Unit 4 Knowledge
Unit 4 Knowledge
o An intelligent agent needs knowledge about the real world for taking decisions
and reasoning to act efficiently.
o Knowledge-based agents are those agents who have the capability of maintaining an
internal state of knowledge, reason over that knowledge, update their knowledge
after observations and take actions. These agents can represent the world with
some formal representation and act intelligently.
o Knowledge-based agents are composed of two main parts:
o Knowledge-base and
o Inference system.
Knowledge-base is required for updating knowledge for an agent to learn with experiences
and take action as per the knowledge.
Inference system
Inference means deriving new sentences from old. Inference system allows us to add a new
sentence to the knowledge base. A sentence is a proposition about the world. Inference
system applies logical rules to the KB to deduce new information.
Inference system generates new facts so that an agent can update the KB. An inference
system works mainly in two rules which are given as:
o Forward chaining
o Backward chaining
Following are three operations which are performed by KBA in order to show the
intelligent behavior:
1. TELL: This operation tells the knowledge base what it perceives from the
environment.
2. ASK: This operation asks the knowledge base what action it should perform.
3. Perform: It performs the selected action.
A knowledge-based agent can be viewed at different levels which are given below:
UNIT 3 Knowledge Represent
1. Knowledge level
Knowledge level is the first level of knowledge-based agent, and in this level, we need to
specify what the agent knows, and what the agent goals are. With these specifications, we can
fix its behavior. For example, suppose an automated taxi agent needs to go from a station A
to station B, and he knows the way from A to B, so this comes at the knowledge level.
2. Logical level:
At this level, we understand that how the knowledge representation of knowledge is stored.
At this level, sentences are encoded into different logics. At the logical level, an encoding of
knowledge into logical sentences occurs. At the logical level we can expect to the automated
taxi agent to reach to the destination B.
3. Implementation level:
This is the physical representation of logic and knowledge. At the implementation level agent
perform actions as per logical and knowledge level. At this level, an automated taxi agent
actually implement his knowledge and logic so that he can reach to the destination.
Humans are best at understanding, reasoning, and interpreting knowledge. Human knows
things, which is knowledge and as per their knowledge they perform various actions in the
real world. But how machines do all these things comes under knowledge representation
and reasoning. Hence we can describe Knowledge representation as following:
What to Represent:
o Object: All the facts about objects in our world domain. E.g., Guitars contains
strings, trumpets are brass instruments.
o Events: Events are the actions which occur in our world.
o Performance: It describe behavior which involves knowledge about how to do
things.
o Meta-knowledge: It is knowledge about what we know.
o Facts: Facts are the truths about the real world and what we represent.
o Knowledge-Base: The central component of the knowledge-based agents is the
knowledge base. It is represented as KB. The Knowledgebase is a group of the
Sentences (Here, sentences are used as a technical term and not identical with the
English language).
Types of knowledge
1. Declarative Knowledge:
2. Procedural Knowledge
3. Meta-knowledge:
4. Heuristic knowledge:
UNIT 3 Knowledge Represent
5. Structural knowledge:
Knowledge of real-worlds plays a vital role in intelligence and same for creating artificial
intelligence. Knowledge plays an important role in demonstrating intelligent behavior in AI
agents. An agent is only able to accurately act on some input when he has some knowledge or
experience about that input.
Let's suppose if you met some person who is speaking in a language which you don't know,
then how you will able to act on that. The same thing applies to the intelligent behavior of the
agents.
As we can see in below diagram, there is one decision maker which act by sensing the
environment and using knowledge. But if the knowledge part will not present then, it cannot
display intelligent behavior.
AI knowledge cycle:
UNIT 3 Knowledge Represent
An Artificial intelligence system has the following components for displaying intelligent
behavior:
o Perception
o Learning
o Knowledge Representation and Reasoning
o Planning
o Execution
The above diagram is showing how an AI system can interact with the real world and what
components help it to show intelligence. AI system has Perception component by which it
retrieves information from its environment. It can be visual, audio or another form of sensory
input. The learning component is responsible for learning from data captured by Perception
comportment. In the complete cycle, the main components are knowledge representation and
Reasoning. These two components are involved in showing the intelligence in machine-like
humans. These two components are independent with each other but also coupled together.
The planning and execution depend on analysis of Knowledge representation and reasoning.
There are mainly four approaches to knowledge representation, which are givenbelow:
Player1 65 23
Player2 58 18
Player3 75 24
2. Inheritable knowledge:
o In the inheritable knowledge approach, all data must be stored into a hierarchy of
classes.
o All classes should be arranged in a generalized form or a hierarchal manner.
o In this approach, we apply inheritance property.
o Elements inherit values from other members of a class.
o This approach contains inheritable knowledge which shows a relation between
instance and class, and it is called instance relation.
o Every individual frame can represent the collection of attributes and its value.
o In this approach, objects and values are represented in Boxed nodes.
o We use Arrows which point from objects to their values.
o Example:
UNIT 3 Knowledge Represent
3. Inferential knowledge:
o Inferential knowledge approach represents knowledge in the form of formal logics.
o This approach can be used to derive more facts.
o It guaranteed correctness.
o Example: Let's suppose there are two statements:
a. Marcus is a man
b. All men are mortal
Then it can represent as;
man(Marcus)
∀x = man (x) ----------> mortal (x)s
4. Procedural knowledge:
o Procedural knowledge approach uses small programs and codes which describes how
to do specific things, and how to proceed.
o In this approach, one important rule is used which is If-Then rule.
o In this knowledge, we can use various coding languages such as LISP
language and Prolog language.
o We can easily represent heuristic or domain-specific knowledge using this approach.
o But it is not necessary that we can represent all cases in this approach.
UNIT 3 Knowledge Represent
1. 1. Representational Accuracy:
KR system should have the ability to represent all kind of required knowledge.
2. 2. Inferential Adequacy:
KR system should have ability to manipulate the representational structures to
produce new knowledge corresponding to existing structure.
3. 3. Inferential Efficiency:
The ability to direct the inferential knowledge mechanism into the most productive
directions by storing appropriate guides.
4. 4. Acquisitional efficiency- The ability to acquire the new knowledge easily using
automatic methods.
There are mainly four ways of knowledge representation which are given as follows:
1. Logical Representation
2. Semantic Network Representation
3. Frame Representation
4. Production Rules
UNIT 3 Knowledge Represent
1. Logical Representation
Logical representation is a language with some concrete rules which deals with propositions
and has no ambiguity in representation. Logical representation means drawing a conclusion
based on various conditions. This representation lays down some important communication
rules. It consists of precisely defined syntax and semantics which supports the sound
inference. Each sentence can be translated into logics using syntax and semantics.
Syntax:
o Syntaxes are the rules which decide how we can construct legal sentences in the logic.
o It determines which symbol we can use in knowledge representation.
o How to write those symbols.
Semantics:
o Semantics are the rules by which we can interpret the sentence in the logic.
o Semantic also involves assigning a meaning to each sentence.
a. Propositional Logics
b. Predicate logics
Note: We will discuss Prepositional Logics and Predicate logics in later chapters.
Advantages of logical representation:
1. Logical representation enables us to do logical reasoning.
2. Logical representation is the basis for the programming languages.
Note: Do not be confused with logical representation and logical reasoning as logical
representation is a representation language and reasoning is a process of thinking
logically.
can also link those objects. Semantic networks are easy to understand and can be easily
extended.
Example: Following are some statements which we need to represent in the form of nodes
and arcs.
Statements:
a. Jerry is a cat.
b. Jerry is a mammal
c. Jerry is owned by Priya.
d. Jerry is brown colored.
e. All Mammals are animal.
In the above diagram, we have represented the different type of knowledge in the form of
nodes and arcs. Each object is connected with another object by some relation.
2. Semantic networks try to model human-like memory (Which has 1015 neurons and
links) to store the information, but in practice, it is not possible to build such a vast
semantic network.
3. These types of representations are inadequate as they do not have any equivalent
quantifier, e.g., for all, for some, none, etc.
4. Semantic networks do not have any standard definition for the link names.
5. These networks are not intelligent and depend on the creator of the system.
3. Frame Representation
A frame is a record like structure which consists of a collection of attributes and its values to
describe an entity in the world. Frames are the AI data structure which divides knowledge
into substructures by representing stereotypes situations. It consists of a collection of slots
and slot values. These slots may be of any type and sizes. Slots have names and values which
are called facets.
Facets: The various aspects of a slot is known as Facets. Facets are features of frames which
enable us to put constraints on the frames. Example: IF-NEEDED facts are called when data
of any particular slot is needed. A frame may consist of any number of slots, and a slot may
include any number of facets and facets may have any number of values. A frame is also
known as slot-filter knowledge representation in artificial intelligence.
Frames are derived from semantic networks and later evolved into our modern-day classes
and objects. A single frame is not much useful. Frames system consist of a collection of
frames which are connected. In the frame, knowledge about an object or event can be stored
together in the knowledge base. The frame is a type of technology which is widely used in
various applications including Natural language processing and machine visions.
Example: 1
Slots Filters
Year 1996
Page 1152
Example 2:
Let's suppose we are taking an entity, Peter. Peter is an engineer as a profession, and his age
is 25, he lives in city London, and the country is England. So following is the frame
representation for this:
Slots Filter
Name Peter
Profession Doctor
Age 25
Weight 78
4. Production Rules
Production rules system consist of (condition, action) pairs which mean, "If condition then
action". It has mainly three parts:
In production rules agent checks for the condition and if the condition exists then production
rule fires and corresponding action is carried out. The condition part of the rule determines
which rule may be applied to a problem. And the action part carries out the associated
problem-solving steps. This complete process is called a recognize-act cycle.
The working memory contains the description of the current state of problems-solving and
rule can write knowledge to the working memory. This knowledge match and may fire other
rules.
If there is a new situation (state) generates, then multiple production rules will be fired
together, this is called conflict set. In this situation, the agent needs to select a rule from these
sets, and it is called a conflict resolution.
Example:
o IF (at bus stop AND bus arrives) THEN action (get into the bus)
o IF (on the bus AND paid AND empty seat) THEN action (sit down).
o IF (on bus AND unpaid) THEN action (pay charges).
o IF (bus arrives at destination) THEN action (get down from the bus).
Propositional logic (PL) is the simplest form of logic where all the statements are made by
propositions. A proposition is a declarative statement which is either true or false. It is a
technique of knowledge representation in logical and mathematical form.
Example:
1. a) It is Sunday.
2. b) The Sun rises from West (False proposition)
3. c) 3+3= 7(False proposition)
4. d) 5 is a prime number.
The syntax of propositional logic defines the allowable sentences for the knowledge
representation. There are two types of Propositions:
a. Atomic Propositions
b. Compound propositions
UNIT 3 Knowledge Represent
Example:
Example:
Logical Connectives:
Logical connectives are used to connect two simpler propositions or representing a sentence
logically. We can create compound propositions with the help of logical connectives. There
are mainly five connectives, which are given as follows:
Truth Table:
In propositional logic, we need to know the truth values of propositions in all possible
scenarios. We can combine all the possible combination with logical connectives, and the
representation of these combinations in a tabular format is called Truth table. Following are
the truth table for all logical connectives:
UNIT 3 Knowledge Represent
We can build a proposition composing three propositions P, Q, and R. This truth table is
made-up of 8n Tuples as we have taken three proposition symbols.
UNIT 3 Knowledge Represent
Precedence of connectives:
Just like arithmetic operators, there is a precedence order for propositional connectors or
logical operators. This order should be followed while evaluating a propositional problem.
Following is the list of the precedence order for operators:
Precedence Operators
Note: For better understanding use parenthesis to make sure of the correct interpretations.
Such as ¬R∨ Q, It can be interpreted as (¬R) ∨ Q.
Logical equivalence:
Logical equivalence is one of the features of propositional logic. Two propositions are said to
be logically equivalent if and only if the columns in the truth table are identical to each other.
Let's take two propositions A and B, so for logical equivalence, we can write it as A⇔B. In
below truth table we can see that column for ¬A∨ B and A→B, are identical hence A is
Equivalent to B
UNIT 3 Knowledge Represent
Properties of Operators:
o Commutativity:
o P∧ Q= Q ∧ P, or
o P ∨ Q = Q ∨ P.
o Associativity:
o (P ∧ Q) ∧ R= P ∧ (Q ∧ R),
o (P ∨ Q) ∨ R= P ∨ (Q ∨ R)
o Identity element:
o P ∧ True = P,
o P ∨ True= True.
o Distributive:
o P∧ (Q ∨ R) = (P ∧ Q) ∨ (P ∧ R).
o P ∨ (Q ∧ R) = (P ∨ Q) ∧ (P ∨ R).
o DE Morgan's Law:
o ¬ (P ∧ Q) = (¬P) ∨ (¬Q)
o ¬ (P ∨ Q) = (¬ P) ∧ (¬Q).
o Double-negation elimination:
o ¬ (¬P) = P.
Inference:
In artificial intelligence, we need intelligent computers which can create new logic from old
logic or by evidence, so generating the conclusions from evidence and facts is termed as
Inference.
Inference rules:
Inference rules are the templates for generating valid arguments. Inference rules are applied
to derive proofs in artificial intelligence, and the proof is a sequence of the conclusion that
leads to the desired goal.
In inference rules, the implication among all the connectives plays an important role.
Following are some terminologies related to inference rules:
From the above term some of the compound statements are equivalent to each other, which
we can prove using truth table:
Hence from the above truth table, we can prove that P → Q is equivalent to ¬ Q → ¬ P, and
Q→ P is equivalent to ¬ P → ¬ Q.
1. Modus Ponens:
The Modus Ponens rule is one of the most important rules of inference, and it states that if P
and P → Q is true, then we can infer that Q will be true. It can be represented as:
UNIT 3 Knowledge Represent
Example:
2. Modus Tollens:
The Modus Tollens rule state that if P→ Q is true and ¬ Q is true, then ¬ P will also true. It
can be represented as:
3. Hypothetical Syllogism:
The Hypothetical Syllogism rule state that if P→R is true whenever P→Q is true, and Q→R
is true. It can be represented as the following notation:
Example:
UNIT 3 Knowledge Represent
Statement-1: If you have my home key then you can unlock my home. P→Q
Statement-2: If you can unlock my home then you can take my money. Q→R
Conclusion: If you have my home key then you can take my money. P→R
4. Disjunctive Syllogism:
The Disjunctive syllogism rule state that if P∨Q is true, and ¬P is true, then Q will be true. It
can be represented as:
Example:
Proof by truth-table:
5. Addition:
The Addition rule is one the common inference rule, and it states that If P is true, then P∨Q
will be true.
Example:
UNIT 3 Knowledge Represent
Proof by Truth-Table:
6. Simplification:
The simplification rule state that if P∧ Q is true, then Q or P will also be true. It can be
represented as:
Proof by Truth-Table:
7. Resolution:
The Resolution rule state that if P∨Q and ¬ P∧R is true, then Q∨R will also be true. It can be
represented as
Proof by Truth-Table:
UNIT 3 Knowledge Represent
Wumpus world:
The Wumpus world is a simple world example to illustrate the worth of a knowledge-based
agent and to represent knowledge representation. It was inspired by a video game Hunt the
Wumpus by Gregory Yob in 1973.
The Wumpus world is a cave which has 4/4 rooms connected with passageways. So there are
total 16 rooms which are connected with each other. We have a knowledge-based agent who
will go forward in this world. The cave has a room with a beast which is called Wumpus,
who eats anyone who enters the room. The Wumpus can be shot by the agent, but the agent
has a single arrow. In the Wumpus world, there are some Pits rooms which are bottomless,
and if agent falls in Pits, then he will be stuck there forever. The exciting thing with this cave
is that in one room there is a possibility of finding a heap of gold. So the agent goal is to find
the gold and climb out the cave without fallen into Pits or eaten by Wumpus. The agent will
get a reward if he comes out with gold, and he will get a penalty if eaten by Wumpus or falls
in the pit.
Following is a sample diagram for representing the Wumpus world. It is showing some
rooms with Pits, one room with Wumpus and one agent at (1, 1) square location of the world.
There are also some components which can help the agent to navigate the cave. These
components are given as follows:
UNIT 3 Knowledge Represent
a. The rooms adjacent to the Wumpus room are smelly, so that it would have some
stench.
b. The room adjacent to PITs has a breeze, so if the agent reaches near to PIT, then he
will perceive the breeze.
c. There will be glitter in the room if and only if the room has gold.
d. The Wumpus can be killed by the agent if the agent is facing to it, and Wumpus will
emit a horrible scream which can be heard anywhere in the cave.
Performance measure:
o +1000 reward points if the agent comes out of the cave with the gold.
o -1000 points penalty for being eaten by the Wumpus or falling into the pit.
o -1 for each action, and -10 for using an arrow.
o The game ends if either agent dies or came out of the cave.
Environment:
o A 4*4 grid of rooms.
o The agent initially in room square [1, 1], facing toward the right.
o Location of Wumpus and gold are chosen randomly except the first square [1,1].
o Each square of the cave can be a pit with probability 0.2 except the first square.
Actuators:
o Left turn,
o Right turn
o Move forward
o Grab
o Release
o Shoot.
Sensors:
o The agent will perceive the stench if he is in the room adjacent to the Wumpus. (Not
diagonally).
o The agent will perceive breeze if he is in the room directly adjacent to the Pit.
UNIT 3 Knowledge Represent
o The agent will perceive the glitter in the room where the gold is present.
o The agent will perceive the bump if he walks into a wall.
o When the Wumpus is shot, it emits a horrible scream which can be perceived
anywhere in the cave.
o These percepts can be represented as five element list, in which we will have different
indicators for each sensor.
o Example if agent perceives stench, breeze, but no glitter, no bump, and no scream
then it can be represented as:
[Stench, Breeze, None, None, None].
o Partially observable: The Wumpus world is partially observable because the agent
can only perceive the close environment such as an adjacent room.
o Deterministic: It is deterministic, as the result and outcome of the world are already
known.
o Sequential: The order is important, so it is sequential.
o Static: It is static as Wumpus and Pits are not moving.
o Discrete: The environment is discrete.
o One agent: The environment is a single agent as we have one agent only and
Wumpus is not considered as an agent.
In the topic of Propositional logic, we have seen that how to represent statements using
propositional logic. But unfortunately, in propositional logic, we can only represent the facts,
which are either true or false. PL is not sufficient to represent the complex sentences or
natural language statements. The propositional logic has very limited expressive power.
Consider the following sentence, which we cannot represent using PL logic.
To represent the above statements, PL logic is not sufficient, so we required some more
powerful logic, such as first-order logic.
First-Order logic:
The syntax of FOL determines which collection of symbols is a logical expression in first-
order logic. The basic syntactic elements of first-order logic are symbols. We write
statements in short-hand notation in FOL.
Variables x, y, z, a, b,....
Connectives ∧, ∨, ¬, ⇒, ⇔
UNIT 3 Knowledge Represent
Equality ==
Quantifier ∀, ∃
Atomic sentences:
o Atomic sentences are the most basic sentences of first-order logic. These sentences
are formed from a predicate symbol followed by a parenthesis with a sequence of
terms.
o We can represent atomic sentences as Predicate (term1, term2, ......, term n).
Complex Sentences:
o Complex sentences are made by combining atomic sentences using connectives.
Consider the statement: "x is an integer.", it consists of two parts, the first part x is the
subject of the statement and second part "is an integer," is known as a predicate.
Universal Quantifier:
Universal quantifier is a symbol of logical representation, which specifies that the statement
within its range is true for everything or every instance of a particular thing.
o For all x
o For each x
o For every x.
Example:
Let a variable x which refers to a cat so all x can be represented in UOD as below:
It will be read as: There are all x where x is a man who drink coffee.
Existential Quantifier:
UNIT 3 Knowledge Represent
Existential quantifiers are the type of quantifiers, which express that the statement within its
scope is true for at least one instance of something.
It is denoted by the logical operator ∃, which resembles as inverted E. When it is used with a
predicate variable then it is called as an existential quantifier.
If x is a variable, then existential quantifier will be ∃x or ∃(x). And it will be read as:
Example:
It will be read as: There are some x where x is a boy who is intelligent.
Inference in First-Order Logic is used to deduce new facts or sentences from existing
sentences. Before understanding the FOL inference rule, let's understand some basic
terminologies used in FOL.
UNIT 3 Knowledge Represent
Substitution:
Note: First-order logic is capable of expressing facts about some or all objects in the
universe.
Equality:
First-Order logic does not only use predicate and terms for making atomic sentences but also
uses another way, which is equality in FOL. For this, we can use equality symbols which
specify that the two terms refer to the same object.
As in the above example, the object referred by the Brother (John) is similar to the object
referred by Smith. The equality symbol can also be used with negation to represent that two
terms are not the same objects.
As propositional logic we also have inference rules in first-order logic, so following are some
basic inference rules in FOL:
o Universal Generalization
o Universal Instantiation
o Existential Instantiation
o Existential introduction
1. Universal Generalization:
o Universal generalization is a valid inference rule which states that if premise P(c) is
true for any arbitrary element c in the universe of discourse, then we can have a
conclusion as ∀ x P(x).
Example: Let's represent, P(c): "A byte contains 8 bits", so for ∀ x P(x) "All bytes contain
8 bits.", it will also be true.
2. Universal Instantiation:
Example:1.
Example: 2.
"All kings who are greedy are Evil." So let our knowledge base contains this detail as in the
form of FOL:
So from this information, we can infer any of the following statements using Universal
Instantiation:
3. Existential Instantiation:
o The new KB is not logically equivalent to old KB, but it will be satisfiable if old KB
was satisfiable.
o This rule states that one can infer P(c) from the formula given in the form of ∃x P(x)
for a new constant symbol c.
o The restriction with this rule is that c used in the rule must be a new term for which
P(c ) is true.
Example:
So we can infer: Crown(K) ∧ OnHead( K, John), as long as K does not appear in the
knowledge base.
4. Existential introduction
For the inference process in FOL, we have a single inference rule which is called Generalized
Modus Ponens. It is lifted version of Modus ponens.
Generalized Modus Ponens can be summarized as, " P implies Q and P is asserted to be true,
therefore Q must be True."
UNIT 3 Knowledge Represent
According to Modus Ponens, for atomic sentences pi, pi', q. Where there is a substitution θ
such that SUBST (θ, pi',) = SUBST(θ, pi), it can be represented as:
Example:
We will use this rule for Kings are evil, so we will find some x such that x is king, and x
is greedy so we can infer that x is evil.
Reasoning:
The reasoning is the mental process of deriving logical conclusion and making predictions
from available knowledge, facts, and beliefs. Or we can say, "Reasoning is a way to infer
facts from existing data." It is a general process of thinking rationally, to find valid
conclusions.
In artificial intelligence, the reasoning is essential so that the machine can also think
rationally as a human brain, and can perform like a human.
Types of Reasoning
o Deductive reasoning
o Inductive reasoning
o Abductive reasoning
o Common Sense Reasoning
o Monotonic Reasoning
o Non-monotonic Reasoning
UNIT 3 Knowledge Represent
Note: Inductive and deductive reasoning are the forms of propositional logic.
1. Deductive reasoning:
Deductive reasoning is deducing new information from logically related known information.
It is the form of valid reasoning, which means the argument's conclusion must be true when
the premises are true.
Deductive reasoning is a type of propositional logic in AI, and it requires various rules and
facts. It is sometimes referred to as top-down reasoning, and contradictory to inductive
reasoning.
In deductive reasoning, the truth of the premises guarantees the truth of the conclusion.
Deductive reasoning mostly starts from the general premises to the specific conclusion,
which can be explained as below example.
Example:
2. Inductive Reasoning:
Inductive reasoning is a form of reasoning to arrive at a conclusion using limited sets of facts
by the process of generalization. It starts with the series of specific facts or data and reaches
to a general statement or conclusion.
In inductive reasoning, we use historical data or various premises to generate a generic rule,
for which premises support the conclusion.
In inductive reasoning, premises provide probable supports to the conclusion, so the truth of
premises does not guarantee the truth of the conclusion.
Example:
UNIT 3 Knowledge Represent
Premise: All of the pigeons we have seen in the zoo are white.
3. Abductive reasoning:
Abductive reasoning is a form of logical reasoning which starts with single or multiple
observations then seeks to find the most likely explanation or conclusion for the observation.
Example:
Conclusion It is raining.
Common sense reasoning is an informal form of reasoning, which can be gained through
experiences.
Common Sense reasoning simulates the human ability to make presumptions about events
which occurs on every day.
It relies on good judgment rather than exact logic and operates on heuristic
knowledge and heuristic rules.
Example:
The above two statements are the examples of common sense reasoning which a human mind
can easily understand and assume.
UNIT 3 Knowledge Represent
5. Monotonic Reasoning:
In monotonic reasoning, once the conclusion is taken, then it will remain the same even if we
add some other information to existing information in our knowledge base. In monotonic
reasoning, adding knowledge does not decrease the set of prepositions that can be derived.
To solve monotonic problems, we can derive the valid conclusion from the available facts
only, and it will not be affected by new facts.
Monotonic reasoning is not useful for the real-time systems, as in real time, facts get
changed, so we cannot use monotonic reasoning.
Example:
It is a true fact, and it cannot be changed even if we add another sentence in knowledge base
like, "The moon revolves around the earth" Or "Earth is not round," etc.
6. Non-monotonic Reasoning
Logic will be said as non-monotonic if some conclusions can be invalidated by adding more
knowledge into our knowledge base.
"Human perceptions for various things in daily life, "is a general example of non-monotonic
reasoning.
Example: Let suppose the knowledge base contains the following knowledge:
So from the above sentences, we can conclude that Pitty can fly.
However, if we add one another sentence into knowledge base "Pitty is a penguin", which
concludes "Pitty cannot fly", so it invalidates the above conclusion.
Reasoning in artificial intelligence has two important forms, Inductive reasoning, and
Deductive reasoning. Both reasoning forms have premises and conclusions, but both
reasoning are contradictory to each other. Following is a list for comparison between
inductive and deductive reasoning:
o Deductive arguments can be valid or invalid, which means if premises are true, the
conclusion must be true, whereas inductive argument can be strong or weak, which
means conclusion may be false even if premises are true.
The differences between inductive and deductive can be explained using the below diagram
on the basis of arguments:
Comparison Chart:
Definition Deductive reasoning is the form of valid Inductive reasoning arrives at a conclusion by
reasoning, to deduce new information or the process of generalization using specific facts
conclusion from known related facts and or data.
information.
Starts from Deductive reasoning starts from Premises. Inductive reasoning starts from the Conclusion.
UNIT 3 Knowledge Represent
Validity In deductive reasoning conclusion must be In inductive reasoning, the truth of premises
true if the premises are true. does not guarantee the truth of conclusions.
Usage Use of deductive reasoning is difficult, as Use of inductive reasoning is fast and easy, as
we need facts which must be true. we need evidence instead of true facts. We often
use it in our daily life.
Argument In deductive reasoning, arguments may be In inductive reasoning, arguments may be weak
valid or invalid. or strong.
Structure Deductive reasoning reaches from general Inductive reasoning reaches from specific facts
facts to specific facts. to general facts.