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Artificial Intelligence

Chapter 1: Introduction
Michael Scherger
Department of Computer Science
Kent State University

January 11, 2006 AI: Chapter 1: Introduction 1


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

• 2 a : an intelligent entity; especially : ANGEL b : intelligent minds or mind <cosmic intelligence>

• 3 : the act of understanding : COMPREHENSION

• 4 a : INFORMATION, NEWS b : information concerning an enemy or possible enemy or an


area; also : an agency engaged in obtaining such information

• 5 : the ability to perform computer functions

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A Bit of Humor

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Goals of this Course
• Become familiar with AI techniques, including
their implementations
– Be able to develop AI applications
• Python, LiSP, Prolog, CLIPS

• Understand the theory behind the techniques,


knowing which techniques to apply when (and
why)

• Become familiar with a range of applications of


AI, including “classic” and current systems.

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What is Artificial Intelligence?
• Not just studying intelligent systems, but
building them…

• Psychological approach: an intelligent


system is a model of human intelligence

• Engineering approach: an intelligent


system solves a sufficiently difficult
problem in a generalizable way
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A Bit of AI History (section 1.3)
• 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

• Early enthusiasm, great expectations (1952-1969)


– GPS, physical symbol system hypothesis
– Geometry Theorem Prover (Gelertner), Checkers (Samuels)
– Lisp (McCarthy), Theorem Proving (McCarthy), Microworlds (Minsky et.
al.)
– “neat” (McCarthy @ Stanford) vs. “scruffy” (Minsky @ MIT)

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A Bit of AI History (section 1.3)
• Dose of Reality (1966-1973)
– Combinatorial explosion

• Knowledge-based systems (1969-1979)

• AI Becomes an Industry (1980-present)


– Boom period 1980-88, then AI Winter

• Return of Neural Networks (1986-present)

• AI Becomes a Science (1987-present)


– SOAR, Internet as a domain

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What is Artificial Intelligence?
(again)
• Systems that think like • Systems that think
humans rationally
– Cognitive Modeling Approach – “Laws of Thought” approach
– “The automation of activities – “The study of mental faculties
that we associate with human through the use of
thinking...” computational models”
– Bellman 1978 – Charniak and McDermott

• Systems that act like • Systems that act rationally


humans – Rational Agent Approach
– Turing Test Approach – “The branch of CS that is
– “The art of creating machines concerned with the
that perform functions that automation of intelligent
require intelligence when behavior”
performed by people” – Lugar and Stubblefield
– Kurzweil 1990

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Acting Humanly
• The Turing Test
(1950)
– Can machines think?
Human
– Can machines behave
intelligently?
?
Human
• Operational test for Interrogator

intelligent behavior
– The Imitation Game AI System

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Acting Humanly
• Turing Test (cont)
– 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

• Problem!
– The turning test is not reproducible, constructive, or
amenable to mathematical analysis

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Thinking Humanly
• 1960’s cognitive revolution
• Requires scientific theories of internal activities
of the brain
– What level of abstraction? “Knowledge” or “Circuits”
– How to validate?
• Predicting and testing behavior of human subjects (top-
down)
• Direct identification from neurological data (bottom-up)
• Cognitive Science and Cognitive Neuroscience
– Now distinct from AI

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Thinking Rationally
• Normative (or prescriptive) rather than
descriptive
• Aristotle: What are correct arguments / thought
processes?
• Logic notation and rules for derivation for
thoughts
• Problems:
– Not all intelligent behavior is mediated by logical
deliberation
– What is the purpose of thinking? What thoughts
should I have?
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Acting Rationally
• Rational behavior
– Doing the right thing

• What is the “right thing”


– That which is expected to maximize goal
achievement, given available information

• We do many (“right”) things without thinking


– Thinking should be in the service of rational action

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Applied Areas of AI
• Heuristic Search
• Computer Vision
• Adversarial Search (Games)
• Fuzzy Logic
• Natural Language Processing
• Knowledge Representation
• Planning
• Learning
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Examples
• Playing chess • Recognizing speech
• Driving on the • Diagnosing diseases
highway • Translating languages
• Mowing the lawn • Data mining
• Answering questions

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Heuristic Search
• Very large search space
– Large databases
– Image sequences
– Game playing
• 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.

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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?

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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?

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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

1-0=1 1-2=-1 1-1=0 *91* 0 10

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Example: Tic Tac Toe #1
• Precompiled move
table.
move
table

• For each input encode look


up
board, a specific
move (output
board)

• Perfect play, but is


it AI?

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Example: Tic Tac Toe #2
• Represent board as a magic square, one integer
per square

• If 3 of my pieces sum to 15, I win

• Predefined strategy:
– 1. Win
– 2. Block
– 3. Take center
– 4. Take corner
– 5. Take any open square

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Example: Tic Tac Toe #3
• Given a board, consider all possible moves (future
boards) and pick the best one

• Look ahead (opponent’s best move, your best move…)


until end of game

• Functions needed:
– Next move generator
– Board evaluation function

• Change these 2 functions (only) to play a different


game!
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Fuzzy Logic
• Basic logic is binary
– 0 or 1, true or false, black or white, on or off,
etc...
• But in the real world there are of “shades”
– Light red or dark red
– 0.64756
• Membership functions

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Fuzzy Logic
Linguistic
Appetite
Variable

Linguistic
Light Moderate Heavy Values

Membership
Grade

1000 2000 3000

Calories Eaten Per Day

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Natural Language Processing
• Speech recognition vs. natural language processing
– NLP is after the words are recognized
• 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

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Natural Language Processing
Net for Basic Noun Group
adjective

determiner noun
“The big grey dog” S1 S2 S3

Net for Prepositional Group

preposition NOUNG
“by the table in the corner” S1 S2 S3

Net for Basic Noun Group


PREPG
adjective

determiner noun
“The big grey dog by the S1 S2 S3
table in the corner”

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Knowledge Representation
• Predicate Logic
– On(table, lamp)
– In(corner, table)
– Near(table, dog)
– Prolog
• Graph Based
– Semantic Networks
– Frames
• Rule Based
– Expert Systems

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Planning
• Robotics
– If a robot enters a
room and sits down,
what is the “route”.
Table

• Closed world
• Rule based systems Chair

• Blocks world

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Planning
Robot
• Pickup(x) Hand
– Ontable(x), clear(x),
handempty(),
C
– Holding(x)
• Putdown(x) A B
– Holding(x)
Clear(B) On(C, A) OnTable(A)
– Ontable(x), clear(x),
Clear(C) Handempty OnTable(B)
handempty()
• Stack(x, y)
– Holding(x), clear(y)
– Handempty(), on(x, y), A
clear(x)
• Unstack(x, y) B
– Handempty(), clear(x), on(x,
y) C
– Holding(x), clear(x) Goal: [On(B, C) ^ On(A, B)]

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Learning
• Neural Networks
• Evolutionary Computing
• Knowledge in Learning
• Reinforcement Learning

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