chapter1-introduction
chapter1-introduction
What is Intelligence?
Main Entry: in·tel·li·gence
Pronunciation: in-'te-l&-j&n(t)s
Function: noun
Etymology: Middle English, from Middle French, from Latin intelligentia, from
intelligent-, intelligens intelligent
1 a (1) : the ability to learn or understand or to deal with new or trying situations :
REASON; also : the skilled use of reason (2) : the ability to apply knowledge to
manipulate one's environment or to think abstractly as measured by objective criteria
(as tests) b Christian Science : the basic eternal quality of divine Mind c : mental
acuteness : SHREWDNESS
Gestation (1943-1955)
Early learning theory, first neural network, Turing test
McCulloch and Pitts artificial neuron, Hebbian learning
Birth (1956)
Name coined by McCarthy
Workshop at Dartmouth
AI System
Acting Humanly
Problem!
The turning test is not reproducible, constructive,
or amenable to mathematical analysis
Thinking Humanly
Rational behavior
Doing the right thing
Heuristic Search
Computer Vision
Adversarial Search (Games)
Fuzzy Logic
Natural Language Processing
Knowledge Representation
Planning
Learning
Examples
Playing chess Recognizing speech
Driving on the Diagnosing diseases
highway Translating
Mowing the lawn languages
Answering questions Data mining
Artificial Intelligence
CHAPTER-2
P R O B L E M S , P R O B L E M S PA C E S A N D
SEARCH
Problems, Problem Spaces and
Search
Problem:
A problem, which can be caused for different reasons, and, if
solvable, can usually be solved in a number of different ways,
is defined in a number of different ways.
To build a system or to solve a particular problem we
need to do four things.
1. Define the problem precisely. This definition must include
precise specification of what the initial situation will be as
well as what final situations constitute acceptable solutions to
the problem
2. Analyze the problem
3. Isolate and represent the task knowledge that is necessary
to solve the problem
4. Choose the best solving technique and apply it to the
particular problem.
Defining the Problem as a State Space
Search
State space is a set of legal positions, starting at the
initial state, using the set of rules to move from one
state to another and attempting to end up in a goal
state.
The entire procedure for getting a solution for AI problem can be viewed as
“Production System”.
A Set of Rules, each consisting of a left side (a pattern) that determines the
applicability of the rule and right side that describes the operation to be
performed if the rule is applied.
Knowledge Base – It contains whatever information is appropriate for a
particular task.
Control Strategy – It specifies the order in which the rules will be compared
to the database and the way of resolving the conflicts that arise when several
rules match at one.
o The first requirement of a goal control strategy is that it is cause motion; a
control strategy that does not cause motion will never lead to a solution.
o The second requirement of a good control strategy is that it should be
systematic.
A rule applier: Production rule is like below
if(condition) then
consequence or action
contd
MONOTONIC NON-MONOTONIC
Algorithms
Guaranteed best answer
Can be slow – literally years
Heuristics
“Rules of thumb”
Very fast
Good answer likely, but not guaranteed!
Searching foreign intelligence for terrorist activity.
Computer Vision
Computationally
taxing
Millions of bytes of data
per frame
Thirty frames per second
Computers are scalar /
Images are
multidimensional
Image Enhancement
vs. Image
Understanding
Can you find the
terrorist in this
picture?
Adversarial Search
Game theory...
Two player, zero sum – checkers, chess, etc.
Minimax
My side is MAX
Opponent is MIN
Alpha-Beta
Evaluation function...”how good is board”
Not reliable...play game (look ahead) as deep as
possible and use minimax.
Select “best” backed up value.
Where will Al-Qaeda strike next?
Adversarial Search
1
X X O
MIN O
...
2 6
X X O X X O
MAX O O O O
X X
3 4 5 7 8 9
X X O X X O X X O X X O X X O X X O
O O X O O O O X O O O O O O
X X X X X X X X X X
• Precompiled
move table.
move
table
Predefined strategy:
1. Win
2. Block
3. Take center
4. Take corner
5. Take any open square
Example: Tic Tac Toe #3
Functions needed:
Next move generator
Board evaluation function
Linguistic
Appetit
Variable
e
Linguistic
Light Moderat Heav Values
e y
1
Membership
Grade
Ninety/Ten Rule
Can do 90% of the translation with 10% time, but 10%
work takes 90% time
Easy for restricted domains
Dilation
Automatic translation
Control your computer
Say “Enter” or “one” or “open”
Associative calculus
Understand by doing
Natural Language Processing
Net for Basic Noun Group
adjective
determiner noun
“The big grey dog” S1 S2 S3
preposition NOUNG
“by the table in the corner” S1 S2 S3
determiner noun
“The big grey dog by the S1 S2 S3
table in the corner”
Knowledge Representation
Predicate Logic
On(table, lamp)
In(corner, table)
Near(table, dog)
Prolog
Graph Based
Semantic Networks
Frames
Rule Based
Expert Systems
Planning
Robotics
If a robot enters a
room and sits down,
what is the “route”.
Holding(x), clear(y)
Handempty(), on(x, y),
clear(x)
Unstack(x, y) A
Handempty(), clear(x), on(x, B
y)
Holding(x), clear(x) C
Goal: [On(B, C) ^ On(A,
B)]
Learning
Neural Networks
Evolutionary Computing
Knowledge in Learning
Reinforcement Learning