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Lec 1
Lec 1
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Introduction
• What is AI?
• The foundations of AI
• A brief history of AI
• Introductory problems
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What is AI?
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But What is Intelligence?
• Simple things turn out to be the hardest to automate:
– Recognising a face.
– Navigating a busy street.
– Understanding what someone says.
• All tasks require reasoning on knowledge.
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Why do AI?
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Typical AI Problems
• Intelligent entities (or “agents”) need to be able to do both
“mundane” and “expert” tasks:
• Mundane tasks - consider going shopping:
– Planning a route, and sequence of shops to visit!
– Recognising (through vision) buses, people.
– Communicating (through natural language).
– Navigating round obstacles on the street, and
manipulating objects for purchase.
• Expert tasks are things like:
– medical diagnosis.
– equipment repair.
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Academic Disciplines important to AI.
• Philosophy Logic, methods of reasoning, mind as physical
system, foundations of learning, language, rationality.
• Mathematics Formal representation and proof, algorithms,
computation, probability.
• Economics utility, decision theory, rational economic agents
• Neuroscience neurons as information processing units.
• Psychology/ how do people behave, perceive, process Cognitive Science
information, represent knowledge.
• Computer building fast computers
engineering
• Control theory design systems that maximize an objective
function over time
• Linguistics knowledge representation, grammar
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Honda Humanoid Robot
Walk
Turn
http://world.honda.com/robot/
Stairs 8
Sony AIBO
http://www.aibo.com 9
History of AI
• 1943 McCulloch & Pitts: Boolean circuit model of brain
• 1950 Turing's "Computing Machinery and Intelligence"
• 1956 Dartmouth meeting: "Artificial Intelligence" adopted
• 1950s Early AI programs, including Samuel's checkers
program, Newell & Simon's Logic Theorist,
Gelernter's Geometry Engine
• 1965 Robinson's complete algorithm for logical reasoning
• 1966—73 AI discovers computational complexity
Neural network research almost disappears
• 1969—79 Early development of knowledge-based systems
• 1980-- AI becomes an industry
• 1986-- Neural networks return to popularity
• 1987-- AI becomes a science
• 1995-- The emergence of intelligent agents
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Consider what might be involved in
building a “intelligent” computer….
• What are the “components” that might be useful?
– Fast hardware?
– Foolproof software?
– Chess-playing at grandmaster level?
– Speech interaction?
• speech synthesis
• speech recognition
• speech understanding
– Image recognition and understanding ?
– Learning?
– Planning and decision-making?
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Task Domains of AI
• Mundane Tasks:
– Perception
• Vision
• Speech
– Natural Languages
• Understanding
• Generation
• Translation
– Robot Control
• Formal Tasks
– Games : chess, checkers etc
• Expert Tasks:
– Engineering ( Design, Fault finding, Manufacturing planning)
– Scientific Analysis
– Medical Diagnosis
– Financial Analysis
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Can Computers play Humans at
• Chess?
Chess Playing is a classic AI problem
– well-defined problem
– very complex: difficult for humans to play well
3000
Garry Kasparov (current World Champion) Deep Blue
2800
2600
Deep Thought
2400
Points Ratings
2200
Ratings
2000
1800
1600
1400
• Conclusion:
1200 YES: today’s computers can beat even the best human
1966 1971 1976 1981 1986 1991 1997
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Can we build hardware as complex as
•
the brain?
How complicated is our brain?
– a neuron, or nerve cell, is the basic information processing unit
– estimated to be on the order of 10 11 neurons in a human brain
– many more synapses (10 14) connecting these neurons
– cycle time: 10 -3 seconds (1 millisecond)
• Conclusion
– YES: in the near future we can have computers with as many basic processing elements as our brain, but with
• far fewer interconnections (wires or synapses) than the brain
• much faster updates than the brain
– but building hardware is very different from making a computer behave like a brain!
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Can Computers Learn and Adapt?
• Learning and Adaptation
– consider a computer learning to drive on the freeway
– we could code lots of rules about what to do
– and/or we could have it learn from experience
Darpa’s Grand Challenge. Stanford’s “Stanley” drove
150 without supervision in the Majove dessert
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Can Computers “see”?
• Recognition v. Understanding (like Speech)
– Recognition and Understanding of Objects in a scene
• look around this room
• you can effortlessly recognize objects
• human brain can map 2d visual image to 3d “map”
• Conclusion: mostly NO: computers can only “see” certain types of objects under
limited circumstances: but YES for certain constrained problems (e.g., face recognition)
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In the computer vision community
research compete to improve recognition
performance on standard datasets
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Conclusion
• AI is about building intelligent agents (robots)
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Tic Tac Toe
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Introductory Problem: Tic-Tac-Toe
X X
o
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Introductory Problem: Tic-Tac-Toe
Program 1:
Data Structures:
• Board: 9 element vector representing the board, with 1-9 for each square. An
element contains the value 0 if it is blank, 1 if it is filled by X, or 2 if it is
filled with a O
• Movetable: A large vector of 19,683 elements ( 3^9), each element is 9-
element vector.
Algorithm:
1. View the vector as a ternary number. Convert it to a
decimal number.
2. Use the computed number as an index into
Move-Table and access the vector stored there.
3. Set the new board to that vector.
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Introductory Problem: Tic-Tac-Toe
Comments:
This program is very efficient in time.
3. Difficult to extend.
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Introductory Problem: Tic-Tac-Toe
1 2 3
4 5 6
7 8 9
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Introductory Problem: Tic-Tac-Toe
Program 2:
Data Structure: A nine element vector representing the board. But instead of using
0,1 and 2 in each element, we store 2 for blank, 3 for X and 5 for O
Functions:
Make2: returns 5 if the center sqaure is blank. Else any other balnk sq
Posswin(p): Returns 0 if the player p cannot win on his next move; otherwise it
returns the number of the square that constitutes a winning move. If the
product is 18 (3x3x2), then X can win. If the product is 50 ( 5x5x2) then O
can win.
Go(n): Makes a move in the square n
Strategy:
Turn = 1 Go(1)
Turn = 2 If Board[5] is blank, Go(5), else Go(1)
Turn = 3 If Board[9] is blank, Go(9), else Go(3)
Turn = 4 If Posswin(X) 0, then Go(Posswin(X))
.......
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Introductory Problem: Tic-Tac-Toe
Comments:
3. Hard to generalize.
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Introductory Problem: Tic-Tac-Toe
8 3 4
1 5 9
6 7 2
15 (8 + 5)
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Introductory Problem: Tic-Tac-Toe
Comments:
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Introductory Problem: Tic-Tac-Toe
Program 3:
Comments:
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Introductory Problem: Question Answering
Program 1:
Z = a new coat
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Introductory Problem: Question Answering
Program 2:
Structured representation of sentences:
Event2: Thing1:
instance: Finding instance: Coat
tense: Past colour: Red
agent: Amna
object: Thing 1
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Introductory Problem: Question Answering
Program 3:
Background world knowledge:
C finds M
C leaves L C buys M
C leaves L
C takes M
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