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Artificial Intelligence

An Introductory Course

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Outline

1. Introduction
2. Problems and Search
3. Knowledge Representation
4. Advanced Topics
Game Playing
Uncertainty and Imprecision
Planning
Machine Learning

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References

Artificial Intelligence (1991)


Elaine Rich & Kevin Knight, Second Ed, Tata McGraw Hill

Decision Support Systems and Intelligent Systems


Turban and Aronson, Sixth Ed, PHI

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Introduction

What is AI?
The foundations of AI
A brief history of AI
The state of the art
Introductory problems

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What is AI?

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What is AI?

Intelligence: ability to learn, understand and


think (Oxford dictionary)

AI is the study of how to make computers make


things which at the moment people do better.

Examples: Speech recognition, Smell, Face,


Object, Intuition, Inferencing, Learning new
skills, Decision making, Abstract thinking

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What is AI?

Thinking humanly Thinking rationally

Acting humanly Acting rationally

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Acting Humanly: The Turing Test

Alan Turing (1912-1954)


Computing Machinery and Intelligence
(1950)
Imitation Game
Huma
n

Human
AI
Interrogator
System
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Acting Humanly: The Turing Test

Predicted that by 2000, a machine might have


a 30% chance of fooling a lay person for 5
minutes.

Anticipated all major arguments against AI in


following 50 years.

Suggested major components of AI:


knowledge,
reasoning, language, understanding, learning.

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Thinking Humanly: Cognitive Modelling

Not content to have a program correctly


solving a problem.
More concerned with comparing its reasoning
steps
to traces of human solving the same problem.

Requires testable theories of the workings of


the
human mind: cognitive science.

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Thinking Rationally: Laws of Thought

Aristotle was one of the first to attempt to


codify right thinking, i.e., irrefutable
reasoning processes.

Formal logic provides a precise notation and


rules for representing and reasoning with all
kinds of things in the world.

Obstacles:
Informal knowledge representation.
Computational complexity and resources.
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Acting Rationally

Acting so as to achieve ones goals, given


ones beliefs.

Does not necessarily involve thinking.

Advantages:
More general than the laws of thought
approach.
More amenable to scientific development than human-
based approaches.

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The Foundations of AI

Philosophy (423 BC present):


Logic, methods of reasoning.
Mind as a physical system.
Foundations of learning, language, and rationality.

Mathematics (c.800 present):


Formal representation and proof.
Algorithms, computation, decidability, tractability.
Probability.

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The Foundations of AI

Psychology (1879 present):


Adaptation.
Phenomena of perception and motor control.
Experimental techniques.

Linguistics (1957 present):


Knowledge representation.
Grammar.

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A Brief History of AI

The gestation of AI (1943 1956):


1943: McCulloch & Pitts: Boolean circuit model of brain.
1950: Turings Computing Machinery and Intelligence.
1956: McCarthys name Artificial Intelligence adopted.

Early enthusiasm, great expectations (1952


1969):
Early successful AI programs: Samuels checkers,
Newell & Simons Logic Theorist, Gelernters Geometry
Theorem Prover.
Robinsons complete algorithm for logical reasoning.

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A Brief History of AI

A dose of reality (1966 1974):


AI discovered computational complexity.
Neural network research almost disappeared after
Minsky & Paperts book in 1969.

Knowledge-based systems (1969 1979):


1969: DENDRAL by Buchanan et al..
1976: MYCIN by Shortliffle.
1979: PROSPECTOR by Duda et al..

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A Brief History of AI

AI becomes an industry (1980 1988):


Expert systems industry booms.
1981: Japans 10-year Fifth Generation project.

The return of NNs and novel AI (1986 present):


Mid 80s: Back-propagation learning algorithm
reinvented.
Expert systems industry busts.
1988: Resurgence of probability.
1988: Novel AI (ALife, GAs, Soft Computing, ).
1995: Agents everywhere.
2003: Human-level AI back on the agenda.
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Task Domains of AI
Mundane Tasks:
Perception
Vision
Speech
Natural Languages
Understanding
Generation
Translation
Common sense reasoning
Robot Control
Formal Tasks
Games : chess, checkers etc
Mathematics: Geometry, logic,Proving properties of programs
Expert Tasks:
Engineering ( Design, Fault finding, Manufacturing planning)
Scientific Analysis
Medical Diagnosis
Financial Analysis

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AI Technique
Intelligence requires Knowledge
Knowledge posesses less desirable properties such as:
Voluminous
Hard to characterize accurately
Constantly changing
Differs from data that can be used
AI technique is a method that exploits knowledge that
should be represented in such a way that:
Knowledge captures generalization
It can be understood by people who must provide it
It can be easily modified to correct errors.
It can be used in variety of situations

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The State of the Art

Computer beats human in a chess game.


Computer-human conversation using speech
recognition.
Expert system controls a spacecraft.
Robot can walk on stairs and hold a cup of water.
Language translation for webpages.
Home appliances use fuzzy logic.
......
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Tic Tac Toe

Three programs are presented :


Series increase
Their complexity
Use of generalization
Clarity of their knowledge
Extensability of their approach

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Introductory Problem: Tic-Tac-Toe

X X
o

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Introductory Problem: Tic-Tac-Toe
Program 1:
Data Structures:
Board: 9 element vector representing the board, with 1-9 for
each square. An element contains the value 0 if it is blank, 1
if it is filled by X, or 2 if it is filled with a O
Movetable: A large vector of 19,683 elements ( 3^9), each
element is 9-element vector.
Algorithm:
1. View the vector as a ternary number. Convert it to a
decimal number.
2. Use the computed number as an index into
Move-Table and access the vector stored there.
3. Set the new board to that vector.

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Introductory Problem: Tic-Tac-Toe

Comments:
This program is very efficient in time.

1. A lot of space to store the Move-Table.

2. A lot of work to specify all the entries in the


Move-Table.

3. Difficult to extend.

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Introductory Problem: Tic-Tac-Toe

1 2 3
4 5 6
7 8 9

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Introductory Problem: Tic-Tac-Toe
Program 2:
Data Structure: A nine element vector representing the board. But
instead of using 0,1 and 2 in each element, we store 2 for
blank, 3 for X and 5 for O
Functions:
Make2: returns 5 if the center sqaure is blank. Else any other
balnk sq
Posswin(p): Returns 0 if the player p cannot win on his next move;
otherwise it returns the number of the square that constitutes
a winning move. If the product is 18 (3x3x2), then X can win.
If the product is 50 ( 5x5x2) then O can win.
Go(n): Makes a move in the square n
Strategy:
Turn = 1 Go(1)
Turn = 2 If Board[5] is blank, Go(5), else Go(1)
Turn = 3 If Board[9] is blank, Go(9), else Go(3)
Turn = 4 If Posswin(X) 0, then Go(Posswin(X))
.......
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Introductory Problem: Tic-Tac-Toe

Comments:

1. Not efficient in time, as it has to check several


conditions before making each move.

2. Easier to understand the programs strategy.

3. Hard to generalize.

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Introductory Problem: Tic-Tac-Toe

8 3 4
1 5 9
6 7 2
15 (8 +
5) 28
Introductory Problem: Tic-Tac-Toe

Comments:

1. Checking for a possible win is quicker.

2. Human finds the row-scan approach easier,


while
computer finds the number-counting
approach more
efficient.

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Introductory Problem: Tic-Tac-Toe

Program 3:

1. If it is a win, give it the highest rating.

2. Otherwise, consider all the moves the opponent


could make next. Assume the opponent will make
the move that is worst for us. Assign the rating of
that move to the current node.

3. The best node is then the one with the highest


rating.
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Introductory Problem: Tic-Tac-Toe

Comments:

1. Require much more time to consider all


possible
moves.

2. Could be extended to handle more


complicated
games.

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Introductory Problem: Question
Answering
Mary went shopping for a new coat. She found a
red
one she really liked. When she got it home, she
discovered that it went perfectly with her favourite
dress.

Q1: What did Mary go shopping for?

Q2: What did Mary find that she liked?

Q3: Did Mary buy anything?


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Introductory Problem: Question
Answering
Program 1:

1. Match predefined templates to questions to generate


text patterns.
2. Match text patterns to input texts to get answers.

What did X Y What did Mary go shopping for?

Mary go shopping for Z

Z = a new coat

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Introductory Problem: Question
Answering
Program 2:
Structured representation of sentences:

Event2: Thing1:
instance: Finding instance: Coat
tense: Past colour: Red
agent: Mary
object: Thing 1

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Introductory Problem: Question
Answering
Program 3:
Background world knowledge:
C finds M

C leaves L C buys M

C leaves L

C takes M

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Exercises

1. Characterize the definitions of AI:

"The exciting new effort to make computers think ...


machines with minds, in the full and literal senses"
(Haugeland, 1985)

"[The automation of] activities that we associate with


human thinking, activities such as decision-making,
problem solving, learning ..."
(Bellman, 1978)

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Exercises

"The study of mental faculties, through the use of


computational models"
(Charniak and McDermott, 1985)

"The study of the computations that make it possible to


perceive, reason, and act"
(Winston, 1992)

"The art of creating machines that perform functions


that
require intelligence when performed by people"
(Kurzweil, 1990)
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Exercises

"The study of how to make computers do things at which,


at the moment, people are better"
(Rich and Knight, 1991)

"A field of study that seeks to explain and emulate


intelligent behavior in terms of computationl processes"
(Schalkoff, 1990)

"The branch of computer science that is concerned with


the automation of intelligent behaviour"
(Luger and Stubblefield, 1993)

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Exercises

"A collection of algorithms that are computationally


tractable, adequate approximations of intractabiliy
specified problems"
(Partridge, 1991)

"The enterprise of constructing a physical symbol


system that can reliably pass the Turing test"
(Ginsberge, 1993)

"The f ield of computer science that studies how


machines can be made to act intelligently"
(Jackson, 1986)
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