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AI - Unit 1
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Artificial Intelligence (CSE) UNIT-I 1.1 Introduction Formal Definition of Al: AL is a branch of computer science which is concerned with the study and creation of computer systems that exhibit some form of intelligence OR those characteristics which we associate with intelligence in human behavior AL is a broad area consisting of different fields, from machine vision, expert systems to the creation of machines that can "think", In order to classify machines as "thinking", it is necessary to define intelligence. Intelligence: Intelligence is a property of mind that encompasses many related mental abilities, such as the capal plan solve problems think abstractly ‘comprehend ideas and language and learn Intelligent System: An intelligent system is a system that can imitate, automate some intelligent behaviors of human being. Expert systems, intelligent agents and knowledge-base¢ systems are examples of intelligent systems. Inte ligent systems perform search and optimization along with learning capabilities. So they are technologically advanced machines that perceive and respond to the world around them, The field of intelligent systems also focuses on how these systems interact with human users in changing and dynamic physical and social environments. Categories of Al System ‘Systems that think like humans ‘© Systems that act like humans © Systems that think rationally © Systems that act rationally Systems that think like humans Most of the time it is a black box where we are not clear about our thought process. One has to know functioning of brain and its mechanism for possessing information, Tt is an area of cognitive science. The stimuli are converted into mental representation. Cognitive processesmanipulate representation to build new representations that are used to generate actions. Neural network is a computing model for processing information similar to brain. Systems that act like humans The overall behavior of the system should be human like. It could te achieved by observation Systems that think rationally Such systems rely on logie rather than human to measure correctness. For thinking r or logically, logic formulas and theories are used for synthesizing outcomes. For example, given John is a human and all humans are mortal then one can conclude logically that John is mortal Not all intelligent behavior are mediated by logical deliberation. mally Systems that act rationally Rational behavior means doing right thing, Even if method is illogical, the observed behavior must be rational. Foundations of AI Foundation of Al is based on Philosophy Mathematics Economies Neuroscience Control Theory Linguistics Computer Engineering Psychology Philosophy: © Can formal rules be used to draw valid conclusions? © How does the mind arise from a physical brain? © Where does knowledge come from? © How does knowledge lead to action? Mathematics: © More formal logical methods * Boolean logic * Fuzzy logic © Uncertainty © The basis for most moder approaches to handle uncertainty in Al applications can be handled by Probability theory, modal and temporal logicsEconomics: © How should we make decisions so as to maximize payoff? ‘© How should we do this when others may not go along? How should we do this when the payoff may be far in the futu-e? © How do the brain works? © Early studies (1824) relied on injured and abnormal people to understand what parts of brain work © More recent studies use accurate sensors to correlate brain activity to human thought By monitoring individual neurons, monkeys can now control a computer mouse using thought alone © How close are we to have a mechanical brain? + Parallel computation, remapping, interconnections... ‘modily their behavior in response to the envirorment (sense/action loop) Water-flow regulator, steam engine governor, tiermostat © The theory of stable feedback systems (1894) = Build systems that transition from initial state to goal state with minimum energy + In 1950, control theory ~— could ~— only describe linear systems and. = AT_—sargely rose. = asa response to this shortcoming ©” How does language relate to thought? * Speech demonstrates so much of human intelligence © Analysis of human language reveals thought taking place in ways not understood in other settings * Children can create sentences they have never heard before © Language and thought are believed to be tightly intertwined Computer Engineering: © How can we build an efficient computer ? Psychology: © How do humans and animals think and act ?History of Al Maturation / Gestation of Artificial Intelligence (1943-1952): © Year 1943: The first work which is now recognized as AI was done by Warren McCulloch and Wa ter pits in 1943, They proposed a model o” artificial neurons © Year 1949: Donald Hebb demonstrated an updating rule for modifying the connection strength between neurons. His rule is now called Hebbian learning. © Year 1950; The Alan Turing who was an English mathematician and pioneered Machine learning in 1950. Alan Turing publishes "Computing Machinery and Intelligence" in which he proposed a test. The test can check the machine's ability to exhibit intelligent behavior equivalent to human intelligence, called a Turing test. The birth of Artificial Intelligence (1952-1956): © Year 1985: An Allen Newell and Herbert A. Simon created the "first artificial intelligence program which was named as "Logic ‘Theorist". This program had proved 38 of 52 Mathematics theorems, and find new and more elegant proofs for some theorems. © Year 1956: The word "Artificial Intelligence” first adopted by American Computer scientist John McCarthy at the Dartmouth Conference. For the first time, Al coined as an academic field. © At that time high-level computer languages such as FORTRAN, LISP, or COBOL were invented. And the enthusiasm for Al was very high at that time. The Golden years-Early enthusiasm (1956-1974): * Year 1966: The researchers emphasized developing algorithms which can solve mathematical problems. Joseph Weizenbaum created the first chatbot in 1966, which was named as ELIZA.© Year 1972: The first intelligent humanoid robot was built in Japan which was named as WABOT-1 The first AI winter (1974-1980): © The duration between years 1974 to 1980 was the first Al winter duration. AI winter refers to the time period where computer scientist dealt with a severe shortage of funding from government for Al researches, © During Al winters, an interest of publicity on arti 1 intelligence was decreased. A boom of AT (1980-1987): © Year 1980: Afler Al winter duration, Al came back with "Expert System", Expert systems were programmed that emulate the decision-making ability of a human expert. © In the Year 1980, the first national conference of the American Association of Artificial Intelligence was held at Stanford University The second AI winter (1987-1993) © The duration between the years 1987 to 1993 was the second AI Winter duration. © Again Investors and government stopped in funding for AI research as due to high cost but not efficient result. The expert system such as XCON was very cost effective. The emergence of intelligent agents (1993-201 1) Year 1997: In the year 1997, IBM Deep Blue beats world chess champion, Gary Kasparov, and becane the first computer to beat a world chess champion. * Year 2002: for the first time, AI entered the home in the form of Roomba, @ vacuum cleaner. * Year 2006: AI came in the Business world till the year 2006. Companies like Facebook, Twitter and Netflix also started using AL Deep learning, big data and artificial general intelligence 2011-present): Year 2011: In the year 2011, IBM's Watson won jeopardy, a quiz show, where it had to solve the complex questions as well as riddles. Watson had proved that it could understand natural language and can solve tricky questions qu ckly. © Year 2012: Google has launched an Android app feature "Gcogle now", which was able to provide information to the user as a prediction © Year 2014: In the year 2014, Chatbot "Eugene Goostman” won a competition in the infamous "Turing test." Sub-areas of AT Artificial Intelligence is having various sub fields in its domain, All the Sub-Fields can be distinguished as per various techniques Neural Networks © Neural Networks are inspired by human brains and copies the working process of human brains. It is based on a collection of connected units or nodes called artificial neurons or perceptrons.© The Objective of this approach was to solve the problems in the same way that a human brain does. sion © In Artificial Intelligence Vision (Visioning Applications) means processing any image/video sources to extract meaningful information and take action based on that © In this ficld of artificial Intelligence we have also developed such kind of robots which are acquiring human activities within some days or sometimes some hours and train themselves . For e.g. object recognition, image understanding , Playing Robots etc. Machine Learning © The capability of Artificial Intelligence systems to learn by extracting pattems from data is known as Machine Learning © It is an approach or subset of Artificial Intelligence that is based on the idea that machines can be given access to data along with the ability to learn from it Speech Processing / Speech Recognition © Speech Processing / Recognition is the ability of a computer and a program to identify words and phrases in the spoken language and convert them to machine readable format. © The real life examples of Speech processing are Google Assistant Amazon Alexa and Apple’s Siri Application ete. Roboties * Robots are the artificial agents which behaves like human and build for the purpose of manipulating the objects by perceiving, picking, moving, modifying the physical properties of object, or to have an effect thereby freeing manpower from doing repetitive functions without getting bored, distracted, or exhausted. Applications Some of the applications are given below: * Bu mancial strategies, give advice check design, offer suggestions to create new product Manufacturing: Assembly, inspection & maintenance Mining: used when conditions are dangerous Hospital : monitoring, diagnosing & prescribing Education : In teaching Household : Advice on cooking, shopping ete. Farming : prune trees & selectively harvest mixed crops.Structure of Agents nm: An agent perceives its environment via sensors and acts upon that environment actuators sensors actuators agent = architecture + program Example: Vacuum Cleaner World iRobot Corporation Founder Rodney Brooks (MIT) * Powerful suction and rotating brushes ‘+ Automatically navigates for best cleaning coverage + Cleans under and around furniture, into corners and along walll edges + Self-adjusts from carpets to hard floors and back again ‘* Automatically avoids stairs, drop-offs and off-limit areas ‘* Simple to use— just press the Clean button and Roomba does the rest Rational Agents: An agent should strive to "do the right thing”, based on what= it can perceive and — the actions i: can perform. ‘The right action is the one that will cause the agent to be most successful Definition: For each possible percept sequence, a rational agent should select an action that maximizes its performance measure (in expectation) given the evidence provided by the percept sequence and whatever built-in knowledge the agent has. Fully observable / Partially observable Environments © If an agent’s sensors give it access to the complete state of the environment needed to choose an action, the environment is fully observable. = (eg. Chess) © An environment might be partially observable because of noisy and inaccurate sensors or because parts of the state are simply missing from the sensor data = (eg. Kriegspiel chess ) Characterizing a Task Environment PEAS: erformance measure, Environment, Actuators, Sensors. Example: the task of designing a self-driving car Performance measure Safe, fast, legal, comfortable trip Environment Roads, other traffic, pedestrians Actuators Steering wheel, accelerator, brake, signal, hom Sensors Cameras, LIDAR (lighU/radar), speedometer, GPS, odometer, engine sensors, keyboard Types of Agents 1, Simple reflex agents 2. Model based reflex agents 3. Goal based agents 4. Utility based agents 5. Learning agents 1, Simple reflex agents: * Agents do not have memory of past world states or percepts. So, actions depend solely on ‘current percept © In this agent Action becomes a “reflex.” So it uses condition-action rules. * Agent selects actions on the basis of current percept only. Ex: If tail-light of car in front is red, then brake.‘What the workd is like now " " ‘What action | Crsion-in is ‘Schematic diagram of Simple reflex agent funetion SIMPLE-REFLEX-AGENT (percept ) returns an action persistent: rules, a set of condition-action rules state INTERPRET-INPUT(percept ) rule-RULE-MATCH(state, rules) action rule, ACTION return action Example: The agent program for a simple reflex agent in the two-state vacuum environment. function REFLEX-VACUUM-AGENT({location,status}) returns an action if status = Dirty then return Suck else if location = A then return Right else if location = B then return Left 2. Model-based reflex agents They use a model of the world to choose their actions. They maintain an internal state. Model ~ knowledge about “how the things happen in the world”. Internal State ~ It is a representation of unobserved aspects of current state depending on percept history. Updating the state requires the information about ~ + How the world evolves. + How the agent’s actions affect the world.Model-based reflex agents : Winer cient . ‘Schematic diagram of Model based reflex agent function MODEL-BASED-REFLEX-AGENT (percept ) returns an action persistent: state, the agent’s current conception of the world state ‘model , a description of how the next state depends on current state ard action rules, a set of condition-action rules action, the most recent action, initially none state—UPDATE-STATE(state, action, percept model ) rule-RULE-MATCH(state, rules) action —rule.ACTION return action An example: Brooks’ Subsumption Architecture Main idea: build complex, intelligent robots by decomposing behaviors into a hierarchy of skills, each defining a percept-action cycle for one very specific task. * Examples: collision avoidance, exploring, recognizing doorways, :tc. * Each behavior is modeled by a finite-state machine with a few states (though each state may correspond to a complex function or module; provides internal state to the agent) * Behaviors are loosely coupled via asynchronous interactions. 3. Goal-based agents ‘They choose their actions in order to achieve goals. Goal-based approach is more flexible than reflex agent since the knowledge supporting a decision is explicitly modeled, thereby allowing for modifications Goal = It is the description of desirable situations.Problem Solving Goal-based agents ‘What action | Should do now Agent keeps track of the world state as well as set of goals it’s trying to achieve: chooses ‘actions that will (eventually) lead to the goal(s). More flexible than reflex agents > may involve search and planning 4. Utility-based agents They choose actions based on a preference (utility) for cach state Goals are inadequate when — + There are conflicting goals, out of which only few can be achieved. + Goals have some uncertainty of being achieved and you necd to weigh likelihood of ‘success against the importance of a goal. ooo Utility-hased agents How ine worsevores Poel Wises | Ciinat my actions do FY ViPS Saws AMS RSs Sot wnat don Souk dS now 5. Learning agents © Learning agents are such agents which adapts and improve over time. © More complicated when agent needs to learn utility informaticn: Reinforcement learning,Learning agents Overview of Structure of Agents: ‘An agent perceives and acts in an environment, has an architecture, and is implemented by an agent program, A rational agent always chooses the action which maximizes its expected performance, given its percept sequence so far. ‘An autonomous agent uses its own experience rather than built-in knowledge of the environment by the designer. An agent program maps from percept to action and updates its internal state. © Simple reflex agents are based on condition-action rules, implemented with an appropriate production system. They are stateless devices which do not heve memory of past world states. © Agents with memory - Model-based reflex agents have internal state, which is used 10 keep track of past states of the world. © Agents with goals — Goal-based agents are agents that, in addition to state information, have goal information that describes desirable situations. Agents of this kind take future events into consideration, © Utility-based agents ‘base their decisions on classic axiomatic utility theory in order to act rationally. * Learning agents they have the ability to improve performance through learning. Representing knowledge is important for successful agent design.1.2 Problem Solving Well defined Problems and Solutions: A problem can be defined formally by five components: Initial Stat The state where agents starts to perform the search to reach the goal state Action: Set of applicable actions perform in state S. Transition model: What each actions does Goal Te Which determines whether a given state is a goal state or not Path Cos Assigns a numeric cost to each path State Space © Together the initial state, actions and transition model implicitly define the state space of the problem — the set of all states reachable from the initial state by any sequence of actions. © The state space forms a directed network or graph in which the nodes are states and the links between nodes are actions. © A path in the state space is a sequence of states connected by 2 sequence of actions. Example: Travelling in Romania Scenario ® On holiday in Romania; currently in Arad © Flight leaves tomorrow from Bucharest Formulate Goal : Be in Bucharest Formulate problem States: various cities Actions: drive between cities Find Solution: Appropriate sequence of ci eg.: Arad, Sibiu, Fagaras, BucharestFormulating Problems: * We proposed a formulation of the problem of getting to Bucharest in terms of the initial state, actions, transition model, goal test and path cost. * This formulation seems reasonable, but it is still a model—an abstract mathematical description. © We left out many things while travelling like the travelling companions, the current radio program, the scenery out of the window, the proximity of law enforcement officers, the distance to the next rest stop, the condition of the road, the weather and so on. © These details are irrelevant to the problem of finding a route to Bucharest. The process of removing detail from a representation is called abstraction. Problem types 1. Single~state problem 2. Multiple -state problem 3. Contingency problem, Single ~state problem © observable (at least initial state) * deterministic © static © discrete Multiple -state problem © partially observable (initial state not observable) * deterministic© static © discrete Contingeney problem © partially observable (initial state not observable) * non-deterministic Single-state problem formulation Defined by the following four items 1. Initial state Example: Arad 2. Successor function S Example: S(Arad)= { (goZerind,Zerind), (goSibiu, Sibiu), .. 3. Goal test Example: *= Bucharest (explicit test) noDirt(x) (implicit test) 4. Path cost (optional) Example: sum of distances, number of operators executed, etc. Solution : A sequence of operators leading from the initial state to a goal state Selecting a state space Abstraction Real world is absurdly complex ite space must be abstracted for problem solving (Abstract) state Set of real states (Abstract) operator Complex combination of real actionsExample: Arad — Zerind represents complex set of possible routes (Abstract) solution Set of real paths that are so.utions in the real world Problems on State Space representation Example: The 8-puzzle © It is also called as 8 puzzle problem or sliding puzzle problem. © N-puzzle that consists of N tiles (N+ titles with an empty tile) where N can be 8, 15, 24 and so on. In our example N = 8. (that is square root of (8+1) =3 rows and 3 columns) In the same way, if we have N = 15, 24 in this way, then they have Row and columns as follow (square root of (N+1) rows and square root of (N+1) columns). '5 than number of rows and columns= 4, and if N= 24 number of ro © So, basically in these types of problems we have given a configuration (Start state) and a Goal state or Goal Configurat Here we are solving a problem of 8 puzzle that is a 3x3 matrix. ial state or initial Start State Goal State States: Integer location of tiles Actions: left, right, up, down c? Path Cost: per move 8 Puzzle has 9! / 2 = 181440 statesExample: Vacuum-cleaner world state space graph States: Integer dirt and robot locations Actions: left, right, suck, nx0p Goal Test: not dirty? Path Cos per operation (0 for noOp) Example: Eight Queens Place eight queens on a chess board such that no queen can attack another queen No path cost because only the final state counts! Incremental formulations Complete state formulations Solutions:Eight Queens Problem Formulation 1: © States: © Any arrangement of 0 to 8 queens on the board Initial state: ‘© No queens on the board Successor funetion: © Adda queen to an empty square Goal Test: © 8 queens on the board and none are attacked 64%63*...*57 = 1.810" possible sequences Empty Board Desired Goal Eight Queens Problem Formulation 2: © States: © Any arrangement of 8 queens on the board © Initial state: © All queens are at column 1© Successor function: © Change the position of any one queen © Goal Test: © 8 queens on the board and none are attacked Eight Queens Problem Formulation 2 Initial State Desired Goal Eight Queens Problem Formulation 3: © States: © Any arrangement of k queens in the first k rows such that none are attacked © Initial state: ‘No queens on the board * Successor function: ‘© Add a queen to the (k+1)"" row so that none are attacked © Goal Test: © 8 queens on the board and none are attackedInitial State Eight Queens Problem Formulation 3 (k)" row , here k=3 Adding a queen at (k+1)" row Solving 8 Puzzle Problem : The puzzle can be solved by moving the tiles one by one in the single empty space and thus achieving the Goal state.Rules of solving puzzle © Instead of moving the tiles in the empty space we can visualize moving the empty space in place of the tile. © The empty space can only move in four directions (Movement of empty space) ° Up © Down © Right © Left © The empty space cannot move diagonally and can take only one step at a time. © 0- Position total possible moves are (2), * x- position total possible moves are (3) and + #position total possible moves are (4) Let's solve the problem without Heuristic Search that is Uninformed Search or Blind Search (Breadth First Search and Depth First Seareh) stert Node | Right Move Up move Down move ames STs = ps Ts : : zee “BoE zee Pa XZ all the move for each node (i.e. U,D, R,L) own move <~ Left move Pe Up move es ——- a{e |e —- 2 lie - 71s Ts 7 [sts Explore gif possibte. move for each node z= 7 {ste Goat node Breadth earch to solve Eight puzzle problemSeal 1.3 Search Strategies rch Algorithm Search Algorithm teaches computers to “act rationally” by achieving a certain goal with a certain input value Search: Searching is a step by step procedure to solve a search-problem in a given search space. A search problem can have three main factors; Search Space have. Start State: It is a state from where agent begins the search. Goal test: It is a function which observe the current state and returns whether the goal state is achieved or not Search space represents a set of possible solutions, which a system may Search tree: A tree representation of search problem is called Search tree. The root of the search tree i Seat isthe root node which is corresponding to the initial state. rch Trees (2) Then () After eee (0 After expnating Sibiu Shas Partial search trees for finding a route from Arad to Bucharest function TRE! E ARCH(problem) returns a solution, or failure initialize the frontier using the initial state of problem, loop do the frontier is empty then return failure choose a leaf node and remove it from the frontier if the node contains a goal state then return the corresponding solutionexpand the chosen node, adding the resulting nodes to the frontier function GRAPH-SEARCH(problem) returns a solution, or failure ize the frontier using the initial state of problem initialize the explored set to be empty loop do if the frontier is empty then return failure choose a leaf node and remove it from the frontier if the node contains a goal state then return the corresponding solution ‘add the node to the explored set expand the chosen node, adding the resulting nodes to the frontier only if not in the frontier or explored set An informal description of the general tree-search and graph-search algorithms, Following are the four essential properties of search algorithms to compare the efficiency of these algorithms: © Completeness: A search algorithm is said to be complete if it guarantees to return a solution if at least any solution exi put. © Optimality: Ifa solution found for an algorithm is guaranteed to be the best solution (lowest path cost) among all other solutions, then such a solution for is said to be an optimal solution. © Time Complexity: Time complexity is a measure of time for an algorithm to complete its task, * Space Complexity: It is the maximum storage space required at any point during the search, as the complexity 0° the problem. Types of search algorithms: Based on the search problems we can classify the search algorithms into uninformed (Blind search) search and Informed search (Heuristic search) algorithms. Uninformed/Blind Search: © The uninformed search does not contain any domain knowledge such as closeness, the location of the goal. It operates in a brute-force way as it only includes information about how to traverse the tree and how to identify leaf and goal nodes. © Uninformed search aprlies a way in which search tree is searched without any information about the search space like initial state operators and test for the goal, so it is also called blind search, It examines each node of the tree until it achieves the goal node. So Distance to goal not taken into account * Ex: DFS, BFS, Iterative deepening DFS Informed Seare * Informed search algorithms use domain knowledge. In an informed search, problem information is available which can guide the search. Informed search strategies can find a solution more efficiently than an uninformed search strategy. Informed search is also called a Heuristic search,‘A heuristic is a way which might not always be guaranteed for best solutions but guaranteed to find a good solution in reasonable time. Informed search can solve much complex problem which could not be solved in another way. The informed search algorithm is more useful for large search space. Informed search algorithm uses the idea of heuristics, so itis also called Heuristic search. ‘o Information about cost to goal taken into account Ex: Best first searck , A* search Heuristics function: Heur:stic is a function which is used in Informed Search, and it finds the most promising path It takes the current state of the agent as its input and produces the estimation of how close agent is from the goal ‘The heuristic method, however, might not always give the best solution, but it guaranteed to find a good solution in reasonable time. Heuristic function estimates how close a state is to the goal, Its represented by h(n), and it calculates the cost of an optimal path between the pair of states. The value of the heuristic function is always positive, it is also called Heuristic search. Admissibility of the heuristic function is given as: h(n) <= h(n) Here h(n) is heuristic cost, and h(n) is the estimated cost. Hence heuristic cost should be less than or equal to the estimated cost. Pure Heuristic Search Best-first Search Algorithm (Greedy Pure heuristic searc’ is the simplest form of heuristic search algorithms. It expands nodes based on their heuristic value h(n). It maintains two lists, OPEN and CLOSED list. In the CLOSED list, it places those nodes which have already expanded and in the OPEN list, it places nodes which have yet not been expanded, On each iteration, each node n with the lowest heuristic value is expanded and generates all its successors and n is placed to the closed list. The algorithm continues unit a goal state is found In the informed search we will discuss two main algorithms which are given below: Best First Search Algorithm (Greedy search) A* Search Algorithm earch) Greedy best-first search algorithm always selects the path which appears best at that moment. Its the combination of depth-first search and breadth-first search algorithms. It uses the heuristic function and search. Best-first search allows us to take the advantages of both algorithms With the help of best-first search, at each step, we can choose the most promising node In the best first search algorithm, we expand the node which is closest to the goal node and the closest cost is estimated by heuristic function, ie f(n)= g(n)Where, h(n)= estimated cost from node n to the goal. © The greedy best first algorithm is implemented by the priority queue Example: © Let us see how this works for route-finding problems in Romania; we use the straight line distance heuristic, which we will call hsp. * If the goal is Bucharest, we need to know the straight-line distances to Bucharest, which are shown in below figure. © For example, hsip(In(Arad))=366. Notice that the values of hsp cannot be computed from the problem description itself. © Moreover, it takes a certain amount of experience to know that hs.p is correlated with actual road distances and is, therefore, a useful heuristic. Romanian path finding problem Base eg on GPS info. Straight-line No map needed. dist. to Bucharest Searching for good path from Arad to Bucharest, what is a reasonable “desirability measure” to expand nodes on the fringe? * The above shows the progress of a greedy best-first search using hstp 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. * For this particular problem, greedy best-first search using ha.p finds a solution without ‘ever expanding a node that is not on the solution path; hence, its search cost is minimal. It is not‘optimal, however: the path via Sibiu and Fagaras to Bucharest is 32 kilometers longer than the path through Rimnicu Vilcea and Pitesti This shows why the algorithm is called “greedy"—at each step it tries to get as close to the goal as it can, Greedy best-first search example me By ° 10 a et 176 7 1st Be pry mL Be 30 10 193 253 x 2 19 374 of greedy best-first search: Greedy hest-first tree search is also incomplete even in a finite state space, much like depth-first search, Consider the problem of getting from Iasi to Fagaras. The heuristic suggests that Neamt be expanded first because it is closest to Fagaras, but it is a dead end. The solution is to go first to Vaslui—a step that is actually farther from the goal according to the heuristic—and then to continue to Urziceni, Bucharest, and Fagaras, ‘The algorithm will never find this solution, however, because expanding Neamt puts Tasi back into the frontier. lasi is closer to Fagaras than Vaslui is, and so Iasi will be expanded again, leading to an infinite loop. ‘The worst-case time and space complexity for the tree version is O(b"), where b is the maximum branching factor of the search tree m is the maximum depth of the search space. With a good heuristic function, however, the complexity can be reduced substantially. ‘The amount of the reduction depends on the particular problem and on the quality of the heuristic.A’ search © A®* search is the most commonly known form of best-first search. It uses heuristic function h(n), and cast to reach the node n from the start state a(n), © A® search algorithm finds the shortest path through the search space using the heuristic function. ‘This search algorithm expands less search tree and provides optimal result faster. In A* search algorithm, we use search heuristic as well as the cost to reach the node. Hence we can combine both costs as following, and this sum is called as a fitness number. f{n) = g(n) + n(n) Estimated cost ofthe cheapest Algorithm A*: OPEN = nodes on frontier CLOSED=expanded nodes OPEN = {
} OPEN is not empty remove from OPEN the node
with minimum f(n) place
on CLOSED ifn is a goal node, return success (path p) for each edge connecting n & m with cost ¢ if
is on CLOSED and {ple} is cheaper than q then remove n fiom CLOSED , put
on OPEN else if
is on OPEN AND {ple} is cheaper than q then replace q with {ple} else if m is not on OPEN put
on OPEN return failure Example 1: State. ir) hs o I olelo|m| >| aSolution: Start State: {(S, 5)} Iteration1: {(S-> A, 4), (S>G, 10)} Iteration2: {(S-> A-->C, 4), (S-> A->B, 7), (S->G, 10)} Iteration 3: {(S—> A->C—>G, 6), (S=> A=>C-—>D, 11), (S—> A->D, 7), (8G, 10)} Iteration 4 will give the final result, as S->A-—->C-—>G it provides the optimal path with cost 6 So A* avoid expanding paths that are already expensive Using: fn) = g(n) + h(n) * A“ search example Arad 6 Dicharest ° Craiova 1 Dabreta 2 Ei ‘et fagaras 1% Giargia 7 Vince a lea x6 Lago) 4 ‘ehadin xi Newet a Oradea i» Pitesti 10 * — Rimnicu Vikea 03 Sibie 23 Timisoara 9 Ursicent 2 » You 9 Zarind aSP Soa> OAERSETNGG ATEBTG TG OTHSITGIGO $1321 <> > =D eneaaieee satbere eT eaTICO sRB=B08rIGD HTRSTT+1OO 555-9000259 eae onmios : Fete SOTaHEEa sbetio—sSeDSEICO TaTaT00 seb Bucharest appears on the fringe but not selected for expansion since its cost (450) than that of Pitesti (417). Important to understand for the proof of optimality of A* higherhas . ate D>
Pr saan SeiT640 6T5=t550160 6OT=ATHVTOI Optimal Path Found: Arad --- Sibiu -- Rimnicu —- Pitesti --- Bucharest Under some reasonable corditions for the heuristics, we have: © Complete : Yes, unless there are infinitely many nodes with f(n) < {(Goal) ime Complexity: ‘The time complexity of A* search algorthm depends on heuristic function, and the number of nodes expanded is exponential to the depth of solution d. So the time complexity is O(b*d) , where b is the branching factor. © Space Complexity: The space complexity of A* search algorithm is O(b*d) © Optimal: Yes Also, optimal use of heuristies information! © Widely used. E.g. Google maps. After almost 40 yrs, still new applications found. * Also, optimal use of heuristic information. A*: Difficulties © It becomes often difficult to use A* as the OPEN queue grows very large. * A solution is to use algorithms that work with less memory * Memory bounded heuristic search algorithms reduce the memory requirements for A* by introducing IDA*. © IDA* isan iterative deepening algorithm. * The cut-off for nodes expanded in an iteration is decided by the f-value of the nodes. IDA* Algorithm IDA* = A* + Iterative Deepening DFS The key feature of the IDA* algorithm is that it doesn’t keep a track of each visited node which helps in saving memory consumption and can be used where memory is constrained. © It is path search algorithm which finds shortest path from start node to goal node in weighted graph, © It borrows the idea to use a heuristic function from A*Its memory usage is weaker than in A’, thereby reducing memory problem in A* IDA* is optimal in terms of space and cost Problem: Excessive node generation Algorithm: Set certain threshold/f-bound If f(node) > threshold/f-bound, prune the node Set threshold/f-bound = minimum cost of any node that is pruned Terminates when goal is reached. IDA* Search Procedure Consider the threshold/f-bound value and cycle through the algorithm In every branch visit the depth till the f(node) is greater than the threshold/f-bound and note down that (node) value, do this till all branches are explored upto certain depth. ‘Then the cycle continues from the starting node again with the new threshold/f-new value that is the minimum of f{node) values noted down. ‘This continues until the goal is found or the time li is exceeded Example Example© Time: Depends strongly on the number of different values that the heuristic value can take on, If A* expands N nodes, IDA* expands 1+2+......+N=O(N?) nodes. © Space: It is DFS, it only requires space proportional to the longest path it explores. © Optimal: Yes, similar to A* 1.4 Adversarial Search Introduction: © Adversarial search is a game-playing technique where the agents are surrounded by @ ‘competitive environment. © A conflicting goal is given to the agents (multi agent). These agents compete with one another and try (0 defeat one another in order (0 win the game, Such conflicting goals give rise to the adversarial search © Here, game-playing means discussing those games where human intelligence and logic factor is used, excluding other factors such as luck factor. + Tic-tac-toc, chess, chcekers, cte., are such type of games where no luck factor works, ‘only mind works. © Mathematically, this search is based on the concept of “Game Theory.” * According to game theory, a game is played between two players. To complete the game, ‘one has to win the game and the other looses automatically Perfect decision games: * In game theory, a sequential game has perfect information if each player, when making any decision, is perfectly informed of all the events that have previously occurred, including the "initialization event” of the game (e.g. the starting hands of each player in a card game). © Perfect information is importantly different from complete information, which implies common knowledge of each’ player's utility functions, payors, strategies and "types". A game with perfect information may or may not have complete information. © Chess is an example of a game with perfect information as zach player can see all the pieces on the board at all times. © Other examples of games with perfect information include tic-tac-toc, checkers, infinite chess. Imperfect decision games: © In game theory, a game is imperfect game if each player, when making any decision, is uninformed of all the events that have previously occurred. © Imperfect information implies no idea of the move taken by the opponent it means the player is unaware 0° the actions chosen by other players © Card games where each player's cards are hidden fiom other players such ‘as poker and bridge are examples of games with imperfect information Game Setup: * Two players: MAX and MIN © MAX moves first and they take turns until the game is over© Winner gets award, loser gets penalty. © Games as search: © Initial state: e.g. board configuration of chess ‘Successor function: list of (move , state) pairs specifying legal moves. Terminal test: Is the game finished? Utility function: Gives numerical value of terminal states. E.g. win (+1), lose (-1) and draw (0) in tic-tac-toe or chess ° oo © Size of Search tree is O(b!) where b = branching factor , d = number of moves by both players :b~35 and D~100 Game-playing empaasizes being able to make optimal decisions in a finite amount of time, somewhat realistic as a model of a real-world agent and even if games themselves. are artificial Partial Game Tree for Tic-Tac-Toe max ox) san (oy Es maxon | xP] Plo] pel RPE] PO) Eo] I rermmat fotx] fotote| [1 ol) bixte) [zoo cuuy + e rT MINI - MAX ALGORITHM: * Mini-max algorithm is a recursive or backtracking algorithm which is used in decision- making and game theory. It provides an optimal move for the player assuming that opponent is also playing optimally. + Mini-Max algorithm uses recursion to search through the game-tree.Min-Max algorithm is mostly used for game playing in Al, Such as Chess, Checkers, tie- tac-toe, go, and various tow-players game. This Algorithm computes the minimax decision for the current state, In this algorithm two players play the game, one is called MAX and other is called MIN. Both the players fight it as the opponent player gets the minimum benefit while they get the maximum benefit. Both Players of the game are opponent of each other, where MAX will select the maximized value and MIN will select the minimized value. ‘The minimax algorithm performs a depth-first search algorithm for the exploration of the complete game tree The minimax algorithm proceeds all the way down to the terminal node of the tree, then backtrack the tree as the recursion. Two-Ply Game Tree = 2 o& a to aw KR» A Two-Ply Game TreeTwo-Ply Game Tree Max mM IN Pseudo code for Minimax Algorithm: function MINIMAX-DECISION (stare) returns an action Inputs: state, current stare in game ve-MAX-VALUE(siate) return the action in SUCCESSORS(state) with value v function MAX-VALUE(state) returns a utility value if TERMINAL-TEST (state) then return UTILITY (state) ve for a,s in SUCCESSORS(stare) do v
3awe > san x < SAE <3 man = <2 Sit SEZ Rules of Thumb. © is the best ( highest) found so far along the path for Max * Bis the best (lowest) found so fur along the path for Min © Search below a MIN node may be alpha-pruned if the its B $1 of some MAX ancestor © Search below a MAX node may be beta-pruned if the its a2 B of some MIN ancestor. Example 2:MAX ancestor 2, Search below a MAX node may, be beta-pruned if the alpha value 1s Value of some MIN ancestor, | Search below a MIN node may alpha-pruned the beta value is <= to the alpha value of some MAX ancestor. 2, Search below a MAX node may. be beta-pruncs the alpha value is SS tothe beta value of some MIN ancestor. | Search below a MIN node may be alpha-pruned if the beta value is <= to the alpha value of some MAX ancestor, 2, Search below a MAX node may. be beta-pruned if) the alpha value is, >= tothe beta value of some MIN ancestor,The o-f algorithm function ALPHA-BETA-SEARCH(stafe) returns an action inputs: state, current state in game vs MAX-VALUR(state, co, +00) return the action in SUCCESSORS(state) with value w function Max-Varur(state, a, 8) returns a utility value inputs: state, current state in game cx, the value of the best alternative for MAX along the path to state B, the value of the best alternative for MIN along the path to state if TexainaL-Tesr(state) then return Urinrry(state) for a,5 in SucCESSONS( state) do ve Max(v, MIN-VALUR(
[email protected]
)) if v > 8 then return v ee MAX(a, v) return v function MIN-VaLuE(state, a, 8) returns a utility value inputs: state, current state in game @, the value of the best alternative for MAX along the path to state B, the value of the best alternative for MIN along the path to state if TeRMINat-Test (state) then return Uritrry(state) ve too for a,s in SUCOESSORS(state) do ue MIN(v. MAX-VALUE(s,a.,)) if v Sa then return v B— MIN(B, v) return v Properties of « B Prune: * Pruning does not af‘ect final result * Good move ordering improves effectiveness of pruning b(eg., chess, try captures first, then threats, forward moves, then backward moves: © With "perfect ordering," time complexity = O(b"?) © > doubles dept of search that alpha-beta pruning can exploreArtificial Intelligence (CSE) UNIT-II 2.1.1 Logical Agents: Knowledge-based agents — agents that have an explicit representation of knowledge that can be reasoned with. ‘These agents can manipulate this knowledge to infer new things at the “knowledge level” A Knowledge Based Agent * A knowledge-based agent includes a knowledge base and an inference system. A knowledge base is a set of representations of facts of the world. Each individual representation is called a sentence. The sentences are expressed in a knowledge representation language. ‘The agent operates as follows: 1. It TELLs the knowledge base what it perceives. 2. ILASKs the knowledge base what action it should perform. 3. Itperforms the chosen a Architecture of Knowledge based agent: Knowledge Level. © The most abstract level: describe agent by saying what it knows. © Example: A taxi agent might know that the Golden Gate Bridge connects San Francisco with the Marin County Logical Level. © The level at which the knowledge is encoded into sentences. . imple: Links(GoldenGateBridge. SanFrancisco, MarinCounty). Implementation Level. © The physical representation of the sentences in the logical level. © Example: “(links goldengatebridge sanfrancisco marincounty) Knowledge Bases: Inference engine Knowledge base * Knowledge base = set of sentences in a formal language * Declarative approach to building an agent (or other system): Tell it what it needs to know © Then it can Ask itself what to do - answers should follow from the KB © Agents can be viewed at the knowledge level - ie., what they know, regardless of how implemented © Orat the implementation level
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