Intelligence Artificial Intelligence Ian Gent [email protected] Topics in Artificial Intelligence.
Chapter 11: Artificial Intelligencer03944025/intro2015/files/slides/Ch11.… · Chapter 11:...
Transcript of Chapter 11: Artificial Intelligencer03944025/intro2015/files/slides/Ch11.… · Chapter 11:...
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Chapter 11:
Artificial Intelligence
Computer Science: An Overview
Eleventh Edition
by
J. Glenn Brookshear
Dennis Brylow
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Chapter 11: Artificial Intelligence
• 11.1 Intelligence and Machines
• 11.2 Perception
• 11.3 Reasoning
• 11.4 Additional Areas of Research
• 11.5 Artificial Neural Networks
• 11.6 Robotics
• 11.7 Considering the Consequences
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Intelligent Agents
• Agent: A “device” that responds to stimuli
from its environment
– Sensors
– Actuators
• Much of the research in artificial
intelligence can be viewed in the context of
building agents that behave intelligently
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Levels of Intelligent Behavior
• Reflex: actions are predetermined
responses to the input data
• More intelligent behavior requires
knowledge of the environment and
involves such activities as:
– Goal seeking
– Learning
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Figure 11.1 The eight-puzzle in its
solved configuration
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Figure 11.2 Our puzzle-solving
machine
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Approaches to Research in Artificial
Intelligence
• Engineering track
– Performance oriented
• Theoretical track
– Simulation oriented
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Turing Test
• Test setup: Human interrogator
communicates with test subject by
typewriter.
• Test: Can the human interrogator
distinguish whether the test subject is
human or machine?
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Techniques for Understanding
Images
• Template matching
• Image processing
– edge enhancement
– region finding
– smoothing
• Image analysis
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Language Processing
• Syntactic Analysis
• Semantic Analysis
• Contextual Analysis
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Figure 11.3 A semantic net
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Components of a Production
Systems
1. Collection of states
– Start (or initial) state
– Goal state (or states)
2. Collection of productions: rules or moves
– Each production may have preconditions
3. Control system: decides which production
to apply next
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Reasoning by Searching
• State Graph: All states and productions
• Search Tree: A record of state transitions
explored while searching for a goal state
– Breadth-first search
– Depth-first search
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Figure 11.4 A small portion of the
eight-puzzle’s state graph
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Figure 11.5 Deductive reasoning in the
context of a production system
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Figure 11.6 An unsolved
eight-puzzle
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Figure 11.7 A sample search tree
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Figure 11.8 Productions stacked for
later execution
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Heuristic Strategies
• Heuristic: A “rule of thumb” for making
decisions
• Requirements for good heuristics
– Must be easier to compute than a complete
solution
– Must provide a reasonable estimate of
proximity to a goal
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Figure 11.9 An unsolved
eight-puzzle
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Figure 11.10 An algorithm for a
control system using heuristics
Establish the start node of the state graph as the root of the search tree and record its heuristic value.
while (the goal node has not been reached):
Select the leftmost leaf node with the smallest heuristic value of all leaf nodes.
To this selected node attach as children those nodes that can be reached by a single production.
Record the heuristic of each of these new nodes next to the node in the search tree.
Traverse the search tree from the goal node up to the root, pushing the production associated with each arc traversed onto a stack.
Solve the original problem by executing the productions as they are popped off the stack.
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Figure 11.11 The beginnings of our
heuristic search
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Figure 11.12 The search tree after
two passes
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Figure 11.13 The search tree after
three passes
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Figure 11.14
The complete
search tree
formed by our
heuristic
system
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Handling Real-World Knowledge
• Representation and storage
• Accessing relevant information
– Meta-Reasoning
– Closed-World Assumption
• Frame problem
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Learning
• Imitation
• Supervised Training
– Training Set
• Reinforcement
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Genetic Algorithms
• Begins by generating a random pool of trial
solutions:
– Each solution is a chromosome
– Each component of a chromosome is a gene
• Repeatedly generate new pools
– Each new chromosome is an offspring of two
parents from the previous pool
– Probabilistic preference used to select parents
– Each offspring is a combination of the parent’s
genes
11-28
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Artificial Neural Networks
• Artificial Neuron
– Each input is multiplied by a weighting factor.
– Output is 1 if sum of weighted inputs exceeds
the threshold value; 0 otherwise.
• Network is programmed by adjusting
weights using feedback from examples.
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Figure 11.15 A neuron in a living
biological system
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Figure 11.16 The activities within a
processing unit
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Figure 11.17 Representation of a
processing unit
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Figure 11.18 A neural network with
two different programs
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Figure 11.20 The structure of
ALVINN
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Associative Memory
• Associative memory: The retrieval of
information relevant to the information at
hand
• One direction of research seeks to build
associative memory using neural networks
that when given a partial pattern, transition
themselves to a completed pattern.
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Figure 11.21 An artificial neural
network implementing an associative
memory
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Figure 11.22 The steps leading to a
stable configuration
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Robotics
• Truly autonomous robots require progress
in perception and reasoning.
• Major advances being made in mobility
• Plan development versus reactive
responses
• Evolutionary robotics
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Issues Raised by Artificial
Intelligence
• When should a computer’s decision be trusted over a human’s?
• If a computer can do a job better than a human, when should a human do the job anyway?
• What would be the social impact if computer “intelligence” surpasses that of many humans?