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344-471 ???????????????????????????? (Artificial Intelligence

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Title: 344-471 ???????????????????????????? (Artificial Intelligence


1
344-471 ????????????????????????????
(Artificial Intelligence Expert Systems)
  • ??.?????? ??????????????
  • ?????????????????????????? ??????????????
    ????????????????????????
  • ????????? M100/3 ???????? 074-288702
  • E-mail wwettayaprasit_at_yahoo.com
  • Web site http// www.cs.psu.ac.th/wiphada

2
????????????
  • 1. ???????????????????????????????????????????????
    ?????????????????????????????????
  • 2. ???????????????????????????????????????????????
    ?
  • 3. ?????????????????????????????????????????????
  • ?????????????????? ????????? ?????????
    ?????????????????????????
  • ???????? ?????????? 30 ?????????? 30
  • ??????/??????? 10
    Assignment 20
  • ????????? ?????? 10 - 11 ???? ??1
    ??? 9 10 ???? M.309
  • ????? 9 10 ???? M.309 ??? 10-11 ????
    L5

3
???????????
4
?????????????
  • 1. Artificial Intelligence second edition, Elaine
    Rich and Kevin Knight, McGraw-Hill Inc., 1991.
  • 2. Neural Networks A Comprehensive Foundation,
    Simon Haykin, Macmillan College Publishing
    Company Inc. 1994.
  • 2. Artificial Intelligence Structures and
    Strategies for Complex Problem Solving, Second
    Edition, 1993.
  • 3. Expert Systems and Applied Artificial
    Intelligence, Efraim Turban, Macmillan Publishing
    Company, 1992.
  • 4. Understanding Decision Support Systems and
    Expert Systems, Efrem G. Mallach, Richard D.
    Irwin, Inc. 1994
  • 5. Introduction to Natural Language Processing,
    Mary Dee Harries, 1985.

5
Chapter 1What is Artificial Intelligence?

6
AI Areas
  • Artificial Intelligence (AI)
  • the branch o f computer science that is concerned
    with the automation of intelligent behavior.
  • AI Areas
  • Game Playing
  • Automated Reasoning and Theorem Proving
  • Expert Systems
  • Natural Language Understanding and Semantics
    Modeling
  • Modeling Human Performance
  • Planning and Robotics
  • Machine Leaning
  • Neural Networks

7
Task Domain of AI
  • Mundane Tasks
  • Perception Vision, Speech
  • Natural language Understanding, Generation,
    Translation
  • Commonsense reasoning
  • Robot control
  • Formal Tasks
  • Games Chess
  • Mathematics Logic, Geometry
  • Expert Tasks
  • Engineering Design, Fault finding,
    Manufacturing planning
  • Scientific analysis
  • Medical diagnosis
  • Financial analysis

8
Intelligence require knowledge
  1. It is voluminous.
  2. Is it shard to characterize accurately.
  3. It is constantly changing.
  4. It differs from data by being organized in a way
    that corresponds to the ways it will be used.

9
Knowledge Representation and Search for AI
  1. The knowledge captures generalizations.
  2. It can be understood by people who must provide
    it.
  3. It can easily be modified to correct errors and
    to reflect changes in the world.
  4. It can be used in many situations even if it is
    not totally accurate or complete.
  5. It can use to narrow the range of possibilities
    that must usually be considered.

10
Common Features of AI Problems
  1. The use of computer to do the symbolic reasoning.
  2. A focus on problems that do not respond to
    algorithmic solutions. ? Heuristic search.
  3. Manipulate the significant quantitative features
    of a situation rather than relying on numeric
    methods.
  4. Dealing with semantic meaning.
  5. Answer that are neither exact nor optimal but
    sufficient.
  6. Domain specific knowledge in solving problems.
  7. Use meta-level knowledge.

11
Tic-Tac-Toe Program 1
  • Board nine element vector representation.
  • 0 blank, 1 X, 2
    O
  • Moveable Their Complexity 39 19,683
  • view vector board as a ternary number (base
    three)

12
Tic-Tac-Toe Program 2
  • Board nine element vector representation.
  • 2 blank, 3 X, 5
    O
  • an integer indicating which move of the game is
    about to played.
  • 1 indicate the first move.
  • 9 indicate the last move.
  • Board5 2 ? mean blank
  • Poswin(p) If it produce (332) 18 ? X can
    win
  • p 0 if the player can not win on his next move.
  • Poswin(p) If it produce (552) 50 ?O can
    win
  • Go(n) Make a move on square n.
  • TURN is odd ? if it is playing X
  • TURN is even ? if it is playing O
  • More efficient in term of space.

13
Tic-Tac-Toe Program 2
  • Board nine element vector representation.
  • 2 blank, 3 X, 5
    O
  • an integer indicating which move of the game is
    about to played.
  • 1 indicate the first move.
  • 9 indicate the last move.
  • Board5 2 ? mean blank
  • Poswin(p) If it produce MAGIC SQUARE
  • (8 3 4) 15
  • p 0 if the player can not win on his next move.
  • Go(n) Make a move on square n.
  • TURN is odd ? if it is playing X
  • TURN is even ? if it is playing O
  • More efficient in term of space.

14
Tic-Tac-Toe Program 3
  • Board_Position nine element vector representing
    the board, a list of board positions that could
    result from the next move, and a number
    representing as estimate of how likely the board
    position is lead to an ultimate win for the
    player to move.
  • Minimax Procedure in chapter 12.
  • Search tree need more time
  • Use AI technique
  • Decide which of a set of board positions is best.
  • find highest possible rating.
  • consider all the moves the component could make
    next. ? See which move
    is worst for us....
  • (Assume the opponent will make that move)

15
Question Answering 1
  • Russia massed troops on the Czech border.

POLITICS program Corbonell,1980) Q1 Why did
Russia do this? A1 ?????????????????????????????
????????????????????..... Q1 What should the
United States do? A2 ???????????????????????????
????? OR A2????????????????????????
16
Question Answering 2
  • Mary went shopping for a new coat.
  • She found a red one she really liked.
  • When she got it home, she discovered that it went
    perfectly with her favorite dress.

ELIZA Q1What did Mary go shopping for? A1
............................................. Q2W
hat did Mary find she liked? A2..................
........................... Q3 Did Mary buy
anything ? A3....................................
.........
17
The level of the model
  1. What is the goal in trying to produce programs
    that do intelligent things that people do?
  2. Are we trying to produce programs that do the
    tasks the same way people do?
  3. Are we attempting to produce programs that simply
    do the tasks in whatever way appears easiest?

18
Model human performance
  • To test psychological theories of human
    performance.
    ???????????????????????
    ??? PAPPY Colby, 1975
  • 2. To enable computers to understand human
    reasoning.

    ???????????????????????????????????
  • To enable computers to understand computer
    reasoning.
  • ????????? ????????????????????????????????????????
    ?

19
Criteria for success
  • How will we know if we have succeeded?
  • Turing test. Human Computer Person
    asking?
  • DENDRAL is a program that analyzes organic
    compounds to determine their structure.
  • HUMAN CHEMIST
    COMPUTER

20
Homework 1 (2)
  • Given the meaning of Artificial Intelligence from
    your point of view. You may add citation from
    searching documents in the web or from the text
    book.
  • Given all AI fields with some explanations.
  • Due date Wednesday 17 November 2004 in class
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