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TECHNOLOGY/ (APS/CIM-1112)
RAPID PROTOTYPING & ARTIFICIAL INTELLIGENCE
M.TECH/COMPUTER INTEGRATED MANUFACTURING/I SEM
SAMARAT ASHOK TECHNOLOGICAL INSTITUTE, VIDISHA (M.P)
Session 2014-15
Mechanization
1946
First computer
1952
1960
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1963
1988
1. Geometric Modeling: This consists of modeling the component on a CAD system to define its
enclosed volume. Solid modeling is the preferred technique because it provides a complete and
unambiguous mathematical representation of the geometry. For rapid prototyping, the important
issue is to distinguish the interior (mass) of the part from its exterior, and solid modeling
provides for this distinction.
2. Tessellation of the Geometric Model: In this step, the CAD model is converted into a format
that approximates its surfaces by triangles or polygons, with their vertices arranged to distinguish
the objects interior from its exterior. The common tessellation format used in rapid prototyping
is STL, which has become the de facto standard input format for nearly all RP systems.
3. Slicing of the Model into Layers: In this step, the model in STL file format is sliced into
closely spaced parallel horizontal layers. Conversion of a solid model into layers is illustrated in
Fig. 4.1. These layers are subsequently used by the RP system to construct the physical model.
By convention, the layers are formed in the x-y plane orientation, and the layering procedure
occurs in the z-axis direction. For each layer, a curing path is generated, called the STI file,
which is the path that will be followed by the RP system to cure (or otherwise solidify) the layer.
Fig. 4.1: Conversion of a solid model of an object into layers (only one layer is shown)
As above brief overview indicates, there are several different technologies used for material
addition rapid prototyping. This heterogeneity has spawned several alternative names for rapid
prototyping, including layer manufacturing; direct CAD manufacturing, and solid freeform
fabrication. The term rapid prototyping and manufacturing (RPM) is also being used more
frequently to indicate that the RP technologies can be applied to make production parts and
production tooling, not just prototypes.
completed, the platform is lowered by a distance equal to the layer thickness, and a second layer
is formed on top of the first by the laser, and so on. Before each new layer is cured, a wiper blade
is passed over the viscous liquid resin to ensure that its level is the same throughout the surface.
Each layer consists of its own area shape, so that the succession of layers, one on top of the
previous, creates the solid part shape. Each layer is 0.076 to 0.50mm (0.003 to 0.020 in) thick.
Thinner layers provide better resolution and allow more intricate part shapes; but processing time
is greater. Photopolymers are typically acrylic, although use of epoxy for STL has also been
started. The starting materials are liquid monomers. Scan speeds of STL lasers typically range
between 500 and 2500 mm/s.
The time to complete a single layer is given by the following equation;
Ti = (Ai/vD) + Tr
Where,
Ti = time to complete layer i (sec)
Ai = area of layer i (mm2)
v = average scanning speed of the laser beam at the surface (mm/sec)
D = diameter of the laser beam at the surface in mm (called the spot size, assumed circular)
Tr = repositioning time between layers (sec)
Once the Ti values have been determined for all layers, then the build cycle time can be
determined;
Tc = Ti
After all of the layers have been formed, the photopolymer is about 95% cured. The piece is
therefore baked in a fluorescent oven to completely solidify the polymer. Excess polymer is
removed with alcohol, and light sanding is sometimes used to improve smoothness and
appearance.
Fig. 4.5: Stereolithography: (1) at the start of the process, in which the initial layer is added to
the platform; and (2) after several layers have been added so that the part geometry gradually
takes form.
2. Solid Ground Curing: Like Stereolithography, solid ground curing (SGC) works by curing a
photosensitive polymer layer by layer to create a solid model based on CAD geometric data.
Instead of using a scanning laser beam to accomplish the curing of a given layer, the entire layer
is exposed to an ultraviolet light source through a mask that is positioned above the surface of
the liquid polymer. The hardening process takes 2 to 3 seconds for each layer. SGC systems are
sold under the name Solider system by Cubital Ltd.
The step by step procedure in SGC is described as follows;
1. A mask is created on a glass plate by electrostatically charging a negative image of the layer
onto the surface. The imaging technology is basically the same as that used in photocopiers.
2. A thin flat layer of liquid photopolymer is distributed over the surface of the work platform.
3. The mask is positioned above the liquid polymer surface and exposed by a high powered
(e.g., 2000 W) ultraviolet lamp. The portions of the liquid polymer layer that are unprotected
by the mask are solidified in about 2 seconds. The shaded areas of the layer remain in the
liquid state.
4. The mask is removed; the glass plate is cleaned and made ready for a subsequent layer in
step 1. Meanwhile, the liquid polymer remaining on the surface is removed in a wiping and
vacuuming procedure.
5. The now-open areas of the layer are filled in with hot wax. When hardened, the wax acts to
support overhanging sections of the part.
6. When the wax has cooled and solidified, the polymer-wax surface is milled to form a flat
layer of specified thickness, ready to receive the next application of liquid photopolymer in
step 2.
The mask preparation step 1 for the next layer is performed simultaneously with the layer
fabrication steps 2 through 6, using two glass plates during alternating layers.
The sequence for each layer takes about 90 seconds. Throughput time to produce a part by SGC
is claimed to be about eight times faster than competing RP systems. The solid cubic form
created in SGC consists of solid polymer and wax. The wax provides support for fragile and
overhanging features of the part during fabrication, but can be melted away later to leave the
free-standing part. No post curing of the completed prototype model is required, as in
stereolithography.
Fig. 4.6: Solid ground curing process for each layer: (1) mask preparation, (2) applying liquid
photopolymer layer, (3) mask positioning and exposure of layer, (4) uncured polymer removed
from surface, (5) wax filling, (6) milling for flatness and thickness.
3. Droplet Deposition Manufacturing: These systems operate by melting the starting material
and shooting small droplets onto a previously formed layer. The liquid droplets cold weld to the
surface to form a new layer. The deposition of droplets for each new layer is controlled by a
moving x-y spray nozzle work head whose path is based on a cross section of a CAD geometric
model that has been sliced into layers. After each layer has been applied, the platform supporting
the part is lowered a certain distance corresponding to the layer thickness, in preparation for the
next layer. The term droplet deposition manufacturing (DDM) refers to the fact that small
particles of work material are deposited as projectile droplets from the work head nozzle.
An important criterion that must be satisfied by the starting material is that it be readily melted
and solidified. Work materials used in DDM include wax and thermoplastics. Metals with low
melting point, such as tin, zinc, lead, and aluminum, have also been tested.
4. Laminated Object Manufacturing: Laminated object manufacturing produces a solid
physical model by stacking layers of sheet stock that are each cut to an outline corresponding to
the cross-sectional shape of a CAD model that has been sliced into layers. The layers are bonded
one on top of the previous one before cutting. After cutting, the excess material in the layer
remains in place to support the part during building. Starting material in LOM can be virtually
any material in sheet stock form, such as paper, plastic, cellulose, metals, or fiber-reinforced
materials. Stock thickness is 0.05 to 0.50 mm (0.002 to 0.020 in). In LOM, the sheet material is
usually supplied with adhesive backing as rolls that are spooled between two reels, as in Fig. 4.7.
Otherwise, the LOM process must include an adhesive coating step for each layer.
heats the material to about 0.50C (10F) above its melting point before extruding it onto the part
surface. The extrudate is solidified and cold welded to the cooler part surface in about 0.1
second.
FDM was developed by Stratasys Inc., which sold its first machine in 1990. The starting data is a
CAD geometric model that is processed by Stratasyss software modules QuickSlice; and
SupportWorkTM. QuickSlice; is used to slice the model into layers, and SupportWorkTM is used
to generate any support structures that are required during the build process. If supports are
needed, a dual extrusion head and a different material is used to create the supports. The second
material is designed to readily be separated from the primary modeling material. The slice (layer)
thickness can be set anywhere from 0.05 to 0.75mm (0.002 to 0.030 in). About 400mmof
filament material can be deposited per second by the extrusion work head in widths (called the
road width) that can be set between 0.25 and 2.5 mm (0.010 to 0.100 in). Starting materials are
wax and several polymers, including ABS, polyamide, polyethylene, and polypropylene. These
materials are nontoxic, allowing the FDM machine to be set up in an office environment.
together to form the solid part, while the unbounded powders remain loose to be removed later.
While the loose powders are in place during the build process, they provide support for
overhanging and fragile features of the part. When the build process is completed, the part is heat
treated to strengthen the bonding, followed by removal of the loose powders. To further
strengthen the part, a sintering step can be applied to bond the individual powders.
The part is built on a platform whose level is controlled by a piston. Let us describe the process
for one cross section with reference to Fig. 4.10;
Fig. 4.10 Three-dimensional printing: (1) powder layer is deposited, (2) ink-jet printing of areas
that will become the part, and (3) piston is lowered for next layer (key: v = motion)
1. A layer of powder is spread on the existing part-in-process.
2. An ink-jet printing head moves across the surface, ejecting droplets of binder on those
regions that are to become the solid part.
3. When the printing of the current layer is completed, the piston lowers the platform for the
next layer.
Starting materials in 3DP are powders of ceramic, metal, or cermet, and binders that are
polymeric or colloidal silica or silicon carbide. Typical layer thickness ranges from 0.10 to 0.18
mm (0.004 to 0.007 in). The ink-jet printing head moves across the layer at a speed of about 1.5
m/s (59 in/sec), with ejection of liquid binder determined during the sweep by raster scanning.
The sweep time, together with the spreading of the powders, permits a cycle time per layer of
about 2 seconds.
8. Vacuum Casting: In this process, a mixture of fine sand and urethane is molded over metal
dies and cured with amino vapor. The molted metal is drawn into the mold cavity through a
gating system from the bottom of the mold with the help of a vacuum pump. The pressure inside
the mold is usually one-third of the atmospheric pressure. In this process, the mold in an inverted
position from the usual casting process is lowered into the flask with the molten metal. Because
the mold cavity is filled under vacuum, the vacuum casting process is very suitable for thin
walled, complex shapes with uniform properties.
Fig. 4.11 Vacuum casting (a) Before and (b) after immersion of the mold into the molten metal.
One advantage of vacuum casting is that by releasing the pressure a short time after the mold is
filled, we can release the un-solidified metal back into the flask. This allows us to create hollow
castings. Since most of the heat is conducted away from the surface between the mold and the
metal, therefore the portion of the metal closest to the mold surface always solidifies first; the
solid front travels inwards into the cavity. Thus, if the liquid is drained a very short time after the
filling, then we get a very thin walled hollow object. (See Fig. 4.12)
Fig. 4.12
9. Resin Injection Moulding: Resin injection moulding is a closed-mold, vacuum-assisted
process that employs a flexible solid counter tool used for the B-side surface compression. This
process yields excellent strength-to-weight characteristics, high glass-to-resin ratio and increased
laminate compression.
In this process, fiber preform or dry fiber reinforcement is packed into a mold cavity that has the
shape of the desired part. The mold is then closed and clamped.
Catalyzed, low viscosity resin is then pumped into the mold under pressure, displacing the air at
the edges, until the mold is filled.
After the fill cycle, the cure cycle starts during which the mold is heated, and the resin
polymerizes to become rigid plastic. Gel coats may be used to provide a high-quality, durable
finished product.
It is primarily used to mold components with large surface areas, complex shapes and smooth
finishes. This process is well-suited for mass production of 100 to 10,000 units/year of highquality composite fiberglass or fiber-reinforced plastic parts. It is recommended for products that
require high strength-to-weight requirements. Tooling used in this process can be made from
various materials including aluminum, nickel shell, mild steel and polyester.
2. Surface waviness
3. Micro-irregularities
The surface roughness is evaluated by the height, Rt and mean roughness index Ra of the microirregularities.
Surface Roughness Terminology: The surface roughness terminology as shown in fig. 4.14
is described as below;
1. Actual profile (Af): It is the profile of the actual surface obtained by finishing operation.
2. Reference profile (Rf): It is the profile to which the irregularities of the surface are referred to.
It passes through the highest point of the actual profile.
3. Datum profile (Df): It is the profile, parallel to the reference profile. It passes through the
lowest point B of the actual profile.
4. Mean Profile (Mf): It is that profile, within the sampling length chosen (L), such that the sum
of the material filled areas enclosed above it by the actual profile is equal to the sum of the
material-void areas enclosed below it by the profile.
5. Peak to valley height (Rt): It is the distance from the datum profile to the reference profile.
6. Mean roughness index (Ra): It is the arithmetic mean of the absolute values of the heights hi
between the actual and mean profiles. It is given by;
Ra = 1/L
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3. Optical flat
4. Tool makers microscope
5. Profilometer
6. Profilograph
7. Talysurf
Fault finding
Manufacturing planning
Scientific analysis
Medical diagnosis
Financial analysis
Fig. 5.1: Some of the task domains of Artificial Intelligence
Recognition: The knowledge or feeling that the present object has been met before (the process
of knowing again).
Pattern Recognition consists of recognizing a pattern using a machine (computer). It can be
defined in several ways.
Definition-1: It is a study of ideas and algorithms that provide computers with a perceptual
capability to put abstract objects, or patterns into categories in a simple and reliable way.
Definition-2: It is an ambitious endeavor of mechanization of the most fundamental function of
cognition.
Methodology of Pattern Recognitions: It consists of the following;
1. We observe patterns
2. We study the relationships between the various patterns.
3. We study the relationships between patterns and ourselves and thus arrive at situations.
4. We study the changes in situations and come to know about the events.
5. We study events and thus understand the law behind the events.
6. Using the law, we can predict future events.
Example:
Astrology/Palm history: According to this methodology, it consists of the following;
1. We observe the different planets/lines on hand.
2. We study the relationship between the planets/lines.
3. We study the relations between the position of planets/lines and situations in life and arrive at
events.
4. We study the events and understand the law behind the events.
5. Using the law we can predict the future of a person.
Implication of Pattern Recognition: Pattern Recognition implies following three things. It has
been perceived;
1. The object has been cognized earlier or the picture/description of the object has been
cognized earlier.
2. The earlier details of cognition are stored.
3. The object is encountered again at which time it is to be recognized.
Coverage of Pattern Recognition: Pattern Recognition covers a wide spectrum of disciplines
such as;
1. Cybernetics
6. Mathematics
2. Computer Science
7. Logic
3. System Science
8. Psychology
4. Communication Sciences
9. Physiology
5. Electronics
10. Philosophy
Application of Pattern Recognition:
1. Medical diagnosis
2. Life form analysis
3. Sonar detection
4. Radar detection
5. Image processing
6. Process control
7. Information Management systems
8. Aerial photo interpretation.
9. Weather prediction
10. Sensing of life on remote planets.
Heuristics:
1. To solve larger problems, domain-specific knowledge must be provided to improve the
search efficiency
2. Heuristic: Any advice that is often effective but is not always guaranteed to work
3. Heuristic Evaluation Function:
Heuristic Search Techniques: There are a number of methods used in Heuristic Search
techniques;
1. Depth Search
2. Breadth Search
3. Hill climbing
4. Generate-and-test
5. Best-first-search
6. Problem reduction
7. Constraint satisfaction
8. Means-ends analysis
Depth Search Technique: Depth first search works by taking a node, checking its neighbors,
expanding the first node it finds among the neighbors, checking if that expanded node is our
destination, and if not, continue exploring more nodes.
Consider the following demonstration of finding a path between A and F;
Node A's neighbors are the B and C nodes. Because we are now done with our A node, we
can remove it from our Open list and add it to our Closed List. You aren't done with this step
though. You now have two new nodes B and C that need exploring. Add those two nodes to
our Open list
Our current Open and Closed Lists contain the following data:
Open List: B, C
Closed List: A
3. Step 2: Our Open list contains two items. For depth first search and breadth first search, you
always explore the first item from our Open list. The first item in our Open list is the B node.
B is not our destination, so let's explore its neighbors:
4. Step 3: Because we have now expanded B, we are going to remove it from the Open list and
add it to the Closed List. Our new nodes are D and E, and we add these nodes to the
beginning of our Open list:
Open List: D, E, C
Closed List: A, B
Because D is at the beginning of our Open List, we expand it. D isn't our destination, and it
does not contain any neighbors. All you do in this step is remove D from our Open List and
add it to our Closed List:
Open List: E, C
Closed List: A, B, D
5. Step 4: We now expand the E node from our Open list. E is not our destination, so we
explore its neighbors and find out that it contains the neighbors F and G. Remember, F is our
target, but we don't stop here though. Despite F being on our path, we only end when we are
about to expand our target Node - F in this case
Our Open list will have the E node removed and the F and G nodes added. The removed E
node will be added to our Closed List:
Open List: F, G, C
Closed List: A, B, D, E
6. Step 5: We now expand the F node. Since it is our intended destination, we stop:
We remove F from our Open list and add it to our Closed List. Since we are at our
destination, there is no need to expand F in order to find its neighbors.
Our final Open and Closed Lists contain the following data:
Open List: G, C
Closed List: A, B, D, E, F
The final path taken by our depth first search method is what the final value of our Closed
List is: A, B, D, E, F.
Generate and Test Strategy:
1. The generate-and-test strategy is the simplest of all the approaches. It consists of the
following steps;
Generate a possible solution. For some problems, this means generating a particular point
in the problem space. For others, it means generating a path from a start state.
Test to see if this is actually a solution by comparing the chosen point or the end point of
the chosen path to the set of acceptable goal state.
If solution has been found quit. Otherwise return to step 1.
2. This procedure could lead to an eventual solution within a short period of time if done
systematically.
3. However if the problem space is very large, the eventual solution may be a very long time.
4. The generate-and-test algorithm is a depth-first search procedure since complete solutions
must be generated before they can be tested.
5. It can also operate by generating solutions randomly, but then there is no guarantee that a
solution will be ever found.
6. It is known as the British Museum algorithm in reference to a method of finding object in the
British Museum by wandering around.
7. For simple problems, exhaustive generate-and-test is often a reasonable technique.
8. For problems much harder than this, even heuristic generate-and-test, is not very effective
technique.
9. It is better to be combined with other techniques to restrict the space in which to search even
further, the technique can be very effective.
Hill Climbing:
1. In hill climbing the basic idea is to always head towards a state which is better than the
current one.
2. So, if you are at town A and you can get to town B and town C (and your target is town D)
then you should make a move IF town B or C appear nearer to town D than town A does.
3. The hill-climbing algorithm chooses as its next step the node that appears to place it closest
to the goal (that is, farthest away from the current position).
4. It derives its name from the analogy of a hiker being lost in the dark, halfway up a mountain.
Assuming that the hikers camp is at the top of the mountain, even in the dark the hiker
knows that each step that goes up is a step in the right direction.
5. The simplest way to implement hill climbing is as follows:
Evaluate the initial state. If it is also a goal state, then return it and quit. Otherwise
continue with the initial state as the current state.
Loop until a solution is found or until there are no new operators left to be applied in the
current state.
Select an operator that has not yet been applied to the current state and apply it to
produce new state.
Evaluate the new state
Forward and Backward Reasoning: The object of a search procedure is to discover a path
through a problem space from an initial configuration to a goal state. There are actually two
directions in which such a search could proceed;
Forward, from the start states
Backward, from the goal states
The production system model of the search process provides an easy way of viewing forward
and backward reasoning as symmetric processes. Consider the problem of solving a particular
instance of the 8-puzzle. The rules to be used for solving the puzzle can be written as shown in
fig. 5.5. Using those rules we could attempt to solve the puzzle in one of two ways;
of tree by taking each node at the previous level and finding all the rules whose right sides
match it. Then use the corresponding left sides to generate the new nodes. Continue until a
node that matches the initial state is generated. This method of reasoning backward from the
desired final state is often called goal directed reasoning.
Notice that the same rules can be used both to reason forward from the initial state and to
backward from the goal state. To reason forward, the left sides are matched against the current
state and the right sides are used to generate new nodes until the goal is reached. To reason
backward, the right sides are matched against the current node and the left sides are used to
generate new nodes representing new goal states to be achieved. This continues until one of these
goal states is matched by an initial state.
Four factors influence, the question of whether it is better to reason forward or backward;
1. Are there more possible start states or goal states? We would like to move from the smaller
set of states to the larger set of states.
2. In which direction is the branching factor (i.e. average no. of nodes that can be reached
directly from a single node) greater? We would like to proceed in the direction with the lower
branching factor.
3. Will the program be asked to justify its reasoning process to a user? If so, it is important to
proceed in the direction that corresponds more closely with the way the user will think.
4. What kind of event is going to trigger a problem-solving episode? If it is the arrival of a new
fact, forward reasoning makes sense. If it is a query to which a response is desired, backward
reasoning is more natural.
Attribute
Backward Chaining
Forward Chaining
Also known as
Goal-driven
Data-driven
Starts from
Possible conclusion
New data
Processing
Efficient
Somewhat wasteful
Aims for
Necessary data
Any Conclusion(s)
Approach
Conservative/Cautious
Opportunistic
Practical if
Combinatorial explosion
creates an infinite number
of possible right answers.
Appropriate for
Planning, monitoring,
control and interpretation
application
Reasoning
Top-down reasoning
Bottom-up reasoning
Type of Search
Depth-first search
Breadth-first search
Consequents determine
search
Antecedents determine
search
Flow
Consequent to antecedent
Antecedent to consequent
Search Algorithms:
1. Basic elements of problem definition (states and actions)
Initial state(s)
2.
3.
4.
5.
6.
7.
Game Playing:
1. Game Playing in Artificial Intelligence refers to techniques used in computer and video
games to produce the illusion of intelligence in the behavior of non-player characters (NPCs).
2. Hacks and cheats are acceptable and, in many cases, the computer abilities must be toned
down to give human players a sense of fairness e.g. racing and shooting.
3. Emphasis of game AI is on developing rational agents to match or exceed human
performance.
4. AI has continued to improve, with aims set on a player being unable to tell the difference
between computer and human players - remember Turin test?
5. A game must feel natural;
Obey laws of the game
Characters aware of the environment
Path finding (A* algorithm)
Decision making
Planning
6. Game bookkeeping, scoring.
7. ~50% of game project time is spent on building AI.
8. Game playing is a search problem defined by:
Initial state
Successor function
Goal test
Path cost / utility / payoff function
Why are games relevant to AI?
Games are fun!
They are limited, well-defined rules
They provide advanced, existing test-beds for developing several ideas and techniques that
are useful elsewhere.
They are one of the few domains that allow us to build agents.
Studying games teaches us how to deal with other agents trying to foil our plans
Huge state spaces Games are highly complex! Usually, there is not enough time to work
out the perfect move e.g. Go & Chess
Nice, clean environment with clear criteria for success
Game playing is considered an intelligent human activity.
AI has always been interested in abstract games.
Games present an ideal environment where hostile agents may compete.
The Illusion of Human Behaviour:
Game AI is about the illusion of human behaviour;
Smart, to a certain extent (Creativity)
Non-repeating behaviour
Unpredictable but rational decisions
1. The basis properties of objects, if any, which are common to every problem domain must be
identified and handled appropriately.
2. The entire knowledge should be represented as a good set of primitives.
3. Mechanisms must be devised to access relevant parts in a large knowledge base.
It allows the user to query the system, supply information and receive advice.
The aims are to provide the same form of communication facilities provided by the
expert.
The code that controls the dialog between the user and the system.
Human Expert
Expert System
Availability
Limited
Always
Geographic location
Locally available
Anywhere
Durability
Depends on individual
Non-perishable
Performance
Variable
High
Speed
Variable
High
Cost
High
Low
Learning Ability
Variable/High
Low
Explanation
Variable
Exact
5. Off-the-shelf Systems
Readymade packages for general use
6. Custom-made Systems
Meet specific need
Advantages of Expert System: The various advantages of an expert system are as follows;
Quick availability
Reduce employee training costs
Reduce the time needed to solve problems.
Combine multiple human expert intelligences
Reduce the amount of human errors.
Never "forgets" to ask a question,
Ability to solve complex problems
Consistent answers for repetitive decisions, processes and tasks
Excellent Performance
Provide Explanation
Fast response