Professional Documents
Culture Documents
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outline
• 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?
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Intelligence Vs Artificial Intelligence
1. Natural 1. Programmed by human being
2. Increase with experience and also 2. Nothing called hereditary but
hereditary. systems do learn from
3. Highly refined and no electricity experience.
from outside is required to 3. It is in computer system and we
generate output. Rather need electrical energy to get
knowledge is good for output. knowledge base is
intelligence. required to generate output
4. No one is an expert. we can 4. Experts systems are made which
always get better solution from have the capability of many
another human being. individual person’s experiences
5. Intelligence increase by and ideas.
supervised and unsupervised 5. We can increase AI capabilities
learning. by other means
AI-Class
• Strong AI • Weak AI
Machines that act Machines can be made to act
intelligently have real, as if they were intelligent.
conscious minds. “Helping” is called weak AI
“Doing is called strong AI” Solve problem in limited
Thinking level at least equal domain
to humans.
What is AI?
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Acting Humanly: The Turing Test
Imitation Game
Human
Human Interrogator
AI System
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Acting Humanly: The Turing Test
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Thinking Humanly: Cognitive Modelling
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Thinking Rationally: Laws of Thought
• Obstacles:
Informal knowledge representation.
Computational complexity and resources.
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Acting Rationally
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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 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
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Tic Tac Toe
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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 (base 3). 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 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
Turn: An integer indicating which move of the game is about to be played; 1
indicates the first move and 9 indicates the last move.
Algorithm: three sub procedures.
Make2: returns 5 if the centre square is blank. Else any non corner blank sq.
(2,4,6,8)
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)) else Go( Make 2)
Turn =5 If Passwin(O) 0, then Go(Posswin(O)) else If Posswin(X) 0, then
Go(Posswin(X)) else Go( Make 2).............
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Introductory Problem: Tic-Tac-Toe
Comments:
3. Hard to generalize.
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Introductory Problem: Tic-Tac-Toe
Program 3:
8 3 4
1 5 9
6 7 2
15 (8 + 5)
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Introductory Problem: Tic-Tac-Toe
Comments:
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Introductory Problem: Question Answering
Program 1:
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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