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SISTEM INFORMASI MANAJEMEN 2

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1 SISTEM INFORMASI MANAJEMEN 2
SISTEM INFORMASI MANAJEMEN 2* D3 MANAJEMEN INFORMATIKA ATA 05/06 Sistem Pakar Ati Harmoni

2 Artificial Intelligence
Definition: The activity of providing such machines as computers with the ability to display behavior that would be regarded as intelligent if it were observed in humans.

3 History 1956, Dartmouth College. John McCarthy coined term. Same year, Logic Theorist (first AI program. Herbert Simon played a part) Past 20 or so years, DOD and NSF have funded AI research at top schools (Stanford, Carnegie Mellon, etc.) Desert Storm opened up new funding (smart bombs, night vision)

4 Areas of Artificial Intelligence
Expert systems AI hardware Robotics Natural language Perceptive systems (vision, hearing) Neural networks Learning Artificial Intelligence

5 The Appeal of Expert Systems
A computer program that attempts to code the knowledge of human experts in the form of heuristics (i.e. a rule of thumb) Two distinctions from DSS 1. has the potential to extend the manager’s problem-solving ability beyond his or her normal capabilities 2. the ability to explain how the solution was reached

6 Expert and knowledge engineer
Instructions & information Solutions & explanations Knowledge User User interface Know- ledge base Inference engine Problem Domain Development engine Expert system An Expert System Model Expert and knowledge engineer

7 Expert system model - main parts:
User interface Knowledge base Inference engine Development engine

8 } User Interface User enters: Expert system provides: Instructions
Information Expert system provides: Solutions Explanations of Questions Problem solutions } Menus, commands, natural language, GUI Menus, commands, natural language, GUI

9 Knowledge Base Description of problem domain
Rules: A knowledge representation technique such as ‘IF:THEN’ logic networks of rules Lowest levels provide evidence Top levels produce 1 or more conclusions A conclusion is called a Goal variable.

10 A Rule Set That Produces One Final Conclusion Conclusion Conclusion
Evidence Evidence Evidence Evidence Evidence Evidence Evidence Evidence

11 Ungulate Bird A Rule Set That Can Produce More Than One Final
Cheetah Tiger Giraffe Zebra Ostrich Penguin Albatross R9 R10 R11 R12 R13 R14 R15 And And And And And And And And Tawny Dark Long Black Long Can’t Black& Flies Swims color spots legs strips neck fly White Well Ungulate Bird Or Or Mammal Carnivore R7 R8 R3 R4 Or Or And And Feathers And R1 R2 R5 R6 Gives milk Chews Lays Hair milk Eats milk Hoofs Flies cud eggs And A Rule Set That Can Produce More Than One Final Conclusion LEGEND: Rules Pointed Forward Action (conclusions) Claws teeth Eyes Conditions

12 Rule Selection Inference Engine
Selecting rules to efficiently solve a problem is difficult Some goals can be reached with only a few rules; rules 3 and 4 identify bird Inference Engine Two basic approaches to using rules 1. Forward reasoning (data driven) 2. Reverse reasoning (goal driven)

13 Forward Reasoning (forward chaining)
Rule is evaluated as: (1) true, (2) false, (3) unknown Rule evaluation is an iterative process When no more rules can fire, the reasoning process stops even if a goal has not been reached

14 The Forward Reasoning Process Rule 1 T F T T Rule 8 T T T T Rule 5
IF A THEN B Rule 7 IF B OR D THEN K Rule 10 Rule 2 F IF K AND L THEN N IF C THEN D T T Rule 3 Rule 8 Rule 12 T T IF N OR O THEN P IF M THEN E IF E THEN L T Rule 4 T IF K THEN F Legend: First pass Rule 9 Rule 5 Rule 11 T T IF (F AND H) OR J THEN M IF G THEN H IF M THEN O Second pass T Rule 6 F Third pass IF I THEN J

15 Reverse Reasoning (backward chaining)
Divide problem into subproblems Try to solve one subproblem Then try another

16 A Problem and Its Subproblems
Rule 10 IF K AND L THEN N Rule 12 Legend: IF N OR O Rule 11 THEN P Problem IF M THEN O Subproblem

17 A Subproblem Becomes the New Problem
Rule 7 IF B OR D THEN K Rule 10 IF K AND LTHEN N Legend: Rule 8 Rule 12 IF E THEN L Problem IF N OR O THEN P Subproblem

18 The First Five Problems Are Identified
Step 4 Rule 1 Step 3 IF A THEN B Rule 7 Step 2 T IF B OR D THEN K Rule 10 Step 1 T Rule 2 IF K AND L THEN N Rule 12 IF C THEN D IF N OR O THEN P Step 5 Rule 3 IF M THEN E IF E THEN L Rule 11 Legend: Problems to be solved IF (F AND H) OR J THEN M IF M THEN O IF M THEN O Rule 9

19 The Next Four Problems Are
Identified Rule 12 T If N Or O Then P Step 8 Rule 4 If K Then F T Step 7 Step 6 Step 9 Rule 5 If G Then H If M Then O IF (F And H) Or J Then M T T T Rule 9 Rule 11 Legend: Problems to be solved Rule 6 If I Then J

20 Forward Versus Reverse Reasoning
Reverse reasoning is faster than forward reasoning Reverse reasoning works best when there are multiple goal variables there are many rules all or most rules do not have to be examined in the process of reaching a solution

21 Handling Uncertainty Development Engine Two types of uncertainty
Rules Conditions Certainty factors (CFs) range from 0.00 to 1.00 Development Engine Programming languages Lisp, Prolog, and recently C++ Expert system shells

22 Role of the Systems Analyst
Knowledge engineers work with the expert in designing expert systems Beyond traditional analyst skills, the following skills are needed understand how the expert applies his or her knowledge be able to extract the description of the knowledge (rules as well as facts)

23 System Development Process
Initiate the development process Develop the expert system prototype User participation Expert system maintenance Prototyping Approach A new player: the expert Delayed user involvement Need for maintenance

24 Test the prototype system
Prototyping Is Incorporated in the Development of an Expert System Systems analyst Expert User Study the problem domain step 1 Study the Problem domain step 2 Define the problem step 3 Specify the rule set Need to redesign Need to redesign step 4 Test the prototype system step 5 Construct the interface step 6 Conduct user tests step 7 Use the system step 8 Maintain the system

25 Example: Financial Expert System
Credit approval Knowledge base for the example consists of rules and a mathematical model User interface Five decision categories; credit amount influences weightings

26 Expert System Advantages
To managers Consider more alternatives Apply high level of logic Have more time to evaluate decision rules Consistent logic To the firm Better performance from management team Retain firm’s knowledge resource

27 Expert System Disadvantages
Can’t handle inconsistent knowledge Can’t apply judgment or intuition

28 Neural Networks The Human Brain
Expert systems should be able to learn, and improve their performance Neural net design -- a bottom-up approach to modeling human intuition The Human Brain Neuron -- the information processor Input -- dendrites Processing -- soma Output -- axon Neurons are connected by the synapse

29 Simple Biological Neurons
Soma (processor) Axonal Paths (output) Synapse Axon Dendrites (input)

30 Artificial Neural Systems (ANS)
McCulloch-Pitts mathematical neuron function (late 1930s) Hebb’s learning law (early 1940s) Neurocomputers Marvin Minsky’s Snark (early 1950s) Rosenblatt’s Perceptron (mid 1950s)

31 Current Methodology Mathematical models Complex networks
Repetitious training -- the ANS “learns” by example. An ANS can learn; an expert system cannot.

32 Single Artificial Neuron
y1 y2 y3 yn-1 y w1 w2 w3 wn-1

33 The Multi-Layer Perceptron
OUT1 OUTn The Multi-Layer Perceptron Input Layer Y1 Yn2 OutputLayer IN1 INn

34 Prerequisite Activities for the EIS
Information needs Information technology standards Analysis of organization Corporate data model Information systems plan Production and performance systems EIS


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