AI Unit1 Introduction
AI Unit1 Introduction
By
Ms.C.B.Thaokar
Assistant Professor
Department of Information Technology
RCOEM, Nagpur
Syllabus
Unit I:
Introduction: Introduction, What Is AI?, The Foundations of Artificial Intelligence,
The History of Artificial Intelligence, The State of the Art.
Intelligent Agents: Agents and Environments Good Behavior: The Concept of
Rationality, The Nature of Environments, The Structure of Agents.
Unit II :
Problem-solving: Solving Problems by Searching, Problem-Solving Agents, Example
Problems, Searching for Solutions, Uninformed Search Strategies, Informed (Heuristic)
Search Strategies, Heuristic Functions.
Beyond Classical Search: Local Search Algorithms and Optimization Problems: Hill-
climbing search Simulated annealing, Local beam search, Genetic algorithms, Local
Search in Continuous Spaces, Searching with Non-deterministic Actions: AND-OR
search trees, Searching with Partial Observations
Unit III :
Constraint Satisfaction Problems: Defining Constraint Satisfaction Problems,
Constraint Propagation: Inference in CSPs, Backtracking Search for CSPs, Local
Search for CSPs, The Structure of Problems.
Game Playing: Adversarial Search, Games, Optimal Decisions in Games, The
minimax algorithm, Optimal decisionsC.B.Thaokar
in multiplayer games, Alpha–Beta Pruning.2
Syllabus contd.
Unit IV :
Logic and Knowledge Representation: Knowledge-Based Agents, The Wumpus World, Logic,
Propositional Logic: A Very Simple Logic, Propositional Theorem Proving, Effective
Propositional Model Checking, Agents Based on Propositional Logic
First-Order Logic: Representation Revisited Syntax and Semantics of First-Order Logic, Using
First-Order Logic, Knowledge Engineering in First-Order Logic, Inference in First-Order
Logic, Propositional vs. First-Order Inference, Unification and Lifting, Forward Chaining,
Backward Chaining, Resolution.
Unit V :
Natural Language Processing: Introduction, Syntactic Analysis, Semantic Analysis, Discuses
and Pragmatic Processing.
Introduction and Fundamentals of Artificial Neural Networks: Biological prototype,
Artificial Neuron, Single layer Artificial, Neural Networks, Multilayer Artificial Neural
Networks, Training of Artificial Neural Networks.
Unit VI :
Machine Learning: Probability basics - Bayes Rule and its Applications – Bayesian Networks
– Exact and Approximate Inference in Bayesian Networks - Hidden Markov Models - Forms
of Learning - Supervised Learning - Learning Decision Trees – Regression and
Classification with Linear Models - Artificial Neural Networks – Nonparametric Models -
Support Vector Machines - Statistical Learning - Learning with Complete Data - Learning
with Hidden Variables- The EM Algorithm – Reinforcement Learning
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Syllabus contd.
Text Books
1. Stuart Russell and Peter Norvig, Artificial Intelligence: A Modern
Approach, Prentice-Hall.
2. David L. Poole, Alan K. Mackworth, Artificial Intelligence: Foundations
of Computational Agents, Cambridge University Press, 2010.
3. Natural Language processing and Information Retrieval: U.S. Tiwary,
Tanveer Siddique, 1st edition, Oxform University Press.
Reference Books
1. Nils J. Nilsson, Artificial Intelligence: A New Sythesis, Morgan-
Kaufmann.
2. Ethem Alpaydin, Introduction to Machine Learning (Adaptive
Computation and Machine Learning series), The MIT Press; second
edition, 2009
3. Introduction to Artificial Intelligence & Expert System: D. Patterson 1st
Edition, PHI.
a) NPTEL Videos - Dr. Sudeshna Sarkar
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Course Outcomes
1. Ability to formulate an efficient problem space for a problem
expressed in natural language.
2. Select a search algorithm for a problem and estimate its time
and space complexities.
3. Demonstrate knowledge representation using the appropriate
technique for a given problem.
4. Possess the ability to apply AI techniques to solve problems of
game playing, and machine learning.
5. Understand the concept of Natural Language Processing and
applying the different of machine learning algorithms.
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UNIT-1
Introduction: what is AI?
History
Application
Intelligent agents
Performance Measures
Rationality
Structure of Agents
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Introduction
• In March 2016, Alpha-Go of DeepMind defeated Lee Sedol,
who was the strongest human GO player at that time.
• Deep Blue IBM machine won its first game against world
champion Garry Kasparov in game one of a six-game match
on 10 February 1996.
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Introduction
A- NLP engine (like IBM Watson – deep blue-Jeopardy)
In 2011, a Jeopardy! quiz show exhibition match, IBM's
question answering system, Watson, defeated the two
greatest Jeopardy! champions, Brad Rutter and Ken Jennings,
by a significant margin.
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Introduction
• Humanoid Robot Sophia: Sophia is a social humanoid robot
developed by Hong Kong-based company Hanson Robotics.
Sophia, the robot became the first robot to receive citizenship
of any country
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Definitions
• AI is a branch of computer science concerned with the study
and creation of computer systems that exhibits some form of
intelligence.
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What AI is not?
• AI is not the study and creation of conventional computer
systems.
• Its not the study of the mind , nor of the body, nor of
langauges
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Obvious question
• What is AI?
Programs that behave externally like humans?
Programs that operate internally as humans do?
Computational systems that behave intelligently?
Rational behaviour?
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What is Intelligence?
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What’s involved in Intelligence?
• Ability to interact with the real world
– to perceive, understand, and act
– e.g., speech recognition and understanding and synthesis
– e.g., image understanding
– e.g., ability to take actions, have an effect
• To be called intelligent, a
machine must produce responses
that are indistinguishable from
those of a human
Alan Turing
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Turing Test
AI system
Experimenter
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Control
Foundation of AI
• Philosophy
• Mathematics
• Economics
• Neuroscience
• Psychology
• Control Theory
• John McCarthy- coined the term- 1950’s
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History of AI
1943: early beginnings
McCulloch & Pitts: Boolean circuit model of brain
1950: Turing
Turing's "Computing Machinery and Intelligence“
1956: birth of AI
Dartmouth meeting: "Artificial Intelligence“ name adopted
1950s: initial promise
Early AI programs, including
Samuel's checkers program
Newell & Simon's Logic Theorist
1955-65: “great enthusiasm”
Newell and Simon: GPS, general problem solver
Gelertner: Geometry Theorem Prover
McCarthy: invention of LISP 18
History of AI
1966—73: Reality dawns
Realization that many AI problems are intractable
Limitations of existing neural network methods identified
Neural network research almost disappears
1969—85: Adding domain knowledge
Development of knowledge-based systems
Success of rule-based expert systems,
E.g., DENDRAL, MYCIN
But were brittle and did not scale well in practice
1986-- Rise of machine learning
Neural networks return to popularity
Major advances in machine learning algorithms and applications
1990-- Role of uncertainty
Bayesian networks as a knowledge representation framework
1995-- AI as Science
Integration of learning, reasoning, knowledge representation
AI methods used in vision, language, data mining, etc 19
Categories of AI System
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Categories of AI System
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Categories of AI System
1. Systems that think like humans
Most of the time it is a black box where we are not clear
about our thought process.
The art of creating machines that perform functions that require intelligence
when performed by people.” (Kurzweil, 1990)
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Categories of AI System
3. Systems that think rationally
“The study of the computations that make it possible to perceive, reason, and act.”
(Winston, 1992)
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Categories of AI System
4. Systems that act rationally
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Intelligent Systems in Your Everyday Life
• Post Office
– automatic address recognition and sorting of mail
• Banks
– automatic check readers, signature verification systems
– automated loan application classification
• Customer Service
– automatic voice recognition
• The Web
– Identifying your age, gender, location, from your Web surfing
– Automated fraud detection
• Digital Cameras
– Automated face detection and focusing
• Computer Games
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– Intelligent characters/agents
AI have applications?
• Autonomous planning and scheduling of tasks aboard a
spacecraft
• Steering a driver-less car
• Understanding language
• Robotic assistants in surgery
• Monitoring trade in the stock market to see if insider trading is
going on
• Automated Reasoning and Theorem Proving
• Expert Systems
• Natural Language Understanding and Semantic Modelling
• Modelling Human Performance
• Planning and Robotics
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Intelligent Agents
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Agents
• An agent is anything that can be viewed as perceiving its
environment through sensors and acting upon that
environment through actuators
– Performance measure
– Environment ( Prior Knowledge)
– Actuators ( Sequence of actions)
– Sensors ( Percept sequence )
PEAS for Task environments
• Consider, e.g., the task of designing an automated taxi driver:
– Performance measure:
• Safe, fast, legal, comfortable trip, maximize profits
– Environment:
• Roads, other traffic, pedestrians, customers
– Actuators:
• Steering wheel, accelerator, brake, signal, horn
– Sensors:
• Cameras, sonar, speedometer, GPS, odometer, engine
sensors, keyboard
Task environments
A sketch of automated taxi driver
PEAS
Agent: Medical diagnosis system
• Performance measure:
– Healthy patient, minimize costs, lawsuits
• Environment:
– Patient, hospital, staff
• Actuators:
– Screen display (questions, tests, diagnoses, treatments,
referrals)
• Sensors:
– Keyboard (entry of symptoms, findings, patient's answers)
PEAS
Agent: Part-picking robot
• Performance measure:
– Percentage of parts in correct bins
• Environment:
– Conveyor belt with parts, bins
• Actuators:
– Jointed arm and hand
• Sensors:
– Camera, joint angle sensors
PEAS
Agent: Interactive English tutor
• Performance measure:
– Maximize student's score on test
• Environment:
– Set of students
• Actuators:
– Screen display (exercises, suggestions, corrections)
• Sensors:
– Keyboard
Properties of task environments
Fully observable vs. Partially observable
If an agent’s sensors give it access to the complete
state of the environment at each point in time then
the environment is effectively and fully observable
if the sensors detect all aspects
That are relevant to the choice of action
Partially observable
• An environment might be Partially observable because of noisy and
inaccurate sensors or because parts of the state are simply missing from
the sensor data.
• Example:
A local dirt sensor of the cleaner cannot tell whether other squares are
clean or not
Properties of task environments
Deterministic vs. stochastic
next state of the environment completely determined by the
current state and the actions executed by the agent, then the
environment is deterministic
Stochastic means the next state has some uncertainty
associated with it. Uncertainty could come from randomness,
lack of a good environment model, or lack of complete sensor
coverage. Outcome cannot be determined
Sequential
Current action may affect all future decisions
-Ex. Taxi driving and chess.
Properties of task environments
Static vs. dynamic
An environment that keeps constantly changing itself when the
agent is up with some action is said to be dynamic.
E.g., the number of people on the street
Other agents in an environment make it dynamic
An idle environment with no change in its state is called a
static environment. Agent need not look at the world to take
actions
E.g., Chess without clock
Semidynamic
environment is not changed over time
but the agent’s performance score does change
E.g., Chess with clock
Properties of task environments
Discrete vs. continuous
If there are a limited number of distinct states, clearly
defined percepts and actions, the environment is discrete
E.g., Chess game
Medical diagnosis