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CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE
CS6659 -ARTIFICIAL INTELLIGENCE
UNIT I -INTRODUCTION TO Al AND PRODUCTION SYSTEMS 9
Introduction to AI-Problem formulation, Problem Definition -Production systems, Control
strategies, Search strategies.Problem characteristics, Production system characteristics -
Specialized production system- Problem solving methods -
Problem graphs, Matching, Indexing and Heuristic functions –Hill Climbing-Depth first and
Breath first, Constraints satisfaction - Related algorithms, Measure of performance and
analysis of search algorithms.
UNIT II- REPRESENTATION OF KNOWLEDGE 9
Game playing - Knowledge representation, Knowledge representation using Predicate logic,
Introduction to predicate calculus, Resolution, Use of predicate calculus, Knowledge
representation using other logic-Structured representation of knowledge.
UNIT III- KNOWLEDGE INFERENCE 9
Knowledge representation -Production based system, Frame based system. Inference –
Backward chaining, Forward chaining, Rule value approach, Fuzzy reasoning - Certainty
factors, Bayesian Theory-Bayesian Network-Dempster – Shafer theory.
UNIT IV -PLANNING AND MACHINE LEARNING 9
Basic plan generation systems - Strips -Advanced plan generation systems – K strips –
Strategic explanations -Why, Why not and how explanations. Learning- Machine learning,
adaptive Learning.
UNIT V -EXPERT SYSTEMS 9
Expert systems - Architecture of expert systems, Roles of expert systems - Knowledge
Acquisition – Meta knowledge, Heuristics. Typical expert systems - MYCIN, DART,
XOON, Expert systems shells
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What is Artificial Intelligence?
Artificial Intelligence (AI) is a branch of Science which deals with helping machines finding
solutions to complex problems in a more human-like fashion. This generally involves
borrowing characteristics from human intelligence, and applying them as algorithms in a
computer friendly way. A more or less flexible or efficient approach can be taken depending
on the requirements established, which influences how artificial the intelligent behaviour
appears. AI is generally associated with Computer Science, but it has many important links
with other fields such as
Maths, Psychology, Cognition, Biology and Philosophy, among many others. Our ability to
combine knowledge from all these fields will ultimately benefit our progress in the quest of
creating an intelligent artificial being.
AI currently encompasses a huge variety of subfields, from general-purpose areas such as
perception and logical reasoning, to specific tasks such as playing chess, proving mathematical
theorems, writing poetry, and diagnosing diseases. Often, scientists in other fields move
gradually into artificial intelligence, where they find the tools and vocabulary to systematize
and automate the intellectual tasks on which they have been working all their lives. Similarly,
workers in AI can choose to apply their methods to any area of human intellectual endeavour.
In this sense, it is truly a universal field.
HISTORY OF AI
The origin of artificial intelligence lies in the earliest days of machine computations. During
the 1940s and 1950s, AI begins to grow with the emergence of the modern computer. Among
the first researchers to attempt to build intelligent programs were Newell and Simon. Their
first well known program, logic theorist, was a program that proved statements using the
accepted rules of logic and a problem solving program of their own design. By the late fifties,
programs existed that could do a passable job of translating technical documents and it was
seen as only a matter of extra databases and more computing power to apply the techniques to
less formal, more ambiguous texts. Most problem solving work revolved around the work of
Newell, Shaw and Simon, on the general problem solver (GPS). Unfortunately the
GPS did not fulfill its promise and did not because of some simple lack of computing capacity.
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In the 1970‟s the most important concept of AI was developed known as Expert System which
exhibits as a set rules the knowledge of an expert. The application area of expert system is
very large. The 1980‟s saw the development of neural networks as a method learning
examples.
Prof. Peter Jackson (University of Edinburgh) classified the history of AI into three periods as:
1. Classical
2. Romantic
3. Modern
1. Classical Period:
It was started from 1950. In 1956, the concept of Artificial Intelligence came into existance.
During this period, the main research work carried out includes game plying, theorem proving
and concept of state space approach for solving a problem.
2. Romantic Period:
It was started from the mid 1960 and continues until the mid 1970. During this period people
were interested in making machine understand, that is usually mean the understanding of
natural language. During this period the knowledge representation technique “semantic net”
was developed.
3. Modern Period:
It was started from 1970 and continues to the present day. This period was developed to solve
more complex problems. This period includes the research on both theories and practical
aspects of Artificial Intelligence. This period includes the birth of concepts like Expert system,
Artificial Neurons, Pattern Recognition etc. The research of the various advanced concepts of
Pattern Recognition and Neural Network are still going on.
COMPONENTS OF AI
There are three types of components in AI
1) Hardware Components of AI
a) Pattern Matching
b) Logic Representation
c) Symbolic Processing
d) Numeric Processing
e) Problem Solving
f) Heuristic Search
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g) Natural Language processing
h) Knowledge Representation
i) Expert System
j) Neural Network
k) Learning
l) Planning
m) Semantic Network
2) Software Components
a) Machine Language
b) Assembly language
c) High level Language
d) LISP Language
e) Fourth generation Language
f) Object Oriented Language
g) Distributed Language
h) Natural Language
i) Particular Problem Solving Language
3) Architectural Components
a) Uniprocessor
b) Multiprocessor
c) Special Purpose Processor
d) Array Processor
e) Vector Processor
f) Parallel Processor
g) Distributed Processor
10-Definition of Artificial intelligence
1.AI is the study of how to make computers do things which at the moment people do better.
This is ephemeral as it refers to the current state of computer science and it excludes a major
area ; problems that cannot be solved well either by computers or by people at the moment.
2. AI is a field of study that encompasses computational techniques for performing tasks that
apparently require intelligence when performed by humans.
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3. AI is the branch of computer science that is concerned with the automation of intelligent
behaviour. A I is based upon the principles of computer science namely data structures used in
knowledge representation, the algorithms needed to apply that knowledge and the languages
and programming techniques used in their implementation.
4. AI is the field of study that seeks to explain and emulate intelligent behaviour in terms of
computational processes.
5. AI is about generating representations and procedures that automatically or autonomously
solve problems heretofore solved by humans.
6. A I is the part of computer science concerned with designing intelligent computer systems,
that is, computer systems that exhibit the characteristics we associate with intelligence in
human behaviour such as understanding language, learning, reasoning and solving problems.
7. A I is the study of mental faculties through the use of computational models.
8. A I is the study of the computations that make it possible to perceive, reason, and act.
9. A I is the exciting new effort to make computers think machines with minds, in the full and
literal sense.
10. AI is concerned with developing computer systems that can store knowledge and
effectively use the knowledge to help solve problems and accomplish tasks. This brief
statement sounds a lot like one of the commonly accepted goals in the education of humans.
We want students to learn (gain knowledge) and to learn to use this knowledge to help solve
problems and accomplish tasks.
WEAK AND STRONG AI
There are two conceptual thoughts about AI namely the Weak AI and Strong AI. The strong
AI is very much promising about the fact that the machine is almost capable of solve a
complex problem like an intelligent man. They claim that a computer is much more efficient
to solve the problems than some of the human experts. According to strong AI, the computer
is not merely a tool in the study of mind, rather the appropriately programmed computer is
really a mind. Strong AI is the supposition that some forms of artificial intelligence can truly
reason and solve problems. The term strong AI was originally coined by John Searle.
In contrast, the weak AI is not so enthusiastic about the outcomes of AI and it simply says that
some thinking like features can be added to computers to make them more useful tools. It says
that computers to make them more useful tools. It says that computers cannot be made
intelligent equal to human being, unless constructed significantly differently. They claim that
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computers may be similar to human experts but not equal in any cases. Generally weak AI
refers to the use of software to study or accomplish specific problem solving that do not
encompass the full range of human cognitive abilities. An example of weak AI would be a
chess program. Weak AI programs cannot be called “intelligent” because they cannot really
think.
TASK DOMAIN OF AI
Areas of Artificial Intelligence
- Perception
· Machine Vision: It is easy to interface a TV camera to a computer and get an
image into memory; the problem is understandingwhat the image represents.
Vision takes lots of computation; in humans, roughly 10% of all calories
consumed are burned in vision computation.
· Speech Understanding: Speech understanding is available now. Some systems
must be trained for the individual user and require pauses between words.
Understanding continuous speech with a larger vocabulary is harder.
· Touch(tactile or haptic) Sensation: Important for robot assembly tasks.
- Robotics Although industrial robots have been expensive, robot hardware can be cheap:
Radio Shack has sold a working robot arm and hand for $15. The limiting factor in application
of robotics is not the cost of the robot hardware itself. What is needed is perception and
intelligence to tell the robot what to do; ``blind'' robots are limited to very well-structured
tasks (like spray painting car bodies).
- Planning Planning attempts to order actions to achieve goals. Planning applications include
logistics, manufacturing scheduling, planning manufacturing steps to construct a desired
product. There are huge amounts of money to be saved through better planning.
- Expert Systems Expert Systems attempt to capture the knowledge of a human expert and
make it available through a computer program. There have been many successful and
economically valuable applications of expert systems. Expert systems provide the following
benefits
• Reducing skill level needed to operate complex de vices.
• Diagnostic advice for device repair.
• Interpretation of complex data.
• ``Cloning'' of scarce expertise.
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• Capturing knowledge of expert who is about to ret ire.
• Combining knowledge of multiple experts.
- Theorem Proving Proving mathematical theorems might seem to be mainly of academic
interest. However, many practical problems can be cast in terms of theorems. A general
theorem prover can therefore be widely applicable.
Examples:
•Automatic construction of compiler code generators from a description of a CPU's
instruction set.
• J Moore and colleagues proved correctness of the floating-point division algorithm on AMD
CPU chip.
- Symbolic Mathematics Symbolic mathematics refers to manipulation of formulas, rather
than arithmetic on numeric values.
•Algebra
•Differential and Integral Calculus
Symbolic manipulation is often used in conjunction with ordinary scientific computation as a
generator of programs used to actually do the calculations. Symbolic manipulation programs
are an important component of scientific and engineering workstations.
- Game Playing Games are good vehicles for research because they are well formalized,
small, and self-contained. They are therefore easily programmed. Games can be good models
of competitive situations, so principles discovered in game-playing programs may be
applicable to practical problems.
AI Technique
Intelligence requires knowledge but knowledge possesses less desirable properties such as
- It is voluminous
- it is difficult to characterise accurately
- it is constantly changing
- it differs from data by being organised in a way that corresponds to its application
An AI technique is a method that exploits knowledge that is represented so that
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- The knowledge captures generalisations; situations that share properties, are grouped
together, rather than being allowed separate representation.
- It can be understood by people who must provide it; although for many programs the bulk of
the data may come automatically, such as from readings. In many AI domains people must
supply the knowledge to programs in a form the people understand and in a form that is
acceptable to the program.
- It can be easily modified to correct errors and reflect changes in real conditions.
- It can be widely used even if it is incomplete or inaccurate.
- It can be used to help overcome its own sheer bulk by helping to narrow the range of
possibilities that must be usually considered.
Problem Spaces and Search
Building a system to solve a problem requires the following steps
- Define the problem precisely including detailed specifications and what constitutes an
acceptable solution;
- Analyse the problem thoroughly for some features may have a dominant affect on the
chosen method of solution;
- Isolate and represent the background knowledge needed in the solution of the problem;
- Choose the best problem solving techniques in the solution.
Defining the Problem as state Search
To understand what exactly artificial intelligence is, we illustrate some common problems.
Problems dealt with in artificial intelligence generally use a common term called 'state'. A
state represents a status of the solution at a given step of the problem solving procedure. The
solution of a problem, thus, is a collection of the problem states. The problem solving
procedure applies an operator to a state to get the next state. Then it applies another operator to
the resulting state to derive a new state. The process of applying an operator to a state and its
subsequent transition to the next state, thus, is continued until the goal (desired) state is
derived. Such a method of solving a problem is generally referred to as state space approach
For example, in order to solve the problem play a game, which is restricted to two person table
or board games, we require the rules of the game and the targets for winning as well as a
means of representing positions in the game. The opening position can be defined as the initial
state and a winning position as a goal state, there can be more than one. legal moves allow for
transfer from initial state to other states leading to the goal state. However the rules are far too
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copious in most games especially chess where they exceed the number of particles in the
universe 10. Thus the rules cannot in general be supplied accurately and computer programs
cannot easily handle them. The storage also presents another problem but searching can be
achieved by hashing. The number of rules that are used must be minimised and the set can be
produced by expressing each rule in as general a form as possible. The representation of
games in this way leads to a state space representation and it is natural for well organised
games with some structure. This representation allows for the formal definition of a problem
which necessitates the movement from a set of initial positions to one of a set of target
positions. It means that the solution involves using known techniques and a systematic search.
This is quite a common method in AI.
Formal description of a problem
- Define a state space that contains all possible configurations of the relevant objects, without
enumerating all the states in it. A state space represents a problem in terms of states and
operators that change states
- Define some of these states as possible initial states;
- Specify one or more as acceptable solutions, these are goal states;
- Specify a set of rules as the possible actions allowed. This involves thinking about the
generality of the rules, the assumptions made in the informal presentation and how much work
can be anticipated by inclusion in the rules.
The control strategy is again not fully discussed but the AI program needs a structure to
facilitate the search which is a characteristic of this type of program.
Example:
The water jug problem :There are two jugs called four and three ; four holds a maximum of
four gallons and three a maximum of three gallons. How can we get 2 gallons in the jug four.
The state space is a set of ordered pairs giving the number of gallons in the pair of jugs at any
time ie (four, three) where four = 0, 1, 2, 3, 4 and three = 0, 1, 2, 3. The start state is (0,0)
and the goal state is (2,n) where n is a don't care but is limited to three holding from 0 to 3
gallons. The major production rules for solving this problem are shown below:
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Initial condition goal comment
1 (four,three) if four < 4 (4,three) fill four from tap
2 (four,three) if three< 3 (four,3) fill three from tap
3 (four,three) If four > 0 (0,three) empty four into drain
4 (four,three) if three > 0 (four,0) empty three into drain
5 (four,three) if four+three<4
(four+three,0
) empty three into four
6 (four,three) if four+three<3
(0,four+three
) empty four into three
7 (0,three) If three>0 (three,0) empty three into four
8 (four,0) if four>0 (0,four) empty four into three
9 (0,2) (2,0) empty three into four
10 (2,0) (0,2) empty four into three
11
(four,three) if four<4 (4,three-diff)
pour diff, 4-four, into four from
three
12 (three,four) if three<3 (four-diff,3) pour diff, 3-three, into three from four and
a solution is given below Jug four, jug three rule applied
0 0
0 3 2
3 0 7
3 3 2
4 2 11
0 2 3
2 0 10
Control strategies.
A good control strategy should have the following requirement: The first requirement is that it
causes motion. In a game playing program the pieces move on the board and in the water jug
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problem water is used to fill jugs. The second requirement is that it is systematic, this is a clear
requirement for it would not be sensible to fill a jug and empty it repeatedly nor in a game
would it be advisable to move a piece round and round the board in a cyclic way. We shall
initially consider two systematic approaches to searching.
Production Systems
System Types of Production Systems.
A Knowledge representation formalism consists of collections of condition-action
rules(Production Rules or Operators), a database which is modified in accordance with the
rules, and a Production System Interpreter which controls the operation of the rules i.e The
'control mechanism' of a Production System, determining the order in which Production Rules
are fired.
A system that uses this form of knowledge representation is called a production system.
A production system consists of rules and factors. Knowledge is encoded in a declarative from
which comprises of a set of rules of the form
Situation ------------ Action
SITUATION that implies
ACTION.
Example:-
IF the initial state is a goal state THEN quit.
The major components of an AI production system are
i. A global database
ii. A set of production rules and
iii. A control system
The goal database is the central data structure used by an AI production system. The
production system. The production rules operate on the global database. Each rule has a
precondition that is either satisfied or not by the database. If the precondition is satisfied, the
rule can be applied. Application of the rule changes the database. The control system chooses
which applicable rule should be applied and ceases computation when a termination condition
on the database is satisfied. If several rules are to fire at the same time, the control system
resolves the conflicts.
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Four classes of production systems:-
1. A monotonic production system
2. A non monotonic production system
3. A partially commutative production system
4. A Commutative production system.
Advantages of production systems:-
1. Production systems provide an excellent tool for structuring AI programs.
2. Production Systems are highly modular because the individual rules can be added, removed
or modified independently.
3. The production rules are expressed in a natural form, so the statements contained in the
knowledge base should the a recording of an expert thinking out loud.
Disadvantages of Production Systems:-
One important disadvantage is the fact that it may be very difficult analyse the flow of
control within a production system because the individual rules don‟t call each other.
Production systems describe the operations that can be performed in a search for a solution to
the problem. They can be classified as follows.
Monotonic production system :- A system in which the application of a rule never prevents
the later application of another rule, that could have also been applied at the time the first
rule was selected.
Partially commutative production system:-
A production system in which the application of a particular sequence of rules transforms
state X into state Y, then any permutation of those rules that is allowable also transforms state
x into state Y.
Theorem proving falls under monotonic partially communicative system. Blocks world
and 8 puzzle problems like chemical analysis and synthesis come under monotonic, not
partially commutative systems. Playing the game of bridge comes under non monotonic ,
not partially commutative system.
For any problem, several production systems exist. Some will be efficient than others.
Though it may seem that there is no relationship between kinds of problems and kinds of
production systems, in practice there is a definite relationship.
Partially commutative , monotonic production systems are useful for solving ignorable
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problems. These systems are important for man implementation standpoint because they can
be implemented without the ability to backtrack to previous states, when it is discovered that
an incorrect path was followed. Such systems increase the efficiency since it is not necessary
to keep track of the changes made in the search process.
Monotonic partially commutative systems are useful for problems in which changes occur
but can be reversed and in which the order of operation is not critical (ex: 8 puzzle
problem).
Production systems that are not partially commutative are useful for many problems in which
irreversible changes occur, such as chemical analysis. When dealing with such systems, the
order in which operations are performed is very important and hence correct decisions have to
be made at the first time itself.
Monotonic and Non monotonic Learning :
Monotonic learning is when an agent may not learn any knowledge that contradicts what it
already knows. For example, it may not replace a statement with its negation. Thus, the
knowledge base may only grow with new facts in a monotonic fashion. The advantages of
monotonic learning are:
1.greatly simplified truth-maintenance
2.greater choice in learning strategies
Non-monotonic learning is when an agent may learn knowledge that contradicts what it
already knows. So it may replace old knowledge with new if it believes there is sufficient
reason to do so. The advantages of non-monotonic learning are:
1.increased applicability to real domains,
2.greater freedom in the order things are learned in
A related property is the consistency of the knowledge. If an architecture must maintain a
consistent knowledge base then any learning strategy it uses must be monotonic.
7- PROBLEM CHARACTERISTICS
A problem may have different aspects of representation and explanation. In order to choose
the most appropriate method for a particular problem, it is necessary to analyze the problem
along several key dimensions. Some of the main key features of a problem are given below.
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 Is the problem decomposable into set of sub problems? Can the solution step be
ignored or undone?
 Is the problem universally predictable?
 Is a good solution to the problem obvious without comparison to all the possible
solutions? Is the desire solution a state of world or a path to a state?
 Is a large amount of knowledge absolutely required to solve the problem?
 Will the solution of the problem required interaction between the computer and the
person?
The above characteristics of a problem are called as 7-problem characteristics under which the
solution must take place.
PRODUCTION SYSTEM AND ITS CHARACTERISTICS
The production system is a model of computation that can be applied to implement search
algorithms and model human problem solving. Such problem solving knowledge can be
packed up in the form of little quanta called productions. A production is a rule consisting of a
situation recognition part and an action part. A production is a situation-action pair in which
the left side is a list of things to watch for and the right side is a list of things to do so. When
productions are used in deductive systems, the situation that trigger productions are specified
combination of facts. The actions are restricted to being assertion of new facts deduced
directly from the triggering combination. Production systems may be called premise
conclusion pairs rather than situation action pair.
A production system consists of following components.
(a)
side constituent that represent the current problem state and a right hand side that
represent an output state. A rule is applicable if its left hand side matches with the
current problem state.
(b) A database, which contains all the appropriate information for the particular task.
Some part of the database may be permanent while some part of this may pertain only
to the solution of the current problem.
(c) A control strategy that specifies order in which the rules will be compared to the
database of rules and a way of resolving the conflicts that arise when several rules
match simultaneously.
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(d) A rule applier, which checks the capability of rule by matching the content state with
the left hand
side of the rule and finds the appropriate rule from database of rules.
The important roles played by production systems include a powerful knowledge
representation scheme. A production system not only represents knowledge but also action. It
acts as a bridge between AI and expert systems. Production system provides a language in
which the representation of expert knowledge is very natural. We can represent knowledge in
a production system as a set of rules of the form
If (condition) THEN (condition)
along with a control system and a database. The control system serves as a rule interpreter and
sequencer. The database acts as a context buffer, which records the conditions evaluated by
the rules and information on which the rules act. The production rules are also known as
condition – action, antecedent – consequent, pattern – action, situation – response, feedback –
result pairs.
For example,
If (you have an exam tomorrow)
THEN (study the whole night)
The production system can be classified as monotonic, non-monotonic, partially commutative
and commutative.
Figure Architecture of Production System
Features of Production System
Some of the main features of production system are:
Expressiveness and intuitiveness: In real world, many times situation comes like “i f this
happen-you
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will do that”, “if this is so-then this should happ en” and many more. The production rules
essentially tell
us what to do in a given situation.
1. Simplicity: The structure of each sentence in a production system is unique and uniform
as they use “IF-THEN” structure. This structure provides simpli city in knowledge
representation. This feature of production system improves the readability of production
rules.
2. Modularity: This means production rule code the knowledge available in discrete pieces.
Information can be treated as a collection of independent facts which may be added or
deleted from the system with essentially no deletetious side effects.
3. Modifiability: This means the facility of modifying rules. It allows the development of
production rules in a skeletal form first and then it is accurate to suit a specific application.
4. Knowledge intensive: The knowledge base of production system stores pure knowledge.
This part does not contain any type of control or programming information. Each
production rule is normally written as an English sentence; the problem of semantics is
solved by the very structure of the representation.
Disadvantages of production system
1. Opacity: This problem is generated by the combination ofproduction rules. The opacity is
generated because of less prioritization of rules. More priority to a rule has the less
opacity.
2. Inefficiency: During execution of a program several rules may active. A well devised
control strategy reduces this problem. As the rules of the production system are large in
number and they are hardly written in hierarchical manner, it requires some forms of
complex search through all the production rules for each cycle of control program.
3. Absence of learning: Rule based production systems do not store the result of the problem
for future use. Hence, it does not exhibit any type of learning capabilities. So for each time
for a particular problem, some new solutions may come.
4. Conflict resolution: The rules in a production system should not have any type of conflict
operations. When a new rule is added to a database, it should ensure that it does not have
any conflicts with the existing rules.
Problem characteristics
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Analyze each of them with respect to the seven problem characteristics
 Chess
 Water jug
1. Chess
Problem characteristic Satisfied Reason
Is the problem decomposable? No One game have Single solution
Can solution steps be ignored or No In actual game(not in PC) we can‟t undo
undone?
previous steps
Is the problem universe No Problem Universe is not predictable as
predictable? we are not sure about move of other
player(second player)
Is a good solution absolute or absolute Absolute solution : once you get one
relative? solution you do need to bother about
other possible solution.
Relative Solution : once you get one
solution you have to find another
possible solution to check which solution
is best(i.e low cost).
By considering this chess is absolute
Is the solution a state or a path? Path Is the solution a state or a path to a
state?
– For natural language understanding,
some of the words have different
interpretations .therefore sentence may
cause ambiguity. To solve the problem
we need to find interpretation only
, the workings are not necessary (i.e path
to solution is not necessary)
So In chess winning state(goal state)
describe path to state
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What is the role of knowledge? Lot of knowledge helps to constrain the
search for a solution.
Does the task require human- No Conversational
interaction? In which there is intermediate
communication between a person and
the computer, either to
provide additional assistance to the
computer or to provide additional
information to the user, or both.
In chess additional assistance is not
required
2. Water jug
Problem characteristic Satisfied Reason
Is the problem decomposable? No
One Single solution
Can solution steps be ignored or Yes
undone?
Is the problem universe Yes Problem Universe is predictable bcz to
predictable? slove this problem it require only one
person .we can predict what will happen
in next step
Is a good solution absolute or absolute Absolute solution , water jug problem
relative? may have number of solution , bt once
we found one solution,no need to bother
about other solution
Bcz it doesn’t effect on its cost
Is the solution a state or a path? Path Path to solution
What is the role of knowledge? lot of knowledge helps to constrain the
search for a solution.
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Does the task require human- Yes additional assistance is required.
interaction? Additional assistance, like to get jugs or
pump
ALGORITHM OF PROBLEM SOLVING
Any one algorithm for a particular problem is not applicable over all types of problems in a
variety of situations. So there should be a general problem solving algorithm, which may work
for different strategies of different problems.
Algorithm (problem name and specification)
Step 1:
Analyze the problem to get the starting state and goal state.
Step 2:
Find out the data about the starting state, goalstate
Step 3:
Find out the production rules from initial database for proceeding the problem to goal state.
Step 4:
Select some rules from the set of rules that can be applied to data.
Step 5:
Apply those rules to the initial state and proceed to get the next state.
Step 6:
Determine some new generated states after applying the rules. Accordingly make them as
current state.
Step 7:
Finally, achieve some information about the goal state from the recently used current state and
get the goal state.
Step 8:
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Exit.
After applying the above rules an user may get the solution of the problem from a given state
to another state. Let us take few examples.
VARIOUS TYPES OF PROBLEMS AND THEIR SOLUTIONS
Water Jug Problem
Definition:
Some jugs are given which should have non-calibrated properties. At least any one of the jugs
should have filled with water. Then the process through which we can divide the whole water
into different jugs according to the question can be called as water jug problem.
Procedure:
Suppose that you are given 3 jugs A,B,C with capacities 8,5 and 3 liters respectively but are
not calibrated (i.e. no measuring mark will be there). Jug A is filled with 8 liters of water. By a
series of pouring back and forth among the 3 jugs, divide the 8 liters into 2 equal parts i.e. 4
liters in jug A and 4 liters in jug B. How?
In this problem, the start state is that the jug A will contain 8 liters water whereas jug B and
jug C will be empty. The production rules involve filling a jug with some amount of water,
taking from the jug A. The search will be finding the sequence of production rules which
transform the initial state to final state. The state space for this problem can be described by
set of ordered pairs of three variables (A, B, C) where variable A represents the 8 liter jug,
variable B represents the 5 liter and variable C represents the 3 liters jug respectively.
Figure
The production rules are formulated as follows:
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Step 1:
In this step, the initial state will be (8, 0, 0) as the jug B and jug C will be empty. So the water
of jug A can be poured like:
(5, 0, 3) means 3 liters to jug C and 5 liters will remain in jug A.
(3, 5, 0) means 5 liters to jug B and 3 liters will be in jug A.
(0, 5, 3) means 5 liters to jug B and 3 liters to jug C and jug C and jug A will be empty.
Step2:
In this step, start with the first current state of step-1 i.e. (5, 0, 3). This state can only be
implemented by pouring the 3 liters water of jug C into jug B. so the state will be (5, 3, 0).
Next, come to the second
current state of step-1 i.e. (3, 5, 0). This state can be implemented by only pouring the 5 liters
water of jug B into jug C. So the remaining water in jug B will be 2 liters. So the state will be
(3, 2, 3). Finally come to the third current state of step-1 i.e. (0, 5, 3). But from this state no
more state can be implemented because after implementing we may get (5, 0, 3) or (3, 5, 0) or
(8, 0, 0) which are repeated state. Hence these states are not considerably again for going
towards goal.
So the state will be like:
(5, 0, 3) (5, 3, 0)
(3, 5, 0) (3, 2, 3)
(0,5, 3) X
Step 3:
In this step, start with the first current state of step-2 i.e. (5, 3, 0) and proceed likewise the
above steps.
(5,3, 0) (2, 3, 3)
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(3, 2,3) (6, 2, 0)
Step 4:
In this step, start with the first current state of step-3 i.e. (2, 3, 3) and proceed.
_2,3, 3_ _ _2, 5,
1_ _6,2, 0_ _ _7,
0, 1_
Step 5:
_2, 5, 1_ _ _7, 0,
1_ _6, 0, 2_ _ _1,
5, 2_
Step6:
_7, 0, 1_ _ _7, 1,
0_ _1, 4, 3_ _ _1,
4, 3_
Step7:
_7, 1, 0_ _ _4, 1, 3_
_1, 4, 3_ _ _4, 4, 0_ _Goal_
So finally the state will be (4, 4, 0) that means jug A and jug B contains 4 liters of water each
which is our goal state. One thing you have to very careful about the pouring of water from
one jug to another that the capacity of jug must satisfy the condition to contain that much of
water.
The tree of the water jug problem can be like:
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Figure
Comments:
This problem takes a lot of time to find the goal state.
This process of searching in this problem is very lengthy.
At each step of the problem the user have to strictly follow the production rules.
Otherwise the problem may go to infinity step.
Missionaries and Carnivals Problem
Definition:
In Missionaries and Carnivals Problem, initially there are some missionaries and some
carnivals will be at a sideof a river. They want to cross the river. But there is only one boat
available to cross the river. The capacity of the boat is 2 and no one missionary or no
Carnivals can cross the river together. So for solving the problem and to find out the solution
on different states is called the Missionaries and Carnival Problem.
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Procedure:
Let us take an example. Initially a boatman, Grass, Tiger and Goat is present at the left bank of
the river and want to cross it. The only boat available is one capable of carrying 2 objects of
portions at a time. The condition of safe crossing is that at no time the tiger present with goat,
the goat present with the grass at the either side of the river. How they will cross the river?
The objective of the solution is to find the sequence of their transfer from one bank of the river
to the other using the boat sailing through the river satisfying these constraints.
Let us use different representations for each of the missionaries and Carnivals as follows.
B: Boat
T: Tiger
G: Goat
Gr: Grass
Step 1:
According to the question, this step will be (B, T, G, Gr) as all the Missionaries and the
Carnivals are at one side of the bank of the river. Different states from this state can be
implemented as
The states (B, T, O, O) and (B, O, O, Gr) will not be countable because at a time the Boatman
and the Tiger or the Boatman and grass cannot go. (According to the question).
Step 2:
Now consider the current state of step-1 i.e. the state (B, O, G, O). The state is the right side of
the river.
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So on the left side the state may be (B, T,
O, Gr) i.e._B,O,G,O_ _ _B,T, O, Gr_
(Right) (Left)
Step 3:
Now proceed according to the left and right sides of the river such that the condition of the
problem must be satisfied.
Step 4:
First, consider the first current state on the right side of step 3 i.e.
Now consider the second current state on the right side of step-3 i.e.
Step 5:
Now first consider the first current state of step 4 i.e.
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Hence the final state will be (B, T, G, Gr) which are on the right side of the river.
Comments:
This problem requires a lot of space for its state
implementation. It takes a lot of time to search the goal
node.
The production rules at each level of state are very strict.
Chess Problem
Definition:
It is a normal chess game. In a chess problem, the start is the initial configuration of
chessboard. The final state is the any board configuration, which is a winning position for any
player. There may be multiple final positions and each board configuration can be thought of
as representing a state of the game. Whenever any player moves any piece, it leads to different
state of game.
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Procedure:
Figure
The above figure shows a 3x3 chessboard with each square labeled with integers 1 to 9. We
simply enumerate the alternative moves rather than developing a general move operator
because of the reduced size of the problem. Using a predicate called move in predicate
calculus, whose parameters are the starting and ending squares, we have described the legal
moves on the board. For example, move (1, 8) takes the knight from the upper left-hand corner
to the middle of the bottom row. While playing Chess, a knight can move two squares either
horizontally or vertically followed by one square in an orthogonal direction as long as it does
not move off the board.
The all possible moves of figure are as follows.
Move (1, 8) move (6, 1)
Move (1, 6) move (6, 7)
Move (2, 9) move (7, 2)
Move (2, 7) move (7, 6)
Move (3, 4) move (8, 3)
Move (3, 8) move (8, 1)
Move (4, 1) move (9, 2)
Move (4, 3) move (9, 4)
The above predicates of the Chess Problem form the knowledge base for this problem. An
unification algorithm is used to access the knowledge base.
Suppose we need to find the positions to which the knight can move from a particular location,
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square 2. The goal move (z, x) unifies with two different predicates in the knowledge base,
with the substitutions {7/x} and {9/x}. Given the goal move (2, 3), the responsible is failure,
because no move (2, 3) exists in the knowledge base.
Comments:
In this game a lots of production rules are applied for each move of the square on the
chessboard. A lots of searching are required in this game.
Implementation of algorithm in the knowledge base is very important.
8- Queen Problem
Definition:
“We have 8 queens and an 8x8 Chess board having al ternate black and white squares. The
queens are placed on the chessboard. Any queen can attack any other queen placed on same
row, or column or diagonal. We have to find the proper placement of queens on the Chess
board in such a way that no queen attacks other queen”.
Procedure:
Figure A possible board configuration of 8 queen problem
In figure , the possible board configuration for 8-queen problem has been shown. The board
has alternative black and white positions on it. The different positions on the board hold the
queens. The production rule for this game is you cannot put the same queens in a same row or
same column or in same diagonal. After shifting a single queen from its position on the board,
the user have to shift other queens according to the production rule. Starting from the first row
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on the board the queen of their corresponding row and column are to be moved from their
original positions to another position. Finally the player has to be ensured that no rows or
columns or diagonals of on the table is same.
Comments:
This problem requires a lot of space to store the board.
It requires a lot of searching to reach at the goal
state. The time factor for each queen‟s move is
very lengthy. The problem is very strict towards
the production rules.
8- Puzzle Problem
Definition:
“It has set off a 3x3 board having 9 block spaces o ut of which 8 blocks having tiles bearing
number from 1 to 8. One space is left blank. The tile adjacent to blank space can move into it.
We have to arrange the tiles in a sequence for getting the goal state”.
Procedure:
The 8-puzzle problem belongs to the category of “sl iding block puzzle” type of problem. The
8-puzzle i s a square tray in which eight square tiles are placed. The remaining ninth square is
uncovered. Each tile in the tray has a number on it. A tile that is adjacent to blank space can be
slide into that space. The game consists of a starting position and a specified goal position.
The goal is to transform the starting position into the goal position by sliding the tiles around.
The control mechanisms for an 8-puzzle solver must keep track of the order in which
operations are performed, so that the operations can be undone one at a time if necessary. The
objective of the puzzles is to find a sequence of tile movements that leads from a starting
configuration to a goal configuration such as two situations given below.
Figure (Starting State) (Goal State)
The state of 8-puzzle is the different permutation of tiles within the frame. The operations are
the permissible moves up, down, left, right. Here at each step of the problem a function f(x)
will be defined
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which is the combination of g(x) and h(x).
Where
g (x): how many steps in the problem you have already done or the current state from the
initial state.
h (x): Number of ways through which you can reach at the goal state from the current state or
Or
h (x): is the heuristic estimator that compares the current state with the goal state note down
how many states are displaced from the initial or the current state. After calculating the f (x)
value at each step finally take the smallest f (x) value at every step and choose that as the next
current state to get the goal state.
Let us take an example.
Figure (Initial State) (Goal State)
i.e.
F(x)=g(x) + h (x)
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Step1:
f (x) is the step required to reach at the goal state from the initial state. So in the tray
either 6 or 8 can change their portions to fill the empty position. So there will be two
possible current states namely B and C. The f (x) value of B is 6 and that of C is 4. As 4
is the minimum, so take C as the current state to the next state.
Step 2:
In this step, from the tray C three states can be drawn. The empty position will contain
either 5 or 3 or 6. So for three different values three different states can be obtained. Then
calculate each of their f (x) and
take the minimum one.
Here the state F has the minimum value i.e. 4 and hence take that as the next current
state.
Step 3:
The tray F can have 4 different states as the empty positions can be filled with b4 values
i.e.2, 4, 5, 8.
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Step 4:
In the step-3 the tray I has the smallest f (n) value. The tray I can be implemented in 3
different states because the empty position can be filled by the members like 7, 8, 6.
Hence, we reached at the goal state after few changes of tiles in different positions of the
trays.
Comments:
This problem requires a lot of space for saving the different trays. Time
complexity is more than that of other problems.
The user has to be very careful about the shifting of tiles in the trays. Very
complex puzzle games can be solved by this technique.
Tower of Hanoi Problem
Definition:
“We are given a tower of eight discs (initially) fo ur in the applet below, initially stacked
in increasing size on one of three pegs. The objective is to transfer the entire tower to one
of the other pegs (the right most one in the applet below), moving only one disc at a time
and never a larger one onto a smaller”.
Procedure:
The tower of Hanoi puzzle was invented by the French mathematician Eduardo Lucas in
1883. The puzzle is well known to students of computer science since it appears in
virtually any introductory text on data structure and algorithms.
The objective of the puzzle is to move the entire stack to another rod, obeying the
following rules.
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Only one disc can be moved at a time.
Each move consist of taking the upper disc from one of the rods and sliding it
onto another rod, on top of the other discs that may already be present on that
rod.
No disc may be placed on the top of a smaller disk.
There is a legend about a Vietnamese temple which contains a large room with three
times. Worn posts in it surrounded by 64 golden disks. The priests of Hanoi, acting out of
command of an ancient prophecy, have been moving these disks, in accordance with the
rules of the puzzle, since that time. The puzzle is therefore also known as the tower of
Brahma puzzle. According to the legend, when the last move of the puzzle is completed,
the world will end.
There are many variations on this legend. For instance, in some tellings, the temple is a
monastery and the priests are monks. The temple or monastery may be said to be in
different parts of the world including Hanoi, Vietnam and may be associated with any
religion. The flag tower of Hanoi may have served as the inspiration for the name.
The puzzle can be played with any number of disks, although many toy versions have
around seven to nine of them. The game seems impossible to many novices yet is
solvable with a simple algorithm. The following solution is a very simple method to solve
the tower of Hanoi problem.
Alternative moves between the smallest piece and a non- smallest piece. When
moving the smallest piece, always move it in the same direction (to the right if
starting number of pieces is even, to the left if starting number of pieces is odd).
If there is no tower in the chosen direction, move the pieces to the opposite end,
but then continue to move in the correct direction, for example if you started
with three pieces, you would move the smallest piece to the opposite end, then
continue in the left direction after that.
When the turn is to move the non-smallest piece, there is only one legal move.
Doing this should complete the puzzle using the least amount of moves to do so. Finally,
the user will reach at the goal. Also various types of solutions may be possible to solve
the tower of Hanoi problem like recursive procedure, non-recursive procedure and binary
solution procedure.
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Another simple solution to the problem is given below.
For an even number of disks
Make the legal move between pegs A and B. Make the legal moves between
pages A and C. Make the legal move between pages B and C.
For an even number of disks
Make the legal move between pegs A and C. Make the legal move between pegs
A and B. Make the legal move between pegs B and C. Repeat until complete.
A recursive solution for tower of Hanoi problem is as follows.
A key to solving this problem is to recognize that it can be solve by breaking the problem
down into the collection of smaller problems and further breaking those problems down
into even smaller problems until a solution is reached. The following procedure
demonstrates this approach.
Label the pegs A, B, C - these levels may move at different
steps. Let n be the total number of disks.
Number of disks from 1 (smallest, topmost) to n (largest, bottom most). To
move n disks from peg A to peg C.
a) Move n-1 disks from A to B. This leaves disk #n alone on peg A.
b) Move disk #n from A to C.
c) Move n-1 disks from B to C so they sit on disk #n.
To carry out steps a and c, apply the same algorithm again for n-1. The entire procedure
is a finite number of steps, since at most point the algorithm will be required for n = 1.
This step, moving a single disc from peg A to peg B, is trivial.
Comments:
The tower of Hanoi is frequently used in psychological research on problem solving.
This problem is frequently used in neuro-psychological diagnosis and treatment of
executive functions.
The tower of Hanoi is also used as backup rotation scheme when performing
computer data backups where multiple tabs/media are involved.
This problem is very popular for teaching recursive algorithm to beginning
programming students.
A pictorial version of this puzzle is programmed into emacs editor, accessed by
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typing M - X Hanoi.
The tower of Hanoi is also used as a test by neuro-psychologists trying to evaluate
frontal lobe deficits.
Cryptarithmatic Problem
Definition:
“It is an arithmetic problem which is represented i n letters. It involves the decoding of
digit represented by a character. It is in the form of some arithmetic equation where digits
are distinctly represented by some characters. The problem requires finding of the digit
represented by each character. Assign a decimal digit to each of the letters in such a way
that the answer to the problem is correct. If the same letter occurs more than once, it must
be assigned the same digit each time. No two different letters may be assigned the same
digit”.
Procedure:
Cryptarithmatic problem is an interesting constraint satisfaction problem for which
different algorithms have been developed. Cryptarithm is a mathematical puzzle in which
digits are replaced by letters of the alphabet or other symbols. Cryptarithmatic is the
science and art of creating and solving cryptarithms.
The different constraints of defining a cryptarithmatic problem are as follows.
1) Each letter or symbol represented only one and a unique digit throughout the
problem.
2) When the digits replace letters or symbols, the resultant arithmetical operation
must be correct. The above two constraints lead to some other restrictions in the
problem.
For example:
Consider that, the base of the number is 10. Then there must be at most 10 unique
symbols or letters in the problem. Otherwise, it would not possible to assign a unique
digit to unique letter or symbol in the problem. To be semantically meaningful, a number
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must not begin with a 0. So, the letters at the beginning of each number should not
correspond to 0. Also one can solve the problem by a simple blind search. But a rule
based searching technique can provide the solution in minimum time.
SEARCHING
Problem solving in artificial intelligence may be characterized as a systematic search
through a range of possible actions in order to reach some predefined goal or solution. In
AI problem solving by search
algorithms is quite common technique. In the coming age of AI it will have big impact on
the technologies of the robotics and path finding. It is also widely used in travel planning.
This chapter contains the different search algorithms of AI used in various applications.
Let us look the concepts for visualizing the algorithms.
A search algorithm takes a problem as input and returns the solution in the form of an
action sequence. Once the solution is found, the actions it recommends can be carried
out. This phase is called as the execution phase. After formulating a goal and problem to
solve the agent cells a search procedure to solve it. A problem can be defined by 5
components.
a) The initial state: The state from which agent will start.
b) The goal state: The state to be finally reached.
c) The current state: The state at which the agent is present after starting from the
initial state.
d) Successor function: It is the description of possible actions and their outcomes.
e) Path cost: It is a function that assigns a numeric cost to each path.
DIFFERENT TYPES OF SEARCHING
The searching algorithms can be various types. When any type of searching is
performed, there may some information about the searching or mayn‟t be. Also it is
possible that the searching procedure may depend upon any constraints or rules.
However, generally searching can be classified into two types i.e. uninformed searching
and informed searching. Also some other classifications of these searches are given
below in the figure
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The searching algorithms are divided into two categories
1. Uninformed Search Algorithms (Blind Search)
2. Informed Search Algorithms (Heuristic Search)
There are six Uninformed Search Algorithms
1.Breadth First Search
2.Uniform-cost search
3.Depth-first search
4.Depth-limited search
5.Iterative deepening depth-first search
6.Bidirectional Search
There are three Informed Search Algorithms
1. Best First Search
2. Greedy Search
3. A* Search
Blind search Vs Heuristic search
Blind search Heuristic search
No information about the number of steps
(or)path cost fromcurrent stateto goal state
The path cost from the current state to
the goal state is calculated ,to select the
minimum path cost as the next state.
Less effective insearch method More effectiveinsearch method
Problem to be solved with the given
information
Additional information can be added as
assumption to solve the problem
Breadth-first search
Breadth-first search is a simple strategy in which the root node is expanded first,
then all the successors of the root node are expanded next, then their successors,
and so on. In general, all the nodes are expanded at a given depth in thesearch
tree before any nodes at the next level are expanded.
Breadth-firstsearch canbe implemented by calling TREE- SEARCH with
an empty fringethat is afirst-in-first-out (FIFO) queue, assuringthat the nodesthat
arevisited first will be expanded first.
In other words,calling TREE-SEARCH(Problem,FIFO- QUEUE()) results in a
breadth-first search. The FIFO queue puts allnewlygenerated successors at the
endofthe queue, which means that shallow nodes are expanded before deeper
nodes
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Breadth first search trees after node expansions
Example: Route finding problem
Task: Find a ,path from. S to G using BFS
The path in the 2nd depth level is selected, (i.e) SBG{or) SCG.
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Algorithm :
function BFS{problem) returns a solution or failure
return TREE-SEARCH (problem, FIFO-QUEUE( ))
Time and space complexity:
Example:
Time complexity
= 1 +b + b2 + . . . . . . . + bd
= O(bd)
The space complexity is same as time complexity because all the leaf nodes of the
tree must be maintained in memory at the same time = O(bd)
Completeness: Yes
Optimality: Yes, provided the path cost is a non decreasing function of the depth of
the node
Advantage: Guaranteed to find the single solution at the
shallowest depth level
Disadvantage: Suitable for only smallest instances problem (i.e.) (number of levels
to be mininimum (or) branching factor to be minimum)
'
Uniform-cost search
Breadth-first search is optimal whenallstep costs are equal, because it always
expands the shallowest unexpanded node. By a simple extension, we can find an
algorithm that is optimal with anystep cost function. Instead of expanding the
shallowest node, uniform-cost search expands the node n with the lowest path cost.
Note that if all step costs are equal, this is identical to breadth-first search.
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Uniform-cost search does not care about the number of steps a path has, but only
about their total cost.
Example: Route finding problem
Task : Find a minimum path cost from S to G
Since the value of A is less it is expanded first, but it is not optimal.
B to be expanded next
SBG is the path with minimum path cost.
No need to expand the next path SC, because its path cost is high to reach C from
S, as well as goal state is reached in the previous path with minimum cost.
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Time and space complexity:
Time complexity is same as breadth first search because
instead of depth level the minimum path cost is considered.
Time complexity: O(bd) Space complexity: O(bd)
Completeness: Yes Optimality: Yes
Advantage: Guaranteed to find the single solution at minimum path cost.
Disadvantage: Suitable for only smallest instances problem.
Depth-first search
Depth-first search always expands the deepest node in the current fringe of the
search tree
The search proceeds immediately to the deepest level of the search tree, where the
nodes have no successors. As those nodes are expanded, they are dropped from
the fringe, so then the search “backs up“ to the next shallowest node that still has
unexploredsuccessors.Thisstrategycan be implemented by TREE-SEARCH with a
last-in-first-out (LIFO) queue, also known as a stack.
Depth first search tree with 3 level expansion
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Example: Route finding problem
Task: Find a path from S to G using DFS
The path in the 3rd depth level is selected. (i.e. S-A-D-G
Algorithm:
function DFS(problem) return a solution or failure
TREE-SEARCH(problem, LIFO-QUEUE())
Time and space complexity:
In the worst case depth first search has to expand all the nodes
Time complexity : O(bm).
The nodes are expanded towards one particular direction requires memory for
only that nodes.
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Space complexity : O(bm)
b=2
m = 2 :. bm=4
Completeness: No
Optimality: No
Advantage: If more than one solution exists (or) number of levels is high then DFS
is best because exploration is done only in a small portion of the whole space.
Disadvantage: Not guaranteed to find a solution
Depth - limited search
1. Definition: A cut off (maximum level of the depth) is introduced in this
search technique to over come the disadvantage of depth first search.The cutoff value
depends on the number of states.
Example: Route finding problem
The number of states in the given map is 5. So, it is
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possible to get the goal state at a maximum depth of 4. Therefore the cutoff
value is 4
Task : Find a path from A to E.
A recursive implementation of depth-limited search
function DEPTH-LIMITED-SEARCH(problem, limit) returns a solution, or
failure/cutoff
return RECURSIVE-DLS(MAKE-NODE(INITIAL-STATE [problem]),
problem, limit)
function RECURSIVE-DLS(node, problem, limit) returns a solution, or
failure/cutoff
cutoff-occurred? <- false
if GOAL-TEST[problem](STATE[node]) then return
SOLUTION(node)
else if DEPTH[node] =limit then return cutoff
else for each successor in EXPAND(node, problem) do result <-
RECURSIVE-DLS(successor, problem, limit) if result = cutoff then
cutoff-occurred?<- true
else if result failure then return result
if cutoff-occurred? then return cutoff else return
failure
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Time and space complexity:
The worst case time complexity is equivalent to BFS and worst case DFS.
Time complexity : O(bl)
The nodes which is expanded in one particular direction above to be stored.
Space complexity : O(bl)
Optimality: No, because not guaranteed to find the shortest solution first in the search
technique.
Completeness : Yes, guaranteed to find the solution if it exists.
Advantage: Cut off level is introduced in the DFS technique
Disadvantage : Not guaranteed to find the optimal solution. Iterative deepening
search
Iterative deepening search
Definition: Iterative deepening search is a strategy that side step the issue of
choosing the best depth limits by trying all possible depth limits.
Example: Route finding problem
Task: Find a path from A to G
Limit = 0
Limit = 1
PIT-CSE
CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE
46
Limit = 2
Solution: The goal state G can be reached from A in four ways. They are:
1.A — B — D - E — G ------- Limit 4
2.A - B - D - E - G ------- Limit 4
3.A - C - E - G ------- Limit 3
4.A - F - G ------ Limit2
Since it is a iterative deepening search it selects lowest depth limit (i.e.) A-F-G is
selected as the solution path.
The iterative deepening search algorithm :
function ITERATIVE-DEEPENING-SEARCH (problem) returns a solution,
or failure
inputs : problem
for depth <- 0 to do
result <-DEPTH-LIMITED-SEARCH(problem, depth)
if result cutoff then return result
Time and space complexity :
Iterative deepening combines the advantage of breadth first search and depth first
search (i.e) expansion of states is done as BFS and memory requirement is equivalent
to DFS.
Time complexity : O(bd)
Space Complexity : O(bd)
PIT-CSE
CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE
47
Optimality: Yes, because the order of expansion of states is similar to breadth first
search.
Completeness:yes, guaranteed to find the solutionifit exists.
Advantage: This method is preferred for large state space and the depth of the
search is not known.
Disadvantage : Many states are expanded multiple times
Example : The state D is expanded twice in limit 2
Bidirectional search
Definition :Bidirectional search is astrategy that simultaneously search
boththedirections(i.e.)forward from the initial state andbackward from the goal,
and stops when the two searches meet in the middle.
Example: Route finding problem
Task : Find a path from A to E. Search
from forward (A) :
Search from backward (E) :
Time and space complexity:
PIT-CSE
CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE
48
The forward and backward searches done at the same time
will lead to the solution in O(2bd/2) = O(bd/2)step, because search is done to go
only halfway If the two searches meet at all, the nodes of at least one of them
must all be retained in memory requires O(bd/2) space.
Optimality: Yes, because the order of expansion of states is done in both the
directions.
Completeness: Yes, guaranteed to find the solution if it exists.
Advantage : Time and space complexity is reduced.
Disadvantage: If two searches (forward, backward) does not meet at all,
complexity arises in the search technique. In backward search calculating
predecessor is difficult task. If more than one goal state „exists then explicit,
multiple state search is required
Comparing uninformed search strategies
Criterion Breadth
First
Uniform
Cost
Depth
First
Depth
Limited
Iterative
Deepening
Bi
direction
Complete Yes Yes No No Yes Yes
Time O(bd) O(bd) O(bm) O(bl) O(bd) O(bd/2)
Space O(bd) O(bd) O(bm) O(bl) O(bd) O(bd/2)
Optimal Yes Yes No No Yes Yes
Avoiding Repeated States
The most important complication of search strategy is expanding states that
have already been encountered and expanded before on some other path
A state space and its exponentially larger search tree
PIT-CSE
CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE
49
The repeated states can be avoided using three different ways. They are:
1. Do not return to the state you just came from (i.e)
avoid any successor that is the same state as the node‟s parent.
2. Do not create path with cycles (i.e) avoid any successor of a node that is the same
as any of the node‟s ancestors.
3. Do not generate any state that was ever generated
before.
The general TREE-SEARCH algorithm is modified with additional data
structure, such as :
Closed list - which stores every expanded node. Open list - fringe of unexpanded
nodes.
If the current node matches a node on the closed list, then it is discarded andit isnot
onsidered for expansion. This is done with GRAPH-SEARCH algorithm. This
algorithm is efficient for problems with many repeated states
function GRAPH-SEARCH (problem, fringe) returns a solution, or
failure
closed <- an empty set
fringe <- INSERT (MAKE-NODE(INITIAL-STATE[problem]), fringe)
loop do
if EMPTv?(fringe) then return failure
node <- REMOVE-FIKST (fringe)
if GOAL-TEST [problem I(STATE[node]) then return SOLUTION
(node)
PIT-CSE
CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE
50
if STATE [node] is not in closed then
add STATE [node] to closed
fringe <- INSERT-ALL(EXPAND(node, problem), fringe)
The worst-case time and space requirements are proportional to the size of the state
space, this may be much smaller than O(bd)
Searching With Partial Information
When the knowledge of the states or actions is incomplete about the environment,
then onlypartial information is known to the agent. This incompleteness lead to
three distinct problem types. They are:
Sensorlessproblems(conformantproblems):Ifthe agent has no sensors at all, then it
could be in one of several possible initial states, and each action might therefore lead
to one of possible successor states.
(ii) Contigency problems: If the environment is partially observable or ifactions
areuncertain,then theagent‟s percepts provide new information after each
action. A problem is called adversarial if the uncertainty is caused by the actions of
another agent. To handle the situation of unknown circumstances the agent needs a
contigency plan.
(iii)Explorationproblem:It is an extreme case of contigency problems,wherethe states
andactionsofthe environment are unknown and the agent must act to discover them.
Measuring Performance of Algorithms
There are two aspects of algorithmic performance:
• Time
- Instructions take time.
- How fast does the algorithm perform?
- What affects its runtime?
• Space
- Data structures take space
- What kind of data structures can be used?
- How does choice of data structure affect the runtime?
Algorithms cannot be compared by running them on computers. Run time is system
dependent. Even on same computer would depend on language Real time units like
microseconds not to be used.
PIT-CSE

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Unit 1

  • 1. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE CS6659 -ARTIFICIAL INTELLIGENCE UNIT I -INTRODUCTION TO Al AND PRODUCTION SYSTEMS 9 Introduction to AI-Problem formulation, Problem Definition -Production systems, Control strategies, Search strategies.Problem characteristics, Production system characteristics - Specialized production system- Problem solving methods - Problem graphs, Matching, Indexing and Heuristic functions –Hill Climbing-Depth first and Breath first, Constraints satisfaction - Related algorithms, Measure of performance and analysis of search algorithms. UNIT II- REPRESENTATION OF KNOWLEDGE 9 Game playing - Knowledge representation, Knowledge representation using Predicate logic, Introduction to predicate calculus, Resolution, Use of predicate calculus, Knowledge representation using other logic-Structured representation of knowledge. UNIT III- KNOWLEDGE INFERENCE 9 Knowledge representation -Production based system, Frame based system. Inference – Backward chaining, Forward chaining, Rule value approach, Fuzzy reasoning - Certainty factors, Bayesian Theory-Bayesian Network-Dempster – Shafer theory. UNIT IV -PLANNING AND MACHINE LEARNING 9 Basic plan generation systems - Strips -Advanced plan generation systems – K strips – Strategic explanations -Why, Why not and how explanations. Learning- Machine learning, adaptive Learning. UNIT V -EXPERT SYSTEMS 9 Expert systems - Architecture of expert systems, Roles of expert systems - Knowledge Acquisition – Meta knowledge, Heuristics. Typical expert systems - MYCIN, DART, XOON, Expert systems shells PIT-CSE
  • 2. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE What is Artificial Intelligence? Artificial Intelligence (AI) is a branch of Science which deals with helping machines finding solutions to complex problems in a more human-like fashion. This generally involves borrowing characteristics from human intelligence, and applying them as algorithms in a computer friendly way. A more or less flexible or efficient approach can be taken depending on the requirements established, which influences how artificial the intelligent behaviour appears. AI is generally associated with Computer Science, but it has many important links with other fields such as Maths, Psychology, Cognition, Biology and Philosophy, among many others. Our ability to combine knowledge from all these fields will ultimately benefit our progress in the quest of creating an intelligent artificial being. AI currently encompasses a huge variety of subfields, from general-purpose areas such as perception and logical reasoning, to specific tasks such as playing chess, proving mathematical theorems, writing poetry, and diagnosing diseases. Often, scientists in other fields move gradually into artificial intelligence, where they find the tools and vocabulary to systematize and automate the intellectual tasks on which they have been working all their lives. Similarly, workers in AI can choose to apply their methods to any area of human intellectual endeavour. In this sense, it is truly a universal field. HISTORY OF AI The origin of artificial intelligence lies in the earliest days of machine computations. During the 1940s and 1950s, AI begins to grow with the emergence of the modern computer. Among the first researchers to attempt to build intelligent programs were Newell and Simon. Their first well known program, logic theorist, was a program that proved statements using the accepted rules of logic and a problem solving program of their own design. By the late fifties, programs existed that could do a passable job of translating technical documents and it was seen as only a matter of extra databases and more computing power to apply the techniques to less formal, more ambiguous texts. Most problem solving work revolved around the work of Newell, Shaw and Simon, on the general problem solver (GPS). Unfortunately the GPS did not fulfill its promise and did not because of some simple lack of computing capacity. PIT-CSE
  • 3. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE In the 1970‟s the most important concept of AI was developed known as Expert System which exhibits as a set rules the knowledge of an expert. The application area of expert system is very large. The 1980‟s saw the development of neural networks as a method learning examples. Prof. Peter Jackson (University of Edinburgh) classified the history of AI into three periods as: 1. Classical 2. Romantic 3. Modern 1. Classical Period: It was started from 1950. In 1956, the concept of Artificial Intelligence came into existance. During this period, the main research work carried out includes game plying, theorem proving and concept of state space approach for solving a problem. 2. Romantic Period: It was started from the mid 1960 and continues until the mid 1970. During this period people were interested in making machine understand, that is usually mean the understanding of natural language. During this period the knowledge representation technique “semantic net” was developed. 3. Modern Period: It was started from 1970 and continues to the present day. This period was developed to solve more complex problems. This period includes the research on both theories and practical aspects of Artificial Intelligence. This period includes the birth of concepts like Expert system, Artificial Neurons, Pattern Recognition etc. The research of the various advanced concepts of Pattern Recognition and Neural Network are still going on. COMPONENTS OF AI There are three types of components in AI 1) Hardware Components of AI a) Pattern Matching b) Logic Representation c) Symbolic Processing d) Numeric Processing e) Problem Solving f) Heuristic Search PIT-CSE
  • 4. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE g) Natural Language processing h) Knowledge Representation i) Expert System j) Neural Network k) Learning l) Planning m) Semantic Network 2) Software Components a) Machine Language b) Assembly language c) High level Language d) LISP Language e) Fourth generation Language f) Object Oriented Language g) Distributed Language h) Natural Language i) Particular Problem Solving Language 3) Architectural Components a) Uniprocessor b) Multiprocessor c) Special Purpose Processor d) Array Processor e) Vector Processor f) Parallel Processor g) Distributed Processor 10-Definition of Artificial intelligence 1.AI is the study of how to make computers do things which at the moment people do better. This is ephemeral as it refers to the current state of computer science and it excludes a major area ; problems that cannot be solved well either by computers or by people at the moment. 2. AI is a field of study that encompasses computational techniques for performing tasks that apparently require intelligence when performed by humans. PIT-CSE
  • 5. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 3. AI is the branch of computer science that is concerned with the automation of intelligent behaviour. A I is based upon the principles of computer science namely data structures used in knowledge representation, the algorithms needed to apply that knowledge and the languages and programming techniques used in their implementation. 4. AI is the field of study that seeks to explain and emulate intelligent behaviour in terms of computational processes. 5. AI is about generating representations and procedures that automatically or autonomously solve problems heretofore solved by humans. 6. A I is the part of computer science concerned with designing intelligent computer systems, that is, computer systems that exhibit the characteristics we associate with intelligence in human behaviour such as understanding language, learning, reasoning and solving problems. 7. A I is the study of mental faculties through the use of computational models. 8. A I is the study of the computations that make it possible to perceive, reason, and act. 9. A I is the exciting new effort to make computers think machines with minds, in the full and literal sense. 10. AI is concerned with developing computer systems that can store knowledge and effectively use the knowledge to help solve problems and accomplish tasks. This brief statement sounds a lot like one of the commonly accepted goals in the education of humans. We want students to learn (gain knowledge) and to learn to use this knowledge to help solve problems and accomplish tasks. WEAK AND STRONG AI There are two conceptual thoughts about AI namely the Weak AI and Strong AI. The strong AI is very much promising about the fact that the machine is almost capable of solve a complex problem like an intelligent man. They claim that a computer is much more efficient to solve the problems than some of the human experts. According to strong AI, the computer is not merely a tool in the study of mind, rather the appropriately programmed computer is really a mind. Strong AI is the supposition that some forms of artificial intelligence can truly reason and solve problems. The term strong AI was originally coined by John Searle. In contrast, the weak AI is not so enthusiastic about the outcomes of AI and it simply says that some thinking like features can be added to computers to make them more useful tools. It says that computers to make them more useful tools. It says that computers cannot be made intelligent equal to human being, unless constructed significantly differently. They claim that PIT-CSE
  • 6. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE computers may be similar to human experts but not equal in any cases. Generally weak AI refers to the use of software to study or accomplish specific problem solving that do not encompass the full range of human cognitive abilities. An example of weak AI would be a chess program. Weak AI programs cannot be called “intelligent” because they cannot really think. TASK DOMAIN OF AI Areas of Artificial Intelligence - Perception · Machine Vision: It is easy to interface a TV camera to a computer and get an image into memory; the problem is understandingwhat the image represents. Vision takes lots of computation; in humans, roughly 10% of all calories consumed are burned in vision computation. · Speech Understanding: Speech understanding is available now. Some systems must be trained for the individual user and require pauses between words. Understanding continuous speech with a larger vocabulary is harder. · Touch(tactile or haptic) Sensation: Important for robot assembly tasks. - Robotics Although industrial robots have been expensive, robot hardware can be cheap: Radio Shack has sold a working robot arm and hand for $15. The limiting factor in application of robotics is not the cost of the robot hardware itself. What is needed is perception and intelligence to tell the robot what to do; ``blind'' robots are limited to very well-structured tasks (like spray painting car bodies). - Planning Planning attempts to order actions to achieve goals. Planning applications include logistics, manufacturing scheduling, planning manufacturing steps to construct a desired product. There are huge amounts of money to be saved through better planning. - Expert Systems Expert Systems attempt to capture the knowledge of a human expert and make it available through a computer program. There have been many successful and economically valuable applications of expert systems. Expert systems provide the following benefits • Reducing skill level needed to operate complex de vices. • Diagnostic advice for device repair. • Interpretation of complex data. • ``Cloning'' of scarce expertise. PIT-CSE
  • 7. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE • Capturing knowledge of expert who is about to ret ire. • Combining knowledge of multiple experts. - Theorem Proving Proving mathematical theorems might seem to be mainly of academic interest. However, many practical problems can be cast in terms of theorems. A general theorem prover can therefore be widely applicable. Examples: •Automatic construction of compiler code generators from a description of a CPU's instruction set. • J Moore and colleagues proved correctness of the floating-point division algorithm on AMD CPU chip. - Symbolic Mathematics Symbolic mathematics refers to manipulation of formulas, rather than arithmetic on numeric values. •Algebra •Differential and Integral Calculus Symbolic manipulation is often used in conjunction with ordinary scientific computation as a generator of programs used to actually do the calculations. Symbolic manipulation programs are an important component of scientific and engineering workstations. - Game Playing Games are good vehicles for research because they are well formalized, small, and self-contained. They are therefore easily programmed. Games can be good models of competitive situations, so principles discovered in game-playing programs may be applicable to practical problems. AI Technique Intelligence requires knowledge but knowledge possesses less desirable properties such as - It is voluminous - it is difficult to characterise accurately - it is constantly changing - it differs from data by being organised in a way that corresponds to its application An AI technique is a method that exploits knowledge that is represented so that PIT-CSE
  • 8. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE - The knowledge captures generalisations; situations that share properties, are grouped together, rather than being allowed separate representation. - It can be understood by people who must provide it; although for many programs the bulk of the data may come automatically, such as from readings. In many AI domains people must supply the knowledge to programs in a form the people understand and in a form that is acceptable to the program. - It can be easily modified to correct errors and reflect changes in real conditions. - It can be widely used even if it is incomplete or inaccurate. - It can be used to help overcome its own sheer bulk by helping to narrow the range of possibilities that must be usually considered. Problem Spaces and Search Building a system to solve a problem requires the following steps - Define the problem precisely including detailed specifications and what constitutes an acceptable solution; - Analyse the problem thoroughly for some features may have a dominant affect on the chosen method of solution; - Isolate and represent the background knowledge needed in the solution of the problem; - Choose the best problem solving techniques in the solution. Defining the Problem as state Search To understand what exactly artificial intelligence is, we illustrate some common problems. Problems dealt with in artificial intelligence generally use a common term called 'state'. A state represents a status of the solution at a given step of the problem solving procedure. The solution of a problem, thus, is a collection of the problem states. The problem solving procedure applies an operator to a state to get the next state. Then it applies another operator to the resulting state to derive a new state. The process of applying an operator to a state and its subsequent transition to the next state, thus, is continued until the goal (desired) state is derived. Such a method of solving a problem is generally referred to as state space approach For example, in order to solve the problem play a game, which is restricted to two person table or board games, we require the rules of the game and the targets for winning as well as a means of representing positions in the game. The opening position can be defined as the initial state and a winning position as a goal state, there can be more than one. legal moves allow for transfer from initial state to other states leading to the goal state. However the rules are far too PIT-CSE
  • 9. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE copious in most games especially chess where they exceed the number of particles in the universe 10. Thus the rules cannot in general be supplied accurately and computer programs cannot easily handle them. The storage also presents another problem but searching can be achieved by hashing. The number of rules that are used must be minimised and the set can be produced by expressing each rule in as general a form as possible. The representation of games in this way leads to a state space representation and it is natural for well organised games with some structure. This representation allows for the formal definition of a problem which necessitates the movement from a set of initial positions to one of a set of target positions. It means that the solution involves using known techniques and a systematic search. This is quite a common method in AI. Formal description of a problem - Define a state space that contains all possible configurations of the relevant objects, without enumerating all the states in it. A state space represents a problem in terms of states and operators that change states - Define some of these states as possible initial states; - Specify one or more as acceptable solutions, these are goal states; - Specify a set of rules as the possible actions allowed. This involves thinking about the generality of the rules, the assumptions made in the informal presentation and how much work can be anticipated by inclusion in the rules. The control strategy is again not fully discussed but the AI program needs a structure to facilitate the search which is a characteristic of this type of program. Example: The water jug problem :There are two jugs called four and three ; four holds a maximum of four gallons and three a maximum of three gallons. How can we get 2 gallons in the jug four. The state space is a set of ordered pairs giving the number of gallons in the pair of jugs at any time ie (four, three) where four = 0, 1, 2, 3, 4 and three = 0, 1, 2, 3. The start state is (0,0) and the goal state is (2,n) where n is a don't care but is limited to three holding from 0 to 3 gallons. The major production rules for solving this problem are shown below: PIT-CSE
  • 10. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE Initial condition goal comment 1 (four,three) if four < 4 (4,three) fill four from tap 2 (four,three) if three< 3 (four,3) fill three from tap 3 (four,three) If four > 0 (0,three) empty four into drain 4 (four,three) if three > 0 (four,0) empty three into drain 5 (four,three) if four+three<4 (four+three,0 ) empty three into four 6 (four,three) if four+three<3 (0,four+three ) empty four into three 7 (0,three) If three>0 (three,0) empty three into four 8 (four,0) if four>0 (0,four) empty four into three 9 (0,2) (2,0) empty three into four 10 (2,0) (0,2) empty four into three 11 (four,three) if four<4 (4,three-diff) pour diff, 4-four, into four from three 12 (three,four) if three<3 (four-diff,3) pour diff, 3-three, into three from four and a solution is given below Jug four, jug three rule applied 0 0 0 3 2 3 0 7 3 3 2 4 2 11 0 2 3 2 0 10 Control strategies. A good control strategy should have the following requirement: The first requirement is that it causes motion. In a game playing program the pieces move on the board and in the water jug PIT-CSE
  • 11. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE problem water is used to fill jugs. The second requirement is that it is systematic, this is a clear requirement for it would not be sensible to fill a jug and empty it repeatedly nor in a game would it be advisable to move a piece round and round the board in a cyclic way. We shall initially consider two systematic approaches to searching. Production Systems System Types of Production Systems. A Knowledge representation formalism consists of collections of condition-action rules(Production Rules or Operators), a database which is modified in accordance with the rules, and a Production System Interpreter which controls the operation of the rules i.e The 'control mechanism' of a Production System, determining the order in which Production Rules are fired. A system that uses this form of knowledge representation is called a production system. A production system consists of rules and factors. Knowledge is encoded in a declarative from which comprises of a set of rules of the form Situation ------------ Action SITUATION that implies ACTION. Example:- IF the initial state is a goal state THEN quit. The major components of an AI production system are i. A global database ii. A set of production rules and iii. A control system The goal database is the central data structure used by an AI production system. The production system. The production rules operate on the global database. Each rule has a precondition that is either satisfied or not by the database. If the precondition is satisfied, the rule can be applied. Application of the rule changes the database. The control system chooses which applicable rule should be applied and ceases computation when a termination condition on the database is satisfied. If several rules are to fire at the same time, the control system resolves the conflicts. PIT-CSE
  • 12. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE Four classes of production systems:- 1. A monotonic production system 2. A non monotonic production system 3. A partially commutative production system 4. A Commutative production system. Advantages of production systems:- 1. Production systems provide an excellent tool for structuring AI programs. 2. Production Systems are highly modular because the individual rules can be added, removed or modified independently. 3. The production rules are expressed in a natural form, so the statements contained in the knowledge base should the a recording of an expert thinking out loud. Disadvantages of Production Systems:- One important disadvantage is the fact that it may be very difficult analyse the flow of control within a production system because the individual rules don‟t call each other. Production systems describe the operations that can be performed in a search for a solution to the problem. They can be classified as follows. Monotonic production system :- A system in which the application of a rule never prevents the later application of another rule, that could have also been applied at the time the first rule was selected. Partially commutative production system:- A production system in which the application of a particular sequence of rules transforms state X into state Y, then any permutation of those rules that is allowable also transforms state x into state Y. Theorem proving falls under monotonic partially communicative system. Blocks world and 8 puzzle problems like chemical analysis and synthesis come under monotonic, not partially commutative systems. Playing the game of bridge comes under non monotonic , not partially commutative system. For any problem, several production systems exist. Some will be efficient than others. Though it may seem that there is no relationship between kinds of problems and kinds of production systems, in practice there is a definite relationship. Partially commutative , monotonic production systems are useful for solving ignorable PIT-CSE
  • 13. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE problems. These systems are important for man implementation standpoint because they can be implemented without the ability to backtrack to previous states, when it is discovered that an incorrect path was followed. Such systems increase the efficiency since it is not necessary to keep track of the changes made in the search process. Monotonic partially commutative systems are useful for problems in which changes occur but can be reversed and in which the order of operation is not critical (ex: 8 puzzle problem). Production systems that are not partially commutative are useful for many problems in which irreversible changes occur, such as chemical analysis. When dealing with such systems, the order in which operations are performed is very important and hence correct decisions have to be made at the first time itself. Monotonic and Non monotonic Learning : Monotonic learning is when an agent may not learn any knowledge that contradicts what it already knows. For example, it may not replace a statement with its negation. Thus, the knowledge base may only grow with new facts in a monotonic fashion. The advantages of monotonic learning are: 1.greatly simplified truth-maintenance 2.greater choice in learning strategies Non-monotonic learning is when an agent may learn knowledge that contradicts what it already knows. So it may replace old knowledge with new if it believes there is sufficient reason to do so. The advantages of non-monotonic learning are: 1.increased applicability to real domains, 2.greater freedom in the order things are learned in A related property is the consistency of the knowledge. If an architecture must maintain a consistent knowledge base then any learning strategy it uses must be monotonic. 7- PROBLEM CHARACTERISTICS A problem may have different aspects of representation and explanation. In order to choose the most appropriate method for a particular problem, it is necessary to analyze the problem along several key dimensions. Some of the main key features of a problem are given below. PIT-CSE
  • 14. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE  Is the problem decomposable into set of sub problems? Can the solution step be ignored or undone?  Is the problem universally predictable?  Is a good solution to the problem obvious without comparison to all the possible solutions? Is the desire solution a state of world or a path to a state?  Is a large amount of knowledge absolutely required to solve the problem?  Will the solution of the problem required interaction between the computer and the person? The above characteristics of a problem are called as 7-problem characteristics under which the solution must take place. PRODUCTION SYSTEM AND ITS CHARACTERISTICS The production system is a model of computation that can be applied to implement search algorithms and model human problem solving. Such problem solving knowledge can be packed up in the form of little quanta called productions. A production is a rule consisting of a situation recognition part and an action part. A production is a situation-action pair in which the left side is a list of things to watch for and the right side is a list of things to do so. When productions are used in deductive systems, the situation that trigger productions are specified combination of facts. The actions are restricted to being assertion of new facts deduced directly from the triggering combination. Production systems may be called premise conclusion pairs rather than situation action pair. A production system consists of following components. (a) side constituent that represent the current problem state and a right hand side that represent an output state. A rule is applicable if its left hand side matches with the current problem state. (b) A database, which contains all the appropriate information for the particular task. Some part of the database may be permanent while some part of this may pertain only to the solution of the current problem. (c) A control strategy that specifies order in which the rules will be compared to the database of rules and a way of resolving the conflicts that arise when several rules match simultaneously. PIT-CSE
  • 15. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE (d) A rule applier, which checks the capability of rule by matching the content state with the left hand side of the rule and finds the appropriate rule from database of rules. The important roles played by production systems include a powerful knowledge representation scheme. A production system not only represents knowledge but also action. It acts as a bridge between AI and expert systems. Production system provides a language in which the representation of expert knowledge is very natural. We can represent knowledge in a production system as a set of rules of the form If (condition) THEN (condition) along with a control system and a database. The control system serves as a rule interpreter and sequencer. The database acts as a context buffer, which records the conditions evaluated by the rules and information on which the rules act. The production rules are also known as condition – action, antecedent – consequent, pattern – action, situation – response, feedback – result pairs. For example, If (you have an exam tomorrow) THEN (study the whole night) The production system can be classified as monotonic, non-monotonic, partially commutative and commutative. Figure Architecture of Production System Features of Production System Some of the main features of production system are: Expressiveness and intuitiveness: In real world, many times situation comes like “i f this happen-you PIT-CSE
  • 16. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE will do that”, “if this is so-then this should happ en” and many more. The production rules essentially tell us what to do in a given situation. 1. Simplicity: The structure of each sentence in a production system is unique and uniform as they use “IF-THEN” structure. This structure provides simpli city in knowledge representation. This feature of production system improves the readability of production rules. 2. Modularity: This means production rule code the knowledge available in discrete pieces. Information can be treated as a collection of independent facts which may be added or deleted from the system with essentially no deletetious side effects. 3. Modifiability: This means the facility of modifying rules. It allows the development of production rules in a skeletal form first and then it is accurate to suit a specific application. 4. Knowledge intensive: The knowledge base of production system stores pure knowledge. This part does not contain any type of control or programming information. Each production rule is normally written as an English sentence; the problem of semantics is solved by the very structure of the representation. Disadvantages of production system 1. Opacity: This problem is generated by the combination ofproduction rules. The opacity is generated because of less prioritization of rules. More priority to a rule has the less opacity. 2. Inefficiency: During execution of a program several rules may active. A well devised control strategy reduces this problem. As the rules of the production system are large in number and they are hardly written in hierarchical manner, it requires some forms of complex search through all the production rules for each cycle of control program. 3. Absence of learning: Rule based production systems do not store the result of the problem for future use. Hence, it does not exhibit any type of learning capabilities. So for each time for a particular problem, some new solutions may come. 4. Conflict resolution: The rules in a production system should not have any type of conflict operations. When a new rule is added to a database, it should ensure that it does not have any conflicts with the existing rules. Problem characteristics PIT-CSE
  • 17. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE Analyze each of them with respect to the seven problem characteristics  Chess  Water jug 1. Chess Problem characteristic Satisfied Reason Is the problem decomposable? No One game have Single solution Can solution steps be ignored or No In actual game(not in PC) we can‟t undo undone? previous steps Is the problem universe No Problem Universe is not predictable as predictable? we are not sure about move of other player(second player) Is a good solution absolute or absolute Absolute solution : once you get one relative? solution you do need to bother about other possible solution. Relative Solution : once you get one solution you have to find another possible solution to check which solution is best(i.e low cost). By considering this chess is absolute Is the solution a state or a path? Path Is the solution a state or a path to a state? – For natural language understanding, some of the words have different interpretations .therefore sentence may cause ambiguity. To solve the problem we need to find interpretation only , the workings are not necessary (i.e path to solution is not necessary) So In chess winning state(goal state) describe path to state PIT-CSE
  • 18. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE What is the role of knowledge? Lot of knowledge helps to constrain the search for a solution. Does the task require human- No Conversational interaction? In which there is intermediate communication between a person and the computer, either to provide additional assistance to the computer or to provide additional information to the user, or both. In chess additional assistance is not required 2. Water jug Problem characteristic Satisfied Reason Is the problem decomposable? No One Single solution Can solution steps be ignored or Yes undone? Is the problem universe Yes Problem Universe is predictable bcz to predictable? slove this problem it require only one person .we can predict what will happen in next step Is a good solution absolute or absolute Absolute solution , water jug problem relative? may have number of solution , bt once we found one solution,no need to bother about other solution Bcz it doesn’t effect on its cost Is the solution a state or a path? Path Path to solution What is the role of knowledge? lot of knowledge helps to constrain the search for a solution. PIT-CSE
  • 19. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE Does the task require human- Yes additional assistance is required. interaction? Additional assistance, like to get jugs or pump ALGORITHM OF PROBLEM SOLVING Any one algorithm for a particular problem is not applicable over all types of problems in a variety of situations. So there should be a general problem solving algorithm, which may work for different strategies of different problems. Algorithm (problem name and specification) Step 1: Analyze the problem to get the starting state and goal state. Step 2: Find out the data about the starting state, goalstate Step 3: Find out the production rules from initial database for proceeding the problem to goal state. Step 4: Select some rules from the set of rules that can be applied to data. Step 5: Apply those rules to the initial state and proceed to get the next state. Step 6: Determine some new generated states after applying the rules. Accordingly make them as current state. Step 7: Finally, achieve some information about the goal state from the recently used current state and get the goal state. Step 8: PIT-CSE
  • 20. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE Exit. After applying the above rules an user may get the solution of the problem from a given state to another state. Let us take few examples. VARIOUS TYPES OF PROBLEMS AND THEIR SOLUTIONS Water Jug Problem Definition: Some jugs are given which should have non-calibrated properties. At least any one of the jugs should have filled with water. Then the process through which we can divide the whole water into different jugs according to the question can be called as water jug problem. Procedure: Suppose that you are given 3 jugs A,B,C with capacities 8,5 and 3 liters respectively but are not calibrated (i.e. no measuring mark will be there). Jug A is filled with 8 liters of water. By a series of pouring back and forth among the 3 jugs, divide the 8 liters into 2 equal parts i.e. 4 liters in jug A and 4 liters in jug B. How? In this problem, the start state is that the jug A will contain 8 liters water whereas jug B and jug C will be empty. The production rules involve filling a jug with some amount of water, taking from the jug A. The search will be finding the sequence of production rules which transform the initial state to final state. The state space for this problem can be described by set of ordered pairs of three variables (A, B, C) where variable A represents the 8 liter jug, variable B represents the 5 liter and variable C represents the 3 liters jug respectively. Figure The production rules are formulated as follows: PIT-CSE
  • 21. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE Step 1: In this step, the initial state will be (8, 0, 0) as the jug B and jug C will be empty. So the water of jug A can be poured like: (5, 0, 3) means 3 liters to jug C and 5 liters will remain in jug A. (3, 5, 0) means 5 liters to jug B and 3 liters will be in jug A. (0, 5, 3) means 5 liters to jug B and 3 liters to jug C and jug C and jug A will be empty. Step2: In this step, start with the first current state of step-1 i.e. (5, 0, 3). This state can only be implemented by pouring the 3 liters water of jug C into jug B. so the state will be (5, 3, 0). Next, come to the second current state of step-1 i.e. (3, 5, 0). This state can be implemented by only pouring the 5 liters water of jug B into jug C. So the remaining water in jug B will be 2 liters. So the state will be (3, 2, 3). Finally come to the third current state of step-1 i.e. (0, 5, 3). But from this state no more state can be implemented because after implementing we may get (5, 0, 3) or (3, 5, 0) or (8, 0, 0) which are repeated state. Hence these states are not considerably again for going towards goal. So the state will be like: (5, 0, 3) (5, 3, 0) (3, 5, 0) (3, 2, 3) (0,5, 3) X Step 3: In this step, start with the first current state of step-2 i.e. (5, 3, 0) and proceed likewise the above steps. (5,3, 0) (2, 3, 3) PIT-CSE
  • 22. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE (3, 2,3) (6, 2, 0) Step 4: In this step, start with the first current state of step-3 i.e. (2, 3, 3) and proceed. _2,3, 3_ _ _2, 5, 1_ _6,2, 0_ _ _7, 0, 1_ Step 5: _2, 5, 1_ _ _7, 0, 1_ _6, 0, 2_ _ _1, 5, 2_ Step6: _7, 0, 1_ _ _7, 1, 0_ _1, 4, 3_ _ _1, 4, 3_ Step7: _7, 1, 0_ _ _4, 1, 3_ _1, 4, 3_ _ _4, 4, 0_ _Goal_ So finally the state will be (4, 4, 0) that means jug A and jug B contains 4 liters of water each which is our goal state. One thing you have to very careful about the pouring of water from one jug to another that the capacity of jug must satisfy the condition to contain that much of water. The tree of the water jug problem can be like: PIT-CSE
  • 23. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE Figure Comments: This problem takes a lot of time to find the goal state. This process of searching in this problem is very lengthy. At each step of the problem the user have to strictly follow the production rules. Otherwise the problem may go to infinity step. Missionaries and Carnivals Problem Definition: In Missionaries and Carnivals Problem, initially there are some missionaries and some carnivals will be at a sideof a river. They want to cross the river. But there is only one boat available to cross the river. The capacity of the boat is 2 and no one missionary or no Carnivals can cross the river together. So for solving the problem and to find out the solution on different states is called the Missionaries and Carnival Problem. PIT-CSE
  • 24. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE Procedure: Let us take an example. Initially a boatman, Grass, Tiger and Goat is present at the left bank of the river and want to cross it. The only boat available is one capable of carrying 2 objects of portions at a time. The condition of safe crossing is that at no time the tiger present with goat, the goat present with the grass at the either side of the river. How they will cross the river? The objective of the solution is to find the sequence of their transfer from one bank of the river to the other using the boat sailing through the river satisfying these constraints. Let us use different representations for each of the missionaries and Carnivals as follows. B: Boat T: Tiger G: Goat Gr: Grass Step 1: According to the question, this step will be (B, T, G, Gr) as all the Missionaries and the Carnivals are at one side of the bank of the river. Different states from this state can be implemented as The states (B, T, O, O) and (B, O, O, Gr) will not be countable because at a time the Boatman and the Tiger or the Boatman and grass cannot go. (According to the question). Step 2: Now consider the current state of step-1 i.e. the state (B, O, G, O). The state is the right side of the river. PIT-CSE
  • 25. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE So on the left side the state may be (B, T, O, Gr) i.e._B,O,G,O_ _ _B,T, O, Gr_ (Right) (Left) Step 3: Now proceed according to the left and right sides of the river such that the condition of the problem must be satisfied. Step 4: First, consider the first current state on the right side of step 3 i.e. Now consider the second current state on the right side of step-3 i.e. Step 5: Now first consider the first current state of step 4 i.e. PIT-CSE
  • 26. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE Hence the final state will be (B, T, G, Gr) which are on the right side of the river. Comments: This problem requires a lot of space for its state implementation. It takes a lot of time to search the goal node. The production rules at each level of state are very strict. Chess Problem Definition: It is a normal chess game. In a chess problem, the start is the initial configuration of chessboard. The final state is the any board configuration, which is a winning position for any player. There may be multiple final positions and each board configuration can be thought of as representing a state of the game. Whenever any player moves any piece, it leads to different state of game. PIT-CSE
  • 27. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE Procedure: Figure The above figure shows a 3x3 chessboard with each square labeled with integers 1 to 9. We simply enumerate the alternative moves rather than developing a general move operator because of the reduced size of the problem. Using a predicate called move in predicate calculus, whose parameters are the starting and ending squares, we have described the legal moves on the board. For example, move (1, 8) takes the knight from the upper left-hand corner to the middle of the bottom row. While playing Chess, a knight can move two squares either horizontally or vertically followed by one square in an orthogonal direction as long as it does not move off the board. The all possible moves of figure are as follows. Move (1, 8) move (6, 1) Move (1, 6) move (6, 7) Move (2, 9) move (7, 2) Move (2, 7) move (7, 6) Move (3, 4) move (8, 3) Move (3, 8) move (8, 1) Move (4, 1) move (9, 2) Move (4, 3) move (9, 4) The above predicates of the Chess Problem form the knowledge base for this problem. An unification algorithm is used to access the knowledge base. Suppose we need to find the positions to which the knight can move from a particular location, PIT-CSE
  • 28. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE square 2. The goal move (z, x) unifies with two different predicates in the knowledge base, with the substitutions {7/x} and {9/x}. Given the goal move (2, 3), the responsible is failure, because no move (2, 3) exists in the knowledge base. Comments: In this game a lots of production rules are applied for each move of the square on the chessboard. A lots of searching are required in this game. Implementation of algorithm in the knowledge base is very important. 8- Queen Problem Definition: “We have 8 queens and an 8x8 Chess board having al ternate black and white squares. The queens are placed on the chessboard. Any queen can attack any other queen placed on same row, or column or diagonal. We have to find the proper placement of queens on the Chess board in such a way that no queen attacks other queen”. Procedure: Figure A possible board configuration of 8 queen problem In figure , the possible board configuration for 8-queen problem has been shown. The board has alternative black and white positions on it. The different positions on the board hold the queens. The production rule for this game is you cannot put the same queens in a same row or same column or in same diagonal. After shifting a single queen from its position on the board, the user have to shift other queens according to the production rule. Starting from the first row PIT-CSE
  • 29. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE on the board the queen of their corresponding row and column are to be moved from their original positions to another position. Finally the player has to be ensured that no rows or columns or diagonals of on the table is same. Comments: This problem requires a lot of space to store the board. It requires a lot of searching to reach at the goal state. The time factor for each queen‟s move is very lengthy. The problem is very strict towards the production rules. 8- Puzzle Problem Definition: “It has set off a 3x3 board having 9 block spaces o ut of which 8 blocks having tiles bearing number from 1 to 8. One space is left blank. The tile adjacent to blank space can move into it. We have to arrange the tiles in a sequence for getting the goal state”. Procedure: The 8-puzzle problem belongs to the category of “sl iding block puzzle” type of problem. The 8-puzzle i s a square tray in which eight square tiles are placed. The remaining ninth square is uncovered. Each tile in the tray has a number on it. A tile that is adjacent to blank space can be slide into that space. The game consists of a starting position and a specified goal position. The goal is to transform the starting position into the goal position by sliding the tiles around. The control mechanisms for an 8-puzzle solver must keep track of the order in which operations are performed, so that the operations can be undone one at a time if necessary. The objective of the puzzles is to find a sequence of tile movements that leads from a starting configuration to a goal configuration such as two situations given below. Figure (Starting State) (Goal State) The state of 8-puzzle is the different permutation of tiles within the frame. The operations are the permissible moves up, down, left, right. Here at each step of the problem a function f(x) will be defined PIT-CSE
  • 30. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE which is the combination of g(x) and h(x). Where g (x): how many steps in the problem you have already done or the current state from the initial state. h (x): Number of ways through which you can reach at the goal state from the current state or Or h (x): is the heuristic estimator that compares the current state with the goal state note down how many states are displaced from the initial or the current state. After calculating the f (x) value at each step finally take the smallest f (x) value at every step and choose that as the next current state to get the goal state. Let us take an example. Figure (Initial State) (Goal State) i.e. F(x)=g(x) + h (x) PIT-CSE
  • 31. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 31 Step1: f (x) is the step required to reach at the goal state from the initial state. So in the tray either 6 or 8 can change their portions to fill the empty position. So there will be two possible current states namely B and C. The f (x) value of B is 6 and that of C is 4. As 4 is the minimum, so take C as the current state to the next state. Step 2: In this step, from the tray C three states can be drawn. The empty position will contain either 5 or 3 or 6. So for three different values three different states can be obtained. Then calculate each of their f (x) and take the minimum one. Here the state F has the minimum value i.e. 4 and hence take that as the next current state. Step 3: The tray F can have 4 different states as the empty positions can be filled with b4 values i.e.2, 4, 5, 8. PIT-CSE
  • 32. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 32 Step 4: In the step-3 the tray I has the smallest f (n) value. The tray I can be implemented in 3 different states because the empty position can be filled by the members like 7, 8, 6. Hence, we reached at the goal state after few changes of tiles in different positions of the trays. Comments: This problem requires a lot of space for saving the different trays. Time complexity is more than that of other problems. The user has to be very careful about the shifting of tiles in the trays. Very complex puzzle games can be solved by this technique. Tower of Hanoi Problem Definition: “We are given a tower of eight discs (initially) fo ur in the applet below, initially stacked in increasing size on one of three pegs. The objective is to transfer the entire tower to one of the other pegs (the right most one in the applet below), moving only one disc at a time and never a larger one onto a smaller”. Procedure: The tower of Hanoi puzzle was invented by the French mathematician Eduardo Lucas in 1883. The puzzle is well known to students of computer science since it appears in virtually any introductory text on data structure and algorithms. The objective of the puzzle is to move the entire stack to another rod, obeying the following rules. PIT-CSE
  • 33. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 33 Only one disc can be moved at a time. Each move consist of taking the upper disc from one of the rods and sliding it onto another rod, on top of the other discs that may already be present on that rod. No disc may be placed on the top of a smaller disk. There is a legend about a Vietnamese temple which contains a large room with three times. Worn posts in it surrounded by 64 golden disks. The priests of Hanoi, acting out of command of an ancient prophecy, have been moving these disks, in accordance with the rules of the puzzle, since that time. The puzzle is therefore also known as the tower of Brahma puzzle. According to the legend, when the last move of the puzzle is completed, the world will end. There are many variations on this legend. For instance, in some tellings, the temple is a monastery and the priests are monks. The temple or monastery may be said to be in different parts of the world including Hanoi, Vietnam and may be associated with any religion. The flag tower of Hanoi may have served as the inspiration for the name. The puzzle can be played with any number of disks, although many toy versions have around seven to nine of them. The game seems impossible to many novices yet is solvable with a simple algorithm. The following solution is a very simple method to solve the tower of Hanoi problem. Alternative moves between the smallest piece and a non- smallest piece. When moving the smallest piece, always move it in the same direction (to the right if starting number of pieces is even, to the left if starting number of pieces is odd). If there is no tower in the chosen direction, move the pieces to the opposite end, but then continue to move in the correct direction, for example if you started with three pieces, you would move the smallest piece to the opposite end, then continue in the left direction after that. When the turn is to move the non-smallest piece, there is only one legal move. Doing this should complete the puzzle using the least amount of moves to do so. Finally, the user will reach at the goal. Also various types of solutions may be possible to solve the tower of Hanoi problem like recursive procedure, non-recursive procedure and binary solution procedure. PIT-CSE
  • 34. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 34 Another simple solution to the problem is given below. For an even number of disks Make the legal move between pegs A and B. Make the legal moves between pages A and C. Make the legal move between pages B and C. For an even number of disks Make the legal move between pegs A and C. Make the legal move between pegs A and B. Make the legal move between pegs B and C. Repeat until complete. A recursive solution for tower of Hanoi problem is as follows. A key to solving this problem is to recognize that it can be solve by breaking the problem down into the collection of smaller problems and further breaking those problems down into even smaller problems until a solution is reached. The following procedure demonstrates this approach. Label the pegs A, B, C - these levels may move at different steps. Let n be the total number of disks. Number of disks from 1 (smallest, topmost) to n (largest, bottom most). To move n disks from peg A to peg C. a) Move n-1 disks from A to B. This leaves disk #n alone on peg A. b) Move disk #n from A to C. c) Move n-1 disks from B to C so they sit on disk #n. To carry out steps a and c, apply the same algorithm again for n-1. The entire procedure is a finite number of steps, since at most point the algorithm will be required for n = 1. This step, moving a single disc from peg A to peg B, is trivial. Comments: The tower of Hanoi is frequently used in psychological research on problem solving. This problem is frequently used in neuro-psychological diagnosis and treatment of executive functions. The tower of Hanoi is also used as backup rotation scheme when performing computer data backups where multiple tabs/media are involved. This problem is very popular for teaching recursive algorithm to beginning programming students. A pictorial version of this puzzle is programmed into emacs editor, accessed by PIT-CSE
  • 35. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 35 typing M - X Hanoi. The tower of Hanoi is also used as a test by neuro-psychologists trying to evaluate frontal lobe deficits. Cryptarithmatic Problem Definition: “It is an arithmetic problem which is represented i n letters. It involves the decoding of digit represented by a character. It is in the form of some arithmetic equation where digits are distinctly represented by some characters. The problem requires finding of the digit represented by each character. Assign a decimal digit to each of the letters in such a way that the answer to the problem is correct. If the same letter occurs more than once, it must be assigned the same digit each time. No two different letters may be assigned the same digit”. Procedure: Cryptarithmatic problem is an interesting constraint satisfaction problem for which different algorithms have been developed. Cryptarithm is a mathematical puzzle in which digits are replaced by letters of the alphabet or other symbols. Cryptarithmatic is the science and art of creating and solving cryptarithms. The different constraints of defining a cryptarithmatic problem are as follows. 1) Each letter or symbol represented only one and a unique digit throughout the problem. 2) When the digits replace letters or symbols, the resultant arithmetical operation must be correct. The above two constraints lead to some other restrictions in the problem. For example: Consider that, the base of the number is 10. Then there must be at most 10 unique symbols or letters in the problem. Otherwise, it would not possible to assign a unique digit to unique letter or symbol in the problem. To be semantically meaningful, a number PIT-CSE
  • 36. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 36 must not begin with a 0. So, the letters at the beginning of each number should not correspond to 0. Also one can solve the problem by a simple blind search. But a rule based searching technique can provide the solution in minimum time. SEARCHING Problem solving in artificial intelligence may be characterized as a systematic search through a range of possible actions in order to reach some predefined goal or solution. In AI problem solving by search algorithms is quite common technique. In the coming age of AI it will have big impact on the technologies of the robotics and path finding. It is also widely used in travel planning. This chapter contains the different search algorithms of AI used in various applications. Let us look the concepts for visualizing the algorithms. A search algorithm takes a problem as input and returns the solution in the form of an action sequence. Once the solution is found, the actions it recommends can be carried out. This phase is called as the execution phase. After formulating a goal and problem to solve the agent cells a search procedure to solve it. A problem can be defined by 5 components. a) The initial state: The state from which agent will start. b) The goal state: The state to be finally reached. c) The current state: The state at which the agent is present after starting from the initial state. d) Successor function: It is the description of possible actions and their outcomes. e) Path cost: It is a function that assigns a numeric cost to each path. DIFFERENT TYPES OF SEARCHING The searching algorithms can be various types. When any type of searching is performed, there may some information about the searching or mayn‟t be. Also it is possible that the searching procedure may depend upon any constraints or rules. However, generally searching can be classified into two types i.e. uninformed searching and informed searching. Also some other classifications of these searches are given below in the figure PIT-CSE
  • 37. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 37 The searching algorithms are divided into two categories 1. Uninformed Search Algorithms (Blind Search) 2. Informed Search Algorithms (Heuristic Search) There are six Uninformed Search Algorithms 1.Breadth First Search 2.Uniform-cost search 3.Depth-first search 4.Depth-limited search 5.Iterative deepening depth-first search 6.Bidirectional Search There are three Informed Search Algorithms 1. Best First Search 2. Greedy Search 3. A* Search Blind search Vs Heuristic search Blind search Heuristic search No information about the number of steps (or)path cost fromcurrent stateto goal state The path cost from the current state to the goal state is calculated ,to select the minimum path cost as the next state. Less effective insearch method More effectiveinsearch method Problem to be solved with the given information Additional information can be added as assumption to solve the problem Breadth-first search Breadth-first search is a simple strategy in which the root node is expanded first, then all the successors of the root node are expanded next, then their successors, and so on. In general, all the nodes are expanded at a given depth in thesearch tree before any nodes at the next level are expanded. Breadth-firstsearch canbe implemented by calling TREE- SEARCH with an empty fringethat is afirst-in-first-out (FIFO) queue, assuringthat the nodesthat arevisited first will be expanded first. In other words,calling TREE-SEARCH(Problem,FIFO- QUEUE()) results in a breadth-first search. The FIFO queue puts allnewlygenerated successors at the endofthe queue, which means that shallow nodes are expanded before deeper nodes PIT-CSE
  • 38. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 38 Breadth first search trees after node expansions Example: Route finding problem Task: Find a ,path from. S to G using BFS The path in the 2nd depth level is selected, (i.e) SBG{or) SCG. PIT-CSE
  • 39. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 39 Algorithm : function BFS{problem) returns a solution or failure return TREE-SEARCH (problem, FIFO-QUEUE( )) Time and space complexity: Example: Time complexity = 1 +b + b2 + . . . . . . . + bd = O(bd) The space complexity is same as time complexity because all the leaf nodes of the tree must be maintained in memory at the same time = O(bd) Completeness: Yes Optimality: Yes, provided the path cost is a non decreasing function of the depth of the node Advantage: Guaranteed to find the single solution at the shallowest depth level Disadvantage: Suitable for only smallest instances problem (i.e.) (number of levels to be mininimum (or) branching factor to be minimum) ' Uniform-cost search Breadth-first search is optimal whenallstep costs are equal, because it always expands the shallowest unexpanded node. By a simple extension, we can find an algorithm that is optimal with anystep cost function. Instead of expanding the shallowest node, uniform-cost search expands the node n with the lowest path cost. Note that if all step costs are equal, this is identical to breadth-first search. PIT-CSE
  • 40. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 40 Uniform-cost search does not care about the number of steps a path has, but only about their total cost. Example: Route finding problem Task : Find a minimum path cost from S to G Since the value of A is less it is expanded first, but it is not optimal. B to be expanded next SBG is the path with minimum path cost. No need to expand the next path SC, because its path cost is high to reach C from S, as well as goal state is reached in the previous path with minimum cost. PIT-CSE
  • 41. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 41 Time and space complexity: Time complexity is same as breadth first search because instead of depth level the minimum path cost is considered. Time complexity: O(bd) Space complexity: O(bd) Completeness: Yes Optimality: Yes Advantage: Guaranteed to find the single solution at minimum path cost. Disadvantage: Suitable for only smallest instances problem. Depth-first search Depth-first search always expands the deepest node in the current fringe of the search tree The search proceeds immediately to the deepest level of the search tree, where the nodes have no successors. As those nodes are expanded, they are dropped from the fringe, so then the search “backs up“ to the next shallowest node that still has unexploredsuccessors.Thisstrategycan be implemented by TREE-SEARCH with a last-in-first-out (LIFO) queue, also known as a stack. Depth first search tree with 3 level expansion PIT-CSE
  • 42. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 42 Example: Route finding problem Task: Find a path from S to G using DFS The path in the 3rd depth level is selected. (i.e. S-A-D-G Algorithm: function DFS(problem) return a solution or failure TREE-SEARCH(problem, LIFO-QUEUE()) Time and space complexity: In the worst case depth first search has to expand all the nodes Time complexity : O(bm). The nodes are expanded towards one particular direction requires memory for only that nodes. PIT-CSE
  • 43. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 43 Space complexity : O(bm) b=2 m = 2 :. bm=4 Completeness: No Optimality: No Advantage: If more than one solution exists (or) number of levels is high then DFS is best because exploration is done only in a small portion of the whole space. Disadvantage: Not guaranteed to find a solution Depth - limited search 1. Definition: A cut off (maximum level of the depth) is introduced in this search technique to over come the disadvantage of depth first search.The cutoff value depends on the number of states. Example: Route finding problem The number of states in the given map is 5. So, it is PIT-CSE
  • 44. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 44 possible to get the goal state at a maximum depth of 4. Therefore the cutoff value is 4 Task : Find a path from A to E. A recursive implementation of depth-limited search function DEPTH-LIMITED-SEARCH(problem, limit) returns a solution, or failure/cutoff return RECURSIVE-DLS(MAKE-NODE(INITIAL-STATE [problem]), problem, limit) function RECURSIVE-DLS(node, problem, limit) returns a solution, or failure/cutoff cutoff-occurred? <- false if GOAL-TEST[problem](STATE[node]) then return SOLUTION(node) else if DEPTH[node] =limit then return cutoff else for each successor in EXPAND(node, problem) do result <- RECURSIVE-DLS(successor, problem, limit) if result = cutoff then cutoff-occurred?<- true else if result failure then return result if cutoff-occurred? then return cutoff else return failure PIT-CSE
  • 45. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 45 Time and space complexity: The worst case time complexity is equivalent to BFS and worst case DFS. Time complexity : O(bl) The nodes which is expanded in one particular direction above to be stored. Space complexity : O(bl) Optimality: No, because not guaranteed to find the shortest solution first in the search technique. Completeness : Yes, guaranteed to find the solution if it exists. Advantage: Cut off level is introduced in the DFS technique Disadvantage : Not guaranteed to find the optimal solution. Iterative deepening search Iterative deepening search Definition: Iterative deepening search is a strategy that side step the issue of choosing the best depth limits by trying all possible depth limits. Example: Route finding problem Task: Find a path from A to G Limit = 0 Limit = 1 PIT-CSE
  • 46. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 46 Limit = 2 Solution: The goal state G can be reached from A in four ways. They are: 1.A — B — D - E — G ------- Limit 4 2.A - B - D - E - G ------- Limit 4 3.A - C - E - G ------- Limit 3 4.A - F - G ------ Limit2 Since it is a iterative deepening search it selects lowest depth limit (i.e.) A-F-G is selected as the solution path. The iterative deepening search algorithm : function ITERATIVE-DEEPENING-SEARCH (problem) returns a solution, or failure inputs : problem for depth <- 0 to do result <-DEPTH-LIMITED-SEARCH(problem, depth) if result cutoff then return result Time and space complexity : Iterative deepening combines the advantage of breadth first search and depth first search (i.e) expansion of states is done as BFS and memory requirement is equivalent to DFS. Time complexity : O(bd) Space Complexity : O(bd) PIT-CSE
  • 47. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 47 Optimality: Yes, because the order of expansion of states is similar to breadth first search. Completeness:yes, guaranteed to find the solutionifit exists. Advantage: This method is preferred for large state space and the depth of the search is not known. Disadvantage : Many states are expanded multiple times Example : The state D is expanded twice in limit 2 Bidirectional search Definition :Bidirectional search is astrategy that simultaneously search boththedirections(i.e.)forward from the initial state andbackward from the goal, and stops when the two searches meet in the middle. Example: Route finding problem Task : Find a path from A to E. Search from forward (A) : Search from backward (E) : Time and space complexity: PIT-CSE
  • 48. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 48 The forward and backward searches done at the same time will lead to the solution in O(2bd/2) = O(bd/2)step, because search is done to go only halfway If the two searches meet at all, the nodes of at least one of them must all be retained in memory requires O(bd/2) space. Optimality: Yes, because the order of expansion of states is done in both the directions. Completeness: Yes, guaranteed to find the solution if it exists. Advantage : Time and space complexity is reduced. Disadvantage: If two searches (forward, backward) does not meet at all, complexity arises in the search technique. In backward search calculating predecessor is difficult task. If more than one goal state „exists then explicit, multiple state search is required Comparing uninformed search strategies Criterion Breadth First Uniform Cost Depth First Depth Limited Iterative Deepening Bi direction Complete Yes Yes No No Yes Yes Time O(bd) O(bd) O(bm) O(bl) O(bd) O(bd/2) Space O(bd) O(bd) O(bm) O(bl) O(bd) O(bd/2) Optimal Yes Yes No No Yes Yes Avoiding Repeated States The most important complication of search strategy is expanding states that have already been encountered and expanded before on some other path A state space and its exponentially larger search tree PIT-CSE
  • 49. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 49 The repeated states can be avoided using three different ways. They are: 1. Do not return to the state you just came from (i.e) avoid any successor that is the same state as the node‟s parent. 2. Do not create path with cycles (i.e) avoid any successor of a node that is the same as any of the node‟s ancestors. 3. Do not generate any state that was ever generated before. The general TREE-SEARCH algorithm is modified with additional data structure, such as : Closed list - which stores every expanded node. Open list - fringe of unexpanded nodes. If the current node matches a node on the closed list, then it is discarded andit isnot onsidered for expansion. This is done with GRAPH-SEARCH algorithm. This algorithm is efficient for problems with many repeated states function GRAPH-SEARCH (problem, fringe) returns a solution, or failure closed <- an empty set fringe <- INSERT (MAKE-NODE(INITIAL-STATE[problem]), fringe) loop do if EMPTv?(fringe) then return failure node <- REMOVE-FIKST (fringe) if GOAL-TEST [problem I(STATE[node]) then return SOLUTION (node) PIT-CSE
  • 50. CS6659-ARTIFICIAL INTELLIGENCE VI SEM CSE 50 if STATE [node] is not in closed then add STATE [node] to closed fringe <- INSERT-ALL(EXPAND(node, problem), fringe) The worst-case time and space requirements are proportional to the size of the state space, this may be much smaller than O(bd) Searching With Partial Information When the knowledge of the states or actions is incomplete about the environment, then onlypartial information is known to the agent. This incompleteness lead to three distinct problem types. They are: Sensorlessproblems(conformantproblems):Ifthe agent has no sensors at all, then it could be in one of several possible initial states, and each action might therefore lead to one of possible successor states. (ii) Contigency problems: If the environment is partially observable or ifactions areuncertain,then theagent‟s percepts provide new information after each action. A problem is called adversarial if the uncertainty is caused by the actions of another agent. To handle the situation of unknown circumstances the agent needs a contigency plan. (iii)Explorationproblem:It is an extreme case of contigency problems,wherethe states andactionsofthe environment are unknown and the agent must act to discover them. Measuring Performance of Algorithms There are two aspects of algorithmic performance: • Time - Instructions take time. - How fast does the algorithm perform? - What affects its runtime? • Space - Data structures take space - What kind of data structures can be used? - How does choice of data structure affect the runtime? Algorithms cannot be compared by running them on computers. Run time is system dependent. Even on same computer would depend on language Real time units like microseconds not to be used. PIT-CSE