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CS 580 - Intro to AI

Jonathan Zinger Englisch 123 Karten

CS 580 - Intro to AI

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  1. 1What Is AI?The study of human intelligence via computer
    models.
    – The study of man-made computational
    intelligence.
    – The study of the architecture of intelligent
    systems.
    – The study of “user-friendly” systems.
  2. 2Traditional AIIntelligence = ability to solve problems
  3. 3Traditional AIGoal Directed Symbol Manipulation
  4. 4General Problem Solver ExamplesGame playing
    • Theorem proving
    • Medical diagnosis
    • Traveling from A to B
    • Solving puzzles:
    – Sudoku, logic, crossword, …
  5. 5General Problem Solving ProcessGiven:
    – Symbol set, operators
    – Initial state, goal state
    • Find:
    – Sequence of operations that transform the
    initial state into the goal state
  6. 6General Problem Solving StrategyDevelop knowledge-intensive
    techniques for efficiently constructing
    the required problem-solving
    sequences.
  7. 7Game PlayingBoard is current state
    Legal Moves are symbols
    Start with Initial state
    Well understood goal state
  8. 8Game TreesGame Trees
  9. 9Game Playing Problem SpaceChess: 10^120 board configs
    Table Lookup/exhaustive search not feasible
  10. 10Knowledge Directed SearchSTatic Eval Functions
    Dynamic Look Ahead
    Tree Pruning Heuristics
  11. 11Chess StatusVery Strong Programs
    Higher Level Concepts Missing
    Brute Force Works - 6-8 levels look-ahead
  12. 12AI Paradigm1. Identify problem humans solve
    2. analyze activities
    3. build a conceptual model
    4. build a computational model
    5. Implement
    6. Simulate(Execute)
    7. Revise
  13. 13Knowledge Representation IssuesKnowledge:
    1 Large/unwieldy
    2 Difficult to Articulate
    3 Inexact/Incorrect
    4 Changes
  14. 14Knowledge Representation Key FactorsMust Be:
    1 Effecient
    2 Useful
    3 Support reasoning/generalization
    4 Facilitate Acquisition
    5. Understandable by humans
  15. 15KR ApproachesNatural Language
    Formal Logic
    Production Rules
    Semantic Nets
    Frames, Scripts
  16. 16AI SubdomainsNL Understanding
    Scene Understanding
    Multi-Sensor Integration
    Robotics
    Expert Systems
    Machine Learning
    ...
  17. 17Modern AI Perspective1 Agent Oriented
    2 Sensors/Effectors - environmental interaction
    3 open ended problem solving
  18. 18AgentsEmbodied Intelligence
    Sense-Think-Act
    Meta Cognition
  19. 19Common Threads1 Signal->Symbol 2Mapping
    3 General Purpose vs Specialized systems
    4 Knowledge Representation
    5 Knowledge Acquisition
    6 Learning
  20. 20Turing TestImitation Game
    Interrogator tries to figure out which is human, A or B, via conversation
  21. 21Weak AIStudy of algorithms which enable computers to do tasks which previously only humans could perform
  22. 22Strong AIPursuit of research leading to the development of facsimiles of the human mind
  23. 23Major Areas of AIOptimization
    Induction
    Deduction
    Interaction
  24. 24AI Area: OptimizationProcess of wandering through an environment, hunting for samples which have the highest quality.
  25. 25AI Area: Stochastic OptimizationMetaheuristics - genetic algorithm, simulated annealing, ant colony optimization
  26. 26LISPSymbol Manipulation
    Fundamental Data Objects
  27. 27LISP: Symbols1 Manipulated as data
    2 Fundamental distinction: Symbol names vs values
    X, `X, "X"
  28. 28LISP: Symbolic ExpressionsFormed from atomic elements and/or s expressions
    Lists - (a (b c) d)
  29. 29LISP: Underlying Representation1-way linked list of CONS cells with CAR, CDR fields
    (a (b c) d)
  30. 30LISP: list constructioncons, list, append
    (setf L (cons a b))
    (setf L (list 'a 'b))
  31. 31LISP: list traversalcar, cdr, caar, cadr
    (print (car L))
  32. 32LISP - list manipulationShared, non-desctructive
  33. 33LISP functionsassume CAR specifies a function and CDR its arguments
  34. 34LISP Programcollection of s expressions to be manipulated or evaluated
  35. 35LISP control flowIF, COND, LOOP, DOLIST, DOTIMES, PROG, MAP
  36. 36LISP REPLread evaluate print loop
    (loop (print (eval (read)))
  37. 37AI GoalDevelop Knowledge Intensive techniques for efficiently constructing the required problem-solving sequences
    "Heuristics"
  38. 38Cognitive ApproachBuild a computational mode of human problem solving
  39. 39CS/Engineering ApproachBuild a computationally efficient problem solver
    (not necessarily modeling human behavior/preference)
  40. 40State Space Search Initial State:1. Root Node(of tree/graph)
    2. Intermediate Nodes(partial solutions)
    3. Leaf Nodes(solutions)
  41. 41State Space Search Goal Statestopping condition. eg Tour of minimal cost in TSP
  42. 42State Space Search GeneratorDepth First
    Breadth First
  43. 43State Space Search TSPInitial State:
    1 visited city
    N-1 unvisited
    Goal State:
    Tour of minimal cost
    Generator: Depth first by city
  44. 44State Space Search TSP ProblemsSize of space:
    (N-1)! leaf nodes
    >(N-1)! interior nodes
    Measuring efficiency:
    nodes visited
    Heuristics:
    1 Closed Neighbor next(greedy)
    2 No-overlapping paths
  45. 45State Space Search Boolean SatInitial State:
    N boolean variables unassigned
    Goal State:
    Entire expression evals to true
    Generator:
    Depth first by variable
  46. 46General Search StrategiesData Driven vs Goal Directed
    Uninformed vs Informed
    Admissible vs Inadmissible Heuristics
  47. 47Uninformed Search ExamplesDepth First
    Breadth First
    Depth Limited
    Iterative Deepening
    Breadth limited
    bidirectional
  48. 48Search: Informed Examplesw/ Static eval function
    Hill Climbing
    Greedy
    Prioritized depth first
    Prioritized breadth first
    Best first
  49. 49Search: Informed Examplesw/ a future cost estimator
    A*
  50. 50A*Total Est Cost = current cost + heuristic estimate
    Keep "best so far" cost
    prune if est.clost > bsf cost
    Admissible if never overestimates future costs
  51. 51Search: Informed ExamplesConstraint Violoation
    Assumes constraints
    Admissible
    Efficiency
    Constraint Issues
  52. 52Search: Informed Look AheadSimulate Future Possibilities
    extract useful information
    make choices, via pruning
  53. 53Special Search: Adversarial Gamesw/ Lookahead capability
    goal:
    1. Sim Future Poss
    2. Extract Useful Info
    3. Make choices, prune:
    Minimax Algs
    Alpha/Beta pruning
  54. 54Game TreeGame Tree
  55. 55MinimaxAssume symmetric static eval function
    Max values, good for me
    Min Values, bad for me
    Opponent always chooses optmial min
    Exhaustive search to fixed path
  56. 56State Space ApproachGenerate & test with pruning
  57. 57Solution State SearchMove around in solution space rather than constructing solutions incrementally
  58. 58Solution Space search TSPSolution Space: All permutations
    Move from one perm to another via
    2 city swap
    Segment inversion
  59. 59Solution Space Search HeuristicsHill Climbing/descent
    Greedy Ascent/Descent
    Gradient ascent/descent
  60. 60Special Search Natural ComputationSimulated Annealing
    Evolutionary Computation
    Ant Colony Optimization
  61. 61Special Search: Natural Search: Simulated AnnealingEnergy levels <==> random jumps
    initial "temperature high"
    cool slowly
  62. 62Special Search Natural Computation Evolutionary ComputationSimulate Darwinian Evolution
    Survival of the fittest
    Parental fitness -> offspring
    Offspring inheritance
  63. 63Special Search Natural Logic Ant Colony OptimizationDistributed problem solving
    Initially parallel random search
    Pheremone trails
  64. 64Datadrive vs Goal DirectedForward Chaining vs backward chaining
  65. 65General Search Uninformed vs InformedBlind vs knowledge guided
  66. 66General Search Admissible vs InadmissibleProvably correct vs generally correct
  67. 67Uninformed Search Breadth Firstall nodes at each level expanded before next level
  68. 68Uninformed Search Breadth First - ProsComplete
  69. 69Uninformed Search Breadth-First ConsTime & Space
    All nodes in memory - at 8 levels deep, need 1TB (1k per node, 10^9 nodes)
  70. 70Uninformed Search Uniform-cost searchBreadth-First search which follows lowest cost node instead of all nodes at a level
  71. 71Uninformed Search Depth-first SearchExtends the deepest node on the current fringe of the tree
  72. 72Uninformed Search Depth-first search Pros & ConsLow memory Reqmts - only one path need be in memory
    Can get stuck going down long or infinite path if it makes a wrong choice. Not complete or optimal.
  73. 73Uninformed Search Depth- Limited SearchSet a depth l which we treat as if it has no successors. Use depth-first search but stop at l. depth-first is special case with l=d.
  74. 74Uninformed Search Dept-First Search Pros & ConsSolves infinite path problem
    incomplete if ld.
    useful for applying heuristics - like state-space diameter(known max step count)
  75. 75Uninformed Search Iterative Deepening Depth First Searchfind the best depth limit by gradually increasing the limit - 0,1,2 etc. Repeating entire search each time.
  76. 76Uninformed Search Iterative Deepening depth-first searchPreferred uninformed search for large search space and unknown solution depth
  77. 77Uninformed Search Iterative Deepening Pros & ConsSmall memory requirements like depth first search, complete and optimal under right conditions like breadth first.
  78. 78Uninformed Search Bidirectional SearchTwo simultaneous searches, one forward from init state and one back from the goal, stopping when they meet.
  79. 79Uninformed Search Bidirectional Search Pros & ConsComplete and Optimal if both searches are breadth first.
    Hard to know how to work back from goal in many cases.
  80. 80Uninformed Search Strategies ComparisonBF: Complete, Optimal, Memory issues
    UniformCost: Complete, Optimal, memory issues
    DF: Not complete, not optimal, small memory
    Depth-Limited: Not complete, not optimal, smaller memory
    Iterative Deepening: Optimal, Complete, good memory use
    Bidirectional: Complete, Optimal, if BF, hard to use
  81. 81Informed SearchUse Problem Specific Knowledge beyond the problem description
  82. 82Heuristic functionEstimated cost of the cheapest path from node n to a goal node
  83. 83Greedy Best FirstExpand node that is closest to the goal, according to the heuristic function
  84. 84Greedy Best First Pros & ConsMinimizing cost is prone to false starts. May choose wrong path just because first step appears to get you closer than another.
    Much like Depth First search - not complete or optimal. A good heuristic solves all.
  85. 85Informed Search A*Combines g(n), the cost to reach thenode, and h(n) the cost from the node to the goal. Estimates the cheapest solution through n.
  86. 86A* HeuristicComplete and Optimal only if h(n) is admissible - that is, it never overestimates the cost to reach the goal
  87. 87Informed Search Hill ClimbingContinually moves in the direction of increasing value. Stops when no neighbor has higher value.
  88. 88Hill Climbing IssuesGet stuck because:
    Local Maxima
    Ridges
    Plateaux
  89. 89Gradient DescentMinimize cost by seeking minima
  90. 90Simulated AnnealingStart at high temperature(make a lot of random moves) and then decrease temperature until reaching steady state at solution.
  91. 91Solution State Search genetic algoritmstochastic hill climbing search in which a large population of states is maintained. new states generated by mutation and crossover.
  92. 92Natural Computation Evolutionary ComputationSimulate Darwin
    Survival of fittest
    Parent fitness <==> offspring
    Offspring inheritance/variation(crossover and mutation)
  93. 93Evolution Computation PseudocodeCreate initial population of solutions
    until stopping condition:
    select parents based on fitness
    produce offspring
    select individuals to die
    end do
    return result
  94. 94Minimax algorithmComplete depth-first search of a game tree in order to backup values from each leaf node, labeling parent nodes with the best possible score on that path
  95. 95Alpha Beta PruningPrune nodes which result in a choice the player would never make. For MAX, prune away all but the branch with the highest low score(which MIN will optimally choose). Highly order dependent.
  96. 96KR Types of KnowledgeDeclarative(Facts)
    Procedural(HowTo)
  97. 97Properties of KnowledgeTemporal Extent
    Context
    Ambiguities, Conflicts
  98. 98Knowledge Representation IssuesEase of Acquisition
    Ease of use in problem solving
    Ease of Maintenance
    Handling Noise, inconsistencies
    Generalization
  99. 99KR ExtremesNatural Language
    Formal Logics
  100. 100KR - Practical SystemsRule-based
    Network Representations
    Logic Programming
  101. 101Propositional LogicConstants: T,F
    Operators: AND,OR,NOT,=>
    Symbol Manipulation: DeMorgans Law
    Truth Tables!
  102. 102Truth TableSpecifies truth value for each possible assignment of true values to its components.
  103. 103Modus PonensA==>B, a / B
    If A=>B and a is given, then B can be inferred.
  104. 104And-EliminationFrom a conjunction, any conjunct can be inferred.
    A^B/A.
    if (A^B) is given, A can be inferred.
  105. 105Biconditional Inference RulesA<=>B/(A=>B) ^ (B=>A)
    also the reverse
  106. 106deMorgan's Rule!(A^B) == (!A || !B)
    !(A||B) == (!A ^ !B)
  107. 107SatisifiabilityA sentence is satisfiable if it is true in some model
  108. 108Propositional Logic ValidityA sentence is valid if it is true in ALL models
  109. 109Propositional Logic Logical EquivalenceA and B are logically equivalent if they are true in the same set of models
  110. 110Propositional Logic MonotonicitySet of entailed sentences can only increase as information is added to the knowledge base
    IF KB entails A, then KB ^ B entails A too.
    "The conclusion of rules must follow regardless of what else is in the knowledge base".
  111. 111Propositional Logic ResolutionApplies only to disjunctions of literals.
    Uses inference rules to prove a series of statements.
  112. 112Propositional Logic ResolutionTakes two clauses and produces a new clause containing all the literals of the two original clauses except the complimentary literals.
    (L1 || L2) ^ (!L2 || L3) / (L1 || L3)
  113. 113Conjunctive Normal Formevery sentence of propositional logic is logically equivalent to a conjunction of disjunctions of literals.
  114. 114CNF Sample ConversionB<=>(P12 | P21)
    1. Eliminiate <=>
    B=>(P12 | P21) ^ (P12 | P21) => B
    2. Eliminate =>
    Replace a=>b with !a | B
    (!B | P12 | P21) ^ (!(P12 | P21) | B)
    3. Move NOT inwards so it applies only to literals
    (!B | P12 | P21) ^ ((!P12 ^ !P21) | B)
    4. Distribute OR over AND
    (!B | P12 | P21) ^ (!P12 | B) ^ (!P21 | B)
  115. 115Forward Chaining Deductive ClosureFacts:
    A, A=>B ^ C
    B => R
    C=> Q
    Query: Q?
    Yes
  116. 116Backward ChainingFacts: A, A=>B &C, B=>R,C=>Q
    Query: Q?
    Q?: Q<=C
    C?: B&C <=A
    A?: A = yes.
  117. 117KR Using Prop Logic LimitationsExpressiveness - No Variables
  118. 118first order logicPropositional Calculus plus ForAll and ThereExists
    Variables, relations, functions.
  119. 119FOL UnificationAgree to allow one variable to act as another.
    Is Q(Mary) true?
    If Q(Z) is true, and we unify Z and Mary, then Q(Mary) is true.
  120. 120KR using Pred Logic FOL Example SimplificationFacts: FA m A(m), FAx A(x)=>B(x) ^ C(x)
    FAy B(y)=>R(y)
    FAz C(z)=>Q(z)
  121. 121FOL PROS & ConsMuch more expressive
    Computation Issues
  122. 122PrologHORN Clauses
    Only one variable on right side(no conjunctions)
    Negation as Failure: If we can't find the answer query is false. Closed World.
  123. 123FOL QuantifiersUniversal Quantification
    "For All..."

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Beschreibung
Midterm Flash Cards
Erstellt von
Jonathan Zinger
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