Chapter 10 Artificial Intelligence. © 2005 Pearson Addison-Wesley. All rights reserved 10-2 Chapter 10: Artificial Intelligence 10.1 Intelligence and.

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Presentation transcript:

Chapter 10 Artificial Intelligence

© 2005 Pearson Addison-Wesley. All rights reserved 10-2 Chapter 10: Artificial Intelligence 10.1 Intelligence and Machines 10.2 Understanding Images 10.3 Reasoning 10.4 Artificial Neural Networks 10.5 Genetic Algorithms 10.6 Other Areas of Research 10.7 Considering the Consequences

© 2005 Pearson Addison-Wesley. All rights reserved 10-3 Intelligent agents Agent = “device” that responds to stimuli from its environment –Sensors –Actuators The goal of artificial intelligence is to build agents that behave intelligently

© 2005 Pearson Addison-Wesley. All rights reserved 10-4 Figure 10.1 The eight-puzzle in its solved configuration

© 2005 Pearson Addison-Wesley. All rights reserved 10-5 Figure 10.2 Our puzzle-solving machine

© 2005 Pearson Addison-Wesley. All rights reserved 10-6 Levels of intelligence in behavior Reflex: actions are predetermined responses to the input data Intelligent response: actions affected by knowledge of the environment Goal seeking Learning

© 2005 Pearson Addison-Wesley. All rights reserved 10-7 Artificial intelligence research approaches Performance oriented: Researcher tries to maximize the performance of the agents. Simulation oriented: Researcher tries to understand how the agents produce responses.

© 2005 Pearson Addison-Wesley. All rights reserved 10-8 Turing test Proposed by Alan Turing in 1950 Benchmark for progress in artificial intelligence Test setup: Human interrogator communicates with test subject by typewriter. Test: Can the human interrogator distinguish whether the test subject is human or machine?

© 2005 Pearson Addison-Wesley. All rights reserved 10-9 Techniques for understanding images Template matching Image processing –edge enhancement –region finding –smoothing Image analysis

© 2005 Pearson Addison-Wesley. All rights reserved Components of production systems 1. Collection of states –Start or initial state –Goal state 2. Collection of productions: rules or moves –Each production may have preconditions 3. Control system: decides which production to apply next

© 2005 Pearson Addison-Wesley. All rights reserved Data processing for production systems State graph = states, productions, and preconditions Search tree = record of state transitions explored while searching for a goal state –Breadth-first search –Depth-first search

© 2005 Pearson Addison-Wesley. All rights reserved Figure 10.3 A small portion of the eight-puzzle’s state graph

© 2005 Pearson Addison-Wesley. All rights reserved Figure 10.4 Deductive reasoning in the context of a production system

© 2005 Pearson Addison-Wesley. All rights reserved Figure 10.5 An unsolved eight-puzzle

© 2005 Pearson Addison-Wesley. All rights reserved Figure 10.6 A sample search tree

© 2005 Pearson Addison-Wesley. All rights reserved Figure 10.7 Productions stacked for later execution

© 2005 Pearson Addison-Wesley. All rights reserved Figure 10.8 An unsolved eight-puzzle

© 2005 Pearson Addison-Wesley. All rights reserved Heuristic strategies Requirements for good heuristics –Must be much easier to compute than a complete solution –Must provide a reasonable estimate of proximity to a goal

© 2005 Pearson Addison-Wesley. All rights reserved Figure 10.9 An algorithm for a control system using heuristics

© 2005 Pearson Addison-Wesley. All rights reserved Figure The beginnings of our heuristic search

© 2005 Pearson Addison-Wesley. All rights reserved Figure The search tree after two passes

© 2005 Pearson Addison-Wesley. All rights reserved Figure The search tree after three passes

© 2005 Pearson Addison-Wesley. All rights reserved Figure The complete search tree formed by our heuristic system

© 2005 Pearson Addison-Wesley. All rights reserved Neural networks Artificial neuron –Each input is multiplied by a weighting factor. –Output is 1 if sum of weighted inputs exceeds a threshold value; 0 otherwise. Network is programmed by adjusting weights using feedback from examples.

© 2005 Pearson Addison-Wesley. All rights reserved Figure A neuron in a living biological system

© 2005 Pearson Addison-Wesley. All rights reserved Figure The activities within a processing unit

© 2005 Pearson Addison-Wesley. All rights reserved Figure Representation of a processing unit

© 2005 Pearson Addison-Wesley. All rights reserved Figure A neural network with two different programs

© 2005 Pearson Addison-Wesley. All rights reserved Figure Uppercase C and uppercase T

© 2005 Pearson Addison-Wesley. All rights reserved Figure Various orientations of the letters C and T

© 2005 Pearson Addison-Wesley. All rights reserved Figure The structure of the character recognition system

© 2005 Pearson Addison-Wesley. All rights reserved Figure The letter C in the field of view

© 2005 Pearson Addison-Wesley. All rights reserved Figure The letter T in the field of view

© 2005 Pearson Addison-Wesley. All rights reserved Associative memory Associative memory = the retrieval of information relevant to the information at hand One direction of research seeks to build associative memory using neural networks that when given a partial pattern, transition themselves to a completed pattern.

© 2005 Pearson Addison-Wesley. All rights reserved Figure An artificial neural network implementing an associative memory

© 2005 Pearson Addison-Wesley. All rights reserved Figure The steps leading to a stable configuration

© 2005 Pearson Addison-Wesley. All rights reserved Genetic algorithms Simulate genetic processes to evolve algorithms –Start with an initial population of “partial solutions.” –Graft together parts of the best performers to form a new population. –Periodically make slight modifications to some members of the current population. –Repeat until a satisfactory solution is obtained.

© 2005 Pearson Addison-Wesley. All rights reserved Figure Crossing two poker-playing strategies

© 2005 Pearson Addison-Wesley. All rights reserved Figure Coding the topology of an artificial neural network

© 2005 Pearson Addison-Wesley. All rights reserved Language processing Syntactic analysis Semantic analysis Contextual analysis Information retrieval Information extraction –Semantic net

© 2005 Pearson Addison-Wesley. All rights reserved Figure A semantic net

© 2005 Pearson Addison-Wesley. All rights reserved Robotics Began as a field within mechanical and electrical engineering Today encompasses a much wider range of activities –Robocup competition –Evolutionary robotics

© 2005 Pearson Addison-Wesley. All rights reserved Expert systems Expert system = software package to assist humans in situations where expert knowledge is required –Example: medical diagnosis –Often similar to a production system –Blackboard model: several problem-solving systems share a common data area

© 2005 Pearson Addison-Wesley. All rights reserved Some issues raised by artificial intelligence When should a computer’s decision be trusted over a human’s? If a computer can do a job better than a human, when should a human do the job anyway? What would be the social impact if computer “intelligence” surpasses that of many humans?