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Week 12
The disciplines of AI (the roots) and the applications Source: Turban (2001)
This week
Last week expertise and expert systems
Overview of concepts and technologies being used in the development of intelligent systems
(Artificial) Neural Networks Genetic algorithms
Fuzzy logic
Intelligent agents Game theory
Brief introduction to the concepts, and how these ideas are being applied in MSS contexts
Neural network is initially trained i.e. fed large amounts of training data (inputs produce a known set of outputs) Neural network uses rules learned from patterns in the data to construct a hidden layer of logic
Hidden layer(s) processes inputs, classifying according to the experience of the model
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Hidden layer
Machine learning
Supervised mode
o uses inputs for which desired outputs are known e.g. a historical set of loan applications o difference between desired and actual output used to correct weights on neural network
Unsupervised mode
o o o
Classification problem
does match
Classification problem
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Classification problem
Good at some tasks that people are good at Suitable for solving unstructured & semi-structured problems Pattern recognition, even from incomplete information Classification, abstraction and generalisation In theory, processing can be in parallel for faster computations Ability to adapt to new data: learning Exhibit fault-tolerant behaviour
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Not good at tasks that people are not good at Not suitable for basic data processing or conventional arithmetic calculations (conventional computer system better)
Need a vast amount of data Might not learn what is expected Limited to classification and pattern recognition Lack of explanatory capabilities Not economically viable for parallel processing
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Genetic Algorithms
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Genetic algorithms
also called adaptive computation evolutionary programming
problem-solving techniques conceptually based adaptation to environment
process of evolution
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programmed to work the way populations solve problems: changing and re-organising their component parts using reproduction crossover mutation solutions alter and combine
worst ones are discarded better ones go on to produce even better solutions
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Example based on the board game Mastermind Imagine we are trying to guess a 6-digit binary number The number that has been set by our opponent is: 001010 but we dont know this
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We make guesses and get scores for what is right e.g. 111101 scores 1 because one digit is correct, but we dont know which one Then we guess again and get another score how many guesses before we get it right? There are 64 possible combinations With random guessing: average 32 attempts to guess the right number but it could take the full 64 guesses How it could be done using genetic algorithms?
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Discard the lowest scoring guesses, A, B, C and G Now we have D, E and F to use
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Try splits...
first 2 digits from one parent , last four digits from the other D and E
E and F
D and F
success!
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Each iteration
generation
Score calculated
fitness function
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Methods used to reproduce (generate new offspring) are genetic operators and include:
some genes from "mother", some genes from "father" unique individual created with some inheritance from parents (sometimes twins might occur same pattern of 0s and 1s)
more rarely might also introduce mutation (randomly changing one of the digits)
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Fuzzy Logic
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Fuzzy logic
based on "degrees of truth rather than "true or false" (1 or 0) Boolean logic
fuzzy)
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Fuzzy logic
Upper limit
Cold
Cool
Norm
Warm
Hot
40
50
60
70
80
90
100
temperature
c e e r t a a i n t y
If temperature cool or cold and humidity low while outdoor wind high and outdoor temperature low, raise heat and humidity in the room.
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Upper limit
Warm
Hot
40
50
60
70
80
90
100
c e e r t a a i n t y
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Upper limit
Warm
Hot
40
50
60
70
80
90
100
c e e r t a a i n t y
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Upper limit
Warm
Hot
40
50
60
70
80
90
100
c e r t a i n t y
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Upper limit
Warm
Hot
40
50
60
70
80
90
100
c e e r t a a i n t y
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Upper limit
Warm
Hot
40
50
60
70
80
90
100
c e e r t a a i n t y
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Upper limit
Warm
Hot
?
40 50 60 70 80 90 100
c e r t a i n t y
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Upper limit
Warm
Hot
?
40 50 60 70 80 90 100
c e e r t a a i n t y
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Upper limit
Warm
Hot
? ?
40 50 60 70 80 90 100
temperature Is 75o F degrees warm or the norm? Is 65o F degrees cool or the norm?
c e e r t a a i n t y
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and in the US
A Wall Street firm uses a system based on fuzzy logic to select companies for potential acquisition
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Intelligent Agents
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Agents use in-built/learned knowledge to accomplish tasks/make decisions for the user
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have a learning and deductive component of user profiles to help a user who cannot formalise a query or target for a search
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An agent is like a personal digital assistant collaborating with the user in the same work environment can help the user by
o
o
o o o
performing tasks on the user's behalf training or teaching the user hiding the complexity of difficult tasks helping the user collaborate with other users monitoring events and procedures
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Game Theory
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Also called Multi-person Decision Theory Analyses the decision-making process when there is more than one decision-maker (player)
Each players outcome (or payoff) depends on the actions taken by the other players
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the actions available to each player each player's preferences about the outcomes each player's beliefs about which actions are available to each player and how each player ranks the outcomes each players beliefs about other player's beliefs, etc.
if the cutter makes one slice bigger than the other the chooser will take the biggest slice! ...better to make slices as near equal as possible
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Prisoners Dilemma
Art and Don are arrested for a crime
if Art confesses and incriminates Don
Art goes free , Don gets 5 years
they are told the same thing but they cannot communicate could they trust each other if they could communicate...? 46 what does each decide to do?
Prisoners Dilemma
Mutual co-operation gives the best outcome for Art and Don (together as a group)
minimum total time spent in jail
Selfish action (betrayal) gives the worst outcome for Art and Don (individually and together)
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Prisoners Dilemma
if Art says nothing
hell get 2 years if Don says nothing hell get 5 years if Don confesses
Don
Ssh
Ssh Art
Talk
-2, -2 0, -5
-5, 0 -4, -4
Talk
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Prisoners Dilemma
Don Don
Ssh
Ssh! win-win Art
Talk
lose-win lose-lose
Ssh!
Ssh! Art
Talk
-4 -5
-5 -8
Talk
win-lose
Talk
Goods
Empty
Full win-win
lose-win lose-lose
Cash
Empty
win-lose
What happens if one bag is empty? What happen if both bags are empty?
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Prisoners Dilemma Variation: exchange of closed bags, but played every month
o
Full
Goods
Empty
Full win-win
lose-win lose-lose
Introduces memory
o o
What happens if one bag is empty? Cash What happen if both bags are empty? win-lose Empty What happened last time? What will be your strategy this time?
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Prisoners Dilemma (PD) and Iterated Prisoners Dilemma (IPD) can be applied: 2 salesmen selling to 2 client companies 2 military generals attacking/defending 2 locations 2 companies deciding whether to advertise competing products
Game theory can be applied to o airline competition o coalition formation to apply political pressure o plant location o product diversification o to derive optimal pricing, competitive bidding strategies and making investment decisions
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Always defect
greedy strategies do not do well long-term
Tit-for-tat
start by co-operating, then copy opponent
Spiteful
co-operates until opponent defects, then always defects
Mistrust
start by defecting, then copy opponent
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Successful strategies
o
nice
o
does not defect before opponent does punish defection - it does not pay to be too nice will retaliate, but will then co-operate if opponent does avoids long-term revenge not trying to out-score opponent
retaliate
o
forgive
o o
non-envious
o
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Further reading
Aleksander I & Morton H (1991), An Introduction to Neural Computing, Chapman & Hall Davis, M, 1997, Game Theory: a non-technical introduction, Dover Laudon, K. & Laudon, J., 2004, Management Information Systems, 8th ed., Pearson Prentice Hall Other intelligent techniques: chapter 10, pages 333-339 Turban E. & Aronson J.E., 2001, Decision Support Systems and Intelligent Systems, 6th ed., Prentice Hall Neural Computing (the basics): chapter 15, pages 605-621, 634-636 Neural Computing Applications: chapter 16, pages 651-661 Genetic algorithms: chapter 16, pages 664-671 Fuzzy Logic: chapter 16, pages 672-676 Look up game theory and/or the prisoners dilemma on the web
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