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AI: Chapter 1: Introduction 1
Artificial Intelligence
Chapter 1: Introduction
Naveed Anwer Butt
Department of Computer Science
University of Gujrat
AI: Chapter 1: Introduction 2
Goals of this Course
• Become familiar with AI techniques, including
their implementations
– Be able to develop AI applications
• Python,
• Understand the theory behind the techniques,
knowing which techniques to apply when (and
why)
• Become familiar with a range of applications of
AI, including “classic” and current systems.
AI: Chapter 1: Introduction 3
What is Intelligence?
• Main Entry: in·tel·li·gence
Pronunciation: in-'te-l&-j&n(t)s
Function: noun
Etymology: Middle English, from Middle French, from Latin intelligentia, from intelligent-,
intelligens intelligent
• 1 a (1) : the ability to learn or understand or to deal with new or trying situations : REASON;
also : the skilled use of reason (2) : the ability to apply knowledge to manipulate one's
environment or to think abstractly as measured by objective criteria (as tests) b Christian Science
: the basic eternal quality of divine Mind c : mental acuteness : SHREWDNESS
• 2 a : an intelligent entity; especially : ANGEL b : intelligent minds or mind <cosmic intelligence>
• 3 : the act of understanding : COMPREHENSION
• 4 a : INFORMATION, NEWS b : information concerning an enemy or possible enemy or an
area; also : an agency engaged in obtaining such information
• 5 : the ability to perform computer functions
AI: Chapter 1: Introduction 4
What is Artificial Intelligence?
• Not just studying intelligent systems, but
building them…
• Psychological approach: an intelligent
system is a model of human intelligence
• Engineering approach: an intelligent
system solves a sufficiently difficult
problem in a generalizable way
AI: Chapter 1: Introduction 5
AI prehistory
• Philosophy Logic, methods of reasoning, mind as physical
system foundations of learning, language,
rationality
• Mathematics Formal representation and proof algorithms,
computation, (un)decidability, (in)tractability,
probability
• Economics utility, decision theory
• Neuroscience physical substrate for mental activity
• Psychology phenomena of perception and motor control,
experimental techniques
• Computer building fast computers
engineering
• Control theory design systems that maximize an objective
function over time
• Linguistics knowledge representation, grammar
Abridged history of AI
• 1943 McCulloch & Pitts: Boolean circuit model of brain
• 1950 Turing's "Computing Machinery and Intelligence"
• 1956 Dartmouth meeting: "Artificial Intelligence" adopted
• 1952—69 Look, Ma, no hands!
• 1950s Early AI programs, including Samuel's checkers
program, Newell & Simon's Logic Theorist,
Gelernter's Geometry Engine
• 1965 Robinson's complete algorithm for logical reasoning
• 1966—73 AI discovers computational complexity
Neural network research almost disappears
• 1969—79 Early development of knowledge-based systems
• 1980-- AI becomes an industry
• 1986-- Neural networks return to popularity
• 1987-- AI becomes a science
• 1995-- The emergence of intelligent agents
AI: Chapter 1: Introduction 15
What is Artificial Intelligence?
(again)
AI: Chapter 1: Introduction 16
AI: Chapter 1: Introduction 17
What is Artificial Intelligence?
(again)
• Systems that think like
humans
– Cognitive Modeling Approach
– “The automation of activities
that we associate with human
thinking...”
– Bellman 1978
• Systems that act like
humans
– Turing Test Approach
– “The art of creating machines
that perform functions that
require intelligence when
performed by people”
– Kurzweil 1990
• Systems that think
rationally
– “Laws of Thought” approach
– “The study of mental faculties
through the use of
computational models”
– Charniak and McDermott
• Systems that act rationally
– Rational Agent Approach
– “The branch of CS that is
concerned with the
automation of intelligent
behavior”
– Lugar and Stubblefield
AI: Chapter 1: Introduction 20
Acting Humanly
• The Turing Test
(1950)
– Can machines think?
– Can machines behave
intelligently?
• Operational test for
intelligent behavior
– The Imitation Game
Human
AI System
Human
Interrogator
?
AI: Chapter 1: Introduction 21
AI: Chapter 1: Introduction 22
AI: Chapter 1: Introduction 23
Acting Humanly
• Turing Test (cont)
– Predicted that by 2000, a machine might have a 30%
chance of fooling a lay person for 5 minutes
– Anticipated all major arguments against AI in
following 50 years
– Suggested major components of AI: knowledge,
reasoning, language understanding, learning
• Problem!
– The turning test is not reproducible, constructive, or
amenable to mathematical analysis
AI: Chapter 1: Introduction 25
AI: Chapter 1: Introduction 26
AI: Chapter 1: Introduction 30
Thinking Humanly
• 1960’s cognitive revolution
• Requires scientific theories of internal activities
of the brain
– What level of abstraction? “Knowledge” or “Circuits”
– How to validate?
• Predicting and testing behavior of human subjects (top-
down)
• Direct identification from neurological data (bottom-up)
• Cognitive Science and Cognitive Neuroscience
– Now distinct from AI
AI: Chapter 1: Introduction 33
Acting Rationally
• Rational behavior
– Doing the right thing
• What is the “right thing”
– That which is expected to maximize goal
achievement, given available information
• Doesnot necessary involve thinking –e.g.,
blinking reflex-but involve thinking should be in
the service of rational action.
• We do many (“right”) things without thinking
– Thinking should be in the service of rational action
AI: Chapter 1: Introduction 65
Applied Areas of AI
• Heuristic Search
• Computer Vision
• Adversarial Search (Games)
• Fuzzy Logic
• Natural Language Processing
• Knowledge Representation
• Planning
• Learning
AI: Chapter 1: Introduction 66
Examples
• Playing chess
• Driving on the
highway
• Mowing the lawn
• Answering questions
• Recognizing speech
• Diagnosing diseases
• Translating languages
• Data mining
AI: Chapter 1: Introduction 67
Heuristic Search
• Very large search space
– Large databases
– Image sequences
– Game playing
• Algorithms
– Guaranteed best answer
– Can be slow – literally years
• Heuristics
– “Rules of thumb”
– Very fast
– Good answer likely, but not guaranteed!
• Searching foreign intelligence for terrorist activity.
AI: Chapter 1: Introduction 68
Computer Vision
• Computationally taxing
– Millions of bytes of data
per frame
– Thirty frames per second
• Computers are scalar /
Images are
multidimensional
• Image Enhancement vs.
Image Understanding
• Can you find the terrorist
in this picture?
AI: Chapter 1: Introduction 69
Adversarial Search
• Game theory...
– Two player, zero sum – checkers, chess, etc.
• Minimax
– My side is MAX
– Opponent is MIN
• Alpha-Beta
– Evaluation function...”how good is board”
– Not reliable...play game (look ahead) as deep as
possible and use minimax.
– Select “best” backed up value.
• Where will Al-Qaeda strike next?
AI: Chapter 1: Introduction 70
Adversarial Search
X X O
O
X
X X O
O O
X
X X O
O O
X
X X O
O O
X X
X X O
O O
X X
X X O
O O X
X
X X O
O O
X X
X X O
O O
X X
X X O
X O O
X
1
2 6
3 4 5 7 8 9
1-0=1 1-2=-1 1-1=0 *91* 0 10
...MAX
MIN
AI: Chapter 1: Introduction 71
Example: Tic Tac Toe #1
move
table
encode look
up
• Precompiled move
table.
• For each input
board, a specific
move (output
board)
• Perfect play, but is
it AI?
AI: Chapter 1: Introduction 72
Example: Tic Tac Toe #2
• Represent board as a magic square, one integer
per square
• If 3 of my pieces sum to 15, I win
• Predefined strategy:
– 1. Win
– 2. Block
– 3. Take center
– 4. Take corner
– 5. Take any open square
AI: Chapter 1: Introduction 73
Example: Tic Tac Toe #3
• Given a board, consider all possible moves (future
boards) and pick the best one
• Look ahead (opponent’s best move, your best move…)
until end of game
• Functions needed:
– Next move generator
– Board evaluation function
• Change these 2 functions (only) to play a different
game!
AI: Chapter 1: Introduction 74
Fuzzy Logic
• Basic logic is binary
– 0 or 1, true or false, black or white, on or off,
etc...
• But in the real world there are of “shades”
– Light red or dark red
– 0.64756
• Membership functions
AI: Chapter 1: Introduction 75
Fuzzy Logic
Appetite
Light Moderate Heavy
0
1
Calories Eaten Per Day
Membership
Grade
1000 2000 3000
Linguistic
Variable
Linguistic
Values
AI: Chapter 1: Introduction 76
Natural Language Processing
• Speech recognition vs. natural language processing
– NLP is after the words are recognized
• Ninety/Ten Rule
– Can do 90% of the translation with 10% time, but 10% work
takes 90% time
• Easy for restricted domains
– Dilation
– Automatic translation
– Control your computer
• Say “Enter” or “one” or “open”
– Associative calculus
• Understand by doing
AI: Chapter 1: Introduction 77
Natural Language Processing
S1 S2 S3“The big grey dog”
Net for Basic Noun Group
determiner noun
adjective
S1 S2 S3“by the table in the corner”
Net for Prepositional Group
preposition NOUNG
S1 S2 S3“The big grey dog by the
table in the corner”
Net for Basic Noun Group
determiner noun
adjective
PREPG
AI: Chapter 1: Introduction 78
Knowledge Representation
• Predicate Logic
– On(table, lamp)
– In(corner, table)
– Near(table, dog)
– Prolog
• Graph Based
– Semantic Networks
– Frames
• Rule Based
– Expert Systems
AI: Chapter 1: Introduction 79
Planning
• Robotics
– If a robot enters a
room and sits down,
what is the “route”.
• Closed world
• Rule based systems
• Blocks world
Table
Chair
AI: Chapter 1: Introduction 80
Planning
• Pickup(x)
– Ontable(x), clear(x),
handempty(),
– Holding(x)
• Putdown(x)
– Holding(x)
– Ontable(x), clear(x),
handempty()
• Stack(x, y)
– Holding(x), clear(y)
– Handempty(), on(x, y),
clear(x)
• Unstack(x, y)
– Handempty(), clear(x), on(x,
y)
– Holding(x), clear(x)
A
C
B
Robot
Hand
B
A
C
Clear(B) On(C, A) OnTable(A)
Clear(C) Handempty OnTable(B)
Goal: [On(B, C) ^ On(A, B)]
AI: Chapter 1: Introduction 81
Learning
• Neural Networks
• Evolutionary Computing
• Knowledge in Learning
• Reinforcement Learning
Listening Assignment
• https://www.youtube.com/watch?v=16Dir
4QqCUg
AI: Chapter 1: Introduction 82

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Lecture 01

  • 1. AI: Chapter 1: Introduction 1 Artificial Intelligence Chapter 1: Introduction Naveed Anwer Butt Department of Computer Science University of Gujrat
  • 2. AI: Chapter 1: Introduction 2 Goals of this Course • Become familiar with AI techniques, including their implementations – Be able to develop AI applications • Python, • Understand the theory behind the techniques, knowing which techniques to apply when (and why) • Become familiar with a range of applications of AI, including “classic” and current systems.
  • 3. AI: Chapter 1: Introduction 3 What is Intelligence? • Main Entry: in·tel·li·gence Pronunciation: in-'te-l&-j&n(t)s Function: noun Etymology: Middle English, from Middle French, from Latin intelligentia, from intelligent-, intelligens intelligent • 1 a (1) : the ability to learn or understand or to deal with new or trying situations : REASON; also : the skilled use of reason (2) : the ability to apply knowledge to manipulate one's environment or to think abstractly as measured by objective criteria (as tests) b Christian Science : the basic eternal quality of divine Mind c : mental acuteness : SHREWDNESS • 2 a : an intelligent entity; especially : ANGEL b : intelligent minds or mind <cosmic intelligence> • 3 : the act of understanding : COMPREHENSION • 4 a : INFORMATION, NEWS b : information concerning an enemy or possible enemy or an area; also : an agency engaged in obtaining such information • 5 : the ability to perform computer functions
  • 4. AI: Chapter 1: Introduction 4 What is Artificial Intelligence? • Not just studying intelligent systems, but building them… • Psychological approach: an intelligent system is a model of human intelligence • Engineering approach: an intelligent system solves a sufficiently difficult problem in a generalizable way
  • 5. AI: Chapter 1: Introduction 5
  • 6. AI prehistory • Philosophy Logic, methods of reasoning, mind as physical system foundations of learning, language, rationality • Mathematics Formal representation and proof algorithms, computation, (un)decidability, (in)tractability, probability • Economics utility, decision theory • Neuroscience physical substrate for mental activity • Psychology phenomena of perception and motor control, experimental techniques • Computer building fast computers engineering • Control theory design systems that maximize an objective function over time • Linguistics knowledge representation, grammar
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  • 9. Abridged history of AI • 1943 McCulloch & Pitts: Boolean circuit model of brain • 1950 Turing's "Computing Machinery and Intelligence" • 1956 Dartmouth meeting: "Artificial Intelligence" adopted • 1952—69 Look, Ma, no hands! • 1950s Early AI programs, including Samuel's checkers program, Newell & Simon's Logic Theorist, Gelernter's Geometry Engine • 1965 Robinson's complete algorithm for logical reasoning • 1966—73 AI discovers computational complexity Neural network research almost disappears • 1969—79 Early development of knowledge-based systems • 1980-- AI becomes an industry • 1986-- Neural networks return to popularity • 1987-- AI becomes a science • 1995-- The emergence of intelligent agents
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  • 15. AI: Chapter 1: Introduction 15
  • 16. What is Artificial Intelligence? (again) AI: Chapter 1: Introduction 16
  • 17. AI: Chapter 1: Introduction 17 What is Artificial Intelligence? (again) • Systems that think like humans – Cognitive Modeling Approach – “The automation of activities that we associate with human thinking...” – Bellman 1978 • Systems that act like humans – Turing Test Approach – “The art of creating machines that perform functions that require intelligence when performed by people” – Kurzweil 1990 • Systems that think rationally – “Laws of Thought” approach – “The study of mental faculties through the use of computational models” – Charniak and McDermott • Systems that act rationally – Rational Agent Approach – “The branch of CS that is concerned with the automation of intelligent behavior” – Lugar and Stubblefield
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  • 20. AI: Chapter 1: Introduction 20 Acting Humanly • The Turing Test (1950) – Can machines think? – Can machines behave intelligently? • Operational test for intelligent behavior – The Imitation Game Human AI System Human Interrogator ?
  • 21. AI: Chapter 1: Introduction 21
  • 22. AI: Chapter 1: Introduction 22
  • 23. AI: Chapter 1: Introduction 23 Acting Humanly • Turing Test (cont) – Predicted that by 2000, a machine might have a 30% chance of fooling a lay person for 5 minutes – Anticipated all major arguments against AI in following 50 years – Suggested major components of AI: knowledge, reasoning, language understanding, learning • Problem! – The turning test is not reproducible, constructive, or amenable to mathematical analysis
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  • 25. AI: Chapter 1: Introduction 25
  • 26. AI: Chapter 1: Introduction 26
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  • 30. AI: Chapter 1: Introduction 30 Thinking Humanly • 1960’s cognitive revolution • Requires scientific theories of internal activities of the brain – What level of abstraction? “Knowledge” or “Circuits” – How to validate? • Predicting and testing behavior of human subjects (top- down) • Direct identification from neurological data (bottom-up) • Cognitive Science and Cognitive Neuroscience – Now distinct from AI
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  • 33. AI: Chapter 1: Introduction 33 Acting Rationally • Rational behavior – Doing the right thing • What is the “right thing” – That which is expected to maximize goal achievement, given available information • Doesnot necessary involve thinking –e.g., blinking reflex-but involve thinking should be in the service of rational action. • We do many (“right”) things without thinking – Thinking should be in the service of rational action
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  • 65. AI: Chapter 1: Introduction 65 Applied Areas of AI • Heuristic Search • Computer Vision • Adversarial Search (Games) • Fuzzy Logic • Natural Language Processing • Knowledge Representation • Planning • Learning
  • 66. AI: Chapter 1: Introduction 66 Examples • Playing chess • Driving on the highway • Mowing the lawn • Answering questions • Recognizing speech • Diagnosing diseases • Translating languages • Data mining
  • 67. AI: Chapter 1: Introduction 67 Heuristic Search • Very large search space – Large databases – Image sequences – Game playing • Algorithms – Guaranteed best answer – Can be slow – literally years • Heuristics – “Rules of thumb” – Very fast – Good answer likely, but not guaranteed! • Searching foreign intelligence for terrorist activity.
  • 68. AI: Chapter 1: Introduction 68 Computer Vision • Computationally taxing – Millions of bytes of data per frame – Thirty frames per second • Computers are scalar / Images are multidimensional • Image Enhancement vs. Image Understanding • Can you find the terrorist in this picture?
  • 69. AI: Chapter 1: Introduction 69 Adversarial Search • Game theory... – Two player, zero sum – checkers, chess, etc. • Minimax – My side is MAX – Opponent is MIN • Alpha-Beta – Evaluation function...”how good is board” – Not reliable...play game (look ahead) as deep as possible and use minimax. – Select “best” backed up value. • Where will Al-Qaeda strike next?
  • 70. AI: Chapter 1: Introduction 70 Adversarial Search X X O O X X X O O O X X X O O O X X X O O O X X X X O O O X X X X O O O X X X X O O O X X X X O O O X X X X O X O O X 1 2 6 3 4 5 7 8 9 1-0=1 1-2=-1 1-1=0 *91* 0 10 ...MAX MIN
  • 71. AI: Chapter 1: Introduction 71 Example: Tic Tac Toe #1 move table encode look up • Precompiled move table. • For each input board, a specific move (output board) • Perfect play, but is it AI?
  • 72. AI: Chapter 1: Introduction 72 Example: Tic Tac Toe #2 • Represent board as a magic square, one integer per square • If 3 of my pieces sum to 15, I win • Predefined strategy: – 1. Win – 2. Block – 3. Take center – 4. Take corner – 5. Take any open square
  • 73. AI: Chapter 1: Introduction 73 Example: Tic Tac Toe #3 • Given a board, consider all possible moves (future boards) and pick the best one • Look ahead (opponent’s best move, your best move…) until end of game • Functions needed: – Next move generator – Board evaluation function • Change these 2 functions (only) to play a different game!
  • 74. AI: Chapter 1: Introduction 74 Fuzzy Logic • Basic logic is binary – 0 or 1, true or false, black or white, on or off, etc... • But in the real world there are of “shades” – Light red or dark red – 0.64756 • Membership functions
  • 75. AI: Chapter 1: Introduction 75 Fuzzy Logic Appetite Light Moderate Heavy 0 1 Calories Eaten Per Day Membership Grade 1000 2000 3000 Linguistic Variable Linguistic Values
  • 76. AI: Chapter 1: Introduction 76 Natural Language Processing • Speech recognition vs. natural language processing – NLP is after the words are recognized • Ninety/Ten Rule – Can do 90% of the translation with 10% time, but 10% work takes 90% time • Easy for restricted domains – Dilation – Automatic translation – Control your computer • Say “Enter” or “one” or “open” – Associative calculus • Understand by doing
  • 77. AI: Chapter 1: Introduction 77 Natural Language Processing S1 S2 S3“The big grey dog” Net for Basic Noun Group determiner noun adjective S1 S2 S3“by the table in the corner” Net for Prepositional Group preposition NOUNG S1 S2 S3“The big grey dog by the table in the corner” Net for Basic Noun Group determiner noun adjective PREPG
  • 78. AI: Chapter 1: Introduction 78 Knowledge Representation • Predicate Logic – On(table, lamp) – In(corner, table) – Near(table, dog) – Prolog • Graph Based – Semantic Networks – Frames • Rule Based – Expert Systems
  • 79. AI: Chapter 1: Introduction 79 Planning • Robotics – If a robot enters a room and sits down, what is the “route”. • Closed world • Rule based systems • Blocks world Table Chair
  • 80. AI: Chapter 1: Introduction 80 Planning • Pickup(x) – Ontable(x), clear(x), handempty(), – Holding(x) • Putdown(x) – Holding(x) – Ontable(x), clear(x), handempty() • Stack(x, y) – Holding(x), clear(y) – Handempty(), on(x, y), clear(x) • Unstack(x, y) – Handempty(), clear(x), on(x, y) – Holding(x), clear(x) A C B Robot Hand B A C Clear(B) On(C, A) OnTable(A) Clear(C) Handempty OnTable(B) Goal: [On(B, C) ^ On(A, B)]
  • 81. AI: Chapter 1: Introduction 81 Learning • Neural Networks • Evolutionary Computing • Knowledge in Learning • Reinforcement Learning