AI and Expert System
AI and Expert System
NAME Akilan.K
REG NO CB22S616355
YEAR |||
KNOWLEDGE REPRESENTATION OF
ISSUES
KNOWLEDGE ACQUISITION :
1) Bayesian networks
2) Markov logic networks
3) Probabilistic ontologies
4) Temporal logic
1) Predictive Analytics
2) Decision Support Systems
3) Expert Systems
4) Natural Language Processing (NLP)
KEY CONCEPTS :
TECHNIQUES :
BENEFITS :
CHALLENGES :
1. ONTOLOGIES : Define
concepts, relationships, and rules to
represent a domain’s knowledge.
4. RULES : If-then
statements that encode knowledge and
enable reasoning.
USING RULES
2. REASON ABOUT DATA : Make inferences and draw conclusions from data.
TYPES OF RULES:
3. _Terminological rules_: Rules that define relationships between concepts and terms.
4. _Assertional rules_: Rules that assert facts and statements about the world.
CONSISTS OF :
SLOT-AND-FILLER
Example:
▪ Object: Person
▪ Slots: Name, Age, Occupation
▪ Fillers: John, 30, Doctor
In this example, “Person” is the object, “Name”, “Age”, and “Occupation” are the slots, and
“John”, “30”, and “Doctor” are the fillers.
The combination of logic and slot-and-filler enables reasoning and inference about objects
and their properties, allowing for:
▪ Classification
▪ Inheritance
▪ Defaults
▪ Reasoning about relationships
GAME PLAYING
❖ Merging Knowledge Representation With Game Playing Can
Lead To Some Exciting Applications:
1. GAME AI : Creating intelligent agents that can play games like chess, poker, or video
games.
o Smarter game AI
o More realistic player behavior
o Improved game difficulty adjustment
o Enhanced game analysis and commentary
o New game genres and mechanics
MINIMAL SEARCH
❖ Minimal search refers to the process of finding the shortest or
most efficient path to a solution in a problem space. It’s a
fundamental concept in artificial intelligence, computer
science, and optimization.
Types of minimal search:
1. Uninformed search : No additional information is available, and the search explores the
problem space blindly. (e.g., Breadth-First Search, Depth-First Search)
2. Informed search : Heuristics or additional information guide the search towards the
solution. (e.g., Greedy Search, A* Search)
1. Breadth-First Search (BFS) : Explores all nodes at the current depth before moving
to the next level.
2. Depth-First Search (DFS) : Explores as far as possible along each branch before
backtracking.
3.Dijkstra’s algorithm : Finds the shortest path in a graph with non-negative edge
weights.
4. A algorithm : Combines BFS and DFS with an admissible heuristic function to find
the shortest path.
1. Pathfinding : Finding the shortest path in video games, GPS navigation, or network
routing.
▪ Alpha (α): the best possible score for the maximizing player (usually
white)
▪ Beta (β): the best possible score for the minimizing player (usually
black)
➢ The Algorithm Prunes Branches That Will Not Affect The Final Decision, Reducing
The Search Space.
▪ Alpha ≥ Beta (beta cutoff): the maximizing player will not choose this
branch, so prune it
▪ Alpha ≤ Beta (alpha cutoff): the minimizing player will not choose this
branch, so prune it
TYPES OF CUTOFFS :
▪ Alpha cutoff: the maximizing player’s best score is already better than
the minimizing player’s best score
▪ Beta cutoff: the minimizing player’s best score is already better than
the maximizing player’s best score
Common applications:
GSP PROCESS:
GSP BENEFITS:
3. Scalability : Solves complex problems by breaking them down into manageable pieces.
APPLICATIONS OF GSP:
1. Robotics : Planning robot actions in dynamic environments.