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Copyright © 2015 Pearson Education, Inc.

Chapter 11:

Artificial Intelligence

Computer Science: An Overview Eleventh Edition

by

J. Glenn Brookshear Dennis Brylow

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Chapter 11: Artificial Intelligence

• 11.1 Intelligence and Machines

• 11.2 Perception

• 11.3 Reasoning

• 11.4 Additional Areas of Research

• 11.5 Artificial Neural Networks

• 11.6 Robotics

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Copyright © 2015 Pearson Education, Inc. 11-3

Intelligent Agents

Agent: A “device” that responds to stimuli from its environment

Sensors Actuators

• Much of the research in artificial

intelligence can be viewed in the context of building agents that behave intelligently

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Levels of Intelligent Behavior

• Reflex: actions are predetermined responses to the input data

• More intelligent behavior requires knowledge of the environment and involves such activities as:

Goal seeking Learning

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Copyright © 2015 Pearson Education, Inc. 11-5

Figure 11.1 The eight-puzzle in its

solved configuration

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Figure 11.2 Our puzzle-solving

machine

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Copyright © 2015 Pearson Education, Inc. 11-7

Approaches to Research in Artificial Intelligence

• Engineering track

Performance oriented

• Theoretical track

Simulation oriented

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Turing Test

• Test setup: Human interrogator

communicates with test subject by typewriter.

• Test: Can the human interrogator

distinguish whether the test subject is human or machine?

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Copyright © 2015 Pearson Education, Inc. 11-9

Techniques for Understanding Images

• Template matching

• Image processing

edge enhancement region finding

smoothing

• Image analysis

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Language Processing

• Syntactic Analysis

• Semantic Analysis

• Contextual Analysis

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Copyright © 2015 Pearson Education, Inc. 11-11

Figure 11.3 A semantic net

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Components of a Production Systems

1. Collection of states

Start (or initial) state Goal state (or states)

2. Collection of productions: rules or moves

Each production may have preconditions

3. Control system: decides which production to apply next

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Copyright © 2015 Pearson Education, Inc. 11-13

Reasoning by Searching

State Graph: All states and productions

Search Tree: A record of state transitions explored while searching for a goal state

Breadth-first search Depth-first search

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Figure 11.4 A small portion of the

eight-puzzle’s state graph

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Copyright © 2015 Pearson Education, Inc. 11-15

Figure 11.5 Deductive reasoning in the context of a production system

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Figure 11.6 An unsolved

eight-puzzle

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Copyright © 2015 Pearson Education, Inc. 11-17

Figure 11.7 A sample search tree

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Figure 11.8 Productions stacked for

later execution

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Copyright © 2015 Pearson Education, Inc. 11-19

Heuristic Strategies

Heuristic: A “rule of thumb” for making decisions

• Requirements for good heuristics

Must be easier to compute than a complete solution

Must provide a reasonable estimate of proximity to a goal

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Figure 11.9 An unsolved

eight-puzzle

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Copyright © 2015 Pearson Education, Inc. 11-21

Figure 11.10 An algorithm for a control system using heuristics

Establish the start node of the state graph as the root of the search tree and record its heuristic value.

while (the goal node has not been reached):

Select the leftmost leaf node with the smallest heuristic value of all leaf nodes.

To this selected node attach as children those nodes that can be reached by a single production.

Record the heuristic of each of these new nodes next to the node in the search tree.

Traverse the search tree from the goal node up to the root, pushing the production associated with each arc traversed onto a stack.

Solve the original problem by executing the productions as they are popped off the stack.

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Figure 11.11 The beginnings of our

heuristic search

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Copyright © 2015 Pearson Education, Inc. 11-23

Figure 11.12 The search tree after

two passes

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Figure 11.13 The search tree after

three passes

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Copyright © 2015 Pearson Education, Inc. 11-25

Figure 11.14

The complete search tree

formed by our heuristic

system

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Handling Real-World Knowledge

• Representation and storage

• Accessing relevant information

Meta-Reasoning

Closed-World Assumption

• Frame problem

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Copyright © 2015 Pearson Education, Inc. 11-27

Learning

• Imitation

• Supervised Training

Training Set

• Reinforcement

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Genetic Algorithms

• Begins by generating a random pool of trial solutions:

Each solution is a chromosome

Each component of a chromosome is a gene

• Repeatedly generate new pools

Each new chromosome is an offspring of two parents from the previous pool

Probabilistic preference used to select parents

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Copyright © 2015 Pearson Education, Inc. 11-29

Artificial Neural Networks

• Artificial Neuron

Each input is multiplied by a weighting factor.

Output is 1 if sum of weighted inputs exceeds the threshold value; 0 otherwise.

• Network is programmed by adjusting weights using feedback from examples.

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Figure 11.15 A neuron in a living

biological system

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Copyright © 2015 Pearson Education, Inc. 11-31

Figure 11.16 The activities within a

processing unit

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Figure 11.17 Representation of a

processing unit

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Copyright © 2015 Pearson Education, Inc. 11-33

Figure 11.18 A neural network with

two different programs

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Figure 11.20 The structure of

ALVINN

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Copyright © 2015 Pearson Education, Inc. 11-35

Associative Memory

Associative memory: The retrieval of information relevant to the information at hand

• One direction of research seeks to build

associative memory using neural networks that when given a partial pattern, transition themselves to a completed pattern.

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Figure 11.21 An artificial neural

network implementing an associative

memory

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Copyright © 2015 Pearson Education, Inc. 11-37

Figure 11.22 The steps leading to a

stable configuration

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Robotics

• Truly autonomous robots require progress in perception and reasoning.

• Major advances being made in mobility

• Plan development versus reactive responses

• Evolutionary robotics

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Copyright © 2015 Pearson Education, Inc. 11-39

Issues Raised by Artificial Intelligence

• When should a computer’s decision be trusted over a human’s?

• If a computer can do a job better than a human, when should a human do the job anyway?

• What would be the social impact if

computer “intelligence” surpasses that of many humans?

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