Lecture Introduction AI-V2S
Lecture Introduction AI-V2S
Introduction
AI Generations
• 80’s:
– we start worrying about hardware. Maybe
hardware could be scary.
– Maybe this technology that we're building could
turn against us.
• 90’s
– we realized that software can be scary
you're moving from hope that this technology
can make our lives better to, what if it doesn't?
What If
• AIs will defeat us or rise up, to a little bit more
• What if they're indistinguishable from us?
• What if we get replaced?
• The fear here is not so much about a war, but
a replacement.
Reality Check!
• we are and what we can and can't do.
The Express Tribune
AI miracle cure in the making
By Safdar Rizvi
Published: July 12, 2019
https://tribune.com.pk/story/2011286/1-ai-miracle-cure-making/
Presidential Initiative for Artificial
Intelligence & Computing (PIAIC)
Elon Musk Worries about AI
• - That the biggest risk we face as a civilization is actually
artificial intelligence.
• - What if this stuff works?
• - What if it works really well?
• -What if it doesn't do what we expect or what we want?
• - How do we define
• - what we want and how to keep these things safe?
• - What's the difference between what we can do, what
we can't do?
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AI: Chapter 1: Introduction 15
What is Artificial Intelligence? (again)
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Case Study
Pac-man Game
• Pac-Man game as a benchmark test bed originally developed for UC
Berkeley’s AI introductory course CS188 available at
http://ai.berkeley.edu/project_overview.html
Tools Used:
• MATLAB/ Simulink Enviournments
– Neural Network Toolbox
– Fuzzy Logic Toolbox
• Python IDLE 3.6
– “Pymatlab” package
• SPSS: Statistical Package for the Social Sciences
Modules Developed
• Module 1: Accessor methods has been modified to access the state data
of all three agents of Pac-man game environment
• Module 2: Middle Tier Function received (x, y) coordinates of Pac-man
agent from trained network and pass it to Pac-man Game to run
• Module 3: A hurdle and wall control function
AI System
time
time
RH
NrOfSlices: 17 SliceThickness: 5 mm
FoV: 220 mm Matrix: 128 x 128
NrOfVolumes: 126
Visual Stimulation
Protocol :
• Objects in LVF
• Objects in RVF
• Fixation
time LH
time
Slice Terminology
VOXEL
(Volumetric Pixel)
SliceThickness In-plane resolution
e.g. 4 mm e.g., 220 mm / 128
= 1.72 mm
1.72
mm 4 mm
Number of Slices
e.g., 17
Matrix Size
e.g., 128X128
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Activated Areas
Response to
Response to
easy Bird
Hard Bird
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Data Pre-Processing
Image time-series Kernel Design matrix Statistical parametric map (SPM)
Statistical Gaussian
Normalisation inference field theory
Template p <0.05
Parameter estimates
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Experimental Setup
Performance Measures
• Types
– Risky decision making
– Social decision making
• Rewardless Decision making
• Examples
• what you want to wear today
• choice of beverage in a café
• weather or not buy a new car at the moment
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Problem Statement
Human Decision Making
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Related work
• Objective
– Identifying the most dominant voxels of prefrontal cortex in the human brain which helps
a person in rewardless-related decision making using ANN technique.
– For classification of decisions made by respondent and for identification of the most
dominant voxels of human brain for decision making, they analysed the Brodmann area
10 and 47 from the prefrontal cortex of human brain
• Methodology
– Multilayer Perceptron (MLP) neural network
– Evaluate training accuracy based on 40 voxels
• Issues
– Due to limited data, the algorithm is often stuck on local optima with very low fitness.
– The performance of backpropagation and test statistics is also compromised due to local
gradient data[38]
– When the training size is not large enough, ANN will have to face the problem of
overfitting and reflect biases [39]
F. Ahmad, I. Ahmad, and W. M. Dar, "Identification and classification of voxels of human brain for rewardless-related decision making
using ANN technique," Neural Computing and Applications, vol. 28, pp. 1035-1041, 2017.
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Research Issues
1.The applicability of the hybrid techniques in
the domain of cognitive neuroscience is yet to
be explored
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Research Goals
Goal : Development of a model in the domain of behavioural neuroscience, to
find strongly activated brain regions, their specific cognitive processes and
stimulus-trigered activities during rewardless-related decision making using
functional magnetic resonance imaging (fMRI) data
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Acting Rationally
• Rational behavior
– Doing the right thing
• What is the “right thing”
– That which is expected to maximize goal achievement,
given available information
• Doesnot necessary involve thinking –e.g., blinking
reflex-but involve thinking should be in the service of
rational action.
• We do many (“right”) things without thinking
– Thinking should be in the service of rational action
• What are the algorithms for finding optimal things in that sense?
• What is utility?
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References
• http://ai.berkeley.edu
• Prof. Mian Muhammad Awais
– CS 531
• Lahore University of Lahore, Pakistan