AI_Notes_Unit-4
AI_Notes_Unit-4
KNOWLEDGE REPRESENTATION
Humans are best at understanding, reasoning, and interpreting knowledge. Human knows things, which is
knowledge and as per their knowledge they perform various actions in the real world. But how machines do
all these things comes under knowledge representation and reasoning. Hence we can describe Knowledge
representation as following: Humans are best at understanding, reasoning, and interpreting knowledge. Human
knows things, which is knowledge and as per their knowledge they perform various actions in the real
world. But how machines do all these things comes under knowledge representation and reasoning.
Hence we can describe Knowledge representation as following:
o Knowledge representation and reasoning (KR, KRR) is the part of Artificial intelligence which concerned
with AI agents thinking and how thinking contributes to intelligent behavior of agents.
o It is responsible for representing information about the real world so that a computer can understand
and can utilize this knowledge to solve the complex real world problems such as diagnosis a medical
condition or communicating with humans in natural language.
o It is also a way which describes how we can represent knowledge in artificial intelligence. Knowledge
representation is not just storing data into some database, but it also enables an intelligent machine to
learn from that knowledge and experiences so that it can behave intelligently like a human.
What to Represent:
Following are the kind of knowledge which needs to be represented in AI systems:
o Object: All the facts about objects in our world domain. E.g., Guitars contains strings, trumpets are brass
instruments.
o Events: Events are the actions which occur in our world.
o Performance: It describe behavior which involves knowledge about how to do things.
o Meta-knowledge: It is knowledge about what we know.
o Facts: Facts are the truths about the real world and what we represent.
o Knowledge-Base: The central component of the knowledge-based agents is the knowledge base. It is
represented as KB. The Knowledgebase is a group of the Sentences (Here, sentences are used as a
technical term and not identical with the English language).
Knowledge: Knowledge is awareness or familiarity gained by experiences of facts, data, and situations. Following
are the types of knowledge in artificial intelligence:
Types of knowledge
Following are the various types of knowledge
1. Declarative Knowledge:
2. Procedural Knowledge
3. Meta-knowledge:
4. Heuristic knowledge:
5. Structural knowledge:
Let's suppose if you met some person who is speaking in a language which you don't know, then how you will
able to act on that. The same thing applies to the intelligent behavior of the agents.
As Let's suppose if you met some person who is speaking in a language which you don't know, then how you will
able to act on that. The same thing applies to the intelligent behavior of the agents.
As we can see in below diagram, there is one decision maker which act by sensing the environment and using
knowledge. But if the knowledge part will not present then, it cannot display intelligent behavior.
AI knowledge cycle:
An Artificial intelligence system has the following components for displaying intelligent behavior:
o Perception
o Learning
o Knowledge Representation and Reasoning
o Planning
o Execution
The above diagram is showing how an AI system can interact with the real world and what components help it
to show intelligence. AI system has Perception component by which it retrieves information from its environment.
It can be visual, audio or another form of sensory input. The learning component is responsible for learning from
data captured by Perception comportment. In the complete cycle, the main components are knowledge
representation and Reasoning. These two components are involved in showing the intelligence in machine-like
humans. These two components are independent with each other but also coupled together. The planning and
execution depend on analysis of Knowledge representation and reasoning.
Player1 65 23
Player2 58 18
Player3 75 24
2. Inheritable knowledge:
o In the inheritable knowledge approach, all data must be stored into a hierarchy of classes.
o All classes should be arranged in a generalized form or a hierarchal manner.
o In this approach, we apply inheritance property.
o Elements inherit values from other members of a class.
o This approach contains inheritable knowledge which shows a relation between instance and class, and it
is called instance relation.
o Every individual frame can represent the collection of attributes and its value.
o In this approach, objects and values are represented in Boxed nodes.
o We use Arrows which point from objects to their values.
o Example:
3. Inferential knowledge:
o Inferential knowledge approach represents knowledge in the form of formal logics.
o This approach can be used to derive more facts.
o It guaranteed correctness.
o Example: Let's suppose there are two statements:
a. Marcus is a man
b. All men are mortal
Then it can represent as;
man(Marcus)
∀x = man (x) ----------> mortal (x)s
4. Procedural knowledge:
o Procedural knowledge approach uses small programs and codes which describes how to do specific
things, and how to proceed.
o In this approach, one important rule is used which is If-Then rule.
o In this knowledge, we can use various coding languages such as LISP language and Prolog language.
o We can easily represent heuristic or domain-specific knowledge using this approach.
o But it is not necessary that we can represent all cases in this approach.
2.InferentialAdequacy:
KR system should have ability to manipulate the representational structures to produce new knowledge
corresponding to existing structure.
3.InferentialEfficiency:
The ability to direct the inferential knowledge mechanism into the most productive directions by storing
appropriate guides.
4. Acquisitional efficiency- The ability to acquire the new knowledge easily using automatic methods.
o The above diagram is representing a generalized architecture for a knowledge-based agent. The
knowledge-based agent (KBA) take input from the environment by perceiving the environment. The
input is taken by the inference engine of the agent and which also communicate with KB to decide as
per the knowledge store in KB. The learning element of KBA regularly updates the KB by learning new
knowledge.
o Knowledge base: Knowledge-base is a central component of a knowledge-based agent, it is also known
as KB. It is a collection of sentences (here 'sentence' is a technical term and it is not identical to sentence
in English). These sentences are expressed in a language which is called a knowledge representation
language. The Knowledge-base of KBA stores fact about the world.
o Why use a knowledge base?
o Knowledge-base is required for updating knowledge for an agent to learn with experiences and take
action as per the knowledge.
Inference system
Inference means deriving new sentences from old. Inference system allows us to add a new
sentence to the knowledge base. A sentence is a proposition about the world. Inference system
applies logical rules to the KB to deduce new information.
Inference system generates new facts so that an agent can update the KB. An inference system
works mainly in two rules which are given as:
o Forward chaining
o Backward chaining
1. TELL: This operation tells the knowledge base what it perceives from the environment.
2. ASK: This operation asks the knowledge base what action it should perform.
3. Perform: It performs the selected action.
1. function KB-AGENT(percept):
2. persistent: KB, a knowledge base
3. Firstly it TELLs the KB what it perceives.
4. Secondly, it asks KB what action it should take Third agent program TELLS the KB that which action was
chosen.
5. t, a counter, initially 0, indicating time
6. TELL(KB, MAKE-PERCEPT-SENTENCE(percept, t))
7. Action = ASK(KB, MAKE-ACTION-QUERY(t))
8. TELL(KB, MAKE-ACTION-SENTENCE(action, t))
9. t=t+1
10. return action
The knowledge-based agent takes percept as input and returns an action as output. The agent maintains the
knowledge base, KB, and it initially has some background knowledge of the real world. It also has a counter to
indicate the time for the whole process, and this counter is initialized with zero.
Each time when the function is called, it performs its three operations:
The MAKE-PERCEPT-SENTENCE generates a sentence as setting that the agent perceived the
given percept at the given time.
The MAKE-ACTION-QUERY generates a sentence to ask which action should be done at the
current time.
MAKE-ACTION-SENTENCE generates a sentence which asserts that the chosen action was
executed.
Knowledge level is the first level of knowledge-based agent, and in this level, we need to specify
what the agent knows, and what the agent goals are. With these specifications, we can fix its
behavior. For example, suppose an automated taxi agent needs to go from a station A to station
B, and he knows the way from A to B, so this comes at the knowledge level.
2. Logical level:
At this level, we understand that how the knowledge representation of knowledge is stored. At
this level, sentences are encoded into different logics. At the logical level, an encoding of
knowledge into logical sentences occurs. At the logical level we can expect to the automated taxi
agent to reach to the destination B.
3. Implementation level:
This is the physical representation of logic and knowledge. At the implementation level agent
perform actions as per logical and knowledge level. At this level, an automated taxi agent
actually implement his knowledge and logic so that he can reach to the destination.
However, in the real world, a successful agent can be built by combining both declarative and procedural
approaches, and declarative knowledge can often be compiled into more efficient procedural code.
The Wumpus world is a cave which has 4/4 rooms connected with passageways. So there are total 16 rooms
which are connected with each other. We have a knowledge-based agent who will go forward in this world. The
cave has a room with a beast which is called Wumpus, who eats anyone who enters the room. The Wumpus can
be shot by the agent, but the agent has a single arrow. In the Wumpus world, there are some Pits rooms which
are bottomless, and if agent falls in Pits, then he will be stuck there forever. The exciting thing with this cave is
that in one room there is a possibility of finding a heap of gold. So the agent goal is to find the gold and climb
out the cave without fallen into Pits or eaten by Wumpus. The agent will get a reward if he comes out with gold,
and he will get a penalty if eaten by Wumpus or falls in the pit.
Following is a sample diagram for representing the Wumpus world. It is showing some rooms with Pits, one room
with Wumpus and one agent at (1, 1) square location of the world
There are also some components which can help the agent to navigate the cave. These components are
given as follows:
a. The rooms adjacent to the Wumpus room are smelly, so that it would have some stench.
b. The room adjacent to PITs has a breeze, so if the agent reaches near to PIT, then he will perceive the
breeze.
c. There will be glitter in the room if and only if the room has gold.
d. The Wumpus can be killed by the agent if the agent is facing to it, and Wumpus will emit a horrible
scream which can be heard anywhere in the cave.
Performance measure:
o +1000 reward points if the agent comes out of the cave with the gold.
o -1000 points penalty for being eaten by the Wumpus or falling into the pit.
o -1 for each action, and -10 for using an arrow.
o The game ends if either agent dies or came out of the cave.
Environment:
o A 4*4 grid of rooms.
o The agent initially in room square [1, 1], facing toward the right.
o Location of Wumpus and gold are chosen randomly except the first square [1,1].
o Each square of the cave can be a pit with probability 0.2 except the first square.
Actuators:
o Left turn,
o Right turn
o Move forward
o Grab
o Release
o Shoot.
Sensors:
o The agent will perceive the stench if he is in the room adjacent to the Wumpus. (Not diagonally).
o The agent will perceive breeze if he is in the room directly adjacent to the Pit.
o The agent will perceive the glitter in the room where the gold is present.
o The agent will perceive the bump if he walks into a wall.
o When the Wumpus is shot, it emits a horrible scream which can be perceived anywhere in the cave.
o These percepts can be represented as five element list, in which we will have different indicators for each
sensor.
o Example if agent perceives stench, breeze, but no glitter, no bump, and no scream then it can be
represented as:
[Stench, Breeze, None, None, None].
Initially, the agent is in the first room or on the square [1,1], and we already know that this room is safe for the
agent, so to represent on the below diagram (a) that room is safe we will add symbol OK. Symbol A is used to
represent agent, symbol B for the breeze, G for Glitter or gold, V for the visited room, P for pits, W for Wumpus.
At Room [1,1] agent does not feel any breeze or any Stench which means the adjacent squares are also OK.
o
o Agent's second Step:
o Now agent needs to move forward, so it will either move to [1, 2], or [2,1]. Let's suppose agent moves to
the room [2, 1], at this room agent perceives some breeze which means Pit is around this room. The pit
can be in [3, 1], or [2,2], so we will add symbol P? to say that, is this Pit room?
o Now agent will stop and think and will not make any harmful move. The agent will go back to the [1, 1]
room. The room [1,1], and [2,1] are visited by the agent, so we will use symbol V to represent the visited
squares.
o Agent's third step:
o At the third step, now agent will move to the room [1,2] which is OK. In the room [1,2] agent perceives a
stench which means there must be a Wumpus nearby. But Wumpus cannot be in the room [1,1] as by
rules of the game, and also not in [2,2] (Agent had not detected any stench when he was at [2,1]).
Therefore agent infers that Wumpus is in the room [1,3], and in current state, there is no breeze which
means in [2,2] there is no Pit and no Wumpus. So it is safe, and we will mark it OK, and the agent moves
further in [2,2].
o
o At room [2,2], here no stench and no breezes present so let's suppose agent decides to move to [2,3].
At room [2,3] agent perceives glitter, so it should grab the gold and climb out of the cave.
Example:
1. a) It is Sunday.
2. b) The Sun rises from West (False proposition)
3. c) 3+3= 7(False proposition)
4. d) 5 is a prime number.
The syntax of propositional logic defines the allowable sentences for the knowledge
representation. There are two types of Propositions:
a. Atomic Propositions
b. Compound propositions
o Atomic Proposition: Atomic propositions are the simple propositions. It consists of a single proposition
symbol. These are the sentences which must be either true or false.
Example:
Example:
Logical Connectives:
Logical connectives are used to connect two simpler propositions or representing a sentence logically. We can
create compound propositions with the help of logical connectives. There are mainly five connectives, which are
given as follows:
1. Negation: A sentence such as ¬ P is called negation of P. A literal can be either Positive literal or negative
literal.
2. Conjunction: A sentence which has ∧ connective such as, P ∧ Q is called a conjunction.
Example: Rohan is intelligent and hardworking. It can be written as,
P= Rohan is intelligent,
Q= Rohan is hardworking. → P∧ Q.
3. Disjunction: A sentence which has ∨ connective, such as P ∨ Q. is called disjunction, where P and Q are
the propositions.
Example: "Ritika is a doctor or Engineer",
Here P= Ritika is Doctor. Q= Ritika is Doctor, so we can write it as P ∨ Q.
4. Implication: A sentence such as P → Q, is called an implication. Implications are also known as if-then
rules. It can be represented as
If it is raining, then the street is wet.
Let P= It is raining, and Q= Street is wet, so it is represented as P → Q
5. Biconditional: A sentence such as P⇔ Q is a Biconditional sentence, example If I am breathing, then
I am alive
P= I am breathing, Q= I am alive, it can be represented as P ⇔ Q.
Truth Table:
In propositional logic, we need to know the truth values of propositions in all possible scenarios. We can combine
all the possible combination with logical connectives, and the representation of these combinations in a tabular
format is called Truth table. Following are the truth table for all logical connectives:
Truth table with three propositions:
We can build a proposition composing three propositions P, Q, and R. This truth table is made-up of 8n Tuples
as we have taken three proposition symbols.
Precedence of connectives:
Just like arithmetic operators, there is a precedence order for propositional connectors or logical operators. This
order should be followed while evaluating a propositional problem. Following is the list of the precedence order
for operators:
Precedence Operators
Logical equivalence:
Logical equivalence is one of the features of propositional logic. Two propositions are said to be logically
equivalent if and only if the columns in the truth table are identical to each other.
Let's take two propositions A and B, so for logical equivalence, we can write it as A⇔B. In below truth table we
can see that column for ¬A∨ B and A→B, are identical hence A is Equivalent to B
Properties of Operators:
o Commutativity:
o P∧ Q= Q ∧ P, or
o P ∨ Q = Q ∨ P.
o Associativity:
o (P ∧ Q) ∧ R= P ∧ (Q ∧ R),
o (P ∨ Q) ∨ R= P ∨ (Q ∨ R)
o Identity element:
o P ∧ True = P,
o P ∨ True= True.
o Distributive:
o P∧ (Q ∨ R) = (P ∧ Q) ∨ (P ∧ R).
o P ∨ (Q ∧ R) = (P ∨ Q) ∧ (P ∨ R).
o DE Morgan's Law:
o ¬ (P ∧ Q) = (¬P) ∨ (¬Q)
o ¬ (P ∨ Q) = (¬ P) ∧ (¬Q).
o Double-negation elimination:
o ¬ (¬P) = P.
In this article, you will learn about the difference between Syntax and Semantics. But before discussing the
differences, you must know about Syntax and Semantics.
What is Syntax?
The syntax of computer programming language is utilized to represent the structure of programs without
viewing their meaning. It mainly focuses on the structure and arrangement of a program with the help of its
appearance. It consists of a set of rules and regulations that validates the sequence of symbols and statements
that are utilized in a program. Both human languages and programming languages rely on syntax, and the
pragmatic and computation model represents these syntactic elements of a computer programming language.
Usually, grammar is rewriting rules whose aim is to recognize and make programs. Grammar doesn't rely on the
computation model but rather on the description of the language's structure. The grammar includes a finite
number of grammatical categories (including noun phrases, articles, nouns, verb phrases, etc.), single
words (alphabet elements), and well-formed rules that govern the order in which the grammatical categories
may appear.
Techniques of Syntax
There are several formal and informal techniques that may help to understand the syntax of computer
programming language. Some of those techniques are as follows:
1. Lexical Syntax
It is utilized to define basic symbols' rules, including identifiers, punctuators, literals, and operators.
2. Concrete Syntax
It describes the real representation of programs utilizing lexical symbols such as their alphabet.
3. Abstract Syntax
Types of Grammars
There are several types of grammar utilized in the programming syntax. Some of those are as follows:
1. Context-free Grammar
3. Attribute Grammars
The syntax elements of a programming language (variable names, keywords, operators, etc.) are colored in a text
editor or IDE that supports syntax highlighting, making the code easier to understand.
Syntax errors occur when a command is typed incorrectly in a command line or when a bug is discovered in a
program or script. The command or code should be written without any syntax errors to avoid syntax errors.
Techniques of Semantics
There are several techniques that may help to understand the semantics of computer programming language.
Some of those techniques are as follows
It referred to as a semantic
It is referred to as a syntax error. It is
error. It is generally
generally encountered at the compile time.
encountered at run time. It
It occurs when a statement that is not valid
occurs when a statement is
Error according to the grammar of the
syntactically valid but does
programming language. Some examples
not do what the programmer
are missing semicolons in C++, using
intended. This type of error
undeclared variables in Java, etc.
is tough to catch.
Reasoning:
The reasoning is the mental process of deriving logical conclusion and making predictions
from available knowledge, facts, and beliefs. Or we can say, "Reasoning is a way to infer
facts from existing data." It is a general process of thinking rationally, to find valid
conclusions.
In artificial intelligence, the reasoning is essential so that the machine can also think
rationally as a human brain, and can perform like a human.
Types of Reasoning
In artificial intelligence, reasoning can be divided into the following categories:
o Deductive reasoning
o Inductive reasoning
o Abductive reasoning
o Common Sense Reasoning
o Monotonic Reasoning
o Non-monotonic Reasoning
Note: Inductive and deductive reasoning are the forms of propositional logic.
1. Deductive reasoning:
Deductive reasoning is deducing new information from logically related known
information. It is the form of valid reasoning, which means the argument's conclusion
must be true when the premises are true.
Deductive reasoning is a type of propositional logic in AI, and it requires various rules and
facts. It is sometimes referred to as top-down reasoning, and contradictory to inductive
reasoning.
In deductive reasoning, the truth of the premises guarantees the truth of the conclusion.
Deductive reasoning mostly starts from the general premises to the specific conclusion,
which can be explained as below example.
Example:
2. Inductive Reasoning:
Inductive reasoning is a form of reasoning to arrive at a conclusion using limited sets of facts by
the process of generalization. It starts with the series of specific facts or data and reaches to a
general statement or conclusion.
In inductive reasoning, we use historical data or various premises to generate a generic rule, for
which premises support the conclusion.
Example:
Premise: All of the pigeons we have seen in the zoo are white.
Conclusion: Therefore, we can expect all the pigeons to be white.
3. Abductive reasoning:
Abductive reasoning is a form of logical reasoning which starts with single or multiple
observations then seeks to find the most likely explanation or conclusion for the
observation.
Example:
Conclusion It is raining.
Common Sense reasoning simulates the human ability to make presumptions about
events which occurs on every day.
It relies on good judgment rather than exact logic and operates on heuristic
knowledge and heuristic rules.
Example:
5. Monotonic Reasoning:
In monotonic reasoning, once the conclusion is taken, then it will remain the same even if we
add some other information to existing information in our knowledge base. In monotonic
reasoning, adding knowledge does not decrease the set of prepositions that can be derived.
To solve monotonic problems, we can derive the valid conclusion from the available facts only,
and it will not be affected by new facts.
Monotonic reasoning is not useful for the real-time systems, as in real time, facts get changed, so
we cannot use monotonic reasoning.
Example:
It is a true fact, and it cannot be changed even if we add another sentence in knowledge
base like, "The moon revolves around the earth" Or "Earth is not round," etc.
"Human perceptions for various things in daily life, "is a general example of non-
monotonic reasoning.
Example: Let suppose the knowledge base contains the following knowledge:
So from the above sentences, we can conclude that Pitty can fly.
However, if we add one another sentence into knowledge base "Pitty is a penguin",
which concludes "Pitty cannot fly", so it invalidates the above conclusion.
First-OrderLogic in Artificial
In the topic of Propositional logic, we have seen that how to represent statements using
propositional logic. But unfortunately, in propositional logic, we can only represent the
facts, which are either true or false. PL is not sufficient to represent the complex sentences
or natural language statements. The propositional logic has very limited expressive power.
Consider the following sentence, which we cannot represent using PL logic.
o "Some humans are intelligent", or
o "Sachin likes cricket."
To represent the above statements, PL logic is not sufficient, so we required some more powerful
logic, such as first-order logic.
First-Order logic:
o First-order logic is another way of knowledge representation in artificial intelligence. It is
an extension to propositional logic.
o FOL is sufficiently expressive to represent the natural language statements in a concise
way.
o First-order logic is also known as Predicate logic or First-order predicate logic. First-
order logic is a powerful language that develops information about the objects in a more
easy way and can also express the relationship between those objects.
o First-order logic (like natural language) does not only assume that the world contains facts
like propositional logic but also assumes the following things in the world:
o Objects: A, B, people, numbers, colors, wars, theories, squares, pits, wumpus, ......
o Relations: It can be unary relation such as: red, round, is adjacent, or n-any
relation such as: the sister of, brother of, has color, comes between
o Function: Father of, best friend, third inning of, end of, ......
o As a natural language, first-order logic also has two main parts:
a. Syntax
b. Semantics
Variables x, y, z, a, b,....
Connectives ∧, ∨, ¬, ⇒, ⇔
Equality ==
Quantifier ∀, ∃
Atomic sentences:
o Atomic sentences are the most basic sentences of first-order logic. These sentences are
formed from a predicate symbol followed by a parenthesis with a sequence of terms.
o We can represent atomic sentences as Predicate (term1, term2, ......, term n).
Complex Sentences:
o Complex sentences are made by combining atomic sentences using connectives.
Consider the statement: "x is an integer.", it consists of two parts, the first part x is the
subject of the statement and second part "is an integer," is known as a predicate.
Quantifiers in First-order logic:
o A quantifier is a language element which generates quantification, and quantification
specifies the quantity of specimen in the universe of discourse.
o These are the symbols that permit to determine or identify the range and scope of the
variable in the logical expression. There are two types of quantifier:
a. Universal Quantifier, (for all, everyone, everything)
b. Existential quantifier, (for some, at least one).
Universal Quantifier:
Universal quantifier is a symbol of logical representation, which specifies that the statement
within its range is true for everything or every instance of a particular thing.
o For all x
o For each x
o For every x.
Example:
All man drink coffee.
Let a variable x which refers to a cat so all x can be represented in UOD as below:
∀x man(x) → drink (x, coffee).
It will be read as: There are all x where x is a man who drink coffee.
Existential Quantifier:
Existential quantifiers are the type of quantifiers, which express that the statement within its
scope is true for at least one instance of something.
It is denoted by the logical operator ∃, which resembles as inverted E. When it is used with a
predicate variable then it is called as an existential quantifier.
If x is a variable, then existential quantifier will be ∃x or ∃(x). And it will be read as:
It will be read as: There are some x where x is a boy who is intelligent.
Points to remember:
o The main connective for universal quantifier ∀ is implication →.
o The main connective for existential quantifier ∃ is and ∧.
Properties of Quantifiers:
o In universal quantifier, ∀x∀y is similar to ∀y∀x.
o In Existential quantifier, ∃x∃y is similar to ∃y∃x.
o ∃x∀y is not similar to ∀y∃x.
Free Variable: A variable is said to be a free variable in a formula if it occurs outside the
scope of the quantifier.
What is Unification?
o Unification is a process of making two different logical atomic expressions identical by
finding a substitution. Unification depends on the substitution process.
o It takes two literals as input and makes them identical using substitution.
o Let Ψ1 and Ψ2 be two atomic sentences and 𝜎 be a unifier such that, Ψ1𝜎 = Ψ2𝜎, then it
can be expressed as UNIFY(Ψ1, Ψ2).
o Example: Find the MGU for Unify{King(x), King(John)}
Substitution θ = {John/x} is a unifier for these atoms and applying this substitution, and
both expressions will be identical.
o The UNIFY algorithm is used for unification, which takes two atomic sentences and returns
a unifier for those sentences (If any exist).
o Unification is a key component of all first-order inference algorithms.
o It returns fail if the expressions do not match with each other.
o The substitution variables are called Most General Unifier or MGU.
E.g. Let's say there are two different expressions, P(x, y), and P(a, f(z)).
In this example, we need to make both above statements identical to each other. For this,
we will perform the substitution.
o Substitute x with a, and y with f(z) in the first expression, and it will be represented
as a/x and f(z)/y.
o With both the substitutions, the first expression will be identical to the second
expression and the substitution set will be: [a/x, f(z)/y].
Unification Algorithm:
Algorithm: Unify(Ψ1, Ψ2)
For each pair of the following atomic sentences find the most general unifier (If exist).
5. Find the MGU of Q(a, g(x, a), f(y)), Q(a, g(f(b), a), x)}
SUBST θ= {b/y}
S1 => {Q(a, g(f(b), a), f(b)); Q(a, g(f(b), a), f(b))}, Successfully Unified.
1. Logical Representation
2. Semantic Network Representation
3. Frame Representation
4. Production Rules
1.
Logical Representation
Logical representation is a language with some concrete rules which deals with propositions and
has no ambiguity in representation. Logical representation means drawing a conclusion based on
various conditions. This representation lays down some important communication rules. It
consists of precisely defined syntax and semantics which supports the sound inference. Each
sentence can be translated into logics using syntax and semantics.
Syntax:
o Syntaxes are the rules which decide how we can construct legal sentences in the logic.
o It determines which symbol we can use in knowledge representation.
o How to write those symbols.
Semantics:
o Semantics are the rules by which we can interpret the sentence in the logic.
o Semantic also involves assigning a meaning to each sentence.
a. Propositional Logics
b. Predicate logics
Note: We will discuss Prepositional Logics and Predicate logics in later chapters.
Example: Following are some statements which we need to represent in the form of
nodes and arcs.
Statements:
a. Jerry is a cat.
b. Jerry is a mammal
c. Jerry is owned by Priya.
d. Jerry is brown colored.
e. All Mammals are animal.
In the above diagram, we have represented the different type of knowledge in the form
of nodes and arcs. Each object is connected with another object by some relation.
Facets: The various aspects of a slot is known as Facets. Facets are features of frames
which enable us to put constraints on the frames. Example: IF-NEEDED facts are called
when data of any particular slot is needed. A frame may consist of any number of slots,
and a slot may include any number of facets and facets may have any number of values.
A frame is also known as slot-filter knowledge representation in artificial intelligence.
Frames are derived from semantic networks and later evolved into our modern-day
classes and objects. A single frame is not much useful. Frames system consist of a
collection of frames which are connected. In the frame, knowledge about an object or
event can be stored together in the knowledge base. The frame is a type of technology
which is widely used in various applications including Natural language processing and
machine visions.
Example: 1
Let's take an example of a frame for a book
Slots Filters
Year 1996
Page 1152
Example 2:
Let's suppose we are taking an entity, Peter. Peter is an engineer as a profession, and his
age is 25, he lives in city London, and the country is England. So following is the frame
representation for this:
Slots Filter
Name Peter
Profession Doctor
Age 25
Weight 78
In production rules agent checks for the condition and if the condition exists then
production rule fires and corresponding action is carried out. The condition part of the
rule determines which rule may be applied to a problem. And the action part carries out
the associated problem-solving steps. This complete process is called a recognize-act
cycle.
The working memory contains the description of the current state of problems-solving
and rule can write knowledge to the working memory. This knowledge match and may
fire other rules.
If there is a new situation (state) generates, then multiple production rules will be fired
together, this is called conflict set. In this situation, the agent needs to select a rule from
these sets, and it is called a conflict resolution.
Example:
o IF (at bus stop AND bus arrives) THEN action (get into the bus)
o IF (on the bus AND paid AND empty seat) THEN action (sit down).
o IF (on bus AND unpaid) THEN action (pay charges).
o IF (bus arrives at destination) THEN action (get down from the bus).