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Cranfield University, 16th November 2005 Useful Techniques in Artificial Intelligence - Introduction PRESENTED BY: Dr WILL BROWNE Cybernetics, University of Reading Whiteknights Reading UK Picture of Lt Commander Data This 1100 spin Bosch machine is incredibly quiet and positively high-end. It has everything you would expect to find on a Bosch including exclusive features like the 3D AquaSpa wash system with Fuzzy Control. Stanley http://en.wikipedia.org/wiki/Darpa_grand_challenge $2 million Prize awarded to Stanford Racing Team Five teams completed the Grand Challenge; four of them under the 10 hour limit. The Stanford Racing Team took the prize with a winning time of 6 hours, 53 minutes. The SRT software system employs a number of advanced techniques from the field of artificial intelligence, such as probabilistic graphical models and machine learning. http://www.darpa.mil/grandchallenge/index.asp http://www.darpa.mil/grandchallenge/gallery.asp Aim To introduce the field of artificial intelligence, so that it is possible to Determine if an artificial intelligence technique is useful for a problem and be able to Select an appropriate technique for further investigation. Objective • Introduction to Artificial Intelligence • Generic function of Artificial Intelligence tools • Review of major techniques • Benefit and pitfalls of applying these tools. Contents • Applications of Techniques • Description of Artificial Intelligence Field • Function of Important Techniques • Benefit and Pitfalls of Applying Techniques • Summary Finance & Business • Predict stock market trends • Insurance/credit risk assessment • Fraud detection Industry • Communication: mobile phone ground station & satellite networks • Scheduling of work, transport, crane operations and so on • Routing of computer networks. INTELSAT operates a fleet of 19 satellites Engineering • Optimisation of route planning • Design of complex structures • Process optimisation Control • Domestic appliances, such as Microwave ovens • Traffic flows • Aircraft flight manoeuvres Academia • Game playing, e.g., chess • Robotic football • Test problems, e.g., iterated prisoner’s dilemma. “Definition” of AI Artificial :easily understood Artificial Intelligence :whole concept can be discussed Intelligence :easy to recognise hard to define Artificial • Not Human, plant or animal • Computer-based (workstation, PC, parallel-computer or Mac) • Computer programs Artificial Intelligence • Enable computers to perceive, reason and act. • Do jobs that currently humans do better. • Artificial Intelligence is what Artificial Intelligence researchers study. Intelligence • Intelligence is the ability to store, retrieve and act on data - efficiently and effectively. • Intelligence has insight and can go beyond problem definition - but not experience? • True intelligence does not exist! “How do you speak ‘Alien’?” Programme Languages • Assembler • C, C++, Java and FORTRAN • Lisp, Small Talk and PROLOG • Shells, e.g., G2 Expert System • Toolboxes, e.g., Neural Networks in Matlab. Function NOT RELIANT UPON MATHEMATICAL DESCRIPTION OF DOMAIN. (stochastic) • May include technique mathematics • May be similar techniques to within mathematical Functionality Search Optimisation Modelling Knowledge-handling Routing Visualisation Querying Game-playing Scheduling Design Learning Adaptive-Control Rule-Induction Data-Access Prediction Data-Manipulation Diagnosis Function Summary EXPLORE v EXPLOIT EFFICIENTLY AND EFFECTIVELY Functional Division of AI Modelling -- Explore Knowledge-Based -- Exploit Optimisation -- Explore then Exploit Advanced -- Explore & Exploit Theoretical Division of AI ARTIFICIAL INTELLIGENCE TECHNIQUES KNOWLEDGE BASED ENUMERATIVES NON-GUIDED Expert Decision Case Based Systems Support Reasoning GUIDED Backtracking Dynamic Branch & Programming Bound INTELLIGENT AGENTS (inc. Artificial Life) FUZZY LOGIC LEARNING ANT COLONY GUIDED CELLULAR AUTOMATA IMMUNE SYSTEMS HILL CLIMBING Tabu Search Simulated Annealing REINFORCEMENT LEARNING NON-GUIDED Las Vegas STATE-BASED GENETIC EVOLUTIONARY COMPUTATION NEURAL NETWORKS Hopfiled Kohonen Multilayer Maps Perceptrons GENETIC ALGORITHMS EVOLUTION STRATEGIES & PROGRAMMING LEARNING CLASSIFIER SYSTEMS GENETIC PROGRAMMING Knowledge-Based: Expert Systems What: Capture and reason about knowledge (especially human) in a transparent form. How: Store of rules and information (the knowledge base) Reason about information (inference engine). Where: Rolling Mill Expert System project. Satellite control/maintenance. IF Temp < 400 oC THEN Rolling is Poor Knowledge-Based: Case Based Reasoning (CBR) What: Past examples (cases) used to reason about novel examples. How: Store of cases and information Reason and interpolate information Update, maintain and repair cases. Where: Decision support type systems. Initial bridge design selection. Temp Temp Temp 400 oC 450 oC 430 oC Rolling Rolling Rolling Poor Good ? Enumerative: Branch & Bound What: Knowledge stored in decision trees. E.g., ID3 and C4.5 How: Domain is classified into sections Tree of decisions is formed. Where: Insurance fraud detection Credit assessment. Age > 25 T F F T F 300 300 425 Sex = F T 250 Fuzzy Logic What: Grey or fuzzy (i.e. human) thinking in computers. How: Member sets formed to classify inputs Overlap of sets allows imprecise logic. Where: Domestic appliance ‘intelligence’, e.g., washing machines & microwaves. Distribution in department F 5.2 5.6 5.10 Height M 6.2 Fuzzy Logic What: Grey or fuzzy (i.e. human) thinking in computers. How: Member sets formed to classify inputs Overlap of sets allows imprecise logic. Where: Domestic appliance ‘intelligence’, e.g., washing machines & microwaves. Detergent : Water ratio Silk 2 Wool 4 6 Weight 8 Learning: Guided Search What: Optimisation techniques that avoid being trapped in local optima. How: Simulated Annealing Probability of accepting new search point Probability reduced near to optimum. How: Tabu Search Can not search previously visited point Therefor will not become stuck. Where: Optimisation problems, where domain is described by a function. http://www.exatech.com/Optimization/optimization.htm Learning: Genetic Evolutionary Computation What: Uses evolution to optimise fitness (function) of solution. How: 1. Population of solutions created 2. Fitness of each solution evaluated 3. Best solutions mated for new population 4. Repeated until optimum solution. Where: Design optimisation Stock market investment Autonomous programme development Learning: Genetic Evolutionary Computation Genetic Algorithms: Optimise numeric solution of fitness function. Learning Classifier Systems: Optimise the co-operation of rules for solving and input/output thickness function. Genetic Programming: Optimise the interaction of code to solve a programming function. Evolutionary Systems: Optimise the solution based on a behavioural (phenotypic) instead of genetic (genotypic) level. F(x) = cos(x) + sin(x2) : 1 < x< 3 2 1.5 1 0.5 0 1 1.5 2 2.5 -0.5 -1 -1.5 -2 GA: j1 = 00010001 j2 = 01110001 j3 = 10010101 GP: j1 = sin(x) + 2sin(x2) j2 = sin(x) + 2sin(x)cos(x) j3 = sin(x) - 2sin(x)cos(x) 3 Intelligent-Agents: Cellular Automata What: Autonomous individuals (cells) reacting to state of neighbouring individuals - governed by rules. How: Grid of individuals initiated Behaviour rules introduced (e.g., if > 3 neighbours on, then on) Iteration until stable pattern emerges. Where: Cast and mould design Screensavers! Neural Networks: Back-Propagation What: Mimic the function of the human brain within a computer. How: Nodes (representing neurons) are linked to other nodes via connections (representing synapses) Nodes send messages to their output (firing) when a threshold from their inputs has been reached. Where: Modelling of industrial systems Speech recognition programs. NODE CONNECTION INPUTS OUTPUTS INPUT LAYER HIDDEN LAYER OUTPUT LAYER Neural Networks: Self-Organising-Maps What: Mimic the function of the human brain within a computer. To determine input relations (instead of input-output relationships). How: Nodes are linked to other nodes via connections Network of nodes autonomously adjusts to represent input patterns. Where: Fault diagnosis of industrial systems Growing patterns in crops Technique Selection Overall Strategy - Explore (search) or Exploit (optimise) Representation - Required transparency Learning - Domain / fitness function known? Supervision - Feedback from domain available? No Free Lunch Theorem “...all algorithms that search for an extreme of a cost function perform exactly the same, according to any performance measures, when averaged over all possible cost functions.” [Wolpert and Macready 96] No Free Lunch Theorem Reasons why theorem does not hold in practical situations: • • • • • • Inclusion of domain knowledge Co-adaptation algorithms Domain specific algorithms Non-infinite populations Resampling is important Representation style is important in specific domains [Wilson 97] Interpolate & Extrapolate • Aliasing 1.2 1 0.8 x x 0.6 Learnt Actual 0.4 0.2 0 x 0 1 2 3 x -0.2 • Incomplete picture 0 -0.2 0.7 -0.4 -0.6 -0.8 -1 -1.2 -1.4 -1.6 -1.8 -2 1.2 xx xx xx x 1.7 2.2 2.7 Garbage In = Garbage Out • Often blind acceptance of inputs • Often blind generation of outputs • Practical need to: Verify Validate Test Lack of Transparency • “Black Box” techniques, such as Neural Networks • Semi-transparent techniques, such as Branch & Bound, become difficult for human interpretation with large problems • Transparent techniques, such as Expert Systems, become difficult for human interpretation with very large problems - above 1000 rules, the logic chain becomes huge. Benefits • Not reliant upon the mathematical description of the domain • Speed, efficient solution production • New/novel answers, effective solutions produced • Direct areas of further research (human or conventional techniques) • Hybridisation of techniques is possible • Cost, wide range of options available Conclusion • Useful tools to complement existing techniques • Multiple uses from exploring to exploiting the domains of problems • Beneficial in efficiently and effectively obtaining solutions to problems