Title: 344-571 ????????????? (Artificial Intelligence)
1344-571 ????????????? (Artificial Intelligence)
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- Website http//www.cs.psu.ac.th/wiphada
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40 - LAB Assignment 30
- ???? Artificial Intelligence second edition,
Elaine Rich and Kevin Knight, - McGraw-Hill Inc., 1991.
3???????????
Chapter 1 What is Artificial Intelligence? Chapt
er 2 Problems and Spaces Chapter 3 Heuristic
Search Chapter 4 Natural Language Processing
Chapter 5 Machine Learning Chapter 6
Robotics Chapter 7 Neural Networks
Chapter 8 Expert Systems
Chapter 9 Computer Vision
4Chapter 1What is Artificial Intelligence?
5Content
- Artificial IntelligenceArtificial Intelligence
FieldsHeuristicTic Tac ToeTuring Test
6Artificial Intelligence
- artificial intelligence
- n. (Abbr. AI)
- The ability of a computer or other machine to
perform those activities that are normally
thought to require intelligence. - The branch of computer science concerned with the
development of machines having this ability.
7Artificial Intelligence
- The subfield of computer science concerned with
understanding the nature of intelligence and
constructing computer systems capable of
intelligent action. - It embodies the dual motives of furthering basic
scientific understanding and making computers
more sophisticated in the service of humanity.
8Artificial Intelligence
- Many activities involve intelligent action
- problem solving, perception, learning,
planning and other symbolic reasoning,
creativity, language, and so forthand therein
lie an immense diversity of phenomena.
9Artificial Intelligence
- Computer Encyclopedia
- (Artificial Intelligence) Devices and
applications that exhibit human intelligence and
behavior including robots, expert systems, voice
recognition, natural and foreign language
processing. It also
implies the ability to learn and adapt through
experience.
10Artificial Intelligence
- Wikipedia
- The term Artificial Intelligence (AI) was first
used by John McCarthy who considers it to mean
"the science and engineering of making
intelligent machines".1 - It can also refer to intelligence as exhibited
by an artificial (man-made, non-natural,
manufactured) entity.
11Artificial Intelligence
- Wikipedia
- AI is studied in overlapping fields of computer
science, psychology, neuroscience and
engineering, dealing with intelligent behavior,
learning and adaptation and usually developed
using customized machines or computers.
12History of Artificial Intelligence
1950 Alan Turing introduces the Turing test intended to test a machine's capability to participate in human-like conversation.
1951 The first working AI programs were written to run on the Ferranti Mark I machine of the University of Manchester a checkers-playing program written by Christopher Strachey and a chess-playing program written by Dietrich Prinz.
1956 John McCarthy coined the term "artificial intelligence" as the topic of the Dartmouth Conference.
1958 John McCarthy invented the Lisp programming language.
1965 Joseph Weizenbaum built ELIZA, an interactive program that carries on a dialogue in English language on any topic.
1965 Edward Feigenbaum initiated DENDRAL, a 10-yr effort to develop software to deduce the molecular structure of organic compounds using scientific instrument data. It was the first expert system.
13History of Artificial Intelligence
1966 Machine Intelligence workshop at Edinburgh - the first of an influential annual series organized by Donald Michie and others.
1968 HAL 9000 made its appearance in the science fiction movie 2001 A Space Odyssey.
1972 The Prolog programming language was developed by Alain Colmerauer.
1973 Edinburgh Freddy Assembly Robot a versatile computer-controlled assembly system.
1974 Ted Shortliffe's PhD dissertation on the MYCIN program (Stanford) demonstrated a very practical rule-based approach to medical diagnoses, even in the presence of uncertainty. While it borrowed from DENDRAL, its own contributions strongly influenced the future of expert system development, especially commercial systems.
1997 The Deep Blue chess program (IBM) beats the world chess champion, Garry Kasparov.
1999 Sony introduces the AIBO, an artificially intelligent pet.
2004 DARPA introduces the DARPA Grand Challenge requiring competitors to produce autonomous vehicles for prize money.
14Artificial Intelligence
Typical problems to which AI methods are applied Typical problems to which AI methods are applied
Pattern recognition Computer vision, Virtual reality and Image processing
Optical character recognition Diagnosis (artificial intelligence)
Handwriting recognition Game theory and Strategic planning
Speech recognition Game artificial intelligence and Computer game bot
Face recognition Natural language processing, Translation and Chatterbots
Artificial Creativity Non-linear control and Robotics
15AI Areas
- Artificial Intelligence (AI)
- the branch o f computer science that is concerned
with the automation of intelligent behavior. - AI Areas
- Game Playing
- Automated Reasoning and Theorem Proving
- Expert Systems
- Natural Language Understanding and Semantics
Modeling - Modeling Human Performance
- Planning and Robotics
- Machine Leaning
- Neural Networks
16Task Domain of AI
- Mundane Tasks mundane(??????) adj. ??????
- Perception Vision, Speech
- Natural language Understanding, Generation,
Translation - Commonsense reasoning
- Robot control
- Formal Tasks
- Games Chess
- Mathematics Logic, Geometry
- Expert Tasks
- Engineering Design, Fault finding,
Manufacturing planning - Scientific analysis
- Medical diagnosis
- Financial analysis
17Artificial Intelligence Fields
18Robotics
- Shakey the Robot Developed in 1969 by the
Stanford Research Institute, Shakey was the first
fully mobile robot with artificial intelligence.
Seven feet tall, Shakey was named after its
rather unstable movements. (Image courtesy of The
Computer History Museum, www.computerhistory.org)
19Robotics
- A legged game from RoboCup 2004 in Lisbon,
Portugal - Team ENSCO's entry in the first Grand Challenge,
DAVID
20Robotics
- The DARPA Grand Challenge is a race for a 2
million prize where cars drive themselves across
several hundred miles of challenging desert
terrain without any communication with humans,
using GPS, computers and a sophisticated array of
sensors. In 2005 the winning vehicles completed
all 132 miles of the course in just under 7 hours.
21Robotics
- robot A mechanical device that sometimes
resembles a human and is capable of performing a
variety of often complex human tasks on command
or by being programmed in advance. - A machine or device that operates automatically
or by remote control. - A person who works mechanically without original
thought, especially one who responds
automatically to the commands of others.
22Robotics
- Computer Encyclopedia
- robot
- A stand-alone hybrid computer system that
performs physical and computational activities.
Capable of performing many different tasks, it is
a multiple-motion device with one or more arms
and joints. - Robots can be similar in form to a human, but
industrial robots do not resemble people at all.
23Robotics
- Huey, Dewey and Louie
- Named after Donald Duck's famous nephews, robots
at this Wayne, Michigan plant apply sealant to
prevent possible water leakage into the car. Huey
(top) seals the drip rails while Dewey (right)
seals the interior weld seams. Louie is outside
of the view of this picture. (Image courtesy of
Ford Motor Company.)
24Robotics
- Inspect Pipes from the Inside
- Developed by SRI for Osaka Gas in Japan, this
Magnetically Attached General Purpose Inspection
Engine (MAGPIE) goes inside gas pipes and looks
for leaks. This unit served as the prototype for
multicar models that perform temporary repairs
while capturing pictures. (Image courtesy of SRI
International.)
25Robotics
- Computers Making Computers
- Robots, whose brains are nothing but chips, are
making chips in this TI fabrication plant. (Image
courtesy of Texas Instruments, Inc.)
26Robotics
- How Small Can They Get?
- By 2020, scientists at Rutgers University believe
that nano-sized robots will be injected into the
bloodstream and administer a drug directly to an
infected cell. This robot has a carbon nanotube
body, a biomolecular motor that propels it and
peptide limbs to orient itself.
27Robotics
- ASIMO,
- a humanoid robot manufactured by Honda.
28Three Laws of Robotics
- A robot may not injure a human being or, through
inaction, allow a human being to come to harm. - A robot must obey orders given it by human beings
except where such orders would conflict with the
First Law. - A robot must protect its own existence as long as
such protection does not conflict with the First
or Second Law.
29Computer Vision
30Computer Vision
- Computer vision
- The technology concerned with computational
understanding and use of the information present
in visual images. - In part, computer vision is analogous (similar)
to the transformation of visual sensation into
visual perception in biological vision.
31Computer Vision
- For this reason the motivation, objectives,
formulation, and methodology of computer vision
frequently intersect with knowledge about their
counterparts in biological vision. However, the
goal of computer vision is primarily to enable
engineering systems to model and manipulate the
environment by using visual sensing.
32Computer Vision
- Field of robotics in which programs attempt to
identify objects represented in digitized images
provided by video cameras, thus enabling robots
to "see." - Much work has been done on stereo vision as an
aid to object identification and location within
a three-dimensional field of view. Recognition of
objects in real time.
33Computer Vision
- Vision based biological species identification
systems
34Computer Vision
- Artist's Concept of Rover on Mars,
- an example of an unmanned land-based vehicle.
Notice the stereo cameras mounted on top of the
Rover. (credit Maas Digital LLC)
35Neural Network
- neural network also neural net n.
- A real or virtual device, modeled after the human
brain, in which several interconnected elements
process information simultaneously, adapting and
learning from past patterns
36Neural Network
- Computer Encyclopedia
- neural network
- A modeling technique based on the observed
behavior of biological neurons and used to mimic
(imitate) the performance of a system.
37Neural Network
- It consists of a set of elements that start out
connected in a random pattern, and, based upon
operational feedback, are molded into the pattern
required to generate the required results. - It is used in applications such as robotics,
diagnosing, forecasting, image processing and
pattern recognition.
38Neural Network
39Machine Learning
40Neural Network
- Accounting Dictionary
- Neural Networks
- Technology in which computers actually try to
learn from the data base and operator what the
right answer is to a question.
41Neural Network
- The system gets positive or negative response to
output from the operator and stores that data so
that it will make a better decision the next
time. - While still in its infancy, this technology shows
promise for use in accounting, fraud detection,
economic forecasting, and risk appraisals. - The idea behind this software is to convert the
order-taking computer into a "thinking" problem
solver.
42Neural Network
- Britannica Concise Encyclopedia
- neural network
- Type of parallel computation in which computing
elements are modeled on the network of neurons
that constitute animal nervous systems. - This model, intended to simulate the way the
brain processes information, enables the computer
to "learn" to a certain degree.
43Neural Network
- A neural network typically consists of a number
of interconnected processors, or nodes. Each
handles a designated sphere of knowledge, and has
several inputs and one output to the network.
Based on the inputs it gets, a node can "learn"
about the relationships between sets of data,
sometimes using the principles of fuzzy logic.
44Neural Network
- Neural networks have been used in pattern
recognition, speech analysis, oil exploration,
weather prediction, and the modeling of thinking
and consciousness.
45Machine Learning
- Sci-Tech Dictionary
- machine learning (m?'shen 'l?rni?)
- (computer science) The process or technique by
which a device modifies its own behavior as the
result of its past experience and performance.
46Machine Learning
- Wikipedia
- machine learning is concerned with the
development of algorithms and techniques that
allow computers to "learn". - At a general level, there are two types of
learning inductive, and deductive. Inductive
machine learning methods extract rules and
patterns out of massive data sets.
47Machine Learning
- inductive,
- Logic.
- The process of deriving general principles from
particular facts or instances. - Mathematics.
- A two-part method of proving a theorem involving
an integral parameter. First the theorem is
verified for the smallest admissible value of the
integer. Then it is proven that if the theorem is
true for any value of the integer, it is true for
the next greater value. The final proof contains
the two parts.
48Machine Learning
- inductive,
- reasoning from detailed facts to general
principles - Rule induction is an area of machine learning in
which formal rules are extracted from a set of
observations.
49Machine Learning
- deductive. Logic.
- The process of reasoning in which a conclusion
follows necessarily from the stated premises
inference by reasoning from the general to the
specific. - reasoning from the general to the particular
- Deduction is the process of drawing conclusions
from premises
50Machine Learning
- Deduction The process of reaching a conclusion
through reasoning from general premises to a
specific premise. - An example of deduction is present in the
following syllogism - Premise All mammals are animals.
- Premise All whales are mammals.
- Conclusion Therefore, all whales are animals.
51Machine Learning
- deduction, in logic, form of inference such that
the conclusion must be true if the premises are
true. - For example,
- if we know that.. all men have two legs
- And that ..John is a man,
- it is then logical to deduce that ..John
has two legs.
52Expert System
- expert systemn. Computer Science.
- A program that uses available information,
heuristics, and inference to suggest solutions to
problems in a particular discipline.
53Expert System
- Expert systems
- Methods and techniques for constructing
human-machine systems with specialized
problem-solving expertise. - The pursuit of this area of artificial
intelligence research has emphasized the
knowledge that underlies human expertise and has
simultaneously decreased the apparent
significance of domain-independent
problem-solving theory. In fact, new principles,
tools, and techniques have emerged that form the
basis of knowledge engineering.
54Expert System
- Expertise consists of knowledge about a
particular domain, understanding of domain
problems, and skill at solving some of these
problems. - Knowledge in any specialty is of two types,
public and private. - Public knowledge includes the published
definitions, facts, and theories which are
contained in textbooks and references in the
domain of study. But expertise usually requires
more than just public knowledge.
55Expert System
- Human experts generally possess private knowledge
which has not found its way into the published
literature. - This private knowledge consists largely of rules
of thumb or heuristics. - Heuristics enable the human expert to make
educated guesses when necessary, to recognize
promising approaches to problems, and to deal
effectively with erroneous or incomplete data.
56Expert System
Category Problem addressed
Interpretations Inferring situation descriptions from sensor data
Prediction Inferring likely consequences of given situations
Diagnosis Inferring system malfunctions from observables
Design Configuring objects under constraints
Planning Designing actions
Monitoring Comparing observations to plan vulnerabilities
Debugging Prescribing remedies for malfunctions
Repair Executing a plan to administer a prescribed remedy
Instruction Diagnosing, debugging, and repairing students' knowledge
57Natural Language Processing
- Wikipedia
- Natural language processing (NLP) is a subfield
of artificial intelligence and linguistics. It
studies the problems of automated generation and
understanding of natural human languages. - Natural language generation systems convert
information from computer databases into
normal-sounding human language, and natural
language understanding systems convert samples of
human language into more formal representations
that are easier for computer programs to
manipulate.
58Natural Language Processing
- We gave the monkeys the bananas because they were
hungry and We gave the monkeys the bananas
because they were over-ripe.
- have the same surface grammatical structure.
However, in one of them the word they refers to
the monkeys, in the other it refers to the
bananas - the sentence cannot be understood properly
without knowledge of the properties and behaviour
of monkeys
59Natural Language Processing
Time flies like an arrow
- A string of words may be interpreted in myriad
ways. For example, - time moves quickly just like an arrow does
- measure the speed of flying insects like you
would measure that of an arrow - i.e. (You
should) time flies like you would an arrow. - measure the speed of flying insects like an arrow
would - i.e. Time flies in the same way that an
arrow would (time them). - measure the speed of flying insects that are like
arrows - i.e. Time those flies that are like
arrows - a type of flying insect, "time-flies," enjoy
arrows (compare Fruit flies like a banana.)
60Natural Language Processing
- "pretty little girls' school"
- English and several other languages don't specify
which word an adjective applies to. - For example, in the string "pretty little girls'
school". - Does the school look little?
- Do the girls look little?
- Do the girls look pretty?
- Does the school look pretty?
61Question Answering 1
- Russia massed troops on the Czech border.
- POLITICS program Corbonell,1980)
- Q1 Why did Russia do this?
- A1...............................................
....................... - Q1 What should the United States do?
- A2 ..............................................
....................... OR - A2................................................
.........................
62Question Answering 2
- Mary went shopping for a new coat.
- She found a red one she really liked.
- When she got it home, she discovered that it went
perfectly with her favorite dress.
ELIZA Q1What did Mary go shopping for? A1
............................................. Q2W
hat did Mary find she liked? A2..................
........................... Q3 Did Mary buy
anything ? A3....................................
.........
63Intelligence require knowledge
- It is voluminous.
- It is hard to characterize accurately.
- It is constantly changing.
- It differs from data by being organized in a way
that corresponds to the ways it will be used.
64Knowledge Representation and Search for AI
- The knowledge captures generalizations.
- It can be understood by people who must provide
it. - It can easily be modified to correct errors and
to reflect changes in the world. - It can be used in many situations even if it is
not totally accurate or complete. - It can use to narrow the range of possibilities
that must usually be considered.
65Common Features of AI Problems
- The use of computer to do the symbolic reasoning.
- A focus on problems that do not respond to
algorithmic solutions. ? Heuristic search. - Manipulate the significant quantitative features
of a situation rather than relying on numeric
methods. - Dealing with semantic meaning.
- Answer that are neither exact nor optimal but
sufficient. - Domain specific knowledge in solving problems.
- Use meta-level knowledge.
66Heuristic
- heuristic (hy?-ris'tik) adj.
- Of or relating to a usually speculative
formulation serving as a guide in the
investigation or solution of a problem
67Heuristic
- Of or constituting an educational method in which
learning takes place through discoveries that
result from investigations made by the student. - Computer Science. Relating to or using a
problem-solving technique in which the most
appropriate solution of several found by
alternative methods is selected at successive
stages of a program for use in the next step of
the program.
68Heuristic
- Computer Encyclopedia
- heuristic
- A method of problem solving using exploration and
trial and error methods. Heuristic program design
provides a framework for solving the problem in
contrast with a fixed set of rules (algorithmic)
that cannot vary.
69Heuristic
- Business Dictionary
- Heuristic
- Method of solving problems that involves
intelligent trial and error, such as playing
chess. By contrast, an algorithmic solution
method is a clearly specified procedure that is
guaranteed to give the correct answer.
70tic tac toe
71Tic Tac Toe
723D Tic Tac Toe
73 Homework 1
Tic-Tac-Toe
- Read program 1, 2 and 3 and discuss the following
criteria. - Their Complexity
- Their use of generalization.
- The clarity of their knowledge.
- The extensibility of their approach.
74Tic-Tac-Toe Program 1
75Tic-Tac-Toe Program 1
76Tic-Tac-Toe Program 1
- Board nine element vector representation.
- 0 blank, 1 X, 2
O - Moveable Their Complexity 39 19,683
- view vector board as a ternary number (base
three)
77Tic-Tac-Toe Program 2
78Tic-Tac-Toe Program 2
79Tic-Tac-Toe Program 2
2 blank
3 X
5 O
- Board nine element vector representation.
- an integer indicating which move of the game is
about to played. - 1 indicate the first move.
- 9 indicate the last move.
- Board5 2 ? mean blank
- Poswin(p) If it produce (332) 18 ? X can
win - p 0 if the player can not win on his next move.
- Poswin(p) If it produce (552) 50 ?O can
win - Go(n) Make a move on square n.
- TURN is odd ? if it is playing X
- TURN is even ? if it is playing O
- More efficient in term of space.
80Tic-Tac-Toe Program 2
81Tic-Tac-Toe Program 2
82Tic-Tac-Toe Program 2
- Board nine element vector representation.
- 2 blank, 3 X, 5
O - an integer indicating which move of the game is
about to played. - 1 indicate the first move.
- 9 indicate the last move.
- Board5 2 ? mean blank
- Poswin(p) If it produce MAGIC SQUARE
- (8 3 4) 15
- p 0 if the player can not win on his next move.
- Go(n) Make a move on square n.
- TURN is odd ? if it is playing X
- TURN is even ? if it is playing O
- More efficient in term of space.
83Tic-Tac-Toe Program 3
84Tic-Tac-Toe Program 3
85Tic-Tac-Toe Program 3
- Board_Position nine element vector representing
the board, a list of board positions that could
result from the next move, and a number
representing as estimate of how likely the board
position is lead to an ultimate win for the
player to move. - Minimax Procedure in chapter 12.
- We maximize the likely hood of winning the game,
- While opponent Minimize the likely hood of
winning the game - Decide which of a set of board positions is best.
- find highest possible rating.
- consider all the moves the component could make
next. - ? See which move is worst for us....
- (Assume the opponent will make that move)
- Look forward many steps in advance.
- Search tree need more time
- Use AI technique
86The level of the model
- What is the goal in trying to produce programs
that do intelligent things that people do? - Are we trying to produce programs that do the
tasks the same way people do? - Are we attempting to produce programs that simply
do the tasks in whatever way appears easiest?
87Model human performance
- To test psychological theories of human
performance. - PAPPY Colby, 1975
- To enable computers to understand human
reasoning. - To enable computers to understand computer
reasoning.
88TURING TEST
Columbia Encyclopedia
Alan Mathison Turing
89TURING TEST
- Columbia Encyclopedia
- Turing test, a procedure to test whether a
computer is capable of humanlike thought. As
proposed (1950) by the British mathematician Alan
Turing, a person (the interrogator) sits with a
teletype machine isolated from two
correspondentsone is another person, one is a
computer.
Columbia Encyclopedia
90TURING TEST
- By asking questions through the teletype and
studying the responses, the interrogator tries to
determine which correspondent is human and which
is the computer.
Columbia Encyclopedia
91TURING TEST
- The computer is programmed to give deceptive
answers, e.g., when asked to add two numbers
together, the computer pauses slightly before
giving the incorrect sum to imitate what a
human might do, the computer gives
an incorrect answer slowly since the interrogator
would expect the machine to give the correct
answer quickly. - If it proves impossible for the interrogator to
discriminate between the human and the computer,
the computer is credited with having passed the
test.
Columbia Encyclopedia
92Criteria for success
- How will we know if we have succeeded?
- Turing test. Human Computer Person
asking? - DENDRAL is a program that analyzes organic
compounds to determine their structure. - HUMAN CHEMIST
COMPUTER
93Homework 1
- 1. Given the meaning of Artificial Intelligence
from your point of view. You may add citation
from searching documents in the web or from the
text book. - 2. Given all AI fields with some explanations.
94Answers.com
95The End
The road to success is always
under construction
Jim Miller