Ai in game programming it university of copenhagen Welcome to... the Crash Course Probability Theory Marco Loog.

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Presentation transcript:

ai in game programming it university of copenhagen Welcome to... the Crash Course Probability Theory Marco Loog

ai in game programming it university of copenhagen Outline  Probability  Syntax  Axioms  Prior & conditional probability  Inference  Independence  Bayes’ Rule

ai in game programming it university of copenhagen First a Bit Uncertainty  Let action A[t] = leave for airport t minutes before flight  Will A[t] get me there on time?  Problems  Partial observability [road state, other drivers’ plans, etc.]  Noisy sensors [traffic reports]  Uncertainty in action outcomes [flat tire, etc.]  Immense complexity of modeling and predicting traffic

ai in game programming it university of copenhagen Several Methods for Handling Uncertainty  Probability is only one of them...  But probably the one to prefer  Model agent’s degree of belief  Given the available evidence  A[25] will get me there on time with probability 0.04

ai in game programming it university of copenhagen Probability  Probabilistic assertions summarize effects of  Laziness : failure to enumerate exceptions, qualifications, etc.  Ignorance : lack of relevant facts, initial conditions, etc.

ai in game programming it university of copenhagen Subjective Probability  Probabilities relate propositions to agent’s own state of knowledge  E.g. P(A[25] | no reported accidents) = 0.06  Probabilities of propositions change with new evidence  E.g. P(A[25] | no reported accidents, 5 a.m.) = 0.15

ai in game programming it university of copenhagen Making Decisions under Uncertainty  Suppose I believe the following  P(A[25] gets me there on time | …) = 0.04  P(A[90] gets me there on time | …) = 0.70  P(A[120] gets me there on time | …) = 0.95  P(A[1440] gets me there on time | …) =  Which action to choose?  Depends on my preferences for missing flight vs. time spent waiting, etc.  Utility theory is used to represent and infer preferences  Decision theory = probability theory + utility theory

ai in game programming it university of copenhagen Syntax  Basic element : random variable  Referring to ‘part’ of world whose ‘status’ is initially unknown  Boolean random variable  Cavity [do I have a cavity?]  Discrete random variables  Weather is one of  Elementary proposition constructed by assignment of value to random variable  Weather = sunny, Cavity = false  Complex propositions formed from elementary propositions and standard logical connectives  Weather = sunny  Cavity = false

ai in game programming it university of copenhagen Syntax  Atomic events : complete specification of state of the world about which the agent is uncertain  E.g. if the world consists of only two Boolean variables Cavity and Toothache, then there are 4 distinct atomic events :  Cavity = false  Toothache = false  Cavity = false  Toothache = true  Cavity = true  Toothache = false  Cavity = true  Toothache = true  These are mutually exclusive & exhaustive

ai in game programming it university of copenhagen Axioms of Probability  For any propositions A, B  0 ≤ P(A) ≤ 1  P(true) = 1 and P(false) = 0  P(A  B) = P(A) + P(B) - P(A  B)

ai in game programming it university of copenhagen Prior Probability  Prior or unconditional probabilities of propositions  P(Cavity = true) = 0.1 and P(Weather = sunny) = 0.72 correspond to belief prior to arrival of any (new) evidence  Probability distribution gives values for all possible assignments  P(Weather) = [normalized, i.e., sums to 1]

ai in game programming it university of copenhagen Prior Probability  Joint probability distribution for a set of random variables gives the probability of every atomic event on those random variables  P(Weather,Cavity) = 4 × 2 matrix of values  Weather =sunnyrainycloudysnow  Cavity = true  Cavity = false  Every question about a domain can be answered by the joint distribution

ai in game programming it university of copenhagen Conditional Probability  Conditional or posterior probabilities  E.g. P(cavity | toothache) = 0.8, i.e., given that toothache is all I know  If we know more, e.g. cavity is also given, then we have  P(cavity | toothache,cavity) = 1

ai in game programming it university of copenhagen Conditional Probability  New evidence may be irrelevant, allowing simplification, e.g.  P(cavity | toothache, sunny) = P(cavity | toothache) = 0.8  This kind of inference, sanctioned by domain knowledge, is crucial

ai in game programming it university of copenhagen Conditional Probability  Definition of conditional probability  P(a | b) = P(a  b) / P(b) if P(b) > 0  Product rule gives an alternative formulation  P(a  b) = P(a | b) P(b) = P(b | a) P(a)

ai in game programming it university of copenhagen Conditional Probability  General version holds for whole distributions  P(Weather,Cavity) = P(Weather | Cavity) P(Cavity)  Chain rule is derived by successive application of product rule  P(X1, …,Xn) = P(X1,...,Xn-1) P(Xn | X1,...,Xn-1) = P(X1,...,Xn-2) P(Xn-1 | X1,...,Xn-2) P(Xn | X1,...,Xn-1) = … = ∏ i P(Xi | X1, …,Xi-1)

ai in game programming it university of copenhagen Marginalization & Conditioning  General rule given by conditioning :  P(X | d) = ∑ i P(X, h i | d) = ∑ i P(X | d, h i ) P(h i | d) = ∑ i P(X | h i ) P(h i | d)  Without the condition on d, it is called marginalization

ai in game programming it university of copenhagen Inference by Enumeration  Start with the joint probability distribution  For any proposition φ, sum the atomic events where it is true : P( φ ) = Σ ω : ω╞φ P( ω )

ai in game programming it university of copenhagen Inference by Enumeration  Start with the joint probability distribution  For any proposition φ, sum the atomic events where it is true : P( φ ) = Σ ω : ω╞φ P( ω )  P(toothache) = = 0.2

ai in game programming it university of copenhagen Inference by Enumeration  Start with the joint probability distribution  For any proposition φ, sum the atomic events where it is true : P( φ ) = Σ ω : ω╞φ P( ω )  P(toothache  cavity) = = 0.28

ai in game programming it university of copenhagen Inference by Enumeration  Can also do conditional probabilities  P(  cavity | toothache) = P(  cavity  toothache) P(toothache) = = 0.4

ai in game programming it university of copenhagen Inference by Enumeration  Obvious problems  Worst-case time complexity O(d n ) where d is the largest arity  Space complexity O(d n ) to store the joint distribution  How to find the numbers for O(d n ) entries?

ai in game programming it university of copenhagen Independence  A and B are independent iff P(A|B)=P(A) or P(B|A)=P(B) or P(A,B)=P(A)P(B)  P(Toothache, Cavity, Weather) = P(Toothache, Cavity) P(Weather)  Independent coin tosses  Absolute independence powerful but rare  Dentistry is a large field with hundreds of variables, none of which are independent What to do?

ai in game programming it university of copenhagen Conditional Independence  P(Toothache, Cavity, Catch) has 2 3 – 1 = 7 independent entries  If I have a cavity, the probability that the probe catches in it doesn’t depend on whether I have a toothache so P(catch | toothache,cavity) = P(catch | cavity)  Similarly : P(catch | toothache,  cavity) = P(catch |  cavity)  Catch conditionally independent of Toothache given Cavity  P(Catch | Toothache,Cavity) = P(Catch | Cavity)  Equivalent statements are  P(Toothache | Catch, Cavity) = P(Toothache | Cavity)  P(Toothache, Catch | Cavity) = P(Toothache | Cavity) P(Catch | Cavity)

ai in game programming it university of copenhagen Conditional Independence  In most cases, the use of conditional independence reduces the size of the representation of the joint distribution from exponential in n to linear in n  Conditional independence is our most basic and robust form of knowledge about uncertain environments

ai in game programming it university of copenhagen Bayes’ Rule  Product rule P(a  b) = P(a|b)P(b) = P(b|a)P(a)  Bayes’ rule : P(a|b) = P(b|a)P(a)/P(b)  In distributional form P(Y|X) = P(X|Y)P(Y)/P(X) = α P(X|Y)P(Y)  Useful for assessing diagnostic probability from causal probability  P(Cause|Effect) = P(Effect|Cause) P(Cause) / P(Effect)

ai in game programming it university of copenhagen Bayes’ Rule and Conditional Independence  P(Cavity | toothache  catch)  = α P(toothache  catch | Cavity) P(Cavity)  = α P(toothache | Cavity) P(catch | Cavity) P(Cavity)  This is an example of a naive Bayes model  P(Cause,Effect[1], …,Effect[n]) = P(Cause) ∏ i P(Effect[i]|Cause)  Total number of parameters is linear in n

ai in game programming it university of copenhagen Summary  Probability is a rigorous formalism for uncertain knowledge  Joint probability distribution specifies probability of every atomic event  Queries can be answered by summing over atomic events  For nontrivial domains, we must find a way to reduce the joint size  Independence and conditional independence provide certain tools for it