Chapter 11: Artificial Intelligence Copyright © 2012 Pearson Education, Inc. Chapter 11: Artificial Intelligence • • • • • • Intelligence and Machines Perception Reasoning Additional Areas of Research Artificial Neural Networks Robotics Copyright © 2012 Pearson Education, Inc. 0-2 Artificial intelligence Artificial intelligence is the field of computer science that seeks to build autonomous machines that can carry out complex tasks without human intervention. AI areas: Psychology, neurology, mathematics, linguistics, and electrical and mechanical engineering. Copyright © 2012 Pearson Education, Inc. 0-3 Intelligent Agents • Agent: A “device” that responds to stimuli from its environment – Sensors – Actuators – An interactive video game – A process communicating with other processes over the Internet • Much of the research in AI can be viewed in the context of building agents that behave intelligently Copyright © 2012 Pearson Education, Inc. 0-4 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 searching – Learning Copyright © 2012 Pearson Education, Inc. 0-5 The eight-puzzle in its solved configuration Copyright © 2012 Pearson Education, Inc. 0-6 Here. Copyright © 2012 Pearson Education, Inc. 0-7 Our puzzle-solving machine 1. Perceive in the sense that it must extract the current puzzle state from the image it receives from its camera 2. Develop and implement a plan for obtaining a goal. Copyright © 2012 Pearson Education, Inc. 0-8 Approaches to Research in AI Engineering track – develop systems that exhibit intelligent behavior – natural language processing Theoretical track – develop a computational understanding of human intelligence – Linguists Copyright © 2012 Pearson Education, Inc. 0-9 Turing Test • Test setup: Human communicates with test subject by typewriter. • Test: Can the human distinguish whether the test subject is human or machine? Copyright © 2012 Pearson Education, Inc. 0-10 Turing test examples Internet viruses carry on “intelligent” dialogs with a human victim in order to trick the human into dropping his or her malware guard. Computer games such as chess-playing programs. These programs select moves merely by applying brute-force techniques, humans competing against the computer often experience the sensation that the machine possesses creativity and even a personality. Copyright © 2012 Pearson Education, Inc. 0-11 Techniques for understanding Images • Template matching • Image processing identifying characteristics of the image • Image analysis process of understanding what characteristics mean Copyright © 2012 Pearson Education, Inc. 0-12 A smartphone AI application Copyright © 2012 Pearson Education, Inc. 0-13 Language Processing • Syntactic Analysis – Parsing. Finding the object, subject, verb of a sentence. – Grammatical roles. • Semantic Analysis – the task of identifying the semantic role of each word • Contextual Analysis – The sentence is brought into the understanding process Copyright © 2012 Pearson Education, Inc. 0-14 A semantic net for information extraction Copyright © 2012 Pearson Education, Inc. 0-15 Reasoning Copyright © 2012 Pearson Education, Inc. 0-16 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 Copyright © 2012 Pearson Education, Inc. 0-17 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 Copyright © 2012 Pearson Education, Inc. 0-18 A small portion of the eight-puzzle’s state graph Copyright © 2012 Pearson Education, Inc. 0-19 Deductive reasoning Copyright © 2012 Pearson Education, Inc. 0-20 Deductive reasoning in the context of a production system Copyright © 2012 Pearson Education, Inc. 0-21 An unsolved eight-puzzle Copyright © 2012 Pearson Education, Inc. 0-22 A sample search tree Copyright © 2012 Pearson Education, Inc. 0-23 Productions stacked for later execution Copyright © 2012 Pearson Education, Inc. 0-24 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 Copyright © 2012 Pearson Education, Inc. 0-25 An unsolved eight-puzzle Copyright © 2012 Pearson Education, Inc. 0-26 An algorithm for a control system using heuristics Copyright © 2012 Pearson Education, Inc. 0-27 The beginnings of our heuristic search Copyright © 2012 Pearson Education, Inc. 0-28 The search tree after two passes Copyright © 2012 Pearson Education, Inc. 0-29 The search tree after three passes Copyright © 2012 Pearson Education, Inc. 0-30 The complete search tree formed by our heuristic system Copyright © 2012 Pearson Education, Inc. 0-31 Handling Real-World Knowledge • Representation and storage • Accessing relevant information – Meta-Reasoning – Closed-World Assumption • Frame problem Copyright © 2012 Pearson Education, Inc. 0-32 Learning • Imitation • Supervised Training – Training Set • Reinforcement Copyright © 2012 Pearson Education, Inc. 0-33 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 Copyright © 2012 Pearson Education, Inc. 0-34 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. Copyright © 2012 Pearson Education, Inc. 0-35 A neuron in a living biological system Copyright © 2012 Pearson Education, Inc. 0-36 The activities within a processing unit Copyright © 2012 Pearson Education, Inc. 0-37 Representation of a processing unit Copyright © 2012 Pearson Education, Inc. 0-38 A neural network with two different programs Copyright © 2012 Pearson Education, Inc. 0-39 The structure of ALVINN Copyright © 2012 Pearson Education, Inc. 0-40 Associative Memory • Associative memory: The retrieval of information relevant to the information at hand • Build associative memory using neural networks that when given a partial pattern, transition themselves to a completed pattern. Copyright © 2012 Pearson Education, Inc. 0-41 An artificial neural network implementing an associative memory Copyright © 2012 Pearson Education, Inc. 0-42 The steps leading to a stable configuration Copyright © 2012 Pearson Education, Inc. 0-43 Robotics • Truly autonomous robots require progress in perception and reasoning. • Major advances being made in mobility • Plan development versus reactive responses • Evolutionary robotics Copyright © 2012 Pearson Education, Inc. 0-44 Issues Raised by AI • 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? Copyright © 2012 Pearson Education, Inc. 0-45 Isaac Asimov's "Three Laws of Robotics" • A robot may not injure a human being or, through inaction, allow a human being to come to harm. • A robot must obey orders given it by human beings except where such orders would conflict with the First Law. • A robot must protect its own existence as long as such protection does not conflict with the First or Second Law. Copyright © 2012 Pearson Education, Inc. 0-46
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