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2: Symbolic AI

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Title: 2: Symbolic AI


1
2 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

2
Artificial 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

3
4 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?

4
The 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

5
The 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

6
AI techniques
  • Search
  • Forward backward chaining
  • Knowledge elicitation
  • Neural networks
  • Genetic algorithms
  • Parsing
  • Robotics

7
Solving 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?

8
State Space
  • Initial state
  • operators
  • Goal state(s)

9
The 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
10
The 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
11
Blind Search Breadth First
0 , 0
12
Blind Search Depth First
0 , 0
13
Breadth-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)

14
Travelling salesman problem
  • A salesman must visit 5 cities. What is the
    shortest route?

15
Travelling 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
16
Heuristic Search
  • heuristic rule of thumb

A
784
17
Heuristic Search hill climbing
  • expand node
  • sort children according to
  • Heuristic Evaluation Function
  • choose best value

X
18
Heuristic Search hill climbing
  • Problems
  • foothill problem - attracted by local maxima
  • plateau problem - nowhere to turn on the flat

goal
foothill
plateau
19
Heuristic 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

20
Game 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
21
Game Playing Noughts and Crosses
-2
-4
-5
-3
-100
-4
100
-6
100
-4
0
-2
22
Minimax 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
23
Learning Outcomes
  • Understand the physical symbol system hypothesis
  • Show awareness of different AI techniques
  • Understand blind and heuristic search

24
Reading
  • 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.
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