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Transcript
Introduction
• What is AI?
• The foundations of AI
• A brief history of AI
• The state of the art
• Introductory problems
What is AI?
What is AI?
• Intelligence: “ability to learn, understand and think” (Oxford dictionary)
What is AI?
Thinking humanly
Thinking rationally
Acting humanly
Acting rationally
Acting Humanly: The Turing Test
• Alan Turing (1912‐1954)
• “Computing Machinery and Intelligence” (1950)
Imitation Game
Human
Human Interrogator
AI System
Acting Humanly: The Turing Test
• Predicted that by 2000, a machine might have a 30% chance of fooling a lay person for 5 minutes.
• Anticipated all major arguments against AI in
following 50 years.
• Suggested major components of AI: knowledge, reasoning, language, understanding, learning.
Thinking Humanly: Cognitive Modelling
• Not content to have a program correctly solving a problem. More concerned with comparing its reasoning steps to traces of human solving the same problem.
• Requires testable theories of the workings of the human mind: cognitive science.
Thinking Rationally: Laws of Thought
• Aristotle was one of the first to attempt to codify “right thinking”, i.e., irrefutable reasoning processes. • Formal logic provides a precise notation and rules for representing and reasoning with all kinds of things in the world.
• Obstacles:
− Informal knowledge representation.
− Computational complexity and resources.
Acting Rationally
• Acting so as to achieve one’s goals, given one’s beliefs. • Does not necessarily involve thinking.
• Advantages:
− More general than the “laws of thought” approach.
− More amenable to scientific development than human‐
based approaches.
The Foundations of AI
• Philosophy (423 BC − present):
− Logic, methods of reasoning.
− Mind as a physical system.
− Foundations of learning, language, and rationality.
• Mathematics (c.800 − present):
− Formal representation and proof.
− Algorithms, computation, decidability, tractability.
− Probability.
The Foundations of AI
• Psychology (1879 − present):
− Adaptation.
− Phenomena of perception and motor control.
− Experimental techniques.
• Linguistics (1957 − present):
− Knowledge representation.
− Grammar.
A Brief History of AI
• The gestation of AI (1943 − 1956):
− 1943: McCulloch & Pitts: Boolean circuit model of brain.
− 1950: Turing’s “Computing Machinery and Intelligence”.
− 1956: McCarthy’s name “Artificial Intelligence” adopted.
• Early enthusiasm, great expectations (1952 −
1969):
− Early successful AI programs: Samuel’s checkers, Newell & Simon’s Logic Theorist, Gelernter’s Geometry Theorem Prover.
− Robinson’s complete algorithm for logical reasoning.
A Brief History of AI
• A dose of reality (1966 − 1974):
− AI discovered computational complexity.
− Neural network research almost disappeared after Minsky & Papert’s book in 1969.
• Knowledge‐based systems (1969 − 1979):
− 1969: DENDRAL by Buchanan et al..
− 1976: MYCIN by Shortliffle.
− 1979: PROSPECTOR by Duda et al..
A Brief History of AI
• AI becomes an industry (1980 − 1988):
− Expert systems industry booms.
− 1981: Japan’s 10‐year Fifth Generation project.
• The return of NNs and novel AI (1986 −
present):
− Mid 80’s: Back‐propagation learning algorithm
− Expert systems industry busts.
− 1988: Resurgence of probability.
− 1988: Novel AI (ALife, GAs, Soft Computing, …).
− 1995: Agents everywhere.
− 2003: Human‐level AI back on the agenda.
reinvented.
The State of the Art
• Computer beats human in a chess game.
• Computer‐human conversation using speech recognition.
•
•
•
•
•
Expert system controls a spacecraft.
Robot can walk on stairs and hold a cup of water.
Language translation for webpages.
Home appliances use fuzzy logic.
......
Introductory Problem: Tic‐Tac‐Toe
X
X
o
Introductory Problem: Tic‐Tac‐Toe
Program 1:
1. View the vector as a ternary number. Convert it to a decimal number.
2. Use the computed number as an index into Move‐Table and access the vector stored there.
3. Set the new board to that vector.
Introductory Problem: Tic‐Tac‐Toe
Comments:
1. A lot of space to store the Move‐Table.
2. A lot of work to specify all the entries in the Move‐Table.
3. Difficult to extend.
Introductory Problem: Tic‐Tac‐Toe
1 2 3
4 5 6
7 8 9
Introductory Problem: Tic‐Tac‐Toe
Program 2:
Turn = 1 Go(1)
Turn = 2 If Board[5] is blank, Go(5), else Go(1)
Turn = 3 If Board[9] is blank, Go(9), else Go(3)
Turn = 4 If Posswin(X) ≠ 0, then Go(Posswin(X))
.......
Introductory Problem: Tic‐Tac‐Toe
Comments:
1. Not efficient in time, as it has to check several conditions before making each move.
2. Easier to understand the program’s strategy.
3. Hard to generalize.
Introductory Problem: Tic‐Tac‐Toe
8 3 4
1 5 9
6 7 2
15 − (8 + 5)
Introductory Problem: Tic‐Tac‐Toe
Comments:
1. Checking for a possible win is quicker.
2. Human finds the row‐scan approach easier, while
computer finds the number‐counting approach more
efficient.
Introductory Problem: Tic‐Tac‐Toe
Program 3:
1. If it is a win, give it the highest rating.
2. Otherwise, consider all the moves the opponent could make next. Assume the opponent will make the move that is worst for us. Assign the rating of that move to the current node.
3. The best node is then the one with the highest rating.
Introductory Problem: Tic‐Tac‐Toe
Comments:
1. Require much more time to consider all possible moves.
2. Could be extended to handle more complicated games.
Introductory Problem: Question Answering
“Mary went shopping for a new coat. She found a red one she really liked. When she got it home, she discovered that it went perfectly with her favourite dress”.
Q1: What did Mary go shopping for?
Q2: What did Mary find that she liked?
Q3: Did Mary buy anything?
Introductory Problem: Question Answering
Program 1:
1. Match predefined templates to questions to generate text patterns. 2. Match text patterns to input texts to get answers.
“What did X Y” “What did Mary go shopping for?”
“Mary go shopping for Z”
Z = a new coat
Introductory Problem: Question Answering
Program 2:
Structured representation of sentences:
Event2:
Thing1:
instance: Finding
instance: Coat
tense:
Past
colour:
Red
agent:
Mary
object:
Thing 1
Introductory Problem: Question Answering
Program 3:
Background world knowledge:
C finds M
C leaves L
C buys M
C leaves L C takes M
What is AI?
Not about what human beings can do!
About how to instruct a computer to do what human beings can do!
Homework
1. Read “Computing Machinery and Intelligence” (1950).
Intelligent Agents
Chapter 2
Outline
• Agents and environments
• Rationality
• PEAS (Performance measure, Environment, Actuators, Sensors)
• Environment types
• Agent types
Agents
• An agent is anything that can be viewed as perceiving
its environment through sensors and acting upon that environment through actuators
•
• Human agent: eyes, ears, and other organs for sensors; hands,
• legs, mouth, and other body parts for actuators
•
• Robotic agent: cameras and infrared range finders for sensors;
• various motors for actuators
•
Agents and environments
• The agent function maps from percept histories to actions:
•
[f: P* Æ A]
• The agent program runs on the physical architecture
to produce f
•
Vacuum‐cleaner world
• Percepts: location and contents, e.g., [A,Dirty]
•
• Actions: Left, Right, Suck, NoOp
•
A vacuum‐cleaner agent
• \input{tables/vacuum‐agent‐function‐table}
•
Rational agents
• An agent should strive to "do the right thing", based on what it can perceive and the actions it can perform. The right action is the one that will cause the agent to be most successful
•
• Performance measure: An objective criterion for success of an agent's behavior
•
• E.g., performance measure of a vacuum‐cleaner agent could be amount of dirt cleaned up, amount of time taken, amount of electricity consumed, amount of noise generated, etc.
•
Rational agents
• Rational Agent: For each possible percept sequence, a rational agent should select an action that is expected to maximize its performance measure, given the evidence provided by the percept sequence and whatever built‐in knowledge the agent has.
•
Rational agents
• Rationality is distinct from omniscience (all‐
knowing with infinite knowledge)
•
• Agents can perform actions in order to modify future percepts so as to obtain useful information (information gathering, exploration)
•
• An agent is autonomous if its behavior is determined by its own experience (with ability to learn and adapt)
PEAS
• PEAS: Performance measure, Environment, Actuators, Sensors
• Must first specify the setting for intelligent agent design
•
• Consider, e.g., the task of designing an automated taxi driver:
•
– Performance measure
–
– Environment
– Actuators
Sensors
PEAS
• Must first specify the setting for intelligent agent design
•
• Consider, e.g., the task of designing an automated taxi driver:
•
– Performance measure: Safe, fast, legal, comfortable trip, maximize profits
–
– Environment: Roads, other traffic, pedestrians, customers
–
– Actuators: Steering wheel, accelerator, brake, signal, horn
–
– Sensors: Cameras, sonar, speedometer, GPS, odometer, i
k b d
PEAS
• Agent: Medical diagnosis system
• Performance measure: Healthy patient, minimize costs, lawsuits
• Environment: Patient, hospital, staff
• Actuators: Screen display (questions, tests, diagnoses, treatments, referrals)
•
• Sensors: Keyboard (entry of symptoms, findings, patient's answers)
PEAS
• Agent: Part‐picking robot
• Performance measure: Percentage of parts in correct bins
• Environment: Conveyor belt with parts, bins
• Actuators: Jointed arm and hand
• Sensors: Camera, joint angle sensors
PEAS
• Agent: Interactive English tutor
• Performance measure: Maximize student's score on test
• Environment: Set of students
• Actuators: Screen display (exercises, suggestions, corrections)
• Sensors: Keyboard
Environment types
• Fully observable (vs. partially observable): An agent's sensors give it access to the complete state of the environment at each point in time.
•
• Deterministic (vs. stochastic): The next state of the environment is completely determined by the current state and the action executed by the agent. (If the environment is deterministic except for the actions of other agents, then the environment is strategic)
•
• Episodic (vs. sequential): The agent's experience is divided into atomic "episodes" (each episode consists of the agent perceiving and then performing a single action), and the choice of action in each episode depends only on the episode itself.
Environment types
• Static (vs. dynamic): The environment is unchanged while an agent is deliberating. (The environment is semidynamic if the environment itself does not change with the passage of time but the agent's performance score does)
•
• Discrete (vs. continuous): A limited number of distinct, clearly defined percepts and actions.
•
• Single agent (vs. multiagent): An agent operating by itself in an environment.
Environment types
Fully observable Yes
Deterministic
Episodic Static Discrete
Yes Single agent
•
•
•
•
Chess with Chess without a clock
a clock
Yes
No StrategicStrategicNo No
No
Semi
Yes Yes
No
No
No
Taxi driving No No No The environment type largely determines the agent design
The real world is (of course) partially observable, stochastic, sequential, dynamic, continuous, multi‐agent
Agent functions and programs
• An agent is completely specified by the agent function mapping percept sequences to actions
• One agent function (or a small equivalence class) is rational
•
• Aim: find a way to implement the rational agent function concisely
•
Table‐lookup agent
• \input{algorithms/table‐agent‐algorithm}
•
• Drawbacks:
– Huge table
– Take a long time to build the table
– No autonomy
– Even with learning, need a long time to learn the table entries
Agent program for a vacuum‐
cleaner agent
• \input{algorithms/reflex‐vacuum‐agent‐
algorithm}
•
Agent types
• Four basic types in order of increasing generality:
•
• Simple reflex agents
• Model‐based reflex agents
• Goal‐based agents
• Utility‐based agents
Simple reflex agents
Simple reflex agents
• \input{algorithms/d‐agent‐algorithm}
•
Model‐based reflex agents
Model‐based reflex agents
• \input{algorithms/d+‐agent‐algorithm}
•
Goal‐based agents
Utility‐based agents
Learning agents