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Chapter 11: Artificial Intelligence Computer Science: An Overview Eleventh Edition by J. Glenn Brookshear Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Chapter 11: Artificial Intelligence • 11.1 Intelligence and Machines • 11.3 Reasoning Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-2 Intelligent Agents • Artificial Intelligence: the field of computer science that seeks to build autonomous machines • Agent: A “device” that responds to stimuli from its environment – E.g., robots, autonomous airplanes, network programs – Sensors: receiving data from their environments – Actuators: responding to or affecting their environments • The goal of artificial intelligence is to build agents that behave intelligently Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-3 Levels of Intelligent Behavior • Reflex: actions are predetermined responses to the input data • Intelligent response: actions affected by knowledge of the environment – E.g., the process of throwing a baseball • Goal seeking – E.g., winning a game of chess – Deliberately forming a plan of action or selecting the best action Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-4 Levels of Intelligent Behavior (Cont.) • Learning: an agent’s responses improve over time as the agent learns – Developing procedural knowledge: involves a trial and error process – Storing declarative knowledge: expands or alters the facts in an agent’s store of knowledge Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-5 Turing Test • Proposed by Alan Turing in 1950 • Benchmark for progress in artificial intelligence • Test setup: Human interrogator communicates with test subject by typewriter, without being told whether the test subject was a human or a machine. • Test: Can the human interrogator distinguish whether the test subject is human or machine? Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-6 Turing Test (Cont.) • Turing’s conjecture: by the year 2000, machines would have a 30 percent chance of passing a five-minute Turing test. • A well-known example of a Turing test scenario: DOCTOR developed in the mid1960s that simulate psychological interviews – Computer as analyst, user as patient – According to some well-defined rules – “I am tired today”, “Why do you think you’re tired today?”, “Go on”, “That’s very interesting”… Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-7 Figure 10.1 The eight-puzzle in its solved configuration Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-8 Figure 10.2 Our puzzle-solving machine • Be able to perceive: extract the current puzzle state from its camera • Develop and implement a plan for obtaining a goal Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-9 Components of a Production Systems Formulate AI tasks of agents in the context of a production system: 1. A collection of states: situations that may occur in the application environment – Start (or initial) state – Goal state (or states) 2. A collection of productions: operations that can be performed to move from one state to another – Each production may have preconditions 3. A control system: consists of logic that decides which production to apply next Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-10 Reasoning in terms of production systems • State Graph: All states and productions – Nodes: states – Arrows: productions • The problem faced by the control system: finding a sequence of arrows that leads from the start state to the goal state – Finding (searching for) a path through a state graph Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-11 Figure 10.4 A small portion of the eight-puzzle’s state graph Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-12 Figure 10.5 Deductive reasoning in the context of a production system • The problem of drawing logical conclusions from given facts, e.g., medical expert systems – Productions, called inference rules, that allow new statements to be formed from old statements – States: collections of statements known to be true at particular points in the deduction process – Start state: collection of basic statements (axioms) – Goal state: any collection of statements that contain the proposed conclusion Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-13 Figure 10.5 Deductive reasoning in the context of a production system Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-14 Reasoning by Search Trees • A control system’s job involves searching the state graph to find a path from the start node to a goal. • A simple method of performing this search is to construct a search tree. • Search Tree: A record of state transitions explored while searching for a goal state Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-15 Figure 10.6 An unsolved eight-puzzle Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-16 Figure 10.7 A sample search tree Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-17 Figure 10.8 Productions stacked for later execution Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-18 Heuristic Strategies • The search tree generated in an attempt to solve a more complex problem could grow much larger. – Developing a full search tree will be impractical • One strategy: change the order in which the search tree is constructed – Breadth-first: layer by layer – Depth-first: building the more promising paths rather than horizontal layers. (following intuition) Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-19 Heuristic Strategies (Cont.) • Intuitive methods: need a way of identifying which of several states appears to be the most promising • Heuristic: A quantitative value associated with each state that estimates the distance to a goal • Requirements for good heuristics – Must be much easier to compute than a complete solution – Must provide a reasonable estimate of proximity to a goal Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-20 Heuristic Strategies (Cont.) • Possible heuristics for the eight-puzzle – The number of tiles that are out of place – The number of tiles that are out of place + how far out of position • measure the distance each tile is from its destination and add these values to obtain a single quantity Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-21 Figure 10.9 An unsolved eight-puzzle Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-22 Figure 10.10 An algorithm for a control system using heuristics Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-23 Figure 10.11 The beginnings of our heuristic search Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-24 Figure 10.12 The search tree after two passes Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-25 Figure 10.13 The search tree after three passes Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-26 Figure 10.14 The complete search tree formed by our heuristic system Copyright © 2012 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 11-27