P(~A).
From these axioms we can show the following properties also hold:
P(~A) = 1 - P(A)
P(A) = P(A ^ B) + P(A ^ ~B)
Sum{P(A=a)} = 1, where the sum is over all possible values a in the sample space of A
Given an application domain in which we have determined a sufficient set of random variables to
encode all of the relevant information about that domain, we can completely specify all of the possible
probabilistic information by constructing the full joint probability distribution,
P(V1=v1, V2=v2, ..., Vn=vn), which assigns probabilities to all possible combinations of values to all
random variables.
For example, consider a domain described by three Boolean random variables, Bird, Flier, and Young.
Then we can enumerate a table showing all possible interpretations and associated probabilities:
Notice that there are 8 rows in the above table representing the fact that there are 2 3 ways to assign
values to the three Boolean variables. More generally, with n Boolean variables the table will be of size
2n. And if n variables each had k possible values, then the table would be size kn.
Also notice that the sum of the probabilities in the right column must equal 1 since we know that the set
of all possible values for each variable are known. This means that for n Boolean random variables, the
table has 2n-1 values that must be determined to completely fill in the table.
Conditional Probabilities
Conditional probabilities are key for reasoning because they formalize the process of
accumulating evidence and updating probabilities based on new evidence.
For example, if we know there is a 4% chance of a person having a cavity, we can re present this
as the prior (aka unconditional) probability P(Cavity)=0.04.
Say that person now has a symptom of a toothache, we'd like to know what is
the posterior probability of a Cavity given this new evidence. That is, compute P(Cavity |
Toothache).
If P(A|B) = 1, this is equivalent to the sentence in Propositional Logic B => A. Similarly, if P(A|B)
=0.9, then this is like saying B => A with 90% certainty.
In other words, we've made implication fuzzy because it's not absolutely certain.
Given several measurements and other "evidence", E1, ..., Ek, we will formulate queries as P(Q |
E1, E2, ..., Ek) meaning "what is the degree of belief that Q is true given that we know E1, ...,
Ek and nothing else."
Next, we could either compute the marginal probability P(F) from the full joint probability
distribution, or, as is more commonly done, we could do it by using a process
called normalization, which first requires computing
Now we also know that P(~B|F) + P(B|F) = 1, so substituting from above and solving for P(F) we
get P(F) = 0.22. Hence, P(~B|F) = 0.02/0.22 = 0.091.
Say we have a random variable, C, which represents the possible ways to classify an input pattern of
features that have been measured.
The domain of C is the set of possible classifications, e.g., it might be the possible diagnoses in a
medical domain.
Say the possible values for C are {a,b,c}, and the features we have measured are
Since for each value of C the denominators are the same above, they can be ignored.
P(C=a | E1=e1, ..., En=en) = P(C=a) * P(E1=e1 | C=a) * P(E2=e2 | C=a) * ... * P(En=en | C=a)
Finally, since only relative values are needed and probabilities are often very small, it is common to
compute the sum of logarithms of the probabilities:
log P(C=a | E1=e1, ..., En=en) = log P(C=a) + log P(E1=e1 | C=a) + ... + log P(En=en | C=a).
Example
Consider the medical domain consisting of three Boolean variables: PickledLiver, Jaundice,
Bloodshot, where the first indicates if a given patient has the "disease" PickledLiver, and the
second and third describe symptoms of the patient. We'll assume that Jaundice and Bloodshot
are independent.
The doctor wants to determine the likelihood that the patient has a PickledLiver.
Based on no other information, she knows that the prior probability P(PickledLiver) = 10-17 . So,
this represents the doctor's initial belief in this diagnosis. However, after examination, she
determines that the patient has jaundice. She knows that P(Jaundice) = 2 -10 and P(Jaundice |
PickledLiver) = 2-3 , so she computes the new updated probability in the patient having
PickledLiver as:
So, based on this new evidence, the doctor increases her belief in this diagnosis from 2-17 to 2-10.
Next, she determines that the patient's eyes are bloodshot, so now we need to add this new
piece of evidence and update the probability of PickledLiver given Jaundice and Bloodshot.
Say, P(Bloodshot) = 2-6 and P(Bloodshot | PickledLiver) = 2-1. Then, she computes the new
conditional probability:
So, after taking both symptoms into account, the doctor's belief that the patient has a
PickledLiver is 2-5.
Bayesian Networks, also known as Bayes Nets, Belief Nets, Causal Nets, and Probability Nets, are
a space-efficient data structure for encoding all of the information in the full joint probability
distribution for the set of random variables defining a domain. That is, from the Bayesian Net
one can compute any value in the full joint probability distribution of the set of random
variables.
Represents all of the direct causal relationships between variables
Intuitively, to construct a Bayesian net for a given set of variables, draw arcs from cause
variables to immediate effects.
Space efficient because it exploits the fact that in many real-world problem domains the
dependencies between variables are generally local, so there are a lot of conditionally
independent variables
Captures both qualitative and quantitative relationships between variables
Can be used to reason
o Forward (top-down) from causes to effects -- predictive reasoning (aka causal
reasoning)
o Backward (bottom-up) from effects to causes -- diagnostic reasoning
Formally, a Bayesian Net is a directed, acyclic graph (DAG), where there is a node for each
random variable, and a directed arc from A to B whenever A is a direct causal influence on B.
Thus the arcs represent direct causal relationships and the nodes represent states of affairs. The
occurrence of A provides support for B, and vice versa. The backward influence is call
"diagnostic" or "evidential" support for A due to the occurrence of B.
Each node A in a net is conditionally independent of any subset of nodes that are not
descendants of A given the parents of A.
Conditional independence defines local net structure. For example, if B and C are conditionally
independent given A, then by definition P(C|A,B) = P(C|A) and, symmetrically, P(B|A,C) = P(B|A).
Intuitively, think of A as the direct cause of both B and C. In a Bayesian Net this will be
represented by the local structure:
In general, we will construct the net so that given its parents, a node is conditionally
independent of the rest of the net variables. That is,
Hence, we don't need the full joint probability distribution, only conditionals relative to the
parent variables.
Consider the problem domain in which when I go home I want to know if someone in my family
is home before I go in. Let's say I know the following information:
(1) Why my wife leaves the house, she often (but not always) turns on the outside light. (She
also sometimes turns the light on when she's expecting a guest.)
(4) If the dog is outside, I will probably hear it barking (though it might not bark, or I might hear
a different dog barking and think it's my dog).
From this information, the following direct causal influences seem appropriate:
Based on the above, the following is a Bayesian Net that represents these direct causal relationships
(though it is important to note that these causal connections are not absolute, i.e., they are not
implications):
Next, the following quantitative information is added to the net; this information is usually given
by an expert or determined empirically from training data.
o For each root node (i.e., node without any parents), the prior probability of the random
variable associated with the node is determined and stored there
o For each non-root node, the conditional probabilities of the node's variable given all
possible combinations of its immediate parent nodes are determined. This results in
a conditional probability table (CPT) at each non-root node.
Doing this for the above example, we get the following Bayesian Net:
Two variables that are not directly connected by an arc can still affect each other. For example,
B and H are not (unconditionally) independent, but H does not directly depend on B.
Given a Bayesian Net, we can easily read off the conditional independence relations that are
represented. Specifically, each node, V, is conditionally independent of all nodes that are not
descendants of V, given V's parents. For example, in the above example H is conditionally
independent of B, O, and L given D. So, P(H | B,D,O,L) = P(H | D).
Intuitively, "to construct a Bayesian Net for a given set of variables, we draw arcs from cause variables to
immediate effects. In almost all cases, doing so results in a Bayesian network [whose conditional
independence implications are accurate]." (Heckerman, 1996)
1. Identify a set of random variables that describe the given problem domain
2. Choose an ordering for them: X1, ..., Xn
3. for i=1 to n do
a. Add a new node for Xi to the net
b. Set Parents(Xi) to be the minimal set of already added nodes such that we have
conditional independence of Xi and all other members of {X1, ..., Xi-1} given Parents(Xi)
c. Add a directed arc from each node in Parents(Xi) to Xi
d. If Xi has at least one parent, then define a conditional probability table at Xi: P(Xi=x |
possible assignments to Parents(Xi)). Otherwise, define a prior probability at Xi: P(Xi)
To illustrate how a Bayesian Net can be used to compute an arbitrary value in the joint probability
distribution, consider the Bayesian Net shown above for the "home domain."
P(B,~O,D,~L,H) = P(H,~L,D,~O,B)
= P(H | ~L,D,~O,B) * P(~L,D,~O,B) by Product Rul e
= P(H|D) * P(~L,D,~O,B) by Condi ti ona l Independence of H a nd
L,O, a nd B gi ven D
= P(H|D) P(~L | D,~O,B) P(D,~O,B) by Product Rul e
= P(H|D) P(~L|~O) P(D,~O,B) by Condi ti ona l Independence of L a nd D,
a nd L a nd B, gi ven O
= P(H|D) P(~L|~O) P(D | ~O,B) P(~O,B) by Product Rul e
= P(H|D) P(~L|~O) P(D|~O,B) P(~O | B) P(B) by Product Rul e
= P(H|D) P(~L|~O) P(D|~O,B) P(~O) P(B) by Independence of O a nd B
= (.3)(1 - .6)(.1)(1 - .6)(.3)
= 0.00144
where all of the numeric values are available directly in the Bayesian Net (since
P(~A|B) = 1 - P(A|B)).
The simplest kind of random sampling process for Bayesian networks generates events from a
network that has no evidence associated with it. The idea is to sample each variable in turn, in
topological order. The probability distribution from which the value is sampled is conditioned on the
values already assigned to the variable’s parents.
Likelihood weighting avoids the inefficiency of rejection sampling by generating only eventsthat are
consistent with the evidence e. It is a particular instance of the general statisticaltechnique of
importance sampling, tailored for inference in Bayesian networks.
Markov chainMonte Carlo (MCMC) MARKOV CHAIN algorithms work quite differently from rejection
sampling and likelihood weighting. Instead of generating each sample from scratch, MCMC
algorithms generate each sample by making a random change to the preceding sample. It is
therefore helpful to think of an MCMC algorithm as being in a particular current state specifying a
value for every variable and generating a next state by making random changes to the current state.
The Dempster–Shafer theory DEMPSTER–SHAFER is designed to deal with the distinction between
uncertainty and ignorance. Rather than computing the probability of a proposition, it computes
theprobability that the evidence supports the proposition. This measure of belief is called abelief
function, written Bel(X).
The mathematical formulation of Dempster–Shafer theory is similar tothose of probability theory; the
main difference is that, instead of assigning probabilities to possible worlds, the theory assigns masses
to sets of possible world, that is, to events.
The masses still must add to 1 over all possible events. Bel(A) is defined to be the sum ofmasses for all
events that are subsets of (i.e., that entail) A, including A itself. With thisdefinitio n, Bel(A) and Bel(¬A)
sum to at most 1, and the gap—the interval between Bel(A)and 1 − Bel(¬A)—is often interpreted as
bounding the probability of A.
As with default reasoning, there is a problem in connecting beliefs to actions. Wheneverthere is a gap in
the beliefs, then a decision problem can be defined such that a Dempster–Shafer system is unable to
make a decision.
Bel(A) should be interpretednot as a degree of belief in A but as the probability assigned to all the
possible worlds (nowinterpreted as logical theories) in which A is provable.
For eg:-
let us consider a room where four person are presented A, B, C, D(lets say) And suddenly lights out and
when the lights come back B has been died due to stabbing in his back with the help of a knife. No on e
came into the room and no one has leaved the room and B has not committed suicide. Then we have to
find out who is the murdrer?
Mass function m(K): It is an interpretation of m({K or B}) i.e; it means there is evidence for {K or B} which
cannot be divided among more specific beliefs for K and B.
Belief in K: The belief in element K of Power Set is the sum of masses of element which are subsets of K.
This can be explained through an example
Lets say K = {a, b, c}
Bel(K) = m(a) + m(b) + m(c) + m(a, b) + m(a, c) + m(b, c) + m(a, b, c)
Plaausiblity in K: It is the sum of masses of set that intersects with K.
i.e; Pl(K) = m(a) + m(b) + m(c) + m(a, b) + m(b, c) + m(a, c) + m(a, b, c)
Learning
An agent is learning if it improves its performance on future tasks after making observations
about the world.
Forms Of Learning
Any component of an agent can be improved by learning from data.It depends upon 4 factors:
SUPERVISED LEARNING
Given a training set of N example input–output pairs (x1, y1), (x2, y2), . . . (xN, yN) , where each yj was
generated by an unknown function y = f(x), discover a function h that approximates the true function f.
The function h is a hypothesis. To measure the accuracy of a hypothesis we give it a test set of examples
that are distinct from the training set.
Conditional Probability Distribution : the function f is stochastic—it is not strictly a function of x, and
what we have to learn is a , P(Y | x)
Classification :When the output y is one of a finite set of values the learning problem is called
classification
Regression : When y is a number (such as tomorrow’s temperature), the learning problem is called
regression
Hypothesis space, H, can be a set of polynomials. A polynomial is fitting a function of a single variable to
some data points.
Ockham’s razor :how do we choose a function or a polynomial from among multiple consistent
hypotheses? One answer is to prefer the simplest hypothesis consistent with the data. This principle is
called Ockham’s razor
Realizable : a learning problem is realizable if the hypothesis space contains the true function.
Unfortunately, we cannot always tell whether a given learning problem is realizable, because the true
function is not known.
Supervised learning can be done by choosing the hypothesis ” h”that is most probable one for the given
data:
The DECISION-TREE-LEARNING algorithm adopts a greedy divide-and-conquer strategy. This test divides
the problem up into smaller subproblems that can then be solved recursively.
We can check that the entropy of a fair coin flip is indeed 1 bit:
H(Fair) = −(0.5 log2 0.5 + 0.5 log2 0.5) = 1 .
The information gain from the attribute INFORMATION GAIN test on A is the expected reduction in
entropy:
Pruning
In decision trees, a technique called decision tree pruning combats overfitting. Pruning works by
eliminating nodes that are not clearly relevant.
LEARNING
A LOGICAL FORMULATION OF LEARNING
Current-best-hypothesis search
The idea behind current-best-hypothesis search is to maintain a single hypothesis, and to adjust it as
new examples arrive in order to maintain consistency.
The extension of the hypothesis must be increased to include new examples. This is called
generalization.
function CURRENT-BEST-LEARNING(examples, h) returns a hypothesis or fail
Boundary Set :
We also have an ordering on the hypothesis space, namely, generalization/specialization. This is a partial
ordering, which means that each boundary will not be a point but rather a set of hypotheses called a
boundary set.
The great thing is that we can represent the entire G-SET version space using just two boundary sets: a
most general boundary (the G-set) and a most S-SET specific boundary (the S-set). Everything in
between is guaranteed to be consistent with the examples.
The members Si and Gi of the S- and G-sets.
For each one, the new example may be a false positive or a false negative.
1. False positive for Si: This means Si is too general, but there are no consistent specializations of Si (by
definition), so we throw it out of the S-set.
2. False negative for Si: This means Si is too specific, so we replace it by all its immediate generalizations,
provided they are more specific than some member of G.
3. False positive for Gi: This means Gi is too general, so we replace it by all its immediate specializations,
provided they are more general than some member of S.
4. False negative for Gi: This means Gi is too specific, but there are no consistent generalizations of Gi
(by definition) so we throw it out of the G-set
Given an algorithm for learning determinations, a learning agent has a way to construct a minimal
hypothesis within which to learn the target predicate. For example, we can combine MINIMAL-
CONSISTENT-DET with the DECISION-TREE-LEARNING algorithm.
This yields a relevance-based decision-tree learning algorithm RBDTL that first identifies a minimal set of
relevant attributes and then passes this set to the decision tree algorithm for learning.