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Digital brain co_13_print_crystalgraphics.com_powerpoint_templates_trial

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Mohammad.Ali.Mian

Mohammad.Ali.Mian

Published in: Education, Technology, Spiritual
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  • 1. Artificial Intelligence and Expert Systems
  • 2. Artificial Intelligence and Expert Systems By: Ali & Adeel
  • 3. Overview of Artificial Intelligence (1) • Artificial intelligence (AI) – Computers with the ability to mimic or duplicate the functions of the human brain • Artificial intelligence systems – The people, procedures, hardware, software, data, and knowledge needed to develop computer systems and machines that demonstrate the characteristics of intelligence
  • 4. Overview of Artificial Intelligence (2) • Intelligent behaviour – Learn from experience – Handle complex situations – Determine what is important – React quickly and correctly to a new situation – Understand visual images – Process and manipulate symbols – Be creative and imaginative
  • 5. Artificial intelligence includes : • games playing: programming computers to play games such as chess and checkers • expert systems : programming computers to make decisions in real-life situations (for example, some expert systems help doctors diagnose diseases based on symptoms) • natural language : programming computers to understand natural human languages
  • 6. Major Branches of AI (1) – Perceptive system • A system that approximates the way a human sees, hears, and feels objects – Vision system • Capture, store, and manipulate visual images and pictures – Robotics • Mechanical and computer devices that perform tedious tasks with high precision – Expert system • Stores knowledge and makes inferences
  • 7. Major Branches of AI (2) – Learning system • Computer changes how it functions or reacts to situations based on feedback – Natural language processing • Computers understand and react to statements and commands made in a “natural” language, such as English – Neural network • Computer system that can act like or simulate the functioning of the human brain
  • 8. Artificial intelligence
  • 9. Artificial Intelligence (2) Currently, no computers exhibit full artificial intelligence But there are number of advancement in field of AI like: • Brain simulation • Games in competition against humans • ontology (human-like reasoning) • Motion and manipulation (human-like movement) • Natural language processing • Other (like problem solving and communication protocol)
  • 10. Brain simulation • Ahuman hybrid of latest neurobiology data and Numenta findings aimed to implement human personality by means of computer program, started in 2008 as independent research. • Blue Brain Project, an attempt to create a synthetic brain by reverse-engineering the mammalian brain down to the molecular level.
  • 11. Games in competition against humans The great est advances have occurred i n t he f i el d of games pl ayi ng. The best comput er chess programs are now capabl e of beat i ng humans. In May, 1997, an IBM super- comput er cal l ed Deep Bl ue def eat ed worl d chess champi on Gary Kasparov i n a chess mat ch.
  • 12. ontology (human-like reasoning) • Mycin, an early medical expert system. It is used as assist to a medical doctor with reasoning and learning from experience
  • 13. Motion and manipulation (human-like movement) • AIBO, the first robot pet for the home, grew out of Sony's Computer Science Laboratory (CSL). Famed engineer Dr. Toshitada Doi is credited as AIBO’s original progenitor • It is a succession of increasingly sophisticated working robots
  • 14. Natural language processing • FreeHAL, a self- learning conversation simulator (chatterbot) which uses semantic nets to organize its knowledge to imitate a very close human behavior within conversations .
  • 15. Other (like problem solving and communication protocol) • SYSTRAN, a machine translation technology by a company of the same name, used by Yahoo!, AltaVista and Google, among others. • Siri, a voice-interface artificial intelligence program built into the iPhone 4S. • TD-Gammon, a program that learned to play world-class backgammon partly by playing against itself (temporal difference learning with neural networks).

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