Knowledge Representation1
Knowledge Representation1
&
Game Theory
“Once acquired, knowledge must be organized for use”
Conclusion
References
Motivation
Knowledge
Search Logic Representation
Machine
Planning
Learning
Expert
NLP Vision Robotics Systems
Once
Onc acquired, knowledge must be organized for use
Frames Scripts
Predicate Calculus
By Gottlob Frege
Key points
Simplest type of representation
Game
visiting- isa
team score
Cubs G23 5-3
home-team
Stronger_than
Dodgers
Links can define new entities, e.g. score link between G23 and 5-3
nodes.
Links can also relate two existing entities, e.g. Stronger_than link
between Cubs and Dodgers.
Frames
By Marvin Minsky in 1970
By Roger Schank
Not word primitives, but conceptual primitives are
represented.
Conceptual Dependency contd…
A typical set of primitive acts and their descriptions:
ATRANS: Transfer of abstract relationship (e.g. give)
PTRANS: Transfer of physical location of object (e.g. go)
PROPEL: Application of physical force to an object (e.g. push)
MOVE: Move of body part by its owner (e.g. kick)
GRASP: Grasping of an object by an actor (e.g. clutch)
INGEST: Ingestion of an object by an animal (e.g. eat)
MTRANS: Transfer of mental information (e.g. tell)
MBUILD: Building new information from old (e.g. decide)
SPEAK: Production of sound (e.g. say)
ATTEND: Focus of a sense organ toward a stimulus (e.g. listen)
Conceptual Dependency contd…
Advantages:
Fewer Inference Rules are needed than would be required if
knowledge was not broken down into primitives: Rules are
represented once for each primitive act rather than once for
each verb that describes that act.
Many Inferences are already contained in the representation
itself.
The initial structure that is built to represent the information
contained in one sentence will have holes that need to be filled.
These holes can serve as an attention focuser for the program
that must understand ensuing sentences.
Disadvantages:
It requires that all knowledge be decomposed into fairly low-level
primitives. So it gets inefficient in some situations.
It is only a theory of representation of events . There have been
attempts to describe a set of primitives that can be used to
describe other kinds of knowledge, but this has not been
subjected to same amount of empirical investigation.
Scripts
Entering a Restaurant: Ordering: Eating:
S PTRANS S into restaurant S MBUILD choice of F C ATRANS F to W
S ATTEND eyes to tables S MTRANS signal to W W ATRANS F to S
S MBUILD where to sit W PTRANS W to table S INGEST F
S MOVE S to sitting position S MTRANS “I want F” to W
Exiting:
W ATRANS bill to S
S ATRANS money to W
S PTRANS S to out of restaurant
Syntactic Semantic
Conceptual
Production Logic Dependencies
Scripts
Game Theory
Mostly involves mathematics, logic and algorithm
Key Terms:
Game Tree
Utility Function
Minimax Algorithm
The minimax value of the node is the utility (for max) of being in the corresponding
state, assuming that both players play optimally from there to the end of game.
3 S Max
3 A 2 B 2 C Min
3 12 8 2 4 6 15 5 2
With, b = no. legal moves at each point, m = max. depth of the tree
Time Complexity: O(b^m)
Space Complexity: O(bm)
Minimax Algorithm contd…
function Minimax-Decision (state) returns an action
inputs: state, current state in game
returns the a in Actions (state) maximizing Min-Value (Result (a, state))
function Max-Value (state) returns a utility value
if Terminal-Test (state) then return Utility (state)
v -∞
for a, s in Successors (state) do v Max (v, Min-Value (s))
return v
function Min-Value (state) returns a utility value
if Terminal-Test (state) then return Utility (state)
v∞
for a, s in Successors (state) do v Min (v, Max-Value (s))
return v
Alpha-Beta Pruning
3 S
Max
Min 3 A <= 2 B 2 C
3 12 8 2 15 5 2
α - value of best (highest value) choice, found so far at any choice point along the path of Max
β - value of best (lowest value) choice found so far at any choice point along the path of Min
Complexity:
O(b^(d/2)) with best first order
O(b^(3d/4)) with random order
Alpha-Beta Pruning contd…
function Alpha-Beta-Search (state) returns an action
inputs: state, current state in game
v Max-Value(state,− ∞,+ ∞)
returns the action in Successors(state) with value v
We categorize on perceiving.
Ontology is not developed from the top (more abstract) or the bottom
(concrete and specific).Rather, our ontology grows in a middle-out fashion-
the obvious (most readily observable) categories tend to exist in the middle
of the ontology. As we refine and revisit them, we discover both more
abstract and more specific concepts.
Game Ontology Project
By Zegal, Mateas, Clara, Hochhalter and Lichti in 2005
Interface
Cardinality of gameworld
Presentation hardware
Presentation software
Rules
gameplay rules
gameworld rules
rule synergies
Goals
Entities
Entity manipulation
Abilities (verbs)
Attributes (adjectives )
Game Ontology Project contd…
2-dimensional
Example : Chess Ontology
Rules