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for a weather forecasting problem with special emphasis to its architecture. An expert system
consists of a knowledge base, database and an inference engine for interpreting the database
using the knowledge supplied in the knowledge base. The inference engine attempts to match the
antecedent clauses (IF parts) of the rules with the data stored in the database. When all the
antecedent clauses of a rule are available in the database, the rule is fired, resulting in new
inferences. The resulting inferences are added to the database for activating subsequent firing of
other rules. In order to keep limited data in the database, a few rules that contain an explicit
consequent (THEN) clause to delete specific data from the databases are employed in the
knowledge base. On firing of such rules, the unwanted data clauses as suggested by the rule are
deleted from the database. Here PR1 fires as both of its antecedent clauses are present in the
database. On firing of PR1, the consequent clause "it-will-rain" will be added to the database for
subsequent firing of PR2.
Image Understanding and Computer Vision: A digital image can be regarded as a twodimensional array of pixels containing gray levels corresponding to the intensity of the reflected
illumination received by a video camera. For interpretation of a scene, its image should be
passed through three basic processes: low, medium and high level vision.
The importance of low level vision is to pre-process the image by filtering from noise. The
medium level vision system deals with enhancement of details and segmentation (i.e.,
partitioning the image into objects of interest ). The high level vision system includes three steps:
recognition of the objects from the segmented image, labeling of the image and interpretation of
the scene. Most of the AI tools and techniques are required in high level vision systems.
Recognition of objects from its image can be carried out through a process of pattern
classification, which at present is realized by supervised learning algorithms. The interpretation
process, on the other hand, requires knowledge-based computation.
Speech and Natural Language Understanding: Understanding of speech and natural
languages is basically two classical problems. In speech analysis, the main problem is to separate
the syllables of a spoken word and determine features like amplitude, and fundamental and
harmonic frequencies of each syllable. The words then could be identified from the extracted
features by pattern classification techniques. Recently, artificial neural networks have been
employed to classify words from their features. The problem of understanding natural languages
like English, on the other hand, includes syntactic and semantic interpretation of the words in a
sentence, and sentences in a paragraph. The syntactic steps are required to analyze the sentences
by its grammar and are similar with the steps of compilation. The semantic analysis, which is
performed following the syntactic analysis, determines the meaning of the sentences from the
association of the words and that of a paragraph from the closeness of the sentences. A robot
capable of understanding speech in a natural language will be of immense importance, for it
could execute any task verbally communicated to it. The phonetic typewriter, which prints the
words pronounced by a person, is another recent invention where speech understanding is
employed in a commercial application.
Scheduling: In a scheduling problem, one has to plan the time schedule of a set of events to
improve the time efficiency of the solution. For instance in a class-routine scheduling problem,
the teachers are allocated to different classrooms at different time slots, and we want most
classrooms to be occupied most of the time. Flowshop scheduling problems are a NP complete
problem and determination of optimal scheduling (for minimizing the make-span) thus requires
an exponential order of time with respect to both machine-size and job-size. Finding a suboptimal solution is thus preferred for such scheduling problems. Recently, artificial neural nets
and genetic algorithms have been employed to solve this problem. The heuristic search, to be
discussed shortly, has also been used for handling this problem.
Intelligent Control: In process control, the controller is designed from the known models of the
process and the required control objective. When the dynamics of the plant is not completely
known, the existing techniques for controller design no longer remain valid. Rule-based control
is appropriate in such situations. In a rule-based control system, the controller is realized by a set
of production rules intuitively set by an expert control engineer. The antecedent (premise) part of
the rules in a rule-based system is searched against the dynamic response of the plant parameters.
The rule whose antecedent part matches with the plant response is selected and fired. When more
than one rule is fir able, the controller resolves the conflict by a set of strategies. On the other
hand, there exist situations when the antecedent part of no rules exactly matches with the plant
responses. Such situations are handled with fuzzy logic, which is capable of matching the
antecedent parts of rules partially/ approximately with the dynamic plant responses. Fuzzy
control has been successfully used in many industrial plants. One typical application is the power
control in a nuclear reactor. Besides design of the controller, the other issue in process control is
to design a plant (process) estimator, which attempts to follow the response of the actual plant,
when both the plant and the estimator are jointly excited by a common input signal. The fuzzy
and artificial neural network-based learning techniques have recently been identified as new
tools for plant estimation.
Q3.Explain State space representation of AI with help of Water jug problem.
Ans:- "You are given two jugs, a 4-gallon one and a 3-gallon one. Neither has any measuring
markers on it. There is a tap that can be used to fill the jugs with water. How can you get exactly
2 gallons of water into the 4-gallon jug?".
We can look at a state as a pair of numbers, where the first represents the number of
gallons of water currently in Jug-A and the second represents the number of gallons in Jug-B.
State space search:1) (x,y)
->(4,y)
if x<4
2) (x,y)
->(x,3)
if y<3
3) (x,y)
->(x-d,y)
if x>0
4) (x,y)
->(x,y-d)
if y>0
5) (x,y)
->(0,y)
if x>0
6) (x,y)
->(x,0)
if y>0
7) (x,y)
->(4,y-(4-x))
if x+y>=4,y>0
8) (x,y)
->(x-(3-y),3)
if x+y>=3,x>0
9) (x,y)
->(x+y,0)
if x+y<4,y>0
10) (x,y)
->(0,x+y)
if x+y<3,x>0
11) (0,2)
->(2,0)
12) (2,y)
->(0,y)
SEND
+M O R E
MO N E Y
Ans:- we have to replace each letter by a distinct digit so that the resulting sum is correct.
Two-step process:
1.
Constraints are discovered and propagated as far as possible.
2.
If there is still not a solution, then search begins, adding new constraints.
AO* algorithm:
Below a Min node whose beta value is lower than or equal to the alpha value of
its ancestors.
Below a Max node having an alpha value greater than or equal to the beta value of
any of its Min nodes ancestors.
Worst-Case
Branches are ordered so that no pruning takes place. In this case alpha-beta gives
no improvement over exhaustive search
Best-Case
Each players best move is the left-most alternative (i.e., evaluated first)
In practice, performance is closer to best rather than worst-case
In practice often get O(b(d/2)) rather than O(bd)
This is the same as having a branching factor of sqrt(b),
since (sqrt(b))d = b(d/2) (i.e., we have effectively gone from b to square
root of b)
In chess go from b ~ 35 to b ~ 6
permiting much deeper search in the same amount of time
Alpha-Beta General Principle
Consider a node n where it is Players choice of moving to that node. If Player has a better
choice m at either the parent node of n or at any choice point further up, then n will never be
reached in actual play.
Maintain two parameters in depth-first search, a, the value of the best (highest) value found so
far for MAX along any path; and b, the best (lowest) value found along any path for MIN. Prune
a subtree once it is known to be worse than the current a or b.
Effectiveness of Alpha-Beta
Amount of pruning depends on the order in which siblings are explored.
In optimal case where the best options are explored first, time complexity reduces from O(bd) to
O(bd/2), a dramatic improvement. But entails knowledge of best move in advance!
With successors randomly ordered, assymptotic bound is O((b/logb)d) which is not much help
but only accurate for b>1000. More realistic expectation is something like O(b3d/4).
Fairly simple ordering heuristic can produce closer to optimal results than random results (e.g.
check captures & threats first).
Theoretical analysis makes unrealistic assumptions such
as utility values distributed randomly across leaves and therefore experimental results are
necessary.
Q7. Explain Min-Max method of generating the game tree.
Ans. The Minmax search procedure is a depth-first, depth-limited procedure. The ideas is to start
at the current position & use the plausible-move generator to generate the set of possible
successor positions. Now we can apply the static evaluation function to those positions & simply
choose the best one.
1. Generate the whole game tree to leaves
2. Apply utility (payoff) function to leaves
3. Back-up values from leaves toward the root:
a Max node computes the max of its child values
a Min node computes the Min of its child values
4. When value reaches the root: choose max value and the corresponding move.
1. Minimax Procedure
Figure 2 shows a hypothetical game tree with scores assigned at leaves ( terminal nodes).
As we are looking ahead, we need the evaluation function only at the leaves of the tree,
and the program will make a move based on these values. We start with First Player at the
root and examine the whole situation in her perspective. The move the program chooses
is a branch coming from the root and the program picks a move to maximize the score in
order to minimize mistakes. She also assumes her opponent is as good as her. At the next
level down, her opponent selects a move to minimize her score, and so on.
if Q1 is a goal
report(success) and quit
else
child_nodes = expand(Q1)
eliminate child_nodes which represent loops
put remaining child_nodes at the front of Q
end
Continue
Comments
a specific example of the general search tree method
open nodes are stored in a queue Q of nodes
key feature
new unexpanded nodes are put at front of the queue
convention is that nodes are ordered left to right
2. Breadth-first search : Expand all the nodes of one level first.
Brute-force search, also known as exhaustive search, is the simplest and crudest of all
possible heuristics: it means checking every single point in the function space.
Nearly all thought in heuristic pertains to how to find a solution, an optimum, or a pretty
good combination without searching every point in the design space. Thus brute-force
search is the null heuristic.
It's what you do when you don't know of any heuristic that could simplify the problem.
That said, though, brute force always has the last word. However you whittle down
your search space, you still must examine one possibility at a time, even in your muchreduced search space.
Using computers, brute-force search is becoming more and more feasible for more kinds
of problems. Brute-force search always has the advantage that it requires no imagination
or cleverness.
There is none of the metaheuristic problem of finding a good heuristic. If you want
results fast, and the problem is small enough that brute-force search can find the
solution, brute-force search is the way to go.
No matter how fast computers get, though, the vast majority of interesting problems will
never submit to brute force.
The reason is that in many problems, the number of combinations grows so quickly that
even if all the universe's matter were converted into the fastest computers, it would still
take more years to find the solution than there are sub-atomic particles in the universe.
For example, brute force cannot figure out optimal play in chess. There are 20 possible
opening moves in chess, and approximately that number of possible responses. 20 x 20
x 20 x 20 x ... soon multiplies out to a vaster number than anything that any computer
could ever deal with.
But, sometimes you can find a clever way to use brute force on part of a problem. And
often that's a huge advance.
(b) LISP :
Lisp (or LISP) is a family of computer programming languages with a long history and a
distinctive, fully parenthesized syntax. Originally specified in 1958, Lisp is the secondoldesthigh-level programming language in widespread use today.
The name LISP derives from "LISt Processing". Linked lists are one of Lisp languages'
majordata structures, and Lisp source code is itself made up of lists. As a result, Lisp programs
can manipulate source code as a data structure, giving rise to the macro systems that allow
programmers to create new syntax or even new domain-specific languages embedded in Lisp.
Versions of LISP
Recursion
certain things are specified as belonging to the category being defined, and
a rule or rules are given for building new things in the category from other things already
known to be in the category.
Informal Syntax
Example: (A (B 3) (C) ( ( ) ) )
Formal Syntax (approximate)
T and NIL
Basic Functions
(CAR L)
(A B C)
( (X Y) Z)
(X)
(()())
()
A
(X Y)
X
()
undefined
(B C)
(Z)
()
(())
undefined
(A B C)
( (X Y) Z)
(X)
(()())
undefined
ATOM
COND
Defining Functions
PROLOG :
Prolog is a general purpose logic programming language associated with artificial
intelligenceand computational linguistics. Prolog has its roots in formal logic, and unlike many
other programming languages, Prolog isdeclarative: The program logic is expressed in terms of
relations, represented as facts and rules. A computation is initiated by running a query over these
relations. Prolog was one of the first logic programming languages, and remains among the most
popular such languages today, with many free and commercial implementations available. While
initially aimed at natural language processing, the language has since then stretched far into other
areas like theorem proving, expert systems, games,
Prolog is the major example of a fourth generation programming language supporting the
declarative programming paradigm. The programs in this tutorial are written in
'standard' University of Edinburgh Prolog, as specified in the classic Prolog textbook by authors
Clocksin and Mellish (1981,1992).
What Is Prolog?
Syntax
UNIT-II
Q10. Explain Bayes theorem with example.
Ans. Thomas Bayes addressed both the case of discrete probability distributions of data and the more
complicated case of continuous probability distributions. In the discrete case, Bayes' theorem relates
the conditional and marginal probabilities of events A and B, provided that the probability of B does not
equal zero:
P(A), or the probability that the student is a girl regardless of any other information. Since
the observer sees a random student, meaning that all students have the same probability of
being observed, and the fraction of girls among the students is 40%, this probability equals
0.4.
P(B|A), or the probability of the student wearing trousers given that the student is a girl.
Since they are as likely to wear skirts as trousers, this is 0.5.
Another, essentially equivalent way of obtaining the same result is as follows. Assume, for
concreteness, that there are 100 students, 60 boys and 40 girls. Among these, 60 boys and
20 girls wear trousers. All together there are 80 trouser-wearers, of which 20 are girls.
Therefore the chance that a random trouser-wearer is a girl equals 20/80 = 0.25. Put in terms
of Bayes theorem, the probability of a student being a girl is 40/100, the probability that
any given girl will wear trousers is 1/2. The product of these two is 20/100, but we know the
student is wearing trousers, so one deducts the 20 students not wearing trousers, and then
calculate a probability of (20/100)/(80/100), or 20/80.
It is often helpful when calculating conditional probabilities to create a simple table
containing the number of occurrences of each outcome, or the relative frequencies of each
outcome, for each of the independent variables. The table below illustrates the use of this
method for the above girl-or-boy example
Girls
Boys
Total
Trousers
20
60
80
Skirts
20
20
Total
40
60
100
Bayes' theorem derived via conditional probabilities
To derive Bayes' theorem, start from the definition of conditional probability. The probability of
the event A given the event B is
.
Q 11. What are issues involved in representation of knowledge?
Ans. Below are listed issues that should be raised when using a knowledge representation
technique:
Important Attributes
-- Are there any attributes that occur in many different types of problem?
There are two instance and is a and each is important because each supports property
inheritance.
Single-Valued Attributes
- Introduce an explicit notation for temporal interval. If two values are given for the same
time then Signal a contradiction automatically.
- Assume the only temporal interval is NOW. So, if new value comes then replace the old
value.
- Provide no explicit support. If an attribute has one value then it is known not to have all
other values.
Relationships
-- What about the relationship between the attributes of an object, such as,
inverses, existence, techniques for reasoning about values and single valued
attributes. We can consider an example of an inverse in band(John Zorn,Naked
City)
This can be treated as John Zorn plays in the band Naked City or John Zorn's band is
Naked City.
Another representation is band = Naked City
band-members = John Zorn, Bill Frissell, Fred Frith, Joey Barron,
Granularity
-- At what level should the knowledge be represented and what are the primitives. Clearly the
separate levels of understanding require different levels of primitives and these need many rules
to link together apparently similar primitives.
Obviously there is a potential storage problem and the underlying question must be what level of
comprehension is needed.
Finding the right structures as needed:
Selecting an initial structure.
Revising the choice when necessary.
Range of Knowledge Representations issues,include, but are not limited to:
1. measure of KR approachs adequacy to the represented knowledge
2. measure of knowledge role with respect to the goal that is trying to be achieved
3. measure of overall quality of knowledge within the knowledge representation
4. measure of knowledge uncertainty for the knowledge utilization by the autonomous system
5. measure of the consistency of knowledge that is provided by the autonomous software agents
or by the service providers
6. measure of the ontologies role in autonomous systems
Q 12.Represent following sentences in WFF or Predicate logic:
a. All gardeners like sun.
(
x) gardener(x) => likes(x,Sun)
b. Everyone is younger than his father.
X:
y: younger (x,y)
c. John likes all kinds of food.
(
x) food(x) ->likes(John,x)
d. Everyone is loyal to someone.
X:
y: loyalto(x,y)
e. Apple is food.
Food(Apple)
Q 13. Discuss Frames in detail.
Ans. A frame is a data-structure for representing a stereotyped situation, like being in a certain
kind of living room, or going to a child's birthday party. Attached to each frame are several kinds
of information. Some of this information is about how to use the frame. Some is about what one
can expect to happen next. Some is about what to do if these expectations are not confirmed.
A frame is a data structure introduced by Marvin Minsky in the 1970s that can be used for
knowledge representation. Minsky frames are intended to help an Artificial Intelligent system
recognize specific instances of patterns. Frames usually contain properties called attributes or
slots. Slots may contain default values (subject to override by detecting a different value for an
attribute), refer to other frames (component relationships) or contain methods for recognizing
pattern instances. Frames are thus a machine-usable formalization of concepts or schemata. In
contrast, the object-oriented paradigm partitions an information domain into abstraction
hierarchies (classes and subclasses) rather than partitioning into component hierarchies, and is
used to implement any kind of information processing. Frame Technology is loosely based on
Minsky Frames, its purpose being software synthesis rather than pattern analysis.
Like many other knowledge representation systems and languages, frames are an attempt to
resemble the way human beings are storing knowledge. It seems like we are storing our
knowledge in rather large chunks, and that different chunks are highly interconnected. In framebased knowledge representations knowledge describing a particular concept is organized as a
frame. The frame usually contains a name and a set of slots.
The slots describe the frame with attribute-value pairs <slotname value> or alternatively a triple
containing framename, slotname and value in some order. In many frame systems the slots are
complex structures that have facets describing the properties of the slot. The value of a slot may
be a primitive such as a text string or an integer, or it may be another frame. Most systems allow
multiple values for slots and some systems support procedural attachments. These attachments
can be used to compute the slot value, or they can be triggers used to make consistency checking
or updates of other slots. The triggers can be trigged by updates on slots.
Q 14.What are Rule based Deduction systems? Also discuss certainty factors in detail.
Ans. The way in which a piece of knowledge is expressed by a human expert carries important
information,
example: if the person has fever and feels tummy-pain then she may have an infection.
In logic it can be expressed as follows:
x. (has_fever(x) & tummy_pain(x) has_an_infection(x))
If we convert this formula to clausal form we loose the content as then we may have equivalent
formulas like:
(i) has_fever(x) & ~has_an_infection(x) ~tummy_pain(x)
(ii) ~has_an_infection(x) & tummy_pain(x) ~has_fever(x)
Notice that:
(i) and (ii) are logically equivalent to the original sentence
they have lost the main information contained in its formulation.
Forward Production System: The main idea behind the forward/backward production systems is:
to take advantage of the implicational form in which production rules are stated
by the expert
and use that information to help achieving the goal.
In the present systems the formulas have two forms:
rules
and facts
Rules are the productions stated in implication form.
Rules express specific knowledge about the problem.
Facts are assertions not expressed as implications.
The task of the system will be to prove a goal formula with these facts and rules.
In a forward production system the rules are expressed as F-rules
F-rules operate on the global database of facts until the termination condition is
achieved.
This sort of proving system is a direct system rather than a refutation system.
Facts
Facts are expressed in AND/OR form.
An expression in AND/OR form consists on sub-expressions of literals connected
by & and V symbols.
An expression in AND/OR form is not in clausal form.
Steps to transform facts into AND/OR form for forward system:
1.
2.
3.
4.
5.
Probability Theory provides us with the formal mechanisms and rules for manipulating
propositions represented probabilistically. The following are the three axioms of probability
theory:
0 <= P(A=a) <= 1 for all a in sample space of A
P(True)=1, P(False)=0
P(A v B) = P(A) + P(B) - P(A ^ B)
From these axioms we can show the following properties also hold:
P(~A) = 1 - P(A)
P(A) = P(A ^ B) + P(A ^ ~B)
Sum{P(A=a)} = 1, where the sum is over all possible values a in the sample space of A
Conditional Probabilities
Conditional probabilities are key for reasoning because they formalize the process of
accumulating evidence and updating probabilities based on new evidence. For example,
if we know there is a 4% chance of a person having a cavity, we can represent this as the
prior (aka unconditional) probability P(Cavity)=0.04. Say that person now has a
symptom of a toothache, we'd like to know what is the posterior probability of a Cavity
given this new evidence. That is, compute P(Cavity | Toothache).
If P(A|B) = 1, this is equivalent to the sentence in Propositional Logic B => A. Similarly,
if P(A|B) =0.9, then this is like saying B => A with 90% certainty. In other words, we've
made implication fuzzy because it's not absolutely certain.
Given several measurements and other "evidence", E1, ..., Ek, we will formulate queries
as P(Q | E1, E2, ..., Ek) meaning "what is the degree of belief that Q is true given that we
know E1, ..., Ek and nothing else."
Conditional probability is defined as: P(A|B) = P(A ^ B)/P(B) = P(A,B)/P(B)
One way of looking at this definition is as a normalized (using P(B)) joint probability
(P(A,B)).
Using Bayes's Rule
Bayes's Rule is the basis for probabilistic reasoning because given a prior model of the
world in the form of P(A) and a new piece of evidence B, Bayes's Rule says how the new
piece of evidence decreases my ignorance about the world by defining P(A|B).
Combining Multiple Evidence using Bayes's Rule
Generalizing Bayes's Rule for two pieces of evidence, B and C, we get:
P(A|B,C) = ((P(A)P(B,C | A))/P(B,C)
= P(A) * [P(B|A)/P(B)] * [P(C | A,B)/P(C|B)]
A is (unconditionally) independent of B if P(A|B) = P(A). In this case, P(A,B) =
P(A)P(B).
A is conditionally independent of B given C if P(A|B,C) = P(A|C) and, symmetrically,
P(B|A,C) = P(B|C). What this means is that if we know P(A|C), we also know P(A|B,C),
so we don't need to store this case. Furthermore, it also means that P(A,B|C) = P(A|
C)P(B|C).
Axioms of Probability Theory
Probability Theory provides us with the formal mechanisms and rules for manipulating
propositions represented probabilistically. The following are the three axioms of probability
theory:
0 <= P(A=a) <= 1 for all a in sample space of A
P(True)=1, P(False)=0
Space efficient because it exploits the fact that in many real-world problem domains the
dependencies between variables are generally local, so there are a lot of conditionally
independent variables
Captures both qualitative and quantitative relationships between variables
Can be used to reason
o Forward (top-down) from causes to effects -- predictive reasoning (aka causal
reasoning)
o Backward (bottom-up) from effects to causes -- diagnostic reasoning
Formally, a Bayesian Net is a directed, acyclic graph (DAG), where there is a node for
each random variable, and a directed arc from A to B whenever A is a direct causal
influence on B. Thus the arcs represent direct causal relationships and the nodes represent
states of affairs. The occurrence of A provides support for B, and vice versa. The
backward influence is call "diagnostic" or "evidential" support for A due to the
occurrence of B.
Each node A in a net is conditionally independent of any subset of nodes that are not
descendants of A given the parents of A.
Building a Bayesian Net
Intuitively, "to construct a Bayesian Net for a given set of variables, we draw arcs from cause
variables to immediate effects. In almost all cases, doing so results in a Bayesian network [whose
conditional independence implications are accurate]." (Heckerman, 1996)
More formally, the following algorithm constructs a Bayesian Net:
1. Identify a set of random variables that describe the given problem domain
2. Choose an ordering for them: X1, ..., Xn
3. for i=1 to n do
a. Add a new node for Xi to the net
b. Set Parents(Xi) to be the minimal set of already added nodes such that we have
conditional independence of Xi and all other members of {X1, ..., Xi-1} given
Parents(Xi)
c. Add a directed arc from each node in Parents(Xi) to Xi
d. If Xi has at least one parent, then define a conditional probability table at Xi:
P(Xi=x | possible assignments to Parents(Xi)). Otherwise, define a prior
probability at Xi: P(Xi)
Linguistic variables
While variables in mathematics usually take numerical values, in fuzzy logic applications, the
non-numeric linguistic variables are often used to facilitate the expression of rules and facts.[4]
A linguistic variable such as age may have a value such as young or its antonym old. However,
the great utility of linguistic variables is that they can be modified via linguistic hedges applied
to primary terms. The linguistic hedges can be associated with certain functions.
Example
Fuzzy set theory defines fuzzy operators on fuzzy sets. The problem in applying this is that the
appropriate fuzzy operator may not be known. For this reason, fuzzy logic usually uses IF-THEN
rules, or constructs that are equivalent, such as fuzzy associative matrices.
Rules are usually expressed in the form:
IF variable IS property THEN action
For example, a simple temperature regulator that uses a fan might look like this:
IF temperature IS very cold THEN stop fan
IF temperature IS cold THEN turn down fan
IF temperature IS normal THEN maintain level
IF temperature IS hot THEN speed up fan
There is no "ELSE" all of the rules are evaluated, because the temperature might be "cold" and
"normal" at the same time to different degrees.
The AND, OR, and NOT operators of boolean logic exist in fuzzy logic, usually defined as the
minimum, maximum, and complement; when they are defined this way, they are called the
Zadeh operators. So for the fuzzy variables x and y:
NOT x = (1 - truth(x))
x AND y = minimum(truth(x), truth(y))
x OR y = maximum(truth(x), truth(y))
There are also other operators, more linguistic in nature, called hedges that can be applied. These
are generally adverbs such as "very", or "somewhat", which modify the meaning of a set using a
mathematical formula.
Q 18. Explain the heuristic methods for Reasoning under uncertainty.
Ans. Bayesian methods
The Bayesian methods have a number of advantages that indicates their suitability in uncertainty
management. Most significant is their sound theoretical foundation in probability theory. Thus,
they are currently the most mature of all of the uncertainty reasoning methods. While Bayesian
methods are more developed than the other uncertainty methods, they are not without faults.
1. They require a significant amount of probability data to construct a knowledge base.
Furthermore, human experts are normally uncertain and uncomfortable about the probabilities
they are providing.
2. What are the relevant prior and conditional probabilities based on? If they are statistically
based, the sample sizes must be sufficient so the probabilities obtained are accurate. If human
experts have provided the values, are the values consistent and comprehensive?
3. Often the type of relationship between the hypothesis and evidence is important in
determining howthe uncertainty will be managed. Reducing these associations to simple numbers
removes relevant information that might be needed for successful reasoning about the
uncertainties. For example,Bayesian-based medical diagnostic systems have failed to gain
acceptance because physicians distrust systems that cannot provide explanations describing how
a conclusion was reached (a feature difficult to provide in a Bayesian-based system).
4. The reduction of the associations to numbers also eliminated using this knowledge within
other tasks.For example, the associations that would enable the system to explain its reasoning to
a user are lost, as is the ability to browse through the hierarchy of evidences to hypotheses.
2: Certainty factors: Certainty factor is another method of dealing withuncertainty. This method
was originally developed for the MYCIN system. One of the difficulties with Bayesian method is
thatthere are too many probabilities required. Most of them could be unknown.
The problem gets very bad when there are manypieces of evidence.Besides the problem of
amassing all the conditional probabilities for the Bayesian method, another major problem that
appeared with medical experts was the relationship of belief and disbelief.
At first sight, this may appear trivial since obviously disbelief is simply the opposite of belief. In
fact, the theory of probability states that
P(H) + P(H) = 1
and so
P(H) = 1 - P(H)
For the case of a posterior hypothesis that relies on evidence,
E (1) P(H | E) = 1 - P(H | E)
However, when the MYCIN knowledge engineers began interviewing medical experts, they
found that physicians were extremely reluctant to state their knowledge in the form of equation
(1).
For example, consider a MYCIN rule such as the following.
IF 1) The stain of the organism is gram positive, and
2) The morphology of the organism is coccus, and
3) The growth conformation of the organism is chains
THEN There is suggestive evidence (0.7) that the identity of the organism is streptococcus
This can be written in terms of posterior probability:
(2) P(H | E1 E2 E3) = 0.7
where the Ei correspond to the three patterns of the antecedent.
3: Dempster-Shafer Theory
Here we discuss another method for handling uncertainty. It is called Dempster-Shafer theory. It
is evolved during the 1960s and 1970s through the efforts of Arthur Dempster and one of his
students, Glenn Shafer.
This theory was designed as a mathematical theory of evidence.
The development of the theory has been motivated by the observation that probability theory is
not able to distinguish between uncertainty and ignorance owing to incomplete information.
UNIT-III
Q 19. Explain the need of planning and also discuss the representation of planning.
Ans. Need of planning:
Intelligent agents must be able to set goals and achieve them. They need a way to visualize the
future (they must have a representation of the state of the world and be able to make predictions
about how their actions will change it) and be able to make choices that maximize the utility (or
"value") of the available choices. In classical planning problems, the agent can assume that it is
the only thing acting on the world and it can be certain what the consequences of its actions may
be.] However, if this is not true, it must periodically check if the world matches its predictions
and it must change its plan as this becomes necessary, requiring the agent to reason under
uncertainty.
Multi-agent planning uses the cooperation and competition of many agents to achieve a given
goal. Emergent behavior such as this is used by evolutionary algorithms and swarm intelligence.
The representation of planning :
An analysis of strategies, recognizable abstract patterns of planned behavior, highlights the
difference between the assumptions that people make about their own planning processes and the
representational commitments made in current automated planning systems
Problem Solving Planning
Newell and Simon 1956
Given the actions available in a task domain.
Given a problem specified as:
an initial state of the world,
a set of goals to be achieved.
Find a solution to the problem, i.e., a way to transform the initial state into a new state of the
world where the goal statement is true.
-Action Model, State, Goals
Classical Deterministic Planning
Action Model:
How to represent actions
Deterministic, correct, rich representation
State:
- single initial state, fully known
Goals:
- complete satisfaction
The Blocks World Definition Actions
Blocks can be picked up only if they are clear, i.e., without any block on top
The arm can pick up a block only if the arm is empty, i.e., if it is not holding another block, i.e.,
the arm can be pick up only one block at a time
The arm can put down blocks on blocks or on the table
Planning by Plain State Search
Search from an initial state of the world to a goal state
Enumerate all states of the world
Connect states with legal actions
Search for paths between initial and goal States
Planning - Generation
Many plan generation algorithms:
Forward from state, backward from goals
Serial, parallel search
Logical satisfiability
Heuristic search
Planning Actions and States
Model of an action a description of legal actions in the domain
move queen, open door if unlocked, unstack if top is clear,.
Model of the state
Numerical identification (s1, s2,...) no information
Symbolic description
objects, predicates
STRIPS Action Representation
Actions - operators -- rules -- with:
Precondition expression -- must be satisfied before the operator is applied.
Set of effects -- describe how the application of the operator changes the state.
Precondition expression: propositional, typed first order predicate logic, negation, conjunction,
disjunction,
existential and universal quantification, and functions.
Effects: add-list and delete-list.
Conditional effects -- dependent on condition on the state when action takes place.
Many Planning Domains
Web management agents
Robot planning
Manufacturing planning
Image processing management
Logistics transportation
Crisis management
Bank risk management
Blocks world
Puzzles
Artificial domains
A near miss is an object that is not an instance of the concept in question but that is very
similar to such instances.
Basic approach of Winstons Program :
1. Begin with a structural description of one known instance of the concept. Call that
description the concept definition.
2. Examine descriptions of other known instances of the concepts. Generalize the definition
to include them.
3. Examine the descriptions of near misses of the concept. Restrict the definition to exclude
these.
Explanation-Based Learning
Learning from Examples: Induction
Classification is the process of assigning, to a particular input, the name of a class to
which it belongs.
The classes from which the classification procedure can choose can be described in a
variety of ways.
Their definition will depend on the use to which they are put.
Classification is an important component of many problem solving tasks.
Before classification can be done, the classes it will use must be defined:
Isolate a set of features that are relevant to the task domain. Define each class by a
weighted sum of values of these features. Ex: task is weather prediction, the
parameters can be measurements such as rainfall, location of cold fronts etc.
Isolate a set of features that are relevant to the task domain. Define each class as a
structure composed of these features. Ex: classifying animals, various features can
be such things as color, length of neck etc
The idea of producing a classification program that can evolve its own class definitions is
called concept learning or induction.
Q 22. Explain Neural Network. Also explain the strength and weakness of NN.
Ans: An artificial neural network (ANN), usually called "neural network" (NN), is a
mathematical model or computational model that is inspired by the structure and/or functional
aspects of biological neural networks. A neural network consists of an interconnected group of
artificial neurons, and it processes information using a connectionist approach to computation. In
most cases an ANN is an adaptive system that changes its structure based on external or internal
information that flows through the network during the learning phase. Modern neural networks
are non-linear statistical data modeling tools. They are usually used to model complex
relationships between inputs and outputs or to find patterns in data.
In an artificial neural network simple artificial nodes, called variously "neurons", "neurodes",
"processing elements" (PEs) or "units", are connected together to form a network of nodes
mimicking the biological neural networks hence the term "artificial neural network".
Neural networks are being used:
in investment analysis:
to attempt to predict the movement of stocks currencies etc., from previous data. There,
they are replacing earlier simpler linear models.
in signature analysis:
as a mechanism for comparing signatures made (e.g. in a bank) with those stored. This is
one of the first large-scale applications of neural networks in the USA, and is also one of
the first to use a neural network chip.
in process control:
there are clearly applications to be made here: most processes cannot be determined as
computable algorithms. Newcastle University Chemical Engineering Department is
working with industrial partners (such as Zeneca and BP) in this area.
in monitoring:
networks have been used to monitor
the state of aircraft engines. By monitoring vibration levels and sound, early warning of
engine problems can be given.
British Rail have also been testing a similar application monitoring diesel engines.
in marketing:
networks have been used to improve marketing mailshots. One technique is to run a test
mailshot, and look at the pattern of returns from this. The idea is to find a predictive
mapping from the data known about the clients to how they have responded. This
mapping is then used to direct further mailshots.
Strengths and Weaknesses of Neural Networks
The greatest strength of neural networks is :
their ability to accurately predict outcomes of complex problems. In accuracy tests against other
approaches, neural networks are always able to score very high.
There are some downfalls to neural networks.
1) First, they have been criticized as being useful for prediction, but not always in
understanding a model. It is true that early implementations of neural networks were
criticized as black box prediction engines; however, with the new tools on the
market today, this criticism is debatable.
2) Secondly, neural networks are susceptible to over-training. If a network with a
large capacity for learning is trained using too few data examples to support that.
Methods of representation
Before a genetic algorithm can be put to work on any problem, a method is needed to encode
potential solutions to that problem in a form that a computer can process. One common approach
is to encode solutions as binary strings: sequences of 1's and 0's, where the digit at each position
represents the value of some aspect of the solution. Another, similar approach is to encode
solutions as arrays of integers or decimal numbers, with each position again representing some
particular aspect of the solution. This approach allows for greater precision and complexity than
the comparatively restricted method of using binary numbers only and often "is intuitively closer
to the problem space" (Fleming and Purshouse 2002, p. 1228).
This technique was used, for example, in the work of Steffen Schulze-Kremer, who wrote a
genetic algorithm to predict the three-dimensional structure of a protein based on the sequence of
amino acids that go into it (Mitchell 1996, p. 62). Schulze-Kremer's GA used real-valued
numbers to represent the so-called "torsion angles" between the peptide bonds that connect
amino acids. (A protein is made up of a sequence of basic building blocks called amino acids,
which are joined together like the links in a chain. Once all the amino acids are linked, the
protein folds up into a complex three-dimensional shape based on which amino acids attract each
other and which ones repel each other. The shape of a protein determines its function.) Genetic
algorithms for training neural networks often use this method of encoding also.
A third approach is to represent individuals in a GA as strings of letters, where each letter again
stands for a specific aspect of the solution. One example of this technique is Hiroaki Kitano's
"grammatical encoding" approach, where a GA was put to the task of evolving a simple set of
rules called a context-free grammar that was in turn used to generate neural networks for a
variety of problems (Mitchell 1996, p. 74).
The virtue of all three of these methods is that they make it easy to define operators that cause
the random changes in the selected candidates: flip a 0 to a 1 or vice versa, add or subtract from
the value of a number by a randomly chosen amount, or change one letter to another. (See the
section on Methods of change for more detail about the genetic operators.) Another strategy,
developed principally by John Koza of Stanford University and called genetic programming,
represents programs as branching data structures called trees (Koza et al. 2003, p. 35). In this
approach, random changes can be brought about by changing the operator or altering the value at
a given node in the tree, or replacing one subtree with another.
Figure 1: Three simple program trees of the kind normally used in genetic programming. The
mathematical expression that each one represents is given underneath.
It is important to note that evolutionary algorithms do not need to represent candidate solutions
as data strings of fixed length. Some do represent them in this way, but others do not; for
example, Kitano's grammatical encoding discussed above can be efficiently scaled to create large
and complex neural networks, and Koza's genetic programming trees can grow arbitrarily large
as necessary to solve whatever problem they are applied to.
Methods of selection
There are many different techniques which a genetic algorithm can use to select the individuals
to be copied over into the next generation, but listed below are some of the most common
methods. Some of these methods are mutually exclusive, but others can be and often are used in
combination.
Elitist selection: The most fit members of each generation are guaranteed to be selected. (Most
GAs do not use pure elitism, but instead use a modified form where the single best, or a few of
the best, individuals from each generation are copied into the next generation just in case nothing
better turns up.)
Fitness-proportionate selection: More fit individuals are more likely, but not certain, to be
selected.
Roulette-wheel selection: A form of fitness-proportionate selection in which the chance of an
individual's being selected is proportional to the amount by which its fitness is greater or less
than its competitors' fitness. (Conceptually, this can be represented as a game of roulette - each
individual gets a slice of the wheel, but more fit ones get larger slices than less fit ones. The
wheel is then spun, and whichever individual "owns" the section on which it lands each time is
chosen.)
Scaling selection: As the average fitness of the population increases, the strength of the selective
pressure also increases and the fitness function becomes more discriminating. This method can
be helpful in making the best selection later on when all individuals have relatively high fitness
and only small differences in fitness distinguish one from another.
Tournament selection: Subgroups of individuals are chosen from the larger population, and
members of each subgroup compete against each other. Only one individual from each subgroup
is chosen to reproduce.
Rank selection: Each individual in the population is assigned a numerical rank based on fitness,
and selection is based on this ranking rather than absolute differences in fitness. The advantage
of this method is that it can prevent very fit individuals from gaining dominance early at the
expense of less fit ones, which would reduce the population's genetic diversity and might hinder
attempts to find an acceptable solution.
Generational selection: The offspring of the individuals selected from each generation become
the entire next generation. No individuals are retained between generations.
Steady-state selection: The offspring of the individuals selected from each generation go back
into the pre-existing gene pool, replacing some of the less fit members of the previous
generation. Some individuals are retained between generations.
Hierarchical selection: Individuals go through multiple rounds of selection each generation.
Lower-level evaluations are faster and less discriminating, while those that survive to higher
levels are evaluated more rigorously. The advantage of this method is that it reduces overall
computation time by using faster, less selective evaluation to weed out the majority of
individuals that show little or no promise, and only subjecting those who survive this initial test
to more rigorous and more computationally expensive fitness evaluation.
Methods of change
Once selection has chosen fit individuals, they must be randomly altered in hopes of improving
their fitness for the next generation. There are two basic strategies to accomplish this. The first
and simplest is called mutation. Just as mutation in living things changes one gene to another, so
mutation in a genetic algorithm causes small alterations at single points in an individual's code.
The second method is called crossover, and entails choosing two individuals to swap segments of
their code, producing artificial "offspring" that are combinations of their parents. This process is
intended to simulate the analogous process of recombination that occurs to chromosomes during
sexual reproduction. Common forms of crossover include single-point crossover, in which a
point of exchange is set at a random location in the two individuals' genomes, and one individual
contributes all its code from before that point and the other contributes all its code from after that
point to produce an offspring, and uniform crossover, in which the value at any given location in
the offspring's genome is either the value of one parent's genome at that location or the value of
the other parent's genome at that location, chosen with 50/50 probability.
Figure 2: Crossover and mutation. The above diagrams illustrate the effect of each of these
genetic operators on individuals in a population of 8-bit strings. The upper diagram shows two
individuals undergoing single-point crossover; the point of exchange is set between the fifth and
sixth positions in the genome, producing a new individual that is a hybrid of its progenitors. The
second diagram shows an individual undergoing mutation at position 4, changing the 0 at that
position in its genome to a 1.
Neural networks
A neural network, or neural net for short, is a problem-solving method based on a
computer model of how neurons are connected in the brain. A neural network consists of
layers of processing units called nodes joined by directional links: one input layer, one
output layer, and zero or more hidden layers in between. An initial pattern of input is
presented to the input layer of the neural network, and nodes that are stimulated then
transmit a signal to the nodes of the next layer to which they are connected. If the sum of
all the inputs entering one of these virtual neurons is higher than that neuron's so-called
activation threshold, that neuron itself activates, and passes on its own signal to neurons
in the next layer. The pattern of activation therefore spreads forward until it reaches the
output layer and is there returned as a solution to the presented input. Just as in the
nervous system of biological organisms, neural networks learn and fine-tune their
performance over time via repeated rounds of adjusting their thresholds until the actual
output matches the desired output for any given input. This process can be supervised by
a human experimenter or may run automatically using a learning algorithm (Mitchell
1996, p. 52). Genetic algorithms have been used both to build and to train neural
networks.
Figure 3: A simple feedforward neural network, with one input layer consisting of four neurons,
one hidden layer consisting of three neurons, and one output layer consisting of four neurons.
The number on each neuron represents its activation threshold: it will only fire if it receives at
least that many inputs. The diagram shows the neural network being presented with an input
string and shows how activation spreads forward through the network to produce an output.
Hill-climbing
Similar to genetic algorithms, though more systematic and less random, a hill-climbing
algorithm begins with one initial solution to the problem at hand, usually chosen at
random. The string is then mutated, and if the mutation results in higher fitness for the
new solution than for the previous one, the new solution is kept; otherwise, the current
solution is retained. The algorithm is then repeated until no mutation can be found that
causes an increase in the current solution's fitness, and this solution is returned as the
result (Koza et al. 2003, p. 59). (To understand where the name of this technique comes
from, imagine that the space of all possible solutions to a given problem is represented as
a three-dimensional contour landscape. A given set of coordinates on that landscape
represents one particular solution. Those solutions that are better are higher in altitude,
forming hills and peaks; those that are worse are lower in altitude, forming valleys. A
"hill-climber" is then an algorithm that starts out at a given point on the landscape and
moves inexorably uphill.) Hill-climbing is what is known as a greedy algorithm, meaning
it always makes the best choice available at each step in the hope that the overall best
result can be achieved this way. By contrast, methods such as genetic algorithms and
simulated annealing, discussed below, are not greedy; these methods sometimes make
suboptimal choices in the hopes that they will lead to better solutions later on.
Simulated annealing
Another optimization technique similar to evolutionary algorithms is known as simulated
annealing. The idea borrows its name from the industrial process of annealing in which a
material is heated to above a critical point to soften it, then gradually cooled in order to
erase defects in its crystalline structure, producing a more stable and regular lattice
arrangement of atoms (Haupt and Haupt 1998, p. 16). In simulated annealing, as in
genetic algorithms, there is a fitness function that defines a fitness landscape; however,
rather than a population of candidates as in GAs, there is only one candidate solution.
Simulated annealing also adds the concept of "temperature", a global numerical quantity
which gradually decreases over time. At each step of the algorithm, the solution mutates
(which is equivalent to moving to an adjacent point of the fitness landscape). The fitness
of the new solution is then compared to the fitness of the previous solution; if it is higher,
the new solution is kept. Otherwise, the algorithm makes a decision whether to keep or
discard it based on temperature. If the temperature is high, as it is initially, even changes
that cause significant decreases in fitness may be kept and used as the basis for the next
round of the algorithm, but as temperature decreases, the algorithm becomes more and
more inclined to only accept fitness-increasing changes. Finally, the temperature reaches
zero and the system "freezes"; whatever configuration it is in at that point becomes the
solution. Simulated annealing is often used for engineering design applications such as
determining the physical layout of components on a computer chip.
An Explanation-based Learning (EBL ) system accepts an example (i.e. a training example) and
explains what it learns from the example. The EBL system takes only the relevant aspects of the
training. This explanation is translated into particular form that a problem solving program can
understand. The explanation is generalized so that it can be used to solve other problems.
PRODIGY is a system that integrates problem solving, planning, and learning methods in a
single architecture. It was originally conceived by Jaime Carbonell and Steven Minton, as an AI
system to test and develop ideas on the role that machine learning plays in planning and problem
solving. PRODIGY uses the EBL to acquire control rules.
The EBL module uses the results from the problem-solving trace (ie. Steps in solving problems)
that were generated by the central problem solver (a search engine that searches over a problem
space). It constructs explanations using an axiomatized theory that describes both the domain and
the architecture of the problem solver. The results are then translated as control rules and added
to the knowledge base. The control knowledge that contains control rules is used to guide the
search process effectively.
When an agent can utilize a worked example of a problem as a problem-solving method, the
agent is said to have the capability of explanation-based learning (EBL). This is a type of
analytic learning. The advantage of explanation-based learning is that, as a deductive
mechanism, it requires only a single training example ( inductive learning methods often require
many training examples). However, to utilize just a single example most EBL algorithms require
all of the following:
The training example
A Goal Concept
An Operationality Criteria
A Domain Theory
From the training example, the EBL algorithm computes a generalization of the example that is
consistent with the goal concept and that meets the operationality criteria (a description of the
appropriate form of the final concept). One criticism of EBL is that the required domain theory
needs to be complete and consistent. Additionally, the utility of learned information is an issue
when learning proceeds indiscriminately. Other forms of learning that are based on EBL are
knowledge compilation, caching and macro-ops.
Niels Bohr's model of the atom made an analogy between the atom and the solar system.
Analogy plays a significant role in problem solving, decision making, perception, memory,
creativity, emotion, explanation and communication. It lies behind basic tasks such as the
identification of places, objects and people, for example, in face perception and facial
recognition systems. It has been argued that analogy is "the core of cognition". [3] Specific
analogical language comprises exemplification, comparisons, metaphors, similes, allegories, and
parables, but not metonymy.
The ANALOGY module uses reasoning strategies and justifications saved from previous
problem-solving traces to build strategies for a new problem. These strategies are evoked when
the problem solver comes to a place where the new problem's justifications are similar to a
previously-solved problem. ANALOGY then directs the problem-solving strategy in the
direction that led to the previous solution.
ANALOGY
Requires more inferencing
Process of learning new concept or solutions through the use of similar known
concepts or solutions.
UNIT-IV
Q 26. What is expert system? Discuss the architecture of Expert system.
Ans. Definition(s) of Expert/Knowledge-Based Systems
The primary intent of expert system technology is to realize the integration of human expertise
into computer processes. This integration not only helps to preserve the human expertise but also
allows humans to be freed from performing the more routine activities that might be associated
with interactions with a computer-based system.
Given the number of textbooks, journal articles, and conference publications about
expert/knowledgebased
systems and their application, it is not surprising that there exist a number of different definitions
for an expert/knowledge-based system. In this article we use the following definition (2, 3):
An expert/knowledge-based system is a computer program that is designed to mimic the
decision-making ability of a decision-maker(s) (i.e., expert(s)) in a particular narrow domain of
expertise.
In order to fully understand and appreciate the meaning and nature of this definition, we
highlight and
detail the four major component pieces.
An expert/knowledge-based system is a computer program. A computer program is a piece of
software, written by a programmer as a solution to some particular problem or client need.
Because expert/knowledge-based systems are software products they inherit all of the problems
associated with any piece of computer software. Some of these issues will be addressed in the
discussion on the
development of these systems.
An expert/knowledge-based system is designed to mimic the decision-making ability. The
specific task of an expert/knowledge-based system is to be an alternative source of decisionmaking ability for organizations to use; instead of relying on the expertise of just oneor a
handfulof people qualified to make a particular decision. An expert/knowledge-based system
attempts to capture the reasoning of a particular person for a specific problem. Usually
expert/knowledge-based systems are designed and developed to capture the scarce, but critical
decision-making that occurs in many organizations. Expert/knowledge-based systems are often
feared to be replacements for decisionmakers, however, in many organizations, these systems
are used to free up the decision-maker to address more complex and important issues facing
the organization.
An expert/knowledge-based system uses a decision-maker(s) (i.e., expert(s)). Websters
dictionary defines an expert as
One with the special skill or mastery of a particular subject
The focal point in the development of an expert/knowledge-based system is to acquire and
represent the knowledge and experience of a person(s) who have been identified as possessing
the special skill or mastery.
An expert/knowledge-based system is created to solve problems in a particular narrow domain of
expertise. The above definition restricts the term expert to a particular subject. Some of the most
Figure 2 displays the architecture commonly associated with expert systems. In our terminology
it is comprised of a kernel augmented by processes for data and knowledge capture, user
interfaces and interactions, and an process for generating and presenting to a user explanations of
its behaviors.
The Knowledge and Data Acquisition process is used by the expert system to acquire new
facts and rules associated with its specific domain. It is through this process that capabilities can
be added to or subtracted from the expert system. Associated with this process is the concept of
knowledge engineering.
This is the process whereby knowledge from an expert or group of experts or other sources such
as books, procedure manuals, training guides, etc. are gathered, formatted, verified and validated,
and input into the knowledge base of the expert system (see the discussion on expert/knowledge
development for a more detailed explanation of knowledge engineering activities).
the attention system, the behaviour system, and the motor system. The perception system extracts
the data from the outside world (through the cameras in Kesmits eyes), the motivation system
maintains the emotions Kesmit 'feels', the attention system regulates the extent of these emotions,
the behaviour system implements the emotions, and the motor system controls the hardware
required to express the emotion. Visit Kismet's homepage to learn more, its a fascinating project.
Conclusion
Robotics is in many respects Mechanical AI. It is also a lot more complicated, since the data the
robot is receiving is real-time, real-world data, a lot more complicated that more software-based
AI programs have to deal with. On top of this more complicated programming required,
algorithms to respond via motors and other sensors is needed.
The field of robotics is where AI is all eventually aimed, most research is intended to one day
become part of a robot.
Q 28. Discuss the current trends in Intelligent systems.
Ans.
Mobile Robot Competition and Exhibition This is the twelfth year AAAI has
sponsored the Mobile Robot Competition, which brings together teams from leading
robotics research labs to compete and demonstrate state-of-the-art research in robotics
and AI. Each year the bar is raised on the competition challenges, and each year the
robots demonstrate increasing capabilities. This year, the competition includes three
events: Robot Host, Robot Rescue, and Robot Challenge.
Innovative Applications of AI Awards and Emerging Applications This
conference, co-located with IJCAI-03 and sponsored by the Association for the
Advancement of Artificial Intelligence, honors deployed applications that use AI
techniques in innovative ways delivering quantifiable value. In recent years, the
conference has been expanded to recognize experimental emerging applications that in
preliminary tests are demonstrating promising results. Together, the 20 applications
presented point the way toward new trends in intelligent applications in a wide range of
areas from automated fraud detection in the NASDAQ stock market, to automated
search of broadcast news for items of interest, to new teaching and commerce systems,
and intelligent distributed computing.
Trading Agents Competition The goal of this competition is to spurn research in
intelligent agents for e-commerce. This year there will be two competitions one in
which travel agents put together travel packages, and the second a dynamic supply
chain trading scenario in which PC manufacturers compete against one another for
customer orders and supplies over 250 simulated days.
AI and the Web special track Four invited speakers will discuss emerging trends
in using AI to improve the intelligence of the Web infrastructure. Senior researchers from
Google, University of Southern California, Hong Kong Baptist University and University
of Trento, Italy, will discuss topics such as Web search engines, technologies to build and
deploy intelligent agents on the Web, the research agenda to build true Web intelligence,
and eCommerce travel systems.
Invited Speakers Eleven speakers from leading research centers and business
ventures in the U.S. and Europe have been invited to the technical conference to discuss
emerging AI research and experimental systems on topics, such as selfreconfiguring
robots, Paul Allen's Vulcan, Inc. Project Halo, aimed toward the creation of a digital
Aristotle, capable of answering and providing cogent explanations to arbitrary questions
in a variety of domains.
Technical Program At the heart of the conference is the technical program, which
this year includes 189 technical paper presentations by leading researchers on a broad
array of AI topics, for example: computer vision, robotics, intelligent agents, intelligent
Internet, logic, learning, reasoning, representation and much more.
Workshops and Tutorials There will be 30 workshops on research and applications
(by invitation only) on such topics as Agent-Oriented Systems, AI Applications,
Knowledge Representation and Reasoning, Machine Learning and Data Mining, and AI
and the Web. In addition, 19 tutorials will cover concentrated technical topics of current
or emerging interest, for instance: state of the art in ant robotics, intelligent Web service,
and automated security protocol verification.
Intelligent Systems Demonstrations This track highlights innovative contributions to
the science of AI with an emphasis on the benefits of developing and using implemented
systems in AI research. This year's demonstrations include web technologies, intelligent
agents, reasoning engines, and collaborative and conversational system, in domains
ranging from space exploration to travel agencies to writing technical papers.
Poster Session This new program is designed to promote new research ideas and
widen participation at the conference. The 87 poster presentations represent a broad
cross-section of AI research areas including: automated reasoning, case-based reasoning,
constraints, knowledge representation, data mining and information retrieval, machine
learning, multiagents, natural language, neural networks, planning, search, vision and
robotics.
Exhibit Program Some of the leading robotics vendors, publishers, research labs, and
others will exhibit their offerings.
hypothesizes that the levels of human language processing follow one another in a strictly
sequential manner. Psycholinguistic research suggests that language processing is much more
dynamic, as the levels can interact in a variety of orders. Introspection reveals that we frequently
use information we gain from what is typically thought of as a higher level of processing to assist
in a lower level of analysis.
For example, the pragmatic knowledge that the document you are reading is about biology will
be used when a particular word that has several possible senses (or meanings) is encountered,
and the word will be interpreted as having the biology sense.
Of necessity, the following description of levels will be presented sequentially. The key point
here is that meaning is conveyed by each and every level of language and that since humans have
been shown to use all levels of language to gain understanding, the more capable an NLP system
is, the more levels of language it will utilize.
Phonology
This level deals with the interpretation of speech sounds within and across words. There are, in
fact, three types of rules used in phonological analysis: 1) phonetic rules for sounds within
words; 2) phonemic rules for variations of pronunciation when words are spoken together, and;
3) prosodic rules for fluctuation in stress and intonation across a sentence. In an NLP system
that accepts spoken input, the sound waves are analyzed and encoded into a digitized signal for
interpretation by various rules or by comparison to the particular language model being utilized.
Morphology
This level deals with the componential nature of words, which are composed of morphemes the
smallest units of meaning. For example, the word preregistration can be morphologically
analyzed into three separate morphemes: the prefix pre, the root registra, and the suffix tion.
Since the meaning of each morpheme remains the same across words, humans can break down
an unknown word into its constituent morphemes in order to understand its meaning. Similarly,
an NLP system can recognize the meaning conveyed by each morpheme in order to gain and
represent meaning. For example, adding the suffix ed to a verb, conveys that the action of the
verb took place in the past.
This is a key piece of meaning, and in fact, is frequently only evidenced in a text by the use of
the -ed morpheme.
Lexical
At this level, humans, as well as NLP systems, interpret the meaning of individual words.
Several types of processing contribute to word-level understanding the first of these being
assignment of a single part-of-speech tag to each word. In this processing, words that can
function as more than one part-of-speech are assigned the most probable part-ofspeech tag based
on the context in which they occur.
Additionally at the lexical level, those words that have only one possible sense or meaning can
be replaced by a semantic representation of that meaning. The nature of the representation varies
according to the semantic theory utilized in the NLP system. The following representation of the
meaning of the word launch is in the form of logical predicates. As can be observed, a single
lexical unit is decomposed into its more basic properties. Given that there is a set of semantic
primitives used across all words, these simplified lexical representations make it possible to
unify meaning across words and to produce complex interpretations, much the same as humans
do.
launch (a large boat used for carrying people on rivers, lakes harbors, etc.)
((CLASS BOAT) (PROPERTIES (LARGE)
semantically vacant, with the appropriate entity to which they refer (30). Discourse/text structure
recognition determines the functions of sentences in
the text, which, in turn, adds to the meaningful representation of the text. For example,
newspaper articles can be deconstructed into discourse components such as: Lead, Main
Pragmatic
This level is concerned with the purposeful use of language in situations and utilizes context over
and above the contents of the text for understanding The goal is to explain how extra meaning is
read into texts without actually being encoded in them. This requires much world knowledge,
including the understanding of intentions, plans, and goals. Some NLP applications may utilize
knowledge bases and inferencing modules. For example, the following two sentences require
resolution of the anaphoric term they, but this resolution requires pragmatic or world
knowledge.