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Artificial Intelligence What is AI? • • • • • Can machines “think”? Can machines be truly autonomous? Can machines program themselves? Can machines learn? Will they ever be “conscious”, and is that necessary? • media depictions of AI (science fiction) – HAL in 2001: Space Odessey – Spielberg’s AI – Data on Star Trek Next Generation – Terminator, Skynet... • real AI has many practical applications – credit evaluation, medical diagnosis – guidance systems, surveillance – manufacturing (robotics, logistics) – information kiosks, computer-aided tutoring – AI in video games (also: Deep Blue, chess) – driverless vehicles, UAVs – Mars rover, Hubble telescope • AI has a long history, and draws on many fields – mathematics, computability, formal logic – control theory – optimization – cognitive science – linguistics Perspectives on AI • Philosophical – What is the nature of intelligence? • Psychological – How do humans think? • Engineering – advanced methods for building complex systems that solve hard real-world problems Philosophical Perspective • started with Greek philosophers (e.g. Aristotle) – syllogisms – natural categories • 1700-1800s: development of logic, calculus – Descartes, Liebnitz, Boole, Frege, Tarski, Russell – what are concepts? existence, intention, causality... – reductionist approaches to try to mechanize reasoning • 1900s: development of computers – input/output model – is intelligence a “computable function”? – Turing, von Neumann, Gödel • Does “intelligence” require a physical brain? – Programmed devices will probably never have “free will” • Or is it sufficient to produce intelligent behavior, regardless of how it works? – operational definition • The Turing Test – first proposed in 1950 by Alan Turing – a panel of human judges asks questions through a teletype interface (restricted to topic areas) – a program is intelligent if it can fool the judges and look indistinguishable from humans – chatterbots – the Loebner Prize: annual competition at MIT Psychological Perspective • AI is about understanding and modeling human intelligence • Cognitive Science movement (ca. 1950s) – replace stimulus/response model – internal representations – mind viewed as “information processor” (sensory perceptionsconceptsactions) • Are humans a good model of intelligence? – strengths: • Are humans a good model of intelligence? – strengths: • • • • interpretation, dealing with ambiguity, nuance judgement (even for ill-defined situations) insight, creativity adaptiveness • Are humans a good model of intelligence? – strengths: • • • • interpretation, dealing with ambiguity, nuance judgement (even for ill-defined situations) insight, creativity adaptiveness – weaknesses: • Are humans a good model of intelligence? – strengths: • • • • interpretation, dealing with ambiguity, nuance judgement (even for ill-defined situations) insight, creativity adaptiveness – weaknesses: • • • • • slow error-prone limited memory subject to biases influenced by emotions Optimization • AI draws upon optimization methods – remember NP-hard problems? • there is (probably) no efficient algorithm that solves them in polynomial time – but we can have approximation algorithms • run in polynomial time, but don’t guarantee optimal solution – classic techniques: linear programming, gradient descent • Many problems in AI are NP-hard (or worse) • AI gives us techniques for solving them – – – – heuristic search use of expertise encoded in knowledge bases AI relies heavily on greedy algorithms, e.g. for scheduling custom algorithms for search (e.g. constraint satisfaction), planning (e.g. POP, GraphPlan), learning (e.g. rule generation), decision making (MDPs) Planning • Autonomy – we want computers to figure out how to achieve goals on their own – Given a goal G – and a library of possible actions Ak – find a sequence of actions A1..An – that changes the state of the worlds to achieve G current state of world desired state of world Planning • Autonomy – we want computers to figure out how to achieve goals on their own – Given a goal G – and a library of possible actions Ak – find a sequence of actions A1..An – that changes the state of the worlds to achieve G pickup(A) puton(A,table) pickup(C) puton(C,A) pickup(B) current state of world pickup(B,C) desired state of world • Examples: – – – – Blocks World – stack blocks in a desired way traveling from College Station to Statue of Liberty rescuing a victim in a collapsed building cooking a meal • The challenges of planning are: – for each task, must invoke sub-tasks to ensure pre-conditions are satisfied • in order to nail 2 pieces of wood together, I have to have a hammer – sub-tasks might interact with each other • if I am holding a hammer and nail, I can’t hold the boards – so planning is a combinatorial problem Intelligent Agents • agents are: 1) autonomous, 2) situated in an environment they can change, 3) goal-oriented • agents focus on decision making • incorporate sensing, reasoning, planning – sense-decide-act loop • rational agents try to maximize a utility function (rewards, costs) goals perception KB initial state action goal state agent environment • agents often interact in multi-agent systems – collaborative • • • • teamwork, task distribution information sharing/integration contract networks voting – competitive • • • • • agents will maximize self utility in open systems negotiation auctions, bidding game theory design mechanisms where there is incentive to cooperate Core Concepts in AI • “Symbolic Systems Hypothesis” – intelligence can be modeled as manipulating symbols representing discrete concepts • like Boolean variables for CupEmpty, Raining, LightsOn, PowerLow, CheckmateInOneMove, PedestrianInPath... • inference and decision-making comes from comparing symbols and producing new symbols – Herbert Simon, Allan Newell (CMU, 1970s) • (A competing idea: Connectionism) – neural networks – maybe knowledge can’t be represented by discrete concepts, but is derived from associations and their strengths – good model for perception, motor skills, and learning Core Concepts in AI • Search – everything in AI boils down to discrete search – search space: different possible actions branch out from initial state – finding a goal • weak methods: depth-first search (DFS), breadthfirst search (BFS), constraint satisfaction (CSP) • strong methods: use ‘heuristics’, A* search S0 goal nodes • Applications of Search – game search (tic-tac-toe, chess) – planning – natural language parsing – learning (search for logical rules that describe all the positive examples and no negative examples by adding/subtracting antecedents) Core Concepts in AI • Knowledge-representation – attempt to capture expertise of human experts – build knowledge-based systems, more powerful than just algorithms and code – “In the knowledge lies the power” (Ed Feigenbaum, Turing Award: 1994 ) – first-order logic • p vegetarian(p)↔(f eats(p,f)m meat(m)contains(f,m)) • x,y eat(joe,x)contains(x,y)fruit(y)vegetable(y) • vegetarian(joe) – inference algorithms • satisfiability, entailment, modus ponens, backwardchaining, unification, resolution • Expert Systems – Medical diagnosis: rules for linking symptoms with diseases, from interviews with doctors – Financial analysis: rules for evaluating credit score, solvency of company, equity-to-debt ratio, sales trends, barriers to entry – Tutoring – rules for interpreting what a student did wrong on a problem and why, taxonomy of possible mis-conceptions – Science – rules for interpreting chemical structures from mass-spectrometry data, rules for interpreting well logs and finding oil • Major problem with many expert systems: brittleness • Major issue in AI today: Uncertainty – using fuzzy logic for concepts like “good management team” – statistics: conditional probability that a patient has meningitis given they have a stiff neck – Markov Decision Problems: making decisions based on probabilities and payoffs of possible outcomes Traditional Sub-areas within AI • Natural language processing – parsing sentences, representing meaning, metaphor, answering questions, translation, dialog systems • Vision – cameraimagescorners/edges/surfaces objectsstate description – occlusion, shading, textures, face recognition, stereo(3D), motion(video) • Robotics – configuration/motion planning • Machine Learning – machines can adapt! – learn from experience – extract patterns from examples – algorithms for: decision trees, neural networks, linear classifiers...