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ETR5E4

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ETR5E4

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21E1044Prasun
Copyright
© © All Rights Reserved
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Institute of Engineering & Technology, Devi Ahilya University, Indore, (M.P.), India.

(Scheme Effective from July 2017)

Devi Ahilya University, Indore, India III Year B.E. (Electronics and
Institute of Engineering & Technology Telecommunication)
Subject Code & Name Instructions Hours per Credits
Week
ETR5E4 L T P L T P Total
ARTIFICIAL 3 1 2 3 1 1 5
INTELLIGENCE
Duration of Theory
Paper: 3 Hours

Learning Objective: To search and discover intelligent characteristics of existing AI


projects, map a new problem – as search and create an animation – showing different search
strategies for a problem, program a new game/ problem in Prolog, evaluate different Knowledge
Representation schemes for typical AI problems, design and implement a typical AI problem to
be solved Using Machine Learning Techniques, design and implement a futuristic AI application

Prerequisite: Basic Mathematics and Programming

COURSE CONTENTS

UNIT I INTRODUCTION

Introduction, Definition, Future of Artificial Intelligence, Characteristics of Intelligent Agents


, Typical Intelligent Agents, Problem Solving Approach to Typical AI problems

UNIT II PROBLEM SOLVING METHODS

Problem solving Methods, Search Strategies, Uninformed, Informed, Heuristics, Local Search
Algorithms and Optimization Problems, Searching with Partial Observations, Constraint
satisfaction Problems, Constraint Propagation, Backtracking Search, Game Playing , Optimal
Decisions in Games ,Alpha, Beta Pruning, Stochastic Games

UNIT III KNOWLEDGE REPRESENTATION

First Order Predicate Logic, Prolog Programming, Unification, Forward Chaining, Backward
Chaining, Resolution, Knowledge Representation, Ontological Engineering, Categories and
Objects, Events, Mental Events and Mental Objects, Reasoning Systems for Categories,
Reasoning with Default Information

UNIT IV MACHINE LEARNING

Probability basics, Bayes Rule and its Applications, Bayesian Networks, Exact and Approximate
Inference in Bayesian Networks, Hidden Markov Models, Forms of Learning , Supervised
Learning, Learning Decision Trees, Regression and Classification with Linear Models, Artificial
Institute of Engineering & Technology, Devi Ahilya University, Indore, (M.P.), India.
(Scheme Effective from July 2017)

Neural Networks, Nonparametric Models, Support Vector Machines, Statistical Learning,


Learning with Complete Data, Learning with Hidden Variables, the EM
Algorithm, Reinforcement Learning

UNIT IV INTRODUCTION TO PROLOG


Introduction To Prolog: Syntax and Numeric Function, Basic List Manipulation Functions In
Prolog,Functions, Predicates and Conditional, Input, Output and Local Variables, Iteration and
Recursion, Property Lists and Arrays, Miscellaneous Topics, LISP and Other AI Programming
Languages.

Learning Outcome:

After learning the course the students should be able to


 Understand various search methods
 Use various knowledge representation methods
 Understand various Game Playing techniques
 Use Prolog Programming language using predicate logic

BOOKS RECOMMENDED:
[1].S. Russell and P. Norvig,Artificial Intelligence: A Modern Approach , Prentice Hall, 3 rd
Edition, 2009
[2]. Bratko, I., Prolog Programming for Artificial Intelligence (International Computer Science
Series), Addison-Wesley Educational Publishers Inc; 4th edition, 2011.
[3].David L. Poole, Alan K. Mackworth , Artificial Intelligence: Foundations of Computational
Agents, Cambridge University Press, 2010.
[4].Ethem Alpaydin, Introduction to Machine Learning (Adaptive Computation and Machine
Learning series), The MIT Press; second edition, 2009
[5]. William F. Clocksin, and Christopher S. Mellish, ”Programming in Prolog: Using the ISO
Standard, Fifth Edition, Springer, 2003

List of Practical Assignments:


1.Write a program to implement Tic-Tac-Toe game problem.
2.Write a program to implement BFS (for 8 puzzle problem or Water Jug problem or any AI
search problem) .
3.Write a program to implement DFS (for 8 puzzle problem or Water Jug problem or any AI
search problem)
4.Write a program to implement Single Player Game (Using Heuristic Function)
5.Write a program to Implement A* Algorithm.
6.Write a program to solve N-Queens problem using Prolog.
7.Write a program to solve 8 puzzle problem using Prolog.
8.Write a program to solve travelling salesman problem using Prolog.
9.Write the Conceptual Dependency for following statements.
(a)John gives Mary a book
(b)John gave Mary the book yesterday

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