Lecture #1 Introduction

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Presentation transcript:

Lecture #1 Introduction Agent Lecture #1 Introduction

Outline Intellligence Artificial Intellligence Agent Knowledge

What is Intelligence? Intelligence is the ability to understand and learn things. Intelligence is the ability to think and understand instead of doing things by instinct or automatically. (Essential English Dictionary, Collins, London, 1990). Intelligence is the ability to learn and understand, to solve problems and to make decisions.

What is Intelligence? (Cont ...) Properties: understanding (awareness) acting (conclusions) reasoning thinking

What is Artificial Intelligence? AI is the study of agents that exist in an environment and perceive and act AI is the art of making computers do smart things AI is a programming style, where programs operate on data according to rules in order to accomplish goals AI is the activity of providing such machines as computers with behavior that would be regarded as intelligent if it were observed by humans Branch of computer science that is concerned with the automation of intelligent behavior

What is Artificial Intelligence? (Cont …) Views of AI fall into four categories: Thinking humanly Thinking rationally Acting humanly Acting rationally

What is Artificial Intelligence? (Cont …) We know AI has something to do with problem solving It involves Knowledge Reasoning and Learning and much much more.

Intelligent agents Ability to interact with the real world to perceive, understand, and act e.g., speech recognition and understanding and synthesis e.g., image understanding e.g., ability to take actions, have an effect Knowledge Representation, Reasoning and Planning modeling the external world, given input solving new problems, planning and making decisions ability to deal with unexpected problems, uncertainties Learning and Adaptation we are continuously learning and adapting our internal models are always being “updated” e.g. a baby learning to categorize and recognize animals

Intelligent agents (Cont …) Agent = architecture + program architecture device with sensors and actuators e.g., A robotic car, a camera, a PC, … program implements the agent function on the architecture Agent types medical diagnosis Satellite image analysis system part-picking robot Interactive English tutor cooking agent taxi driver

Knowledge Is it Data Is it Information Is it something else

Data Data, are basic facts – typically found in a database. Name Age Car John 21 Mini

What is Knowledge? Knowledge is a theoretical or practical understanding of a subject or a domain. knowledge is information that can be applied for a specific and useful purpose Those who possess knowledge are called experts. Anyone can be considered a domain expert if he or she has deep knowledge (of both facts and rules) and strong practical experience in a particular domain. The area of the domain may be limited.

Acquiring Knowledge Knowledge acquisition can be regarded as a method by which a knowledge engineer gathers information mainly from experts, but also from text books, technical manuals, research papers and other authoritative sources for ultimate translation into a knowledge base, understandable by both machines and humans. The person undertaking the knowledge acquisition, the knowledge engineer, must convert the acquired knowledge into an appropriate structured format that a computer program can utilise.

Characteristics of Knowledge Acquisition Knowledge acquisition (KA) is a labour and time intensive process. Currently knowledge bases for knowledge based systems are crafted by hand; this is a severe limitation on the rapid deployment of such systems. Biggest ‘bottleneck’ in system development. Most expensive part (money, time & labour).

Knowledge and Rules The human mental process is internal, and it is too complex to be represented as an algorithm. However, most experts are capable of expressing their knowledge in the form of rules for problem solving. IF the ‘traffic light’ is green THEN the action is go IF the ‘traffic light’ is red THEN the action is stop

Rules and Knowledge Representation The term rule in AI, which is the most commonly used type of knowledge representation, can be defined as an IF-THEN structure that relates given information or facts in the IF part to some action in the THEN part. A rule provides some description of how to solve a problem. Rules are relatively easy to create and understand. Any rule consists of two parts: the IF part, called the antecedent (premise or condition) and the THEN part called the consequent (conclusion or action).

Rules and Knowledge Representation A rule can have multiple antecedents joined by the keywords AND (conjunction), OR (disjunction) or a combination of both. IF <antecedent 1> IF <antecedent 1> AND <antecedent 2> OR <antecedent 2> . . AND <antecedent n> OR <antecedent n> THEN <consequent> THEN <consequent>

Rules and Knowledge Representation The antecedent of a rule incorporates two parts: an object (linguistic object) and its value. The object and its value are linked by an operator. The operator identifies the object and assigns the value. Operators such as is, are, is not, are not are used to assign a symbolic value to a linguistic object. Expert systems can also use mathematical operators to define an object as numerical and assign it to the numerical value. OBJECT OPERATOR VALUE IF ‘age of the customer’ < 18 AND ‘cash withdrawal’ > 1000 THEN ‘signature of the parent’ is required

Rules and Knowledge Representation Rules can represent relations, recommendations, directives, strategies and heuristics: Relation IF the ‘fuel tank’ is empty THEN the car is dead Recommendation IF the season is autumn AND the sky is cloudy AND the forecast is drizzle THEN the advice is ‘take an umbrella’ Directive IF the car is dead AND the ‘fuel tank’ is empty THEN the action is ‘refuel the car’

Rules and Knowledge Representation Strategy IF the car is dead THEN the action is ‘check the fuel tank’; step1 is complete IF step1 is complete AND the ‘fuel tank’ is full THEN the action is ‘check the battery’; step2 is complete Heuristic IF the spill is liquid AND the ‘spill pH’ < 6 AND the ‘spill smell’ is vinegar THEN the ‘spill material’ is ‘acetic acid’