0% found this document useful (0 votes)
43 views

Artificial Intelligence

This document provides an overview of an artificial intelligence course taught by Dr. Siby Abraham. It covers the following key topics in 3 sentences or less each: The course covers 3 units - what AI is, learning from examples using techniques like decision trees and neural networks, and learning probabilistic models using EM algorithm and reinforcement learning. It provides examples of problems like searching the Romania map, predicting restaurant waiting times, and navigating a 3x4 grid world. Students complete practical assignments implementing search algorithms on the Romania map and using decision trees and reinforcement learning on other examples.

Uploaded by

anon_249733955
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
43 views

Artificial Intelligence

This document provides an overview of an artificial intelligence course taught by Dr. Siby Abraham. It covers the following key topics in 3 sentences or less each: The course covers 3 units - what AI is, learning from examples using techniques like decision trees and neural networks, and learning probabilistic models using EM algorithm and reinforcement learning. It provides examples of problems like searching the Romania map, predicting restaurant waiting times, and navigating a 3x4 grid world. Students complete practical assignments implementing search algorithms on the Romania map and using decision trees and reinforcement learning on other examples.

Uploaded by

anon_249733955
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 46

Artificial Intelligence

Dr Siby Abraham
Email:[email protected]
Website:www.machintelligence.net
• Unit 1: Ch1,2,3

• Unit II: Ch 18

• Unit III: Ch 20, 21


Unit I
• What Is AI

• Intelligent Agents

• Problem Solving by searching


What Is AI
• What Is AI • Foundations

• Intelligent Agents • History and

• Problem Solving by searching • State of the Art of AI.


Intelligent Agents
• Agents : An agent is anything that
can be viewed as perceiving its
• What Is AI environment through sensors and
acting upon that environment
through actuators.
• Intelligent Agents
• Human agent: eyes, ears, and other
• Problem Solving by searching organs for sensors.
• Hands, legs, mouth, and other body
parts for actuators.

• Robotic agent: cameras and infrared


range finders for sensors;
• Various motors for actuators

• Environments, Nature of
Environments, Structure of Agents
Agents and environments

• The agent function maps from percept histories to actions:


[f: P*  A]
• The agent program runs on the physical architecture to
produce f
Eg: The vacuum-cleaner world

• Environment: square A and B


• Percepts: [location and content] e.g. [A, Dirty]
• Actions: left, right, suck, and no-op
Environments
• PEAS description of the environment:
– Performance
– Environment
– Actuators
– Sensors
PEAS : E.g. Fully automated taxi

• Performance:Safety, destination, profits, legality,


comfort.
• Environment:Streets/freeways, other traffic,
pedestrians, weather,, …
• Actuators : Steering, accelerator, brake, horn,
speaker/display,…
• Sensors : Video, speedometer, engine sensors,
keyboard, GPS, …
Problem Solving by searching:
• What Is AI • Problem-Solving Agents,

• Intelligent Agents Example Problems

• Problem Solving by
searching
Problem-solving agents Example: Romania
Single-state problem formulation

A problem is defined by four items:


1. initial state e.g., "at Arad"
2. actions or successor function S(x) = set of action–state pairs
– e.g., S(Arad) = {<Arad  Zerind, Zerind>, … }
3. goal test, can be
– explicit, e.g., x = "at Bucharest"
– implicit, e.g., Checkmate(x)
4. path cost (additive)
– e.g., sum of distances, number of actions executed, etc.
– c(x,a,y) is the step cost, assumed to be ≥ 0
• A solution is a sequence of actions leading from the initial
state to a goal state
Tree search example
Tree search example
Tree search example
Uninformed search strategies
• Uninformed search strategies use only the information
available in the problem definition
• Breadth-first search
• Uniform-cost search
• Depth-first search
• Depth-limited search
• Iterative deepening search
Breadth-first search

• Expand shallowest unexpanded node


• Implementation:
– fringe is a FIFO queue, i.e., new successors go at end
Breadth-first search
• Expand shallowest unexpanded node
• Implementation:
– fringe is a FIFO queue, i.e., new successors go at end
Breadth-first search

• Expand shallowest unexpanded node


• Implementation:
– fringe is a FIFO queue, i.e., new successors go at end
Breadth-first search

• Expand shallowest unexpanded node


• Implementation:
– fringe is a FIFO queue, i.e., new successors go at end
Properties of breadth-first search
• Complete? Yes (if b is finite)
• Time? 1+b+b2+b3+… +bd + b(bd-1) = O(bd+1)
• Space? O(bd+1) (keeps every node in memory)
• Optimal? Yes (if cost = 1 per step)

• Space is the bigger problem (more than time)


Uniform-cost search

• Expand least-cost unexpanded node


• Implementation:
– fringe = queue ordered by path cost
• Equivalent to breadth-first if step costs all equal
• Complete? Yes, if step cost ≥ ε
• Time? # of nodes with g ≤ cost of optimal solution,
O(bceiling(C*/ ε)) where C* is the cost of the optimal solution
• Space? # of nodes with g ≤ cost of optimal solution,
O(bceiling(C*/ ε))
• Optimal? Yes – nodes expanded in increasing order of g(n)
Depth-first search

• Expand deepest unexpanded node


• Implementation:
– fringe = LIFO queue, i.e., put successors at front
Depth-first search

• Expand deepest unexpanded node


• Implementation:
– fringe = LIFO queue, i.e., put successors at front
Depth-first search

• Expand deepest unexpanded node


• Implementation:
– fringe = LIFO queue, i.e., put successors at front
Depth-first search

• Expand deepest unexpanded node


• Implementation:
– fringe = LIFO queue, i.e., put successors at front
Depth-first search

• Expand deepest unexpanded node


• Implementation:
– fringe = LIFO queue, i.e., put successors at front
Depth-first search

• Expand deepest unexpanded node


• Implementation:
– fringe = LIFO queue, i.e., put successors at front
Depth-first search
• Expand deepest unexpanded node
• Implementation:
– fringe = LIFO queue, i.e., put successors at front
Depth-first search

• Expand deepest unexpanded node


• Implementation:
– fringe = LIFO queue, i.e., put successors at front
Depth-first search

• Expand deepest unexpanded node


• Implementation:
– fringe = LIFO queue, i.e., put successors at front
Depth-first search

• Expand deepest unexpanded node


• Implementation:
– fringe = LIFO queue, i.e., put successors at front
Depth-first search
• Expand deepest unexpanded node

• Implementation:
– fringe = LIFO queue, i.e., put successors at front
Depth-first search
• Expand deepest unexpanded node

• Implementation:
– fringe = LIFO queue, i.e., put successors at front
Properties of depth-first search
• Complete? No: fails in infinite-depth spaces, spaces with loops
– Modify to avoid repeated states along path
 complete in finite spaces
• Time? O(bm): terrible if m is much larger than d
– but if solutions are dense, may be much faster than breadth-first
• Space? O(bm), i.e., linear space!
• Optimal? No
Informed searches
• Informed = use problem-specific knowledge
• Which search strategies?
– Best-first search and its variants
• Heuristic functions?
– How to invent them
• Local search and optimization
– Hill climbing, local beam search, genetic algorithms,…
• Local search in continuous spaces
• Online search agents

37
Unit II – Learning from examples:
Ch 18
• Forms of Learning,
• Supervised Learning,
• Learning Decision Trees,
• Evaluating and Choosing the Best Hypothesis,
• Theory of Learning,
• Regression and Classification with Linear Models,
• Artificial Neural Networks,
• Nonparametric Models,
• Support Vector Machines,
• Ensemble Learning,
• Practical Machine Learning
Types of learning
• Supervised

• Unsupervised

• Reinforcement
Restaurant waiting problem

• Willwait ?
Restaurant problem using
Decision tree
Unit III- Learning probabilistic models
Ch 20, 21
• Statistical Learning,
• Learning with Complete Data,
• Learning with Hidden Variables: The EM Algorithm.
• Reinforcement learning:
– Passive Reinforcement Learning,
– Active Reinforcement Learning,
– Generalization in Reinforcement Learning,
– Policy Search,
– Applications of Reinforcement Learning.
3 by 4 world problem

• Action: left, right, up, down


Practical

• Practical 1 to 4 – Romanian map problem

• Practical 5 to 8 – Restaurant waiting problem

• Practical 9to 10 – 3 by 4 world problem


• Text book link: http://aima.cs.berkeley.edu

• Practical link: https://github.com/aimacode/aima-python

You might also like