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Rahul - CA Final Student
Rahul - CA Final Student
The Term A.I. belongs to a Fifth Generation Computer System
In which the System works in the same manner as human-being.
In another sense,
we can term it
As the study and design of
Intelligent Agents.
Rahul - CA Final Student
 The field of AI research was founded at a conference on the campus of
Dartmouth College in the summer of 1956. The attendees, including John
McCarthy, Marvin Minsky, Allen Newell and Herbert Simon, became the
leaders of AI research for many decades. They and their students wrote
programs that were, to most people, simply astonishing: computers were
solving word problems in algebra, proving logical theorems and speaking
English.
 By the middle of the 1960s, research in the U.S. was heavily funded by the
Department of Defense and laboratories had been established around the
world. AI's founders were profoundly optimistic about the future of the new
field: Herbert Simon predicted that "machines will be capable, within twenty
years, of doing any work a man can do" and Marvin Minsky agreed, writing
that "within a generation ... the problem of creating 'artificial intelligence' will
substantially be solved".
 In 1974, in response to the criticism of England's Sir James Lighthill and
ongoing pressure from Congress to fund more productive projects, the U.S.
and British governments cut off all undirected, exploratory research in AI.
The next few years, when funding for projects was hard to find, would later
be called an "AI winter".
Rahul - CA Final Student
 In the early 1980s, AI research was revived by the commercial success of
expert systems, a form of AI program that simulated the knowledge and
analytical skills of one or more human experts. By 1985 the market for
AI had reached over a billion dollars. At the same time, Japan's fifth
generation computer project inspired the U.S and British governments to
restore funding for academic research in the field. However, beginning
with the collapse of the Lisp Machine market in 1987, AI once again fell
into disrepute, and a second, longer lasting AI winter began.
 In the 1990s and early 21st century, AI achieved its greatest successes,
albeit somewhat behind the scenes. Artificial intelligence is used for
logistics, data mining, medical diagnosis and many other areas
throughout the technology industry. The success was due to several
factors: the incredible power of computers today (see Moore's law), a
greater emphasis on solving specific subproblems, the creation of new
ties between AI and other fields working on similar problems, and above
all a new commitment by researchers to solid mathematical methods and
rigorous scientific standards.
Rahul - CA Final Student
Automated planning and scheduling
Knowledge representation
Commonsense knowledge
Natural language processing
Reasoning, problem solving
Machine learning
Motion and manipulation
Social intelligence
Computational creativity
General intelligence
Rahul - CA Final Student
 Intelligent agents must be able to set goals and achieve
them. They need a way to visualize the future (they must
have a representation of the state of the world and be able
to make predictions about how their actions will change it)
and be able to make choices that maximize the utility (or
"value") of the available choices.
 In classical planning problems, the agent can assume that it
is the only thing acting on the world and it can be certain
what the consequences of its actions may be. However, if
this is not true, it must periodically check if the world
matches its predictions and it must change its plan as this
becomes necessary, requiring the agent to reason under
uncertainty.
Rahul - CA Final Student
The most difficult problems in knowledge representation are:
•Default Reasoning
•Qualification Problem
Knowledge representation and knowledge engineering are central to
AI research. Many of the problems machines are expected to solve
will require extensive knowledge about the world. Among the things
that AI needs to represent are: objects, properties, categories and
relations between objects; situations, events, states and time; causes
and effects; knowledge about knowledge (what we know about what
other people know); and many other, less well researched domains. A
complete representation of "what exists" is an ontology (borrowing a
word from traditional philosophy), of which the most general are
called upper ontologies.
Rahul - CA Final Student
The breadth of commonsense knowledge
The number of atomic facts that the average person knows is astronomical.
Research projects that attempt to build a complete knowledge base of
commonsense knowledge (e.g. Cyc) require enormous amounts of laborious
ontological engineering — they must be built, by hand, one complicated
concept at a time. A major goal is to have the computer understand enough
concepts to be able to learn by reading from sources like the internet, and thus
be able to add to its own ontology.
The subsymbolic form of Commonsense knowledge
Much of what people know is not represented as "facts" or "statements" that
they could actually say out loud. For example, a chess master will avoid a
particular chess position because it "feels too exposed" or an art critic can take
one look at a statue and instantly realize that it is a fake. These are intuitions or
tendencies that are represented in the brain non-consciously and sub-
symbolically. Knowledge like this informs, supports and provides a context for
symbolic, conscious knowledge. As with the related problem of sub-symbolic
reasoning, it is hoped that situated AI or computational intelligence will
provide ways to represent this kind of knowledge.
Rahul - CA Final Student
Natural language processing gives machines the ability to read
and understand the languages that humans speak.
Many researchers hope that a
sufficiently powerful natural
language processing system would
be able to acquire knowledge on its
own, by reading the existing text
available over the internet. Some
straightforward applications of
natural language processing include
information retrieval (or text mining)
and machine translation.
Rahul - CA Final Student
 Early AI researchers developed algorithms that imitated the step-by-step
reasoning that humans use when they solve puzzles, play board games or make
logical deductions. By the late 1980s and '90s, AI research had also developed
highly successful methods for dealing with uncertain or incomplete information,
employing concepts from probability and economics.
 For difficult problems, most of these algorithms can require enormous
computational resources — most experience a "combinatorial explosion": the
amount of memory or computer time required becomes astronomical when the
problem goes beyond a certain size. The search for more efficient problem
solving algorithms is a high priority for AI research.
 Human beings solve most of their problems using fast, intuitive judgments rather
than the conscious, step-by-step deduction that early AI research was able to
model. AI has made some progress at imitating this kind of "sub-symbolic"
problem solving: embodied agent approaches emphasize the importance of
sensorimotor skills to higher reasoning; neural net research attempts to simulate
the structures inside human and animal brains that gives rise to this skill.
Rahul - CA Final Student
Machine learning has been central to AI research from the
beginning. Unsupervised learning is the ability to find patterns in
a stream of input. Supervised learning includes both classification
and numerical regression. Classification is used to determine
what category something belongs in, after seeing a number of
examples of things from several categories. Regression takes a
set of numerical input/output examples and attempts to discover a
continuous function that would generate the outputs from the
inputs. In reinforcement learning the agent is rewarded for good
responses and punished for bad ones. These can be analyzed in
terms of decision theory, using concepts like utility. The
mathematical analysis of machine learning algorithms and their
performance is a branch of theoretical computer science known
as computational learning theory.
Rahul - CA Final Student
The field of robotics is closely related to AI.
Intelligence is required for robots to be able
to handle such tasks as object
manipulation and navigation,
with sub-problems of localization
(knowing where you are),
mapping (learning what is around you) and
motion planning (figuring out how to get there)
Rahul - CA Final Student
Emotion and social skills play two roles for an intelligent
agent.
• First, it must be able to predict the actions of others, by
understanding their motives and emotional states. (This
involves elements of game theory, decision theory, as well
as the ability to model human emotions and the perceptual
skills to detect emotions.)
• Also, for good human-computer interaction, an intelligent
machine also needs to display emotions. At the very least it
must appear polite and sensitive to the humans it interacts
with. At best, it should have normal emotions itself
• Example is Kismet, a robot with rudimentary social skills
Rahul - CA Final Student
A sub-field of AI addresses
creativity both theoretically
(from a philosophical
And psychological
perspective)
And practically
(via specific
implementations
of systems that
generate outputs
that can be
considered creative)
TOPIO, a robot that
can play table tennis,
developed by TOSY.
Rahul - CA Final Student
 Most researchers hope that their work will eventually be incorporated into a
machine with general intelligence (known as strong AI), combining all the
skills above and exceeding human abilities at most or all of them. A few
believe that anthropomorphic features like artificial consciousness or an
artificial brain may be required for such a project. A related area of
computational research is Artificial Intuition and Artificial Imagination.
 Many of the problems above are considered AI-complete: to solve one
problem, you must solve them all. For example, even a straightforward,
specific task like machine translation requires that the machine follow the
author's argument (reason), know what is being talked about (knowledge),
and faithfully reproduce the author's intention (social intelligence). Machine
translation, therefore, is believed to be AI-complete: it may require strong AI
to be done as well as humans can do it
Rahul - CA Final Student
1 Brain simulation
2 Cognitive architectures
3 Games
4 Natural language processing
5 Speech recognition
6 Expert System
7 Handwriting Recognition
Rahul - CA Final Student
• Artificial_Intelligence_System, a large scale distributed
computing project involving over 10,000 computers
• HNeT (Holographic Neural Technology), a technology
by AND Corporation (Artificial Neural Devices) based
on non linear phase coherence/decoherence principles.
• Hierarchical Temporal Memory, a technology by
Numenta to capture and replicate the properties of the
neocortex.
Rahul - CA Final Student
• CALO, a DARPA-funded, 25-institution effort to integrate
numerous artificial intelligence approaches (natural language
processing, speech recognition, machine vision, probabilistic
logic, planning, reasoning, numerous forms of machine
learning) into an AI assistant that learns to help manage your
office environment.
• SHIAI (Semi Human Instinctive Artificial Intelligence), an AI
methodology based on the use of semi-human instincts,
developed at Islamic Azad University in 2004.
• Virtual Woman, the oldest continuous form of virtual life — a
chatterbot, virtual reality, artificial intelligence, video game,
and virtual human.
Rahul - CA Final Student
Games
• Chinook, a computer program that plays English draughts; the first
to win the world champion title in the competition against humans.
• Deep Blue, a chess-playing computer developed by IBM which
beat Garry Kasparov in 1997.
• FreeHAL, a self-learning conversation simulator (Chatterbot)
which uses semantic nets to organize its knowledge in order to
imitate a very close human behavior within conversations.
• Poki, research into computer poker by the University of Alberta.
• TD-Gammon, a program that learned to play world-class
backgammon partly by playing against itself (temporal difference
learning with neural networks)
Rahul - CA Final Student
 AIML, an XML dialect for creating natural language software agents.
 A.L.I.C.E., an award-winning natural language processing chatterbot.
 ELIZA, a famous 1966 computer program by Joseph Weizenbaum, which parodied
person-centered therapy.
 InfoTame, a text analysis search engine originally developed by the KGB for sorting
communications intercepts.
 Jabberwacky, a chatterbot by Rollo Carpenter, aiming to simulate a natural human
chat.
 KAR-Talk, a chatterbot by I.-A.Industrie.
 PARRY, another early famous chatterbot, written in 1972 by Kenneth Colby,
attempting to simulate a paranoid schizophrenic.
 Proverb, a system that can solve crossword puzzles better than most humans.
 SHRDLU, an early natural language processing computer program developed by Terry
Winograd at MIT from 1968 to 1970.
 START, the world's first web-based question answering system, developed at the MIT
CSAIL.
 SYSTRAN, a machine translation technology by a company of the same name, used
by Yahoo!, AltaVista and Google, among others.
 Texai, an open source project to create artificial intelligence, starting with a bootstrap
English dialog system that intelligently acquires knowledge and behaviors.
Rahul - CA Final Student
 Speech recognition (also known as automatic speech recognition or
computer speech recognition) converts spoken words to text. The term
"voice recognition" is sometimes used to refer to speech recognition where
the recognition system is trained to a particular speaker - as is the case for
most desktop recognition software, hence there is an element of speaker
recognition, which attempts to identify the person speaking, to better
recognize what is being said. Speech recognition is a broad term which
means it can recognize almost anybody's speech - such as a call-centre
system designed to recognize many voices. Voice recognition is a system
trained to a particular user, where it recognizes their speech based on their
unique vocal sound.
 Speech recognition applications include voice dialing (e.g., "Call home"),
call routing (e.g., "I would like to make a collect call"), domotic appliance
control and content-based spoken audio search (e.g., find a podcast where
particular words were spoken), simple data entry (e.g., entering a credit card
number), preparation of structured documents (e.g., a radiology report),
speech-to-text processing (e.g., word processors or emails), and in aircraft
cockpits (usually termed Direct Voice Input)
Rahul - CA Final Student
An expert system is software that attempts to
provide an answer to a problem, or clarify
uncertainties where normally one or more human
experts would need to be consulted. Expert systems
are most common in a specific problem domain,
and is a traditional application and/or subfield of
artificial intelligence Expert systems were
introduced by Edward Feigenbaum, the first truly
successful form of AI software
Expert system
Rahul - CA Final Student
A wide variety of methods can be used to
simulate the performance of the expert however
common to most or all are
 The creation of a so called "knowledge base" which
uses some knowledge representation formalism to capture
the Subject MatterExpert's (SME) knowledge.
A process of gathering that knowledge from the
SME and codifying it according to the formalism,
which is called knowledge engineering.
Rahul - CA Final Student
Expert Systems are computer programs that are
derived from a branch of computer science research called
Artificial Intelligence (AI).
AI's scientific goal is to understand intelligence by
building comp. programs that exhibit intelligent behavior.
It is concerned with the concepts and methods of
symbolic inference or reasoning by a computer, and how
the knowledge used to make those inferences will be
represented inside the machine.
Of course, the term intelligence covers many cognitive
skills,including the ability to solve problems, learn, and
understand language; AI addresses all of those.
Rahul - CA Final Student
User
interface
Interface
Engine
Knowle
dge
Base
Expert
Acquisit
ion
tool
Programmer
Explana
tion
Facility
user
Expert system
Rahul - CA Final Student
Handwriting recognition
.Handwriting recognition is the ability of a computer to
receive and interpret intelligible handwritten input from
sources such as paper documents, photographs,
touchscreens and other devices.
.Handwriting recognition principally entails optical
character recognition. However, a complete handwriting
recognition system also handles formatting, performs
correct segmentation into characters and finds the
most plausible words
Rahul - CA Final Student
Some of the images of handwriting
recognition are shown in the next
few slides :
Rahul - CA Final Student
Rahul - CA Final Student
Rahul - CA Final Student
Rahul - CA Final Student
Elements of on line handwriting
recognition
• The elements of an on-line handwriting
recognition interface typically include:
• a pen or stylus for the user to write with.
• a touch sensitive surface, which may be
integrated with, or adjacent to, an output
display.
• a software application which interprets the
movements of the stylus across the writing
surface, translating the resulting strokes into
digital text.
Rahul - CA Final Student
Rahul - CA Final Student
ROBOT
An Important Part Of AI
Rahul - CA Final Student
ROBOTS
A BASIC DEFINITION
• It is a virtual or mechanical
artificial agent.
• It is an electromechanical
machine which is guided by
computer or electro-
programming and thus it is
able to do tasks on its own.
Rahul - CA Final Student
NANO
ROBOTS
RECONFIGURABLE
ROBOTS
SOFT
ROBOTS
SWARM
ROBOTS
These robots can
alter there physical
form to suit a
particular task.
Example-T-1000
TYPES OF ROBOTS
The researchers
have only
produced parts of
this complex
systems. These are
also known as
nano bits.
These robots are
inspired by the
family of insects
such as ants and
bees. Example I-
robot swarm.
These robots have
silicone bodies
and flexible air
muscles.
Rahul - CA Final Student
Positive & Negative impacts of
robots
• They perform jobs more
cheaply, with greater
accuracy and with more
reliability than humans.
• They are widely used in
manufacturing, packing,
transport and laboratory
works.
• Robots have their own
entertainment value but
their unsafe use can also
cause danger.
• A heavy industrial robot
can cause harm to
humans. For example
death of Sir Robert
Williams was caused
by a robot only.
Rahul - CA Final Student
Some Basic Facts About Robots
• Roughly half of the Robots in
this world are in ASIA of
which 30% are in JAPAN. It
is the ROBOTIC CAPITAL of
the country.
• South Korea aims to put a
Robot in every house by 2015-
2020 so that every country is
technologically equipped as
JAPAN
Rahul - CA Final Student
Rahul - CA Final Student

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34_artificial_intelligence_1.ppt

  • 1. Rahul - CA Final Student
  • 2. Rahul - CA Final Student
  • 3. The Term A.I. belongs to a Fifth Generation Computer System In which the System works in the same manner as human-being. In another sense, we can term it As the study and design of Intelligent Agents. Rahul - CA Final Student
  • 4.  The field of AI research was founded at a conference on the campus of Dartmouth College in the summer of 1956. The attendees, including John McCarthy, Marvin Minsky, Allen Newell and Herbert Simon, became the leaders of AI research for many decades. They and their students wrote programs that were, to most people, simply astonishing: computers were solving word problems in algebra, proving logical theorems and speaking English.  By the middle of the 1960s, research in the U.S. was heavily funded by the Department of Defense and laboratories had been established around the world. AI's founders were profoundly optimistic about the future of the new field: Herbert Simon predicted that "machines will be capable, within twenty years, of doing any work a man can do" and Marvin Minsky agreed, writing that "within a generation ... the problem of creating 'artificial intelligence' will substantially be solved".  In 1974, in response to the criticism of England's Sir James Lighthill and ongoing pressure from Congress to fund more productive projects, the U.S. and British governments cut off all undirected, exploratory research in AI. The next few years, when funding for projects was hard to find, would later be called an "AI winter". Rahul - CA Final Student
  • 5.  In the early 1980s, AI research was revived by the commercial success of expert systems, a form of AI program that simulated the knowledge and analytical skills of one or more human experts. By 1985 the market for AI had reached over a billion dollars. At the same time, Japan's fifth generation computer project inspired the U.S and British governments to restore funding for academic research in the field. However, beginning with the collapse of the Lisp Machine market in 1987, AI once again fell into disrepute, and a second, longer lasting AI winter began.  In the 1990s and early 21st century, AI achieved its greatest successes, albeit somewhat behind the scenes. Artificial intelligence is used for logistics, data mining, medical diagnosis and many other areas throughout the technology industry. The success was due to several factors: the incredible power of computers today (see Moore's law), a greater emphasis on solving specific subproblems, the creation of new ties between AI and other fields working on similar problems, and above all a new commitment by researchers to solid mathematical methods and rigorous scientific standards. Rahul - CA Final Student
  • 6. Automated planning and scheduling Knowledge representation Commonsense knowledge Natural language processing Reasoning, problem solving Machine learning Motion and manipulation Social intelligence Computational creativity General intelligence Rahul - CA Final Student
  • 7.  Intelligent agents must be able to set goals and achieve them. They need a way to visualize the future (they must have a representation of the state of the world and be able to make predictions about how their actions will change it) and be able to make choices that maximize the utility (or "value") of the available choices.  In classical planning problems, the agent can assume that it is the only thing acting on the world and it can be certain what the consequences of its actions may be. However, if this is not true, it must periodically check if the world matches its predictions and it must change its plan as this becomes necessary, requiring the agent to reason under uncertainty. Rahul - CA Final Student
  • 8. The most difficult problems in knowledge representation are: •Default Reasoning •Qualification Problem Knowledge representation and knowledge engineering are central to AI research. Many of the problems machines are expected to solve will require extensive knowledge about the world. Among the things that AI needs to represent are: objects, properties, categories and relations between objects; situations, events, states and time; causes and effects; knowledge about knowledge (what we know about what other people know); and many other, less well researched domains. A complete representation of "what exists" is an ontology (borrowing a word from traditional philosophy), of which the most general are called upper ontologies. Rahul - CA Final Student
  • 9. The breadth of commonsense knowledge The number of atomic facts that the average person knows is astronomical. Research projects that attempt to build a complete knowledge base of commonsense knowledge (e.g. Cyc) require enormous amounts of laborious ontological engineering — they must be built, by hand, one complicated concept at a time. A major goal is to have the computer understand enough concepts to be able to learn by reading from sources like the internet, and thus be able to add to its own ontology. The subsymbolic form of Commonsense knowledge Much of what people know is not represented as "facts" or "statements" that they could actually say out loud. For example, a chess master will avoid a particular chess position because it "feels too exposed" or an art critic can take one look at a statue and instantly realize that it is a fake. These are intuitions or tendencies that are represented in the brain non-consciously and sub- symbolically. Knowledge like this informs, supports and provides a context for symbolic, conscious knowledge. As with the related problem of sub-symbolic reasoning, it is hoped that situated AI or computational intelligence will provide ways to represent this kind of knowledge. Rahul - CA Final Student
  • 10. Natural language processing gives machines the ability to read and understand the languages that humans speak. Many researchers hope that a sufficiently powerful natural language processing system would be able to acquire knowledge on its own, by reading the existing text available over the internet. Some straightforward applications of natural language processing include information retrieval (or text mining) and machine translation. Rahul - CA Final Student
  • 11.  Early AI researchers developed algorithms that imitated the step-by-step reasoning that humans use when they solve puzzles, play board games or make logical deductions. By the late 1980s and '90s, AI research had also developed highly successful methods for dealing with uncertain or incomplete information, employing concepts from probability and economics.  For difficult problems, most of these algorithms can require enormous computational resources — most experience a "combinatorial explosion": the amount of memory or computer time required becomes astronomical when the problem goes beyond a certain size. The search for more efficient problem solving algorithms is a high priority for AI research.  Human beings solve most of their problems using fast, intuitive judgments rather than the conscious, step-by-step deduction that early AI research was able to model. AI has made some progress at imitating this kind of "sub-symbolic" problem solving: embodied agent approaches emphasize the importance of sensorimotor skills to higher reasoning; neural net research attempts to simulate the structures inside human and animal brains that gives rise to this skill. Rahul - CA Final Student
  • 12. Machine learning has been central to AI research from the beginning. Unsupervised learning is the ability to find patterns in a stream of input. Supervised learning includes both classification and numerical regression. Classification is used to determine what category something belongs in, after seeing a number of examples of things from several categories. Regression takes a set of numerical input/output examples and attempts to discover a continuous function that would generate the outputs from the inputs. In reinforcement learning the agent is rewarded for good responses and punished for bad ones. These can be analyzed in terms of decision theory, using concepts like utility. The mathematical analysis of machine learning algorithms and their performance is a branch of theoretical computer science known as computational learning theory. Rahul - CA Final Student
  • 13. The field of robotics is closely related to AI. Intelligence is required for robots to be able to handle such tasks as object manipulation and navigation, with sub-problems of localization (knowing where you are), mapping (learning what is around you) and motion planning (figuring out how to get there) Rahul - CA Final Student
  • 14. Emotion and social skills play two roles for an intelligent agent. • First, it must be able to predict the actions of others, by understanding their motives and emotional states. (This involves elements of game theory, decision theory, as well as the ability to model human emotions and the perceptual skills to detect emotions.) • Also, for good human-computer interaction, an intelligent machine also needs to display emotions. At the very least it must appear polite and sensitive to the humans it interacts with. At best, it should have normal emotions itself • Example is Kismet, a robot with rudimentary social skills Rahul - CA Final Student
  • 15. A sub-field of AI addresses creativity both theoretically (from a philosophical And psychological perspective) And practically (via specific implementations of systems that generate outputs that can be considered creative) TOPIO, a robot that can play table tennis, developed by TOSY. Rahul - CA Final Student
  • 16.  Most researchers hope that their work will eventually be incorporated into a machine with general intelligence (known as strong AI), combining all the skills above and exceeding human abilities at most or all of them. A few believe that anthropomorphic features like artificial consciousness or an artificial brain may be required for such a project. A related area of computational research is Artificial Intuition and Artificial Imagination.  Many of the problems above are considered AI-complete: to solve one problem, you must solve them all. For example, even a straightforward, specific task like machine translation requires that the machine follow the author's argument (reason), know what is being talked about (knowledge), and faithfully reproduce the author's intention (social intelligence). Machine translation, therefore, is believed to be AI-complete: it may require strong AI to be done as well as humans can do it Rahul - CA Final Student
  • 17. 1 Brain simulation 2 Cognitive architectures 3 Games 4 Natural language processing 5 Speech recognition 6 Expert System 7 Handwriting Recognition Rahul - CA Final Student
  • 18. • Artificial_Intelligence_System, a large scale distributed computing project involving over 10,000 computers • HNeT (Holographic Neural Technology), a technology by AND Corporation (Artificial Neural Devices) based on non linear phase coherence/decoherence principles. • Hierarchical Temporal Memory, a technology by Numenta to capture and replicate the properties of the neocortex. Rahul - CA Final Student
  • 19. • CALO, a DARPA-funded, 25-institution effort to integrate numerous artificial intelligence approaches (natural language processing, speech recognition, machine vision, probabilistic logic, planning, reasoning, numerous forms of machine learning) into an AI assistant that learns to help manage your office environment. • SHIAI (Semi Human Instinctive Artificial Intelligence), an AI methodology based on the use of semi-human instincts, developed at Islamic Azad University in 2004. • Virtual Woman, the oldest continuous form of virtual life — a chatterbot, virtual reality, artificial intelligence, video game, and virtual human. Rahul - CA Final Student
  • 20. Games • Chinook, a computer program that plays English draughts; the first to win the world champion title in the competition against humans. • Deep Blue, a chess-playing computer developed by IBM which beat Garry Kasparov in 1997. • FreeHAL, a self-learning conversation simulator (Chatterbot) which uses semantic nets to organize its knowledge in order to imitate a very close human behavior within conversations. • Poki, research into computer poker by the University of Alberta. • TD-Gammon, a program that learned to play world-class backgammon partly by playing against itself (temporal difference learning with neural networks) Rahul - CA Final Student
  • 21.  AIML, an XML dialect for creating natural language software agents.  A.L.I.C.E., an award-winning natural language processing chatterbot.  ELIZA, a famous 1966 computer program by Joseph Weizenbaum, which parodied person-centered therapy.  InfoTame, a text analysis search engine originally developed by the KGB for sorting communications intercepts.  Jabberwacky, a chatterbot by Rollo Carpenter, aiming to simulate a natural human chat.  KAR-Talk, a chatterbot by I.-A.Industrie.  PARRY, another early famous chatterbot, written in 1972 by Kenneth Colby, attempting to simulate a paranoid schizophrenic.  Proverb, a system that can solve crossword puzzles better than most humans.  SHRDLU, an early natural language processing computer program developed by Terry Winograd at MIT from 1968 to 1970.  START, the world's first web-based question answering system, developed at the MIT CSAIL.  SYSTRAN, a machine translation technology by a company of the same name, used by Yahoo!, AltaVista and Google, among others.  Texai, an open source project to create artificial intelligence, starting with a bootstrap English dialog system that intelligently acquires knowledge and behaviors. Rahul - CA Final Student
  • 22.  Speech recognition (also known as automatic speech recognition or computer speech recognition) converts spoken words to text. The term "voice recognition" is sometimes used to refer to speech recognition where the recognition system is trained to a particular speaker - as is the case for most desktop recognition software, hence there is an element of speaker recognition, which attempts to identify the person speaking, to better recognize what is being said. Speech recognition is a broad term which means it can recognize almost anybody's speech - such as a call-centre system designed to recognize many voices. Voice recognition is a system trained to a particular user, where it recognizes their speech based on their unique vocal sound.  Speech recognition applications include voice dialing (e.g., "Call home"), call routing (e.g., "I would like to make a collect call"), domotic appliance control and content-based spoken audio search (e.g., find a podcast where particular words were spoken), simple data entry (e.g., entering a credit card number), preparation of structured documents (e.g., a radiology report), speech-to-text processing (e.g., word processors or emails), and in aircraft cockpits (usually termed Direct Voice Input) Rahul - CA Final Student
  • 23. An expert system is software that attempts to provide an answer to a problem, or clarify uncertainties where normally one or more human experts would need to be consulted. Expert systems are most common in a specific problem domain, and is a traditional application and/or subfield of artificial intelligence Expert systems were introduced by Edward Feigenbaum, the first truly successful form of AI software Expert system Rahul - CA Final Student
  • 24. A wide variety of methods can be used to simulate the performance of the expert however common to most or all are  The creation of a so called "knowledge base" which uses some knowledge representation formalism to capture the Subject MatterExpert's (SME) knowledge. A process of gathering that knowledge from the SME and codifying it according to the formalism, which is called knowledge engineering. Rahul - CA Final Student
  • 25. Expert Systems are computer programs that are derived from a branch of computer science research called Artificial Intelligence (AI). AI's scientific goal is to understand intelligence by building comp. programs that exhibit intelligent behavior. It is concerned with the concepts and methods of symbolic inference or reasoning by a computer, and how the knowledge used to make those inferences will be represented inside the machine. Of course, the term intelligence covers many cognitive skills,including the ability to solve problems, learn, and understand language; AI addresses all of those. Rahul - CA Final Student
  • 27. Handwriting recognition .Handwriting recognition is the ability of a computer to receive and interpret intelligible handwritten input from sources such as paper documents, photographs, touchscreens and other devices. .Handwriting recognition principally entails optical character recognition. However, a complete handwriting recognition system also handles formatting, performs correct segmentation into characters and finds the most plausible words Rahul - CA Final Student
  • 28. Some of the images of handwriting recognition are shown in the next few slides : Rahul - CA Final Student
  • 29. Rahul - CA Final Student
  • 30. Rahul - CA Final Student
  • 31. Rahul - CA Final Student
  • 32. Elements of on line handwriting recognition • The elements of an on-line handwriting recognition interface typically include: • a pen or stylus for the user to write with. • a touch sensitive surface, which may be integrated with, or adjacent to, an output display. • a software application which interprets the movements of the stylus across the writing surface, translating the resulting strokes into digital text. Rahul - CA Final Student
  • 33. Rahul - CA Final Student
  • 34. ROBOT An Important Part Of AI Rahul - CA Final Student
  • 35. ROBOTS A BASIC DEFINITION • It is a virtual or mechanical artificial agent. • It is an electromechanical machine which is guided by computer or electro- programming and thus it is able to do tasks on its own. Rahul - CA Final Student
  • 36. NANO ROBOTS RECONFIGURABLE ROBOTS SOFT ROBOTS SWARM ROBOTS These robots can alter there physical form to suit a particular task. Example-T-1000 TYPES OF ROBOTS The researchers have only produced parts of this complex systems. These are also known as nano bits. These robots are inspired by the family of insects such as ants and bees. Example I- robot swarm. These robots have silicone bodies and flexible air muscles. Rahul - CA Final Student
  • 37. Positive & Negative impacts of robots • They perform jobs more cheaply, with greater accuracy and with more reliability than humans. • They are widely used in manufacturing, packing, transport and laboratory works. • Robots have their own entertainment value but their unsafe use can also cause danger. • A heavy industrial robot can cause harm to humans. For example death of Sir Robert Williams was caused by a robot only. Rahul - CA Final Student
  • 38. Some Basic Facts About Robots • Roughly half of the Robots in this world are in ASIA of which 30% are in JAPAN. It is the ROBOTIC CAPITAL of the country. • South Korea aims to put a Robot in every house by 2015- 2020 so that every country is technologically equipped as JAPAN Rahul - CA Final Student
  • 39. Rahul - CA Final Student