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TAMU CSCE 315 - AI Intro

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Artificial Intelligence and SearchingArtificial IntelligenceTopics in Artificial IntelligenceDomain KnowledgeFrames & RulesPlanningSlide 7Slide 8Schemas & Case-based ReasoningSchemasSlide 11Determining SimilarityGame Playing and SearchReally Basic State Search ExampleOperatorsSearchGame PlayingTypes of gamesSlide 19Artificial Intelligence and SearchingCPSC 315 – Programming StudioSpring 2009Project 2, Lecture 1Adapted from slides of Yoonsuck ChoeArtificial IntelligenceLong-standing computational goalTuring testField of AI very diverse“Strong” AI – trying to simulate thought itself“Weak” AI – trying to make things that behave intelligentlySeveral different approaches used, topics studiedSometimes grouped with other fieldsRoboticsComputer VisionTopics in Artificial IntelligenceProblem SolvingReasoningTheorem ProvingPlanningLearningKnowledge RepresentationPerceptionAgent Behavioretc.Common theme: reason about domain knowledgeDomain KnowledgeTo perform a task, systems need a representation of the domainSymbolicExplicit representation of domain objects, concepts, and attributesE.g. Rules, frames, schemasSub-symbolicDistributed representation of objects, concepts, and attributes in the worldE.g. neural netsThere are also representations that blend these two depending on their useFrames & RulesFramesRepresents declarative and behavioral informationLike objects in E-R diagram or OO codeReasoning through inheritance of attributes and behaviorsSingle and multiple inheritanceClass-instance and prototype inheritanceRulesOften of the form “If A then B” (A → B)Reasoning through associative property A → B and B → C means A → COften combined with other representation of objectsPlanningActions often represented as preconditions and post-conditionsCookFood pre: haveRawFood AND haveCookingDevice post: haveCookedFood AND NOT haveRawFoodBuyRawFood pre: atGroceryStore AND money>=5 post: haveRawFood AND money = money – 5IncreaseRetirement (n)pre: money>=n post: retirement = retirement + n AND money = money – nAssume features not mentioned in post-condition are not modified by actionPlanningForward chainingFrom current state to decision (data driven)Often used in open-ended domains (e.g. design) and domains where new data becomes available over timeIdentifies potential action sequencesA utility (“goodness”) function used to select among possible paths (could be lowest cost in design)Backward chainingFrom goal to actions (goal driven)Used in domains with fixed number of outcomes (e.g. diagnosis)Hypothesis/test method identifies possible diagnosesTests to discriminate between diagnoses are then identifiedPlanningHow to select among actions when more than one is availablePriority Order Often times implemented implicitly through order of actions in listCould have priority ranks, but then again have to choose when more than one in the same rank are availablePrecision of Context Number of preconditions often used to infer more specialized actionMore specialized is assumed betterSchemas & Case-based ReasoningSchemasRepresents normal sequences of actions/eventsCase-based reasoning: reuse solution from prior case for current contextIdentify appropriate schema requires similarity assessmentRevise/adapt case to match current contextPerhaps save new case as schema for future actionOur legal system includes case-based reasoning because rule-based reasoning is fragile many unanticipated exceptions too many potential exceptions to be encodedSchemasConsider when entering a new restaurantRestaurant schema 1Enter restaurantGet in lineOrder at counterPay for foodWait for foodTake food to tableEat foodTake trash to trashcanLeave restaurantSchemasConsider when entering a new restaurantRestaurant schema 1Enter restaurantGet in lineOrder at counterPay for foodWait for foodTake food to tableEat foodTake trash to trashcanLeave restaurantRestaurant schema 2Enter restaurantAsk for tableWait to be seatedOrder food from waiterWait for foodEat foodGet billPay bill & leave tipLeave restaurantDetermining SimilarityHow to identify similar contextsSimilar situationNumber of attributes in commonCan be weighted to indicate relative importance of attributesDoes it look like McDonald’s or Christopher’s?Similar processNumber of common actions preceding current stateCan be weighted as a function of time to emphasize recent actionsDid you just give your car to the valet?Game Playing and SearchGame playing a long-studied topic in AISeen as a proxy for how more complex reasoning can be developedSearchUnderstanding the set of possible states, and finding the “best” state or the best path to a goal state, or some path to the goal state, etc.“State” is the condition of the environmente.g. in theorem proving, can be the state of things knownBy applying known theorems, can expand the state, until reaching the goal theoremShould be stored conciselyReally BasicState Search ExampleGiven a=b,b=c,c=d, prove a=d.a=b, b=c, c=da=b, b=c, c=da=ca=b, b=c, c=db=da=b, b=c, c=db=d, a=dOperatorsTransition from one state to anotherFly from one city to anotherApply a theoremMove a piece in a gameAdd person to a meeting scheduleOperators and states are both usually limited by various rulesCan only fly certain routesOnly valid moves in gameSearchExamine possible states, transitions to find goal stateInteresting problems are those too large to explore exhaustivelyUninformed searchSystematic strategy to explore optionsInformed searchUse domain knowledge to limit searchGame PlayingAbstract AI problemNice and challenging propertiesUsually state can be clearly, concisely representedLimited number of operations (but can still be large)Unknown factor – account for opponentSearch space can be hugeLimit response based on time – forces making good “decisions”e.g. Chess averages about 35 possible moves per turn, about 50 moves per player per game, or 35100 possible games. But, “only” 1040 possible board states.Types of gamesDeterministic vs. random factorKnown state vs. hidden


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