Thoughts on AI Will computers ever be intelligent? Really intelligent? Tasks that previously were thought to require intelligence: adding and subtracting.

Slides:



Advertisements
Similar presentations
Artificial Intelligence: Knowledge Representation
Advertisements

Course Overview What is AI? What are the Major Challenges? What are the Main Techniques? Where are we failing, and why? Step back and look at the Science.
Heuristic Search techniques
Aside on AI Will computers ever be intelligent? Really intelligent?
Adversarial Search Reference: “Artificial Intelligence: A Modern Approach, 3 rd ed” (Russell and Norvig)
For Friday Finish chapter 5 Program 1, Milestone 1 due.
Part2 AI as Representation and Search
CS 484 – Artificial Intelligence
SEARCH ALGORITHMS David Kauchak CS30 – Spring 2015.
Adversarial Search: Game Playing Reading: Chapter next time.
Lecture 12 Last time: CSPs, backtracking, forward checking Today: Game Playing.
CPSC 322 Introduction to Artificial Intelligence October 25, 2004.
State-Space Searches. State spaces A state space consists of –A (possibly infinite) set of states The start state represents the initial problem Each.
Artificial Intelligence
Game Playing CSC361 AI CSC361: Game Playing.
Chapter Five Recursion and Trees Recursion Divide and conquer Dynamic programming Trees and tree traversals Graphs and graph traversals Please read chapter.
Adversarial Search: Game Playing Reading: Chess paper.
Group 1 : Ashutosh Pushkar Ameya Sudhir From. Motivation  Game playing was one of the first tasks undertaken in AI  Study of games brings us closer.
State-Space Searches. 2 State spaces A state space consists of –A (possibly infinite) set of states The start state represents the initial problem Each.
Solving Problems by Searching
State-Space Searches.
Game Trees: MiniMax strategy, Tree Evaluation, Pruning, Utility evaluation Adapted from slides of Yoonsuck Choe.
3.0 State Space Representation of Problems 3.1 Graphs 3.2 Formulating Search Problems 3.3 The 8-Puzzle as an example 3.4 State Space Representation using.
Minimax Trees: Utility Evaluation, Tree Evaluation, Pruning CPSC 315 – Programming Studio Spring 2008 Project 2, Lecture 2 Adapted from slides of Yoonsuck.
Lecture 5 Note: Some slides and/or pictures are adapted from Lecture slides / Books of Dr Zafar Alvi. Text Book - Aritificial Intelligence Illuminated.
+ Artificial Intelligence: Fact or Fiction? Artificial Intelligence: Fact or Fiction? CMSC 101 / IS 101Y Dr. Marie desJardins December 3, 2013.
Game Playing.
Upper Confidence Trees for Game AI Chahine Koleejan.
Development of a Machine-Learning-Based AI For Go By Justin Park.
Game Playing Chapter 5. Game playing §Search applied to a problem against an adversary l some actions are not under the control of the problem-solver.
Agents that can play multi-player games. Recall: Single-player, fully-observable, deterministic game agents An agent that plays Peg Solitaire involves.
Mark Dunlop, Computer and Information Sciences, Strathclyde University 1 Algorithms & Complexity 5 Games Mark D Dunlop.
Introduction to search Chapter 3. Why study search? §Search is a basis for all AI l search proposed as the basis of intelligence l inference l all learning.
For Wednesday Read Weiss, chapter 12, section 2 Homework: –Weiss, chapter 10, exercise 36 Program 5 due.
Introduction to Artificial Intelligence CS 438 Spring 2008 Today –AIMA, Ch. 6 –Adversarial Search Thursday –AIMA, Ch. 6 –More Adversarial Search The “Luke.
Aside on AI Will computers ever be intelligent? Really intelligent? Tasks that previously were thought to require intelligence: adding and subtracting.
Game Playing. Towards Intelligence? Many researchers attacked “intelligent behavior” by looking to strategy games involving deep thought. Many researchers.
For Friday Finish reading chapter 7 Homework: –Chapter 6, exercises 1 (all) and 3 (a-c only)
State-Space Searches. 2 State spaces A state space consists of A (possibly infinite) set of states The start state represents the initial problem Each.
Games. Adversaries Consider the process of reasoning when an adversary is trying to defeat our efforts In game playing situations one searches down the.
Search exploring the consequences of possible actions.
Game Playing. Introduction One of the earliest areas in artificial intelligence is game playing. Two-person zero-sum game. Games for which the state space.
Chess and AI Group Members Abhishek Sugandhi Sanjeet Khaitan Gautam Solanki
Cilk Pousse James Process CS534. Overview Introduction to Pousse Searching Evaluation Function Move Ordering Conclusion.
Outline Intro to Representation and Heuristic Search Machine Learning (Clustering) and My Research.
Adversarial Search Chapter Games vs. search problems "Unpredictable" opponent  specifying a move for every possible opponent reply Time limits.
Problem solving by search Department of Computer Science & Engineering Indian Institute of Technology Kharagpur.
Today’s Topics Playing Deterministic (no Dice, etc) Games –Mini-max –  -  pruning –ML and games? 1997: Computer Chess Player (IBM’s Deep Blue) Beat Human.
Basic Problem Solving Search strategy  Problem can be solved by searching for a solution. An attempt is to transform initial state of a problem into some.
CSCI 4310 Lecture 2: Search. Search Techniques Search is Fundamental to Many AI Techniques.
Breadth First Search and Depth First Search. Greatest problem in Computer Science Has lead to a lot of new ideas and data structures Search engines before.
Spring, 2005 CSE391 – Lecture 1 1 Introduction to Artificial Intelligence Martha Palmer CSE391 Spring, 2005.
Knowledge Representation Fall 2013 COMP3710 Artificial Intelligence Computing Science Thompson Rivers University.
CS621: Artificial Intelligence Pushpak Bhattacharyya CSE Dept., IIT Bombay Lecture 13– Search 17 th August, 2010.
ARTIFICIAL INTELLIGENCE (CS 461D) Princess Nora University Faculty of Computer & Information Systems.
Graph Search II GAM 376 Robin Burke. Outline Homework #3 Graph search review DFS, BFS A* search Iterative beam search IA* search Search in turn-based.
Adversarial Search. Regular Tic Tac Toe Play a few games. –What is the expected outcome –What kinds of moves “guarantee” that?
G5AIAI Introduction to AI
Explorations in Artificial Intelligence Prof. Carla P. Gomes Module 5 Adversarial Search (Thanks Meinolf Sellman!)
Adversarial Search and Game-Playing
Knowledge Representation
Done Done Course Overview What is AI? What are the Major Challenges?
Adversarial Search.
CPSC 322 Introduction to Artificial Intelligence
Knowledge Representation
State-Space Searches.
State-Space Searches.
State-Space Searches.
Unit II Game Playing.
Presentation transcript:

Thoughts on AI Will computers ever be intelligent? Really intelligent? Tasks that previously were thought to require intelligence: adding and subtracting playing chess driving a car recognizing speech or handwriting translating to a foreign language proving mathematical theorems What does it mean to say that a computer is intelligent? Is that the same as being a person? What is a person? Is a computer program a person? Is a person a computer program?

Achieving “Intelligence” How do AI program achieve “intelligent” behavior? Currently, three main paradigms: Symbolic knowledge representation and search Neural Nets Genetic Algorithms

Search in Artificial Intelligence Represent your problem as a graph where nodes are states and edges are operators that go between states Define problem states (nodes) Identify start and goal states Define operators (edges) Use DFS or BFS to find goal Example: Missionaries and cannibals problem states: (3,3,1)  3 missionaries, 3 cannibals, and 1 boat on left side of river. Operators: one or two people cross the river in the boat, so that there isn’t a cannibal majority on either side. Goal: get to the other side? Moves? (331)–(220)–(321)–(210)–(221)–(020)–(031)–(010)–(021)–(000)

DFS/BFS Resource Requirements DFS: Runtime? O(n), n=number of nodes expanded Space required? O(d), d = depth of search Can I cut off a search after 5 seconds? BFS: Runtime?O(n) Space required? O(breadth of tree) = O(b d ), b=branching factor Can I cut off a search after 5 seconds? Staged DFS: do a DFS of depth 1, 2, 3, … until out of time Runtime? O(n) Space required? O(d)

Game Playing We could use DFS but…can’t search whole tree! limit depth of search and use an evaluation function We could use DFS but…how do we know which move the opponent will choose? minimax algorithm: assume the opponent does what looks best. i.e. at nodes where it is the human’s turn, pick the move that looks best for human. Where computer’s turn, pick the move that looks best for the computer

Mankalah An ancient gamed called Kalah or Mankalah uses stones and pits: 6 to a side and one on each end. 4 stones are initially placed in each side pit. None are in the end pits (called Kalahs – a player’s kalah is on her right). A move consists of picking up the stones in a pit and distributing them, one at a time, in successive pits. If the last stone is placed in your Kalah, you go again If the last stone is placed in an empty pit on your side, you capture the stones in that pit and the opposite one, on the opponent’s side of the board. These are put into your Kalah. The game ends when one player has no stones left; the other player puts all the remaining stones on her side into her Kalah. Whoever ends with more stones in her Kalah wins. See the demo program on holmes at /home/hplantin/kalah.c  Write a smart kalah playing program!

Mankalah minimax int kalahboard::minimax(depth d): //semi-pseudocode if [human won] return –infinity; if [machine won] return +infinity; if (d==0) return evaluate(); if (whosemove==HUMAN) best=+infinity; for (move=first; move<=last; move++) kalahboard b=*this;//duplicate board if (b.board[move]>0)//is move legal? b.makemove(move);//make the move v=b.minimax(d-1);//find its value if (v<best) best=v;//remember if best else // similarly for MACHINE’s move return best;