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Lecture3.2.2 Unit3 - AI (Autosaved)

The document outlines the course objectives and outcomes for an Artificial Intelligence class at APEX Institute of Technology, focusing on key areas such as problem solving, reasoning, and expert systems. It includes a syllabus for Unit-3, which covers expert systems, game playing strategies, and AI applications in IoT. Suggested readings are provided, including textbooks and reference materials for further study.

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0% found this document useful (0 votes)
14 views11 pages

Lecture3.2.2 Unit3 - AI (Autosaved)

The document outlines the course objectives and outcomes for an Artificial Intelligence class at APEX Institute of Technology, focusing on key areas such as problem solving, reasoning, and expert systems. It includes a syllabus for Unit-3, which covers expert systems, game playing strategies, and AI applications in IoT. Suggested readings are provided, including textbooks and reference materials for further study.

Uploaded by

saikatdas1111116
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© © All Rights Reserved
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APEX INSTITUTE OF TECHNOLOGY

DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING

Artificial Intelligence (20CSD-385)


Faculty: Ankur Sharma(E13693)

Lecture – 3.1.4
Example for Expert system DISCOVER . LEARN . EMPOWER
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Artificial Intelligence : Course Objectives
COURSE OBJECTIVES
(AI) is a research field that studies how to realize the intelligent human
behaviors on a computer. The ultimate goal of AI is to make a computer that
can learn, plan, and solve problems autonomously. Although AI has been studied
for more than half a century, we still cannot make a computer that is as
intelligent as a human in all aspects, The main research topics in AI include:
problem solving, reasoning, planning, natural language understanding, computer
vision, automatic programming, machine learning, and so on. Of course, these
topics are closely related with each other. In this course, we will study the
most fundamental knowledge for understanding AI. We will introduce some basic
search algorithms for problem solving; knowledge representation and reasoning;
pattern recognition; fuzzy logic; and neural networks 2
COURSE OUTCOMES

On completion of this course, the students shall be able to:-

CO3 Design and Analyse search algorithms on


well formulated problems.

CO4 Evaluate the problem using Propositional


and First order logic.
CO5 Create and Plan Expert System for
implementation

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Unit-3 Syllabus
Unit-3 Contact
Hours:15
hours
Ch1.Expert Expert systems: - Introduction, basic concepts,
systems structure of expert systems, the human element in
expert systems how expert systems works, problem
areas addressed by expert systems, expert systems
success factors, types of expert systems.
Ch2.Game Game playing Min-Max Search, Alpha-Beta Pruning
playing
Ch3. AI application in IoT(Internet of Things ), decision
Application making , predictive analysis and adaptive analytics
in IoT

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SUGGESTIVE READINGS
• TEXT BOOKS
T1. Artificial Intelligence: A Modern Approach by Stuart Russell and Peter Norvig. Prentice-Hall, 2003
(2ndEdition).
T2. Elaine Riche, Kevin Knight and Shivashankar B. Nair, “Artificial Intelligence”, Third Edition, TMH
Educations Pvt. Ltd., 2008

• REFERENCE BOOKS
R1 Nils J. Nilsson, “The Quest for Artificial Intelligence”, Second Edition, Cambridge University Press,
2009

R2 Artificial Intelligence and Expert Systems – Dan W. Patterson, Prentice Hall of India

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Two person games

The general case of a game with two players, whom we will


call MAX and M1N, for reasons that will soon
become obvious. MAX moves first, and then they take
turns moving until the game is over. At the end of the
game, points are awarded to the winning player (or
sometimes penalties are given to the loser)
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A game can be formally defined as a kind of
search problem with the following components:

• The initial state, which includes the board position and an indication of whose move it is.

• A set of operators, which define the legal moves that a player can make.

• A terminal test, which determines when the game is over. States where the game has ended are called terminal
states. PAYOFF FUNCTION

• A utility function (also called a payoff function), which gives a numeric value for the outcome of a game. In chess,
the outcome is a win, loss, or draw, which we can represent by the values +1, —1, or 0. Some games have a wider
variety of possible outcomes;

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Game Tree Example: Tic-Tac-Toe

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REFERENCES
• Artificial Intelligence: A Modern Approach by Stuart Russell and Peter Norvig. Prentice-Hall, 2003 (2nd
Edition).

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THANK YOU

For queries
Email: [email protected]
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