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Notes  Program evaluation – Sept 11-12  Student submissions  Mon. Sept 11, 4-5PM  FA 181  Comments to committee are anonymous  Wine and cheese – Sept 15, 1:30-4:00PM D Goforth - COSC 4117, fall 2006 1 COSC 4117 Artificial Intelligence Thinking and acting at least as well as humanly possible http://www.cs.laurentian.ca/dgoforth/cosc4117/outline.html Course outline  Russell and Norvig – ch 1-12 plus handouts  Major programming project  3 assignments  Final exam D Goforth - COSC 4117, fall 2006 50% 24% 26% 3 Artificial intelligence  what an ‘electronic brain’ does…  methods for solving (partially) problems that are difficult because  known algorithms are O(en)  play chess  no algorithms are known  converse in English  we hardly know where to begin  fall in love D Goforth - COSC 4117, fall 2006 4 Definitions of AI     think like a human being think like a human but better act like human being – Turing test be a successful functioning entity D Goforth - COSC 4117, fall 2006 5 Definitions of AI – human thinking  think like a human being  based on philosophy, psychology, neuroscience,...  programs to emulate human processes: learning, reasoning, memory  testing theories of how humans think  influence on models of human thinking  weak and strong AI – mind-body problem – Searle’s Chinese room thought experiment D Goforth - COSC 4117, fall 2006 6 Definitions of AI – think rationally  think like a human but better  battle of neats and scruffies  extension of long tradition of analysing thought – rationality  logic as basis for programming – completed by 1960’s BUT limited usefulness  extensions to real situations: too little, too much or inconsistent information D Goforth - COSC 4117, fall 2006 7 Definitions of AI – act human  act like a human being  bird-flight argument  ‘black box’ emulation – Turing test  intelligence/thinking plus the ‘hard’ peripherals: perception, language, motion D Goforth - COSC 4117, fall 2006 8 Definitions of AI – act rationally  be a successful functioning entity as ‘agent’ in an ‘environment’      set goals perceive environment communicate with other agents plan act  object-oriented model, subsumes all others  current best definition of AI D Goforth - COSC 4117, fall 2006 9 50th anniversary Dartmouth Conference 1956  McCarthy coined “Artificial Intelligence”  Slogan that was starting point of discussion: “Every aspect of learning or any other feature of intelligence can in principle be so precisely described that a machine can be made to simulate it.”  Newell & Simon: Logic Theorist  first noncalculating program – abstract proofs D Goforth - COSC 4117, fall 2006 10 History of AI - 1  ‘electronic brain’ – potential of logic circuitry for automated reasoning  Minski - neuron models of processing – father of scruffies – “Society of Mind”  Newell & Simon - symbol processing – in contrast to ‘computing’ ( == number crunching)  McCarthy – neat freak – computing environments (LISP, time-sharing) D Goforth - COSC 4117, fall 2006 11 History of AI - 2  progress fast; predictions faster  systems demo-ing capabilities in reasoning, planning, robotics control conversation  logics extended to uncertain knowledge, assumptions, viewpoints  crash of 1970’s  ‘scaling up’ – exponential performance  ‘brittleness’ – importance of knowledge  failure of neural network ‘perceptrons’ D Goforth - COSC 4117, fall 2006 12 History of AI - 3  knowledge-based systems  encoding experience and expertise  rules and heuristics  meta-knowledge – knowing how to know – ontology (semantic net)  common sense  triumph of the meta-neats – Cohen’s analysis, formalizing the science of AI D Goforth - COSC 4117, fall 2006 13 History of AI - 4  the agent model – Newell  influence of Russell and Norvig  apparent future directions:  autonomy in bigger and bigger environments  *bots of all kinds  internet as environment – applications  search engines, language translation,... D Goforth - COSC 4117, fall 2006 14 History of AI - 5   1997 Chess champion IBM Deep Blue 2005 DARPA Grand challenge  Sebastian Thrun’s Stanley ‘On Saturday, the Stanford Racing Team's robotic car, "Stanley," drove autonomously across 131.6 miles in the Mojave Desert in six hours and 53 minutes, finishing about 11 minutes faster than Carnegie Mellon's "Sandstorm." Its average speed was 19.1 mph, versus Sandstorm's 18.6 mph.’ cnet news, Oct 9, 2005 (news.com.com) D Goforth - COSC 4117, fall 2006 15 The programming project  intelligent game player agent to act autonomously in game environment     perceptions and actions are easy goal setting is easy evaluation of performance is easy focus is on core intelligence: playing well; not easy D Goforth - COSC 4117, fall 2006 16 The programming project  stages: 1. 2. 3. 4. 5. pick teams and design game structure program the game program agent to play game compete against other agents write up the results  work in teams of 1 or 2 D Goforth - COSC 4117, fall 2006 17 The programming project  this year’s game is KING’S COURT  first deadline: Monday, Sept 25  pick a team  design data structure for the game D Goforth - COSC 4117, fall 2006 18