Title: 2: Symbolic AI
12 Symbolic AI Search
- Outline
- Tasks for AI
- Physical Symbol System Hypothesis
- AI techniques
- Solving AI problems
- Search
- Blind search
- Heuristic search
- Game playing minimax search
- Learning outcomes
- Reading
2Artificial Intelligence
- how to make computers do things which, at the
moment, people do better (Rich Knight, 1991) - 3 types of task domain
- Mundane tasks
- Formal tasks
- Expert tasks
34 questions
- What are our underlying assumptions about
intelligence? - What kinds of techniques will be useful for
solving AI problems? - At what level of detail are we trying to model
human intelligence? - How will we know when we have succeeded in
building an intelligent program?
4The Physical Symbol System Hypothesis
- PSS
- Set of symbols which are physical patterns
- Symbol structure a number of instances/tokens
of symbols related in some physical way - Processes which operate on expressions to produce
other expressions - PSSH A PSS has the necessary and sufficient
means for general intelligent action
5The Physical Symbol System Hypothesis
- PSSH cannot be proved or disproved on logical
grounds - Must be subjected to empirical validation
- Computers can be programmed with PSSs
- Select a task
- Write a program
- Theory of human intelligence
- Basis of belief that programs can perform
intelligent tasks
6AI techniques
- Search
- Forward backward chaining
- Knowledge elicitation
- Neural networks
- Genetic algorithms
- Parsing
- Robotics
7Solving AI Problems
- Define and analyse the problem
- What knowledge is necessary?
- Choose a problem-solving technique
- e.g. Chess
- What information do we need to represent in a
chess-playing program?
8State Space
- Initial state
- operators
- Goal state(s)
9The Water Jugs Problem
- 2 jugs
- 4 gallon
- 3 gallon
- How can you get exactly 2 gallons into the 4
gallon jug? - Possible operators
- Empty jug
- Fill jug from tap
- Pour contents from one jug into another
3
4
10The Water Jugs Problem Search Tree
0 , 0
4 , 0
0 , 3
4 , 3
1 , 3
0 , 0
0 , 0
3 , 0
4 , 3
4 , 0
0 , 3
4 , 3
0 , 3
1 , 0
4 , 0
0 , 3
0 , 0
4 , 0
0 , 3
3 , 3
0 , 0
4 , 0
1 , 3
0 , 1
3 , 0
0 , 3
4 , 3
4 , 2
4 , 1
0 , 0
1 , 0
4 , 0
3 , 3
4 , 3
0 , 2
0 , 1
4 , 0
3 , 3
4 , 3
0 , 0
4 , 2
2 , 0
0 , 3
11Blind Search Breadth First
0 , 0
12Blind Search Depth First
0 , 0
13Breadth-first vs. depth-first search
- Depth-first
- requires less memory
- may find a solution without searching much of the
search space - Breadth-first
- will not get trapped exploring a blind alley
- guaranteed to find solution (if one exists)
- will find minimal solution (if more than one
exist)
14Travelling salesman problem
- A salesman must visit 5 cities. What is the
shortest route?
15Travelling salesman problem
A
594
619
524
B
C
D
184
184
78
78
233
233
C
C
B
B
D
D
184
233
78
184
78
233
C
D
D
B
C
B
16Heuristic Search
A
784
17Heuristic Search hill climbing
- expand node
- sort children according to
- Heuristic Evaluation Function
- choose best value
X
18Heuristic Search hill climbing
- Problems
- foothill problem - attracted by local maxima
- plateau problem - nowhere to turn on the flat
goal
foothill
plateau
19Heuristic Search best-first search
- similar to hill-climbing
- choice of next state - all open nodes (not just
bottom layer) - finds shortest paths
Heuristic Search beam search
- based on breadth-first
- best n nodes kept each level
- can miss goal altogether
20Game Playing Noughts and Crosses
- HEF
- Middle5
- Corners3
- Sides1
- Add up squares with noughts
- Subtract squares with crosses
O
O
31-5-3 -4
33-5-3 -2
21Game Playing Noughts and Crosses
-2
-4
-5
-3
-100
-4
100
-6
100
-4
0
-2
22Minimax search
a
c
b
max
-4
-2
d
e
f
g
min
-100
-4
-5
-3
h
i
j
k
l
m
max
100
-6
100
-4
0
-2
23Learning Outcomes
- Understand the physical symbol system hypothesis
- Show awareness of different AI techniques
- Understand blind and heuristic search
24Reading
- Mindware Chapter 2
- Finlay, J. Dix A. (1996). An introduction to
artificial intelligence. London UCL Press.
Chapters 3 5. - Rich, E. Knight, K. (1991). Artificial
intelligence. NY McGraw-Hill. - FOR NEXT WEEK, READ
- Cooper, R. (1996). Explanation and simulation in
cognitive science. In D. W. Green, Cognitive
science. Oxford Blackwell.