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Artificial Intelligence
CS365
Amitabha Mukerjee
What is intelligence?
Acting humanly: Turing Test
 Turing (1950) "Computing machinery and intelligence":
 "Can machines think?"
 Imitation Game
Acting humanly: Turing Test
What is AI?
four views:
Think like a human Think rationally
Act like a human Act rationally
Are humans rational?
Kanisza triangle
Perception
Thinking rationally:
"laws of thought"
 Aristotle: what are correct arguments/thought
processes?
 Greek philosphers: forms of logic:
3-step syllogism
 Indian philosophy: 5-step inference
 Problem:
 Most intelligent behavior does not rely on logical deliberation
Thinking rationally:
Boolean vs Probabilistic
 Q. Do we think in terms of True/False ?
 e.g. what concepts have sharply defined
boundaries?
 Deterministic vs. Probabilistic problems
 Are real-life problems deterministic
Subject matter in AI
 Get machines to do what humans do but
machines can‘t
 AI: The study of how to make computers do
things at which, at the moment, people are better.
- Rich and Knight, 1991
Problems in AI
images: 100 x 100 pixels
Ack: A. Efros, original images from hormel corp.
Recognition
Structured data
Features already extracted as Data + tags;
(Relational Databases)
e.g. Movie Preference matrix (Netflix)
99 mn movie ratings
18K movies x 500K clients
e.g. facebook event logs – terabytes / day
- unstructured data (text / images) >>
relational data
Netflix Movie model
Celebrity Faces in the Wild
Unstructured data
Text: Newspapers, blogs, technical papers
Images: ImageNet, LFW
Q. What are the objects and their relations?
Video : Hollywood2, UCF sports;
Q. What is the action? Who are the agents?
Multimedia : Audio + Video;
Label + image + preferences
Example : Face Recognition
which features to use?
images: 100 x 100 pixels
Mukerjee Satish and Guha 07
Events in Video
Constructing a model
• Construct hypothesis h() to agree with data f(x)
• (h is consistent if it agrees with f on all examples)
• E.g., [feature space : often very high-dimensional]
y = f(x)
Regression:
y is continuous
Classification:
y : set of discrete values
e.g. classes C1, C2, C3...
y ∈ {1,2,3...}
Regression vs Classification
2-class (binary) classification
[hastie tibshirani 2009]: elements of statistical learning
AI history
Timeline : Prehistory / Early AI
 Pre-history: Pascal, Leibniz
hoaxes
Babbage
 1943 McCulloch & Pitts:
Boolean circuit model
of neuron
 1950 Turing's "Computing
Machinery and
Intelligence―
 1956 Dartmouth meeting:
―Artificial Intelligence―
name
von kempelen‘s chess-playing turk, 1769 (hoax)
Timeline : Prehistory / Early AI
 Punched cards
for weaving
looms (1805)
 Hollerith Punched
Cards (IBM)
(upto 1990s)
1955: coining the name
“Artificial Intelligence”
John McCarthy,
Marvin Minsky,
N Rochester, and
Claude Shannon:
(1955 ) :
―the conjecture that 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.‖
“Artificial Intelligence”
 artificial :
artifice ars (method, technique) + facere (to do)
 man made (< artifice)
 intelligence :
inter- (between) + legere (to gather, choose, read)
[legend = things to be read]
Timeline : AI – Logical Models
 1943 McCulloch & Pitts: Boolean circuit model of brain
 1950 Turing's "Computing Machinery and Intelligence"
 1956 Dartmouth meeting: "Artificial Intelligence" name
 1956 Newell & Simon's Logic Theorist,
 1959 Samuel's checkers program: learned by playing itself
1956 : Logic Theorist
Herbert Simon
&
Alan Newell:
The Logic Theorist 1956
proved 38 of 52 theorems
in ch. 2
Principia Mathematica.
co-author of journal
submission based on a
more elegant proof.
paper was rejected..
Timeline : AI – Logical Models
 1943 McCulloch & Pitts: Boolean circuit model of brain
 1950 Turing's "Computing Machinery and Intelligence"
 1956 Dartmouth meeting: "Artificial Intelligence" name
 1956 Newell & Simon's Logic Theorist
 1959 Samuel's checkers program: game search; later
version learned by playing itself
 1964-66 ELIZA (psychotherapist) by Joseph Weizenbaum
1966 : ELIZA (Social)
My first brush with a computer program
that offered companionship was in the
mid-1970s. I was among MIT students
using Joseph Weizenbaum‘s ELIZA, a
program that engaged in dialogue in the
style of a psychotherapist …
Weizenbaum‘s students knew that the
program did not understand;
nevertheless, they wanted to chat with it.
... they wanted to be alone with it. They
wanted to tell it their secrets.
- Sherry Turkle, MIT Sociologist
Timeline : AI – Logical Models
 1943 McCulloch & Pitts: Boolean circuit model of brain
 1950 Turing's "Computing Machinery and Intelligence"
 1956 Dartmouth meeting: "Artificial Intelligence" name
 1956 Newell & Simon's Logic Theorist
 1959 Samuel's checkers program: game search; later
version learned by playing itself
 1964-66 ELIZA (psychotherapist) by Joseph Weizenbaum
 1965 Robinson's resolution algorithm for first order logic
 1969 Minsky / Papert‘s Perceptron
 1970-1975 Neural network research almost disappears;
[sociology of science study]
 1966-72 Shakey the robot
 1969-79 Early knowledge-based systems (expert systems)
1958: Rosenblatt - Perceptrons
if ∑> θ, response z = 1, else zero
Δθ = - (t – z) [ t = correct response ]
Δwi = - (t – z) yi
if z=1 when t=0; then increase θ, and decrease wi for all
positive inputs yi
z
1958: Rosenblatt - Perceptrons
z
Mid 50s: Ashby’s Homeostat
Ross Ashby with Homeostat
Time Magazine 1949:
the closest thing to a synthetic brain so far
Design for a Brain, 1960
The hype of AI
 Herbert Simon (1957):
It is not my aim to surprise or shock you—but
the simplest way I can summarize is to say
that there are now in the world machines that
think, that learn and that create.
The hype of AI
Rosenblatt‘s press conference 7 July 1958:
The perceptron, an electronic computer that [was revealed
today]
 will be able to walk, talk, see, write, reproduce itself
 be conscious of its existence.
Later perceptrons will be able to
 recognize people and call out their names
 instantly translate speech in one language to speech and writing
in another
1969: Minsky / Papert:
Perceptrons
A single-layer perceptron
can't learn XOR.
requires
w1> 0, w2> 0 but w1+w2 < 0
Shakey the Robot : 1972
Stanford SRI 1966-1972
STRIPS: planner
Richard Fikes
Nils Nilsson
States (propositions)
Actions (pre-condition,
post-condition)
Initial / Goal states
Problem w post-conditions:
which states are
persistent?
 Frame Problem
Shakey the Robot : 1972
Stanford SRI 1966-1972
STRIPS: planner
Richard Fikes
Nils Nilsson
States (propositions)
Actions (pre-condition,
post-condition)
Initial / Goal states
Problem w post-conditions:
which states are
persistent?
 Frame Problem
https://www.youtube.com/watch?v=qXdn6ynwpiI
Timeline : AI – Logical Models
 1943 McCulloch & Pitts: Boolean circuit model of brain
 1950 Turing's "Computing Machinery and Intelligence"
 1956 Dartmouth meeting: "Artificial Intelligence" name
 1956 Newell & Simon's Logic Theorist
 1959 Samuel's checkers program: game search; later
version learned by playing itself
 1964-66 ELIZA (psychotherapist) by Joseph Weizenbaum
 1965 Robinson's resolution algorithm for first order logic
 1969 Minsky / Papert‘s Perceptron
 1970-1975 Neural network research almost disappears;
[sociology of science study]
 1966-72 Shakey the robot
 1964-82 Mathlab / Macsyma : symbolic mathematics
 1969-79 Early knowledge-based systems (expert systems)
“Expert” systems
DENDRAL 1969:
Expert knowledge for
chemical structure
Ed Feigenbaum,
Bruce Buchanan
Joshua Lederberg
Input:
Chemical formula +
ion spectrum from
mass spectrometer
Output:
Molecular structure
recognizing ketone (C=O) :
if there are two peaks at x1 and x2 s.t.
(a) x1 + x2 = M +28 (M = molecule mass)
(b) x1−28 is a high peak;
(c) x2−28 is a high peak;
(d) At least one of x1 and x2 is high.
then there is a ketone subgroup
Reduces search by identifying some
constituent structures
Timeline : AI – Learning
 1986 Backpropagation algorithm : Neural networks become
popular
 1990-- Statistical Machine Learning
 1991 Eigenfaces : face recognition [Turk and Pentland]
 1995 [Dickmanns]: 1600km driving, 95% autonomous
CMU Navlab: 5000km 98% autonomous
 1996 EQP theorem prover finds proof for Robbins‘ conjecture
 1997 Deep Blue defeats Kasparov
 1997 Dragon Naturally Speaking speech recognition
 1999 SIFT local visual feature model
 2001 [Viola & Jones] : real time face detection
 2007 DARPA Urban challenge (autonomous driving in traffic)
 2010 Siri speech recognition engine
 2011 Watson wins quiz show Jeopardy
xkcd
conclusion
Agent Design
Intelligent Agent
Models in Agency
 Agent : function from percept histories to
actions:
[f: P  A]
 Intermediate: Precepts  concept categories
 Goal : measure of performance [utility]
 Rational agent: one that has best performance
 utility maximization
 within computational limitations
Task / Environment
 [f: P  A]
 What are precepts / actions for
 Bicycle riding
 Writing notes
 Language decisions
 Motor actions
 Solving a sudoku
 Drawing a cartoon
AI: the rise of Learning
Nilsson
PoAI
1980
3 / 427 p
Rich & Knight
AI 2nd ed
1991
82 /582 p
R & N
AIMA
1995
236 /849 p
R & N
AIMA 3d ed
2009
380 /1052
AI textbooks : pages dealing with learning
AI: the rise of Learning
Intelligent Agent
f(): estimated input-
output relation, is
pre-programmed,
e.g. using logic
Use precept-action-
goal history
(experience) to learn
input-output relation
f()
Learning Agent
Precept-Action
history
Predictive Model
Simulation
+
Evaluation
―Carry a ‗small-scale model‘ of external reality and of
possible actions within its head ― – Kenneth Craik 1943
Learning vs Hand-coding
 Predictive model : [f: P  A]
 Should we try to learn the function f, or try to
use our own ideas about it (hand-code)?
 Guessing / Hand-coding may be quicker in the
short run
 Learning : more robust and stable, but may
require lots of data
Features, Models
and Dimensionality
Binary Classification
Feature : Length
Feature : Lightness
Minimize Misclassification
Feature Selection: width / lightness
lightness is more discriminative
- but can we do better?
select the most discriminative feature(s)
- Feature selection : which feature is maximally
discriminative?
 Axis-oriented decision boundaries in feature
space
 Length – or – Width – or Lightness?
- Feature Discovery: discover discriminative
function on feature space : g()
 combine aspects of length, width, lightness
Feature Selection
Feature Discovery : Linear
Cross-Validation
Linear Perceptron Unit
Multi-layer Perceptron
Feature Discovery : non-linear
Decision Surface : non-linear
overfitting!
Learning process
- Feature set : representative? complete?
- Sample size :
- Training set : bigger the better?
- Test set: unseen real data
- Validation set : tune parameters of learning
- Model selection:
 Unseen data  overfitting?
 Quality vs Complexity
 Computation vs Performance
Agent Models
Models of Agency
 Agent : function from percept histories to
actions:
[f: P  A]
 Intermediate: Precepts  concept categories
 Goal : measure of performance [utility]
 Rational agent: one that has best performance
 utility maximization
 within computational limitations
Intelligent Agent
Predictive
model
[f: P  A]
Task / Environment
 [f: P  A]
 What are precepts / actions for
 Bicycle riding
 Writing notes
 Language decisions
 Motor actions
 Solving a sudoku
 Drawing a cartoon
8-puzzle
Unobservable Problems
[erdmann / mason 1987]
chess
puzzles
& games
Nature of Task
discrete
deterministic
continuous
stochastic
soccer
driving
face recognition
ludo
backgammon
Nature of Environment
- static
- dynamic
- other agents?
- fully observable
- partly observable
- unobservable
Environment types
 Static (vs. dynamic): Environment is as presented by
sensor – it does not change while agent is
deliberating.
 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 (vs. partially observable): Sensors
give tell the complete (relevant) state of the
environment
 Deterministic (vs. stochastic): Given action in a given
state completely determines the next state.
 Strategic : Deterministic, but with other agents
 Episodic (vs. sequential): Experience composed of
atomic "episodes" (percept-action pairs); action in an
episode is independent of other episodes.
Agent-Environment-Goal (PEAS)
 E.g. Task = design an automated taxi driver:
 P: Performance measure: Safe, fast, legal,
comfortable trip, maximize profits
 E: Environment: Roads, other traffic, pedestrians,
customers
 A: Actuators: Steering wheel, accelerator, brake,
signal, horn
 S: Sensors: Cameras, sonar, speedometer, GPS,
odometer, engine sensors, keyboard
Learning
 [f: P  A]
 Nature of P / A :
 continuous : regression
 discrete : categorization
 Performance evaluation function?
 Intermediate ―features‖?
Nature of Representation
- Explicit : Intermediate states are
known
- Implicit : Not aware of intermediate states
e.g. Driving
Learning : Explicit  Implicit
Hierarchical graph
PEAS : Welding Robot
PEAS : Welding Robot
 Performance measure: spot weld strengths
 Environment: Cars on conveyor belts, other
robots
 Actuators: Jointed arm and hand
 Sensors: Camera, joint angle sensors, arc current
PEAS : Medical Diagnosis
 Performance measure: Healthy patient, minimize
costs, lawsuits
 Environment: Patient, hospital, staff
 Actuators: Screen display (questions, tests,
diagnoses, treatments, referrals)
 Sensors: data fields and text - (list of symptoms,
findings, patient's answers)
Learning Agents
Motivation for Learning Agents
• Implicit knowledge:
Experts often can‘t explain why they favour some
decisions
• Unknown domains:
System works in a finite environment, but may fail for
new problems
• Model structures:
Learning reveal properties (regularities) of the system
 Modifies agent's decision models to reduce
complexity and improve performance
Feedback in Learning
• Type of feedback:
– Supervised learning: correct answers for each
example
 Discrete (categories) : classification
 Continuous : regression
– Unsupervised learning: correct answers not given
– Reinforcement learning: occasional rewards
Inductive learning
• Simplest form: learn a function from examples
An example is a pair (x, y) : x = data, y = outcome
assume: y drawn from function f(x) : y = f(x) + noise
f = target function
Problem: find a hypothesis h
such that h ≈ f
given a training set of examples
Note: highly simplified model :
– Ignores prior knowledge : some h may be more likely
– Assumes lots of examples are available
– Objective: maximize prediction for unseen data – Q. How?
Precision:
A / Retrieved
Positives
Recall:
A / Actual
Positives
Precision vs Recall
Discrete-Deterministic
Spaces:
Search
Problem types
 Deterministic, fully observable  single-state problem
 Agent knows exactly which state it will be in; solution is a
sequence

 Non-observable  sensorless problem (conformant
problem)
 Agent may have no idea where it is; solution is a sequence

 Nondeterministic and/or partially observable 
contingency problem
 percepts provide new information about current state
 often interleave search, execution

 Unknown state space  exploration problem
State-Space formulation
State description. Plus four items:
1. initial state e.g., "at Arad―
2. actions or successor function S(x) = action / result state pairs
 e.g., S(Arad) = {<Arad  Zerind, Zerind>, … }
3. goal test, can be
 explicit, e.g., x = "at Bucharest"
 implicit, e.g., Checkmate(x)
4. path cost (additive)
 e.g., sum of distances, number of actions executed, etc.
 c(x,a,y) is the step cost, assumed to be ≥ 0
 solution = sequence of actions leading to goal state
Choosing
a state
space
1. States:
2. Actions :
3. Goal test:
4. Cost:
Example: robotic assembly
 states?: real-valued joint coordinates +
poses (6-DOF) of parts
 actions?: continuous motions of robot joints
 goal test?: is assembly complete?
 path cost?: time / safety / energy / path length
success probability /
Uninformed search strategies
 Uninformed search strategies use only the
information available in the problem definitio
 Breadth-first search
 Uniform-cost search
 Depth-first search
 Depth-limited search
 Iterative deepening search
14 Jan 2004 CS 3243 - Blind Search 93
Breadth-first search
 Expand shallowest unexpanded node
 Fringe: FIFO queue new successors go at
end
Properties of breadth-first
search
 Complete? Yes (if b is finite)
 Time? 1+b+b2+b3+… +bd + b(bd-1) = O(bd+1)
 Space? O(bd+1) (keeps every node in memory)
 Optimal? Yes (if cost = 1 per step)
Choosing
a state
space
1. States:
2. Actions :
3. Goal test:
4. Cost:
8-puzzle heuristics
Admissible:
 h1 : Number of misplaced tiles
= 6
 h2: Sum of Manhattan
distances of the tiles
from their goal positions
= 0+0+1+1+2+3+1+3=11
goal:
Nilsson‘s Sequence
Score(n) = P(n) + 3 S(n)
P(n) : Sum of Manhattan distances of each tile
from its proper position
S(n), sequence score : check around the non-
central squares, +2 for every tile not followed
by its proper successor and 0 for every other
tile. piece in center = +1
8-puzzle heuristics

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15_am-lecs-intro.pdf

  • 3. Acting humanly: Turing Test  Turing (1950) "Computing machinery and intelligence":  "Can machines think?"  Imitation Game
  • 5. What is AI? four views: Think like a human Think rationally Act like a human Act rationally
  • 6. Are humans rational? Kanisza triangle Perception
  • 7. Thinking rationally: "laws of thought"  Aristotle: what are correct arguments/thought processes?  Greek philosphers: forms of logic: 3-step syllogism  Indian philosophy: 5-step inference  Problem:  Most intelligent behavior does not rely on logical deliberation
  • 8. Thinking rationally: Boolean vs Probabilistic  Q. Do we think in terms of True/False ?  e.g. what concepts have sharply defined boundaries?  Deterministic vs. Probabilistic problems  Are real-life problems deterministic
  • 9. Subject matter in AI  Get machines to do what humans do but machines can‘t  AI: The study of how to make computers do things at which, at the moment, people are better. - Rich and Knight, 1991
  • 11. images: 100 x 100 pixels Ack: A. Efros, original images from hormel corp. Recognition
  • 12. Structured data Features already extracted as Data + tags; (Relational Databases) e.g. Movie Preference matrix (Netflix) 99 mn movie ratings 18K movies x 500K clients e.g. facebook event logs – terabytes / day - unstructured data (text / images) >> relational data
  • 13. Netflix Movie model Celebrity Faces in the Wild
  • 14. Unstructured data Text: Newspapers, blogs, technical papers Images: ImageNet, LFW Q. What are the objects and their relations? Video : Hollywood2, UCF sports; Q. What is the action? Who are the agents? Multimedia : Audio + Video; Label + image + preferences
  • 15. Example : Face Recognition which features to use?
  • 16. images: 100 x 100 pixels Mukerjee Satish and Guha 07 Events in Video
  • 17. Constructing a model • Construct hypothesis h() to agree with data f(x) • (h is consistent if it agrees with f on all examples) • E.g., [feature space : often very high-dimensional]
  • 18. y = f(x) Regression: y is continuous Classification: y : set of discrete values e.g. classes C1, C2, C3... y ∈ {1,2,3...} Regression vs Classification
  • 19. 2-class (binary) classification [hastie tibshirani 2009]: elements of statistical learning
  • 21. Timeline : Prehistory / Early AI  Pre-history: Pascal, Leibniz hoaxes Babbage  1943 McCulloch & Pitts: Boolean circuit model of neuron  1950 Turing's "Computing Machinery and Intelligence―  1956 Dartmouth meeting: ―Artificial Intelligence― name von kempelen‘s chess-playing turk, 1769 (hoax)
  • 22. Timeline : Prehistory / Early AI  Punched cards for weaving looms (1805)  Hollerith Punched Cards (IBM) (upto 1990s)
  • 23. 1955: coining the name “Artificial Intelligence” John McCarthy, Marvin Minsky, N Rochester, and Claude Shannon: (1955 ) : ―the conjecture that 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.‖
  • 24. “Artificial Intelligence”  artificial : artifice ars (method, technique) + facere (to do)  man made (< artifice)  intelligence : inter- (between) + legere (to gather, choose, read) [legend = things to be read]
  • 25. Timeline : AI – Logical Models  1943 McCulloch & Pitts: Boolean circuit model of brain  1950 Turing's "Computing Machinery and Intelligence"  1956 Dartmouth meeting: "Artificial Intelligence" name  1956 Newell & Simon's Logic Theorist,  1959 Samuel's checkers program: learned by playing itself
  • 26. 1956 : Logic Theorist Herbert Simon & Alan Newell: The Logic Theorist 1956 proved 38 of 52 theorems in ch. 2 Principia Mathematica. co-author of journal submission based on a more elegant proof. paper was rejected..
  • 27. Timeline : AI – Logical Models  1943 McCulloch & Pitts: Boolean circuit model of brain  1950 Turing's "Computing Machinery and Intelligence"  1956 Dartmouth meeting: "Artificial Intelligence" name  1956 Newell & Simon's Logic Theorist  1959 Samuel's checkers program: game search; later version learned by playing itself  1964-66 ELIZA (psychotherapist) by Joseph Weizenbaum
  • 28. 1966 : ELIZA (Social) My first brush with a computer program that offered companionship was in the mid-1970s. I was among MIT students using Joseph Weizenbaum‘s ELIZA, a program that engaged in dialogue in the style of a psychotherapist … Weizenbaum‘s students knew that the program did not understand; nevertheless, they wanted to chat with it. ... they wanted to be alone with it. They wanted to tell it their secrets. - Sherry Turkle, MIT Sociologist
  • 29. Timeline : AI – Logical Models  1943 McCulloch & Pitts: Boolean circuit model of brain  1950 Turing's "Computing Machinery and Intelligence"  1956 Dartmouth meeting: "Artificial Intelligence" name  1956 Newell & Simon's Logic Theorist  1959 Samuel's checkers program: game search; later version learned by playing itself  1964-66 ELIZA (psychotherapist) by Joseph Weizenbaum  1965 Robinson's resolution algorithm for first order logic  1969 Minsky / Papert‘s Perceptron  1970-1975 Neural network research almost disappears; [sociology of science study]  1966-72 Shakey the robot  1969-79 Early knowledge-based systems (expert systems)
  • 30. 1958: Rosenblatt - Perceptrons if ∑> θ, response z = 1, else zero Δθ = - (t – z) [ t = correct response ] Δwi = - (t – z) yi if z=1 when t=0; then increase θ, and decrease wi for all positive inputs yi z
  • 31. 1958: Rosenblatt - Perceptrons z
  • 32. Mid 50s: Ashby’s Homeostat Ross Ashby with Homeostat Time Magazine 1949: the closest thing to a synthetic brain so far Design for a Brain, 1960
  • 33. The hype of AI  Herbert Simon (1957): It is not my aim to surprise or shock you—but the simplest way I can summarize is to say that there are now in the world machines that think, that learn and that create.
  • 34. The hype of AI Rosenblatt‘s press conference 7 July 1958: The perceptron, an electronic computer that [was revealed today]  will be able to walk, talk, see, write, reproduce itself  be conscious of its existence. Later perceptrons will be able to  recognize people and call out their names  instantly translate speech in one language to speech and writing in another
  • 35. 1969: Minsky / Papert: Perceptrons A single-layer perceptron can't learn XOR. requires w1> 0, w2> 0 but w1+w2 < 0
  • 36. Shakey the Robot : 1972 Stanford SRI 1966-1972 STRIPS: planner Richard Fikes Nils Nilsson States (propositions) Actions (pre-condition, post-condition) Initial / Goal states Problem w post-conditions: which states are persistent?  Frame Problem
  • 37. Shakey the Robot : 1972 Stanford SRI 1966-1972 STRIPS: planner Richard Fikes Nils Nilsson States (propositions) Actions (pre-condition, post-condition) Initial / Goal states Problem w post-conditions: which states are persistent?  Frame Problem https://www.youtube.com/watch?v=qXdn6ynwpiI
  • 38. Timeline : AI – Logical Models  1943 McCulloch & Pitts: Boolean circuit model of brain  1950 Turing's "Computing Machinery and Intelligence"  1956 Dartmouth meeting: "Artificial Intelligence" name  1956 Newell & Simon's Logic Theorist  1959 Samuel's checkers program: game search; later version learned by playing itself  1964-66 ELIZA (psychotherapist) by Joseph Weizenbaum  1965 Robinson's resolution algorithm for first order logic  1969 Minsky / Papert‘s Perceptron  1970-1975 Neural network research almost disappears; [sociology of science study]  1966-72 Shakey the robot  1964-82 Mathlab / Macsyma : symbolic mathematics  1969-79 Early knowledge-based systems (expert systems)
  • 39. “Expert” systems DENDRAL 1969: Expert knowledge for chemical structure Ed Feigenbaum, Bruce Buchanan Joshua Lederberg Input: Chemical formula + ion spectrum from mass spectrometer Output: Molecular structure recognizing ketone (C=O) : if there are two peaks at x1 and x2 s.t. (a) x1 + x2 = M +28 (M = molecule mass) (b) x1−28 is a high peak; (c) x2−28 is a high peak; (d) At least one of x1 and x2 is high. then there is a ketone subgroup Reduces search by identifying some constituent structures
  • 40. Timeline : AI – Learning  1986 Backpropagation algorithm : Neural networks become popular  1990-- Statistical Machine Learning  1991 Eigenfaces : face recognition [Turk and Pentland]  1995 [Dickmanns]: 1600km driving, 95% autonomous CMU Navlab: 5000km 98% autonomous  1996 EQP theorem prover finds proof for Robbins‘ conjecture  1997 Deep Blue defeats Kasparov  1997 Dragon Naturally Speaking speech recognition  1999 SIFT local visual feature model  2001 [Viola & Jones] : real time face detection  2007 DARPA Urban challenge (autonomous driving in traffic)  2010 Siri speech recognition engine  2011 Watson wins quiz show Jeopardy
  • 44. Models in Agency  Agent : function from percept histories to actions: [f: P  A]  Intermediate: Precepts  concept categories  Goal : measure of performance [utility]  Rational agent: one that has best performance  utility maximization  within computational limitations
  • 45. Task / Environment  [f: P  A]  What are precepts / actions for  Bicycle riding  Writing notes  Language decisions  Motor actions  Solving a sudoku  Drawing a cartoon
  • 46. AI: the rise of Learning Nilsson PoAI 1980 3 / 427 p Rich & Knight AI 2nd ed 1991 82 /582 p R & N AIMA 1995 236 /849 p R & N AIMA 3d ed 2009 380 /1052 AI textbooks : pages dealing with learning
  • 47. AI: the rise of Learning
  • 48. Intelligent Agent f(): estimated input- output relation, is pre-programmed, e.g. using logic Use precept-action- goal history (experience) to learn input-output relation f()
  • 49. Learning Agent Precept-Action history Predictive Model Simulation + Evaluation ―Carry a ‗small-scale model‘ of external reality and of possible actions within its head ― – Kenneth Craik 1943
  • 50. Learning vs Hand-coding  Predictive model : [f: P  A]  Should we try to learn the function f, or try to use our own ideas about it (hand-code)?  Guessing / Hand-coding may be quicker in the short run  Learning : more robust and stable, but may require lots of data
  • 56. Feature Selection: width / lightness lightness is more discriminative - but can we do better? select the most discriminative feature(s)
  • 57. - Feature selection : which feature is maximally discriminative?  Axis-oriented decision boundaries in feature space  Length – or – Width – or Lightness? - Feature Discovery: discover discriminative function on feature space : g()  combine aspects of length, width, lightness Feature Selection
  • 58. Feature Discovery : Linear Cross-Validation
  • 61. Feature Discovery : non-linear
  • 62. Decision Surface : non-linear overfitting!
  • 63. Learning process - Feature set : representative? complete? - Sample size : - Training set : bigger the better? - Test set: unseen real data - Validation set : tune parameters of learning - Model selection:  Unseen data  overfitting?  Quality vs Complexity  Computation vs Performance
  • 65. Models of Agency  Agent : function from percept histories to actions: [f: P  A]  Intermediate: Precepts  concept categories  Goal : measure of performance [utility]  Rational agent: one that has best performance  utility maximization  within computational limitations
  • 67. Task / Environment  [f: P  A]  What are precepts / actions for  Bicycle riding  Writing notes  Language decisions  Motor actions  Solving a sudoku  Drawing a cartoon
  • 70. chess puzzles & games Nature of Task discrete deterministic continuous stochastic soccer driving face recognition ludo backgammon
  • 71. Nature of Environment - static - dynamic - other agents? - fully observable - partly observable - unobservable
  • 72. Environment types  Static (vs. dynamic): Environment is as presented by sensor – it does not change while agent is deliberating.  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.
  • 73. Environment types  Fully observable (vs. partially observable): Sensors give tell the complete (relevant) state of the environment  Deterministic (vs. stochastic): Given action in a given state completely determines the next state.  Strategic : Deterministic, but with other agents  Episodic (vs. sequential): Experience composed of atomic "episodes" (percept-action pairs); action in an episode is independent of other episodes.
  • 74. Agent-Environment-Goal (PEAS)  E.g. Task = design an automated taxi driver:  P: Performance measure: Safe, fast, legal, comfortable trip, maximize profits  E: Environment: Roads, other traffic, pedestrians, customers  A: Actuators: Steering wheel, accelerator, brake, signal, horn  S: Sensors: Cameras, sonar, speedometer, GPS, odometer, engine sensors, keyboard
  • 75. Learning  [f: P  A]  Nature of P / A :  continuous : regression  discrete : categorization  Performance evaluation function?  Intermediate ―features‖?
  • 76. Nature of Representation - Explicit : Intermediate states are known - Implicit : Not aware of intermediate states e.g. Driving Learning : Explicit  Implicit
  • 77.
  • 79. PEAS : Welding Robot
  • 80. PEAS : Welding Robot  Performance measure: spot weld strengths  Environment: Cars on conveyor belts, other robots  Actuators: Jointed arm and hand  Sensors: Camera, joint angle sensors, arc current
  • 81. PEAS : Medical Diagnosis  Performance measure: Healthy patient, minimize costs, lawsuits  Environment: Patient, hospital, staff  Actuators: Screen display (questions, tests, diagnoses, treatments, referrals)  Sensors: data fields and text - (list of symptoms, findings, patient's answers)
  • 83. Motivation for Learning Agents • Implicit knowledge: Experts often can‘t explain why they favour some decisions • Unknown domains: System works in a finite environment, but may fail for new problems • Model structures: Learning reveal properties (regularities) of the system  Modifies agent's decision models to reduce complexity and improve performance
  • 84. Feedback in Learning • Type of feedback: – Supervised learning: correct answers for each example  Discrete (categories) : classification  Continuous : regression – Unsupervised learning: correct answers not given – Reinforcement learning: occasional rewards
  • 85. Inductive learning • Simplest form: learn a function from examples An example is a pair (x, y) : x = data, y = outcome assume: y drawn from function f(x) : y = f(x) + noise f = target function Problem: find a hypothesis h such that h ≈ f given a training set of examples Note: highly simplified model : – Ignores prior knowledge : some h may be more likely – Assumes lots of examples are available – Objective: maximize prediction for unseen data – Q. How?
  • 86. Precision: A / Retrieved Positives Recall: A / Actual Positives Precision vs Recall
  • 88. Problem types  Deterministic, fully observable  single-state problem  Agent knows exactly which state it will be in; solution is a sequence   Non-observable  sensorless problem (conformant problem)  Agent may have no idea where it is; solution is a sequence   Nondeterministic and/or partially observable  contingency problem  percepts provide new information about current state  often interleave search, execution   Unknown state space  exploration problem
  • 89. State-Space formulation State description. Plus four items: 1. initial state e.g., "at Arad― 2. actions or successor function S(x) = action / result state pairs  e.g., S(Arad) = {<Arad  Zerind, Zerind>, … } 3. goal test, can be  explicit, e.g., x = "at Bucharest"  implicit, e.g., Checkmate(x) 4. path cost (additive)  e.g., sum of distances, number of actions executed, etc.  c(x,a,y) is the step cost, assumed to be ≥ 0  solution = sequence of actions leading to goal state
  • 90. Choosing a state space 1. States: 2. Actions : 3. Goal test: 4. Cost:
  • 91. Example: robotic assembly  states?: real-valued joint coordinates + poses (6-DOF) of parts  actions?: continuous motions of robot joints  goal test?: is assembly complete?  path cost?: time / safety / energy / path length success probability /
  • 92. Uninformed search strategies  Uninformed search strategies use only the information available in the problem definitio  Breadth-first search  Uniform-cost search  Depth-first search  Depth-limited search  Iterative deepening search
  • 93. 14 Jan 2004 CS 3243 - Blind Search 93 Breadth-first search  Expand shallowest unexpanded node  Fringe: FIFO queue new successors go at end
  • 94. Properties of breadth-first search  Complete? Yes (if b is finite)  Time? 1+b+b2+b3+… +bd + b(bd-1) = O(bd+1)  Space? O(bd+1) (keeps every node in memory)  Optimal? Yes (if cost = 1 per step)
  • 95. Choosing a state space 1. States: 2. Actions : 3. Goal test: 4. Cost:
  • 96. 8-puzzle heuristics Admissible:  h1 : Number of misplaced tiles = 6  h2: Sum of Manhattan distances of the tiles from their goal positions = 0+0+1+1+2+3+1+3=11 goal:
  • 97. Nilsson‘s Sequence Score(n) = P(n) + 3 S(n) P(n) : Sum of Manhattan distances of each tile from its proper position S(n), sequence score : check around the non- central squares, +2 for every tile not followed by its proper successor and 0 for every other tile. piece in center = +1 8-puzzle heuristics