L1.AI Introduction (Lecture 1-5)
L1.AI Introduction (Lecture 1-5)
Introduction
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References
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If human beings can think then why not
machines?
If machines If machines
can think, How? can not think, Why?
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Artificial + Intelligent
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What is artificial intelligence?
• Ability to
• Learn
• Understand and
• Think.
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Artificial + Intelligence
• Designing of intelligence man made artifacts
• Artificial :
o fake, not real , man made
• Intelligence:
– “the capacity to learn and solve problems”
– in particular,
• the ability to solve novel problems
• the ability to act rationally
• the ability to act like humans
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INTELLIGENCE
• Intelligence is the computational part of the ability to
achieve goals in the world.
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What is involved in INTELLIGENCE
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Cont…
• AI is the study and design of intelligent agents
where,
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Problems In AI
• Easy Problems in AI
• It’s been easier to mechanize many of the high level cognitive tasks
we usually associate with “intelligence” in people
– e. g., symbolic integration, proving theorems, playing chess,
some aspect of medical diagnosis, etc.
– Hard Problems in AI
• It’s been very hard to mechanize tasks that animals can do easily
– walking around without running into things (ASIMO)
– interpreting complex sensory information (visual, aural, …)
– working as a team (ants, bees)
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ASIMO (2000) at the Expo 2005
Humanoid robot created by Honda. Standing at 130
centi-meters (4 feet 3 inches) and weighing 54
kilograms
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Kismet now resides at the MIT Museum
inCambridge, Massachusetts
• Kismet is a robot made in
the late 1990s
at Massachusetts Institute of
Technology with auditory,
visual and expressive
systems intended to
participate in human social
interaction and to
demonstrate simulated
human emotion and
appearance.
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TOPIO, a human robot played table tennis at
Tokyo International Robot Exhibition (IREX) 2009
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Stanley Robot in Stanford Racing Team
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Robot holding the Bulb
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Factory Automation with industrial robots
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Intelligent Systems in Your Everyday Life
• Post Office
– automatic address recognition and sorting of mail
• Banks
– automatic check readers, signature verification systems
– automated loan application classification
• Customer Service
– automatic voice recognition
• The Web
– Identifying your age, gender, location, from your Web surfing
– Automated fraud detection
• Digital Cameras
– Automated face detection and focusing
• Computer Games
– Intelligent characters/agents
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Foundations of AI
Computer
Science &
Engineering
Mathematics Philosophy
Economics
AI Biology
Psychology Linguistics
Cognitive
Science
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Disciplines related to AI
• Philosophy :Logic, methods of reasoning, mind as physical system,
foundations of learning, language,rationality.
• Mathematics :Formal representation and proof, algorithms, computation,
(un)decidability, (in)tractability
• Probability/Statistics : modeling uncertainty, learning from data
• Economics : utility, decision theory, rational economic agents
• Neuroscience : neurons as information processing units.
• Psychology / Cognitive Science : how do people behave, perceive,
process cognitive information, represent knowledge.
• Computer : building fast computers engineering
• Control theory: design systems that maximize an objective function over
time
• Linguistics : knowledge representation, grammars
•
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History of AI
• AI has roots in a number of scientific disciplines
– computer science and engineering (hardware and software)
– philosophy (rules of reasoning)
– mathematics (logic, algorithms, optimization)
– cognitive science and psychology (modeling high level
human/animal thinking)
– neural science (model low level human/animal brain activity)
– linguistics
• The birth of AI (1943 – 1956)
– Pitts and McCulloch (1943): simplified mathematical model of
neurons (resting/firing states) can realize all propositional logic
primitives (can compute all Turing computable functions)
– Allen Turing: Turing machine and Turing test (1950)
– Claude Shannon: information theory; possibility of chess playing
computers
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• Early enthusiasm (1952 – 1969)
– 1956 Dartmouth conference
John McCarthy (Lisp);
Marvin Minsky (first neural network machine);
Alan Newell and Herbert Simon (GPS);
– Emphasize on intelligent general problem solving
GSP (means-ends analysis);
Lisp (AI programming language);
Resolution by John Robinson (basis for automatic theorem
proving);
heuristic search (A*, AO*, game tree search)
• Emphasis on knowledge (1966 – 1974)
– domain specific knowledge is the key to overcome existing
difficulties
– knowledge representation (KR) paradigms
– declarative vs. procedural representation
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• Knowledge-based systems (1969 – 1999)
– DENDRAL: the first knowledge intensive system (determining 3D
structures of complex chemical compounds)
– MYCIN: first rule-based expert system (containing 450 rules for
diagnosing blood infectious diseases)
EMYCIN: an ES shell
– PROSPECTOR: first knowledge-based system that made
significant profit (geological ES for mineral deposits)
• AI became an industry (1980 – 1989)
– wide applications in various domains
– commercially available tools
• Current trends (1990 – present)
– more realistic goals
– more practical (application oriented)
– distributed AI and intelligent software agents
– resurgence of neural networks and emergence of genetic
algorithms
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Programming languages for AI
• The programs for AI problems can be written with on procedural
languages like PASCAL or declaration languages like PROLOG.
• Generally relational languages like PROLOG or LISP are preferred
for symbolic reasoning in AI.
• However, if the program requires much arithmetic computation (say
for the purpose of uncertainty management), then procedural languages
would be preferred.
• Recently a number of shell are available, where the user needs to
submit knowledge only and the shall offers the implementation of both
symbolic processing simultaneously.
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Applications of AI
• Speech recognition : converts spoken words to
text
• Face Recognition : a computer application for
automatically identifying or verifying a person
from a digital image or a video
• Finger print scanning
• Optical character recognition : electronic
translation of printed text into machine-encoded
text
• Handwriting recognition
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Many more……
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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Possible Approaches in AI
Like
humans Well
Rational
GPS
Think agents
AI tends to work
mostly in this area
Heuristic
Act Eliza systems
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Like
humans Well
Think like humans Rational
Think GPS
agents
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Like
Think well humans Well
Think Rational
GPS
agents
Heuristic
Act Eliza
systems
• Law of thoughts
• Develop formal models of knowledge representation,
reasoning, learning, memory, problem solving, that can be
result in algorithms.
• There is often an emphasis on a systems that are provably
correct, and guarantee finding an optimal solution.
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Like
humans Well
Eliza Heuristic
Act systems
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Like
Act like humans humans Well
Think Rational
GPS
agents
Heuristic
Act Eliza
systems
• Behaviorist approach.
• Not interested in how you get results, just the
similarity to what human results are.
• Exemplified by the Turing Test (Alan Turing,
1950).
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Acting Humanly: The Turing Test
• Alan Turing (1912-1954)
• “Computing Machinery and Intelligence” (1950)
Imitation Game
Human
Human Interrogator
AI System
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Turing Test(cont..)
• Three rooms contain a person, a computer, and an
interrogator.
• The interrogator can communicate with the other
two by teleprinter.
• The interrogator tries to determine which is the
person and which is the machine.
• The machine tries to fool the interrogator into
believing that it is the person.
• If the machine succeeds, then we conclude that the
machine can think.
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Turing Test
• The "standard
interpretation" of the
Turing Test, in which
player C, the interrogator,
is tasked with trying to
determine which player -
A or B - is a computer and
which is a human. The
interrogator is limited to
using the responses to
written questions in order
to make the
determination.
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Strengths of the test
• Tractability
Turing Test provides something that can actually be measured
philosophy of mind, psychology, and modern neuroscience unable to be
precise – intelligence & thinking
• Simplicity
• Breadth of subject matter
the format of the test allows the interrogator to give the machine a wide variety
of intellectual tasks.
Can include any field during test
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Weaknesses of the test
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• Some human behaviour is unintelligent
Turing Test even tests for behaviours that we may not
consider intelligent at all, such as the susceptibility to
insults, the temptation to lie or, simply, a high
frequency of typing mistakes.
If a machine cannot imitate human behaviour in detail
it fails the test.
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Some intelligent behaviour is inhuman
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Naivete of interrogators
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Real intelligence vs simulated intelligence
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Eliza
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The Loebner Contest
• A modern version of the Turing Test, held annually, with a $100,000 cash
prize.
• http://www.loebner.net/Prizef/loebner-prize.html
• Restricted topic (removed in 1995) and limited time.
• Participants include a set of humans and a set of computers and a set of
judges.
• Scoring
– Rank from least human to most human.
– Highest median rank wins $2000.
– If better than a human, win $100,000. (Nobody yet…)
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What can AI systems do
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What can’t AI systems do yet?
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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 must provide it
– It can be easily modified to correct errors.
– It can be used in variety of situations
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Tic Tac Toe
• Three programs are presented :
Series increase
– Their complexity
– Use of generalization
– Clarity of their knowledge
– Extensability of their approach
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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
• Move-Table: A large vector of 19,683 elements ( 3^9), each element is 9-
element vector.
Algorithm:
1. View the vector as a ternary number. 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.
3. Difficult to extend.
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Introductory Problem: Tic-Tac-Toe
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
Functions:
Make2: returns 5 if the centre square is blank. Else any other blank square
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))
.......
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Introductory Problem: Tic-Tac-Toe
Comments:
3. Hard to generalize.
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Introductory Problem: Tic-Tac-Toe
8 3 4
1 5 9
6 7 2
15 - (8 + 5)
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New appraoch
• All row, column and diagonal sum is 15
• Make a list, for each player , of the squares in which he/she has played.
• Consider each pair of square owned by that player
• Computer difference between 15 and sum of two square. If difference
is -ve or if greater then 9, then the original two square were not
collinear and thus can be ignored.
• If square representing the difference is blank, a move there will
produce a win.
• No player cant have more then 4 square at a time, so fewer square to
compared to.
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Introductory Problem: Tic-Tac-Toe
Comments:
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Introductory Problem: Tic-Tac-Toe
Program 3:
Structure with 9-element vector representing the board, a list of board
positions that could result from the next move, estimate how likely
the board position lead to ultimate win for the player to move.
Algorithm:
To decide to the next move , look ahead at the board position that result
from each possible move. Decide which position is best.
2. Otherwise, consider all the moves the opponent could make next.
Assume the opponent will make the move that is worst for us. Assign
the rating of that move to the current node.
3. The best node is then the one with the highest rating.
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Introductory Problem: Tic-Tac-Toe
Comments:
Algo look ahead at various moves that leads to win.
It attempts to maximize the likelihood of winning
and opponent will try to minimize that ---
minimax procedure.
Program 1:
Z = a new coat
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Introductory Problem: Question Answering
Program 2:
Convert the input text into a structured internal form that attempts to capture
the meaning of the 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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Conclusion
• The subject of AI deals more with symbolic
reasoning that conventional number crusting
problems.
• Knowledge representation, learning, speech and
uncertainty management of data and knowledge
are the common areas covered under AI.
• LISP and PROLOG are the used for programming
AI problems.
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