Unit 1
Unit 1
Syllabus
1. Introduction:
a. Definition
b. Future of Artificial Intelligence
c. Characteristics of Intelligent Agents
d. Typical Intelligent Agents
e. Problem Solving Approach to Typical AI Problems
1 Introduction
Artificial Intelligence (AI) is a branch of computer science that aims to create machines
capable of intelligent behavior. This includes learning, reasoning, problem-solving, per-
ception, and language understanding.
1.1 Definition
AI can be defined as the simulation of human intelligence processes by machines, espe-
cially computer systems. These processes include learning (the acquisition of information
and rules for using the information), reasoning (using rules to reach approximate or def-
inite conclusions), and self-correction.
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5. Smart Cities and Urban Planning: AI will play a key role in designing smart
cities with optimized traffic management, energy-efficient buildings, and improved
public safety measures. AI-driven analytics can provide insights into urban devel-
opment and help reduce environmental impact.
7. Ethics and Governance: The future of AI also involves addressing ethical con-
cerns related to privacy, bias, and decision-making transparency. Developing robust
AI governance frameworks and ethical guidelines is crucial to ensure AI technologies
are aligned with societal values and human rights.
• Simple Reflex Agents: These agents operate based on a predefined set of rules
that map a specific situation to an action. They do not consider the history of
previous states, making them effective in fully observable environments. However,
they struggle with complex or partially observable environments. Example: A
thermostat adjusting temperature based on current readings.
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• Goal-based Agents: These agents go beyond immediate actions and are designed
to achieve specific goals. They choose actions based on a set of goals they aim to
accomplish, using goal information to guide decision-making. Goal-based agents
often use search and planning algorithms to find the best path to achieve their
objectives. Example: A delivery robot navigating a warehouse to pick up and
deliver packages to specific locations.
• Learning Agents: These agents have the ability to learn from their experiences
and improve their performance over time. A learning agent has four components: a
learning element (improves the agent’s performance), a performance element (selects
external actions), a critic (provides feedback), and a problem generator (suggests
actions that will lead to new knowledge). Example: A recommendation system
learning from user behavior to improve future suggestions.
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Definition:
Breadth-First Search (BFS) explores all nodes at the current depth level before
moving to the next, ensuring the shortest path is found in unweighted graphs.
Usage:
BFS is used when the goal is to find the shortest path or the closest solution. It is
applicable in scenarios like social network analysis, GPS navigation, and network
broadcasting.
Mechanism:
Uses a queue data structure to maintain the nodes to be explored. Nodes are visited
level by level, ensuring that nodes closer to the start node are visited first.
Properties:
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– Breadth-First Search (BFS) starts at the root node (like node A in the
image) and explores all its direct neighbors first before moving to nodes at the
next level.
∗ Start at the Root: Begin at the root node (A).
∗ Expand Neighbors: Visit all direct neighbors of A, such as nodes B and C.
∗ Move to Next Level: Once all neighbors of the current level are visited,
move to the next level. For example, after visiting B and C, move to D,
E, F, and G in order.
– The process continues until all nodes have been visited or until the desired
node is found. For example, after reaching node G, the search stops because
all nodes have been explored.
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Definition:
Depth-First Search (DFS) explores as far as possible along a branch before back-
tracking. It is used for scenarios where solutions are deep in the search tree.
Usage:
DFS is ideal for situations such as solving puzzles, analyzing game trees, and topo-
logical sorting in directed acyclic graphs (DAGs).
Mechanism:
Uses a stack data structure (either explicitly or via recursion) to explore nodes as
deep as possible along each branch before backtracking.
Properties:
– Completeness: Not guaranteed, as DFS may get stuck in loops if the graph
contains cycles.
– Optimality: Does not guarantee the shortest path.
– Time Complexity: O(V + E), where V is the number of vertices and E is the
number of edges.
– Space Complexity: O(V) in case of recursion.
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4 A* Search
Definition:
A* Search is a combination of uniform-cost search and heuristics to prioritize nodes,
finding the least-cost path efficiently by considering both the cost to reach a node
and an estimated cost to the goal.
Usage:
Commonly used in pathfinding and graph traversal problems, such as video games
and AI for robotics.
Mechanism:
Uses a priority queue to explore nodes. The priority is determined by a cost func-
tion f (n) = g(n) + h(n), where g(n) is the cost to reach node n from the start, and
h(n) is the heuristic estimate of the cost from n to the goal.
Properties:
Heuristics
Heuristics are rules of thumb or educated guesses that help guide the search process
toward a solution more quickly. They are used in algorithms to make decisions based
on approximate information. A heuristic provides an estimate of the cost to reach
the goal from a given state, which allows the search to prioritize certain paths.
Types of Heuristics
– Admissible Heuristics:
An admissible heuristic is one that never overestimates the cost to reach the
goal. This means the heuristic provides a lower bound on the actual cost,
ensuring that search algorithms like A* find the optimal solution.
∗ Example: In a pathfinding problem, the straight-line distance (Euclidean
distance) between the current position and the goal is an admissible heuris-
tic since it never overestimates the true distance.
– Inadmissible Heuristics:
An inadmissible heuristic may overestimate the actual cost to reach the goal.
While this can speed up the search process, it does not guarantee that the
solution found will be optimal.
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Optimization
Optimization is the process of finding the best solution from a set of possibilities.
It involves maximizing or minimizing an objective function while satisfying certain
constraints.
Examples:
– Genetic Algorithms:
∗ Mimic natural selection to evolve better solutions over multiple genera-
tions.
∗ Use Case: Ideal for problems with large or complex search spaces.
– Simulated Annealing:
∗ A probabilistic technique that occasionally accepts worse solutions to es-
cape local optima and gradually focuses on better solutions.
∗ Use Case: Useful for optimization problems with many local optima.
Example: To solve a maze, the A* search algorithm can be applied, which eval-
uates each possible move based on both the actual cost to reach a point and an
estimated cost from that point to the goal, ensuring an efficient path to the exit.