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Introduction to Artificial Intelligence Fall 98 Definitions of AI Introduction to Artificial Intelligence • Develop programs/systems that perform/act like humans • Develop programs/systems that perform/act rationally • Understand human intelligence • Formalize the laws of thought and action LECTURE 1: Introduction • • • • What is AI? Foundations of AI The History of AI State of the Art INTELLIGENT AGENTS Intro to AI, Fall 2002. © L. Joskowicz 1 Intro to AI, Fall 2002. What is AI? • Play games – tic-tac-toe, chess, backgammon, poker COMPUTER/ • Process natural language – control tower conversation, stock market briefs HUMAN - types in questions - receives answers on screen 2 Examples of task for AI The Turing Test HUMAN © L. Joskowicz • Industrial applications - processes questions - returns answers – plant diagnostics, plan for manufacturing • Expert-level performance If the human cannot tell if it is a computer or a human, the program exhibits intelligence Intro to AI, Fall 2002. © L. Joskowicz – molecular biology, computer configuration 3 Intro to AI, Fall 2002. Why is AI different than conventional programming? © L. Joskowicz 4 Example: TIC-TAC-TOE • Strive for – GENERALITY – EXTENSIBILITY • Capture rational deduction patterns • Tackle problems with no algorithmic solution • Represent and manipulate KNOWLEDGE rather than DATA • A new set of representation and programming techniques: HEURISTICS Intro to AI, Fall 2002. © L. Joskowicz 5 Intro to AI, Fall 2002. © L. Joskowicz 6 1 Introduction to Artificial Intelligence Fall 98 Program 1: hard wired Program 2: less hard wired • Use procedures designed for the game: • Code a table of all possible board positions and the transitions between them (state diagram) • Given a position, look in the table for the next move and return • Properties: – try to place two marks in a row – if opponent has two marks in a row, place mark in third space • • • • – time efficient, requires lots of storage – not extensible: requires a table for other games Intro to AI, Fall 2002. © L. Joskowicz 7 Pattern matching to recognize board positions Can encode different playing strategies Better space efficiency, less time efficiency Still game-dependent Intro to AI, Fall 2002. Program 3: AI-like • Philosophy: mechanistic views of the mind, Spinoza and his theory of emotions, philosophy of language, logical positivism, rationality. – current board position – next legal positions • Mathematics: algorithms, logic, formalization of • Use an evaluation function: mathematics, incompleteness, decision theory. • Psychology: learning, behaviorism, cognitive science. • Linguistics: grammars, syntax and semantics. • Computer Science: computers, software, hardware, – Rate the next move according to how likely it will lead to a win – look-ahead of possible opponent moves programming languages, data bases, complexity • Others: neuroscience, economics, game theory. • More general because it embodies a general strategy. © L. Joskowicz 8 AI and other domains • Represent the state of the game: Intro to AI, Fall 2002. © L. Joskowicz 9 Intro to AI, Fall 2002. A brief history of AI (1) © L. Joskowicz 10 A brief history of AI (2) • Gestation (43-56): – Microworlds: ANALOGY, blocks world – automata theory, neural networks, checkers, theorem proving. – Shannon, Turing, Von Neumann, Newell and Simon, Minsky, McCarthy, Dartmouth Workshop. • Great expectations (52-69): – computers can do more than just arithmetic! – General Problem Solver (GPS), better checkers – LISP (LISt Processing language) Intro to AI, Fall 2002. © L. Joskowicz 11 Intro to AI, Fall 2002. © L. Joskowicz 12 2 Introduction to Artificial Intelligence Fall 98 A brief history of AI (3) A brief history of AI (4) • A dose of reality (66-74): • Commercial AI: the ‘80s boom (80-90) – ELIZA: human-like conversation. – limitations of neural networks, genetic algorithms, machine evolution. – acting in the real world: robotics. – DEC’s R1 computer configuration program – many expert systems tools companies (mostly defunct): Symbolics, Teknolwedge, etc. – Japan’s 5th generation project: PROLOG. – limited success in autonomous robotics and vision systems. • Knowledge-based systems (69-79): – domain focus: experts systems vs. General Problem Solvers. – DENDRAL, MYCIN, XCON, etc. Intro to AI, Fall 2002. © L. Joskowicz 13 Intro to AI, Fall 2002. A brief history of AI (5) • Embedded AI: many use AI techniques without saying it is AI! – neural networks, genetic algorithms – probabilistic reasoning and uncertainty – learning – planning and constraint solving – agents – autonomous robotics: NAV autonomous driving van, crater exploration, robot soccer – IBM’s Deep Blue beats Kasparov! © L. Joskowicz – Credit card approval (American Express) – Consumer electronics (fuzzy logic) – Systems that learn the user’s preferences 15 • Healthy research in many areas: intelligent agents, machine learning, man-machine interfaces, etc. • More integrative view: acting in the real world (robots, self diagnosing machines) Intro to AI, Fall 2002. Sociological view of AI © L. Joskowicz © L. Joskowicz 16 To find out more about AI – “Godel, Escher, Bach” D. Hoftstadter – Annual AI conferences : American Assoc of Artificial Intelligence (AAAI) Int. Joint Conf. On Artificial Intelligence (IJCAI) – Specialized conferences: Machine Learning, Knowledge Representation, Vision, Robotics, etc. – A dozen journals: the main one is Artificial Intelligence • A well-defined community: interests, meetings and a strong sense of belonging • A variety of techniques: heuristic search, knowledge representation, logics, uncertainty, statistical learning, agent programming Intro to AI, Fall 2002. 14 State of the Art • The 90’s and now: specialization, quiet progress Intro to AI, Fall 2002. © L. Joskowicz 17 Intro to AI, Fall 2002. © L. Joskowicz 18 3