Computer Simulation (1). 8 A (8) Initial State 44 Goal State B (5) C (3) A (8) B (5) C (3) Step 1 Step 2 Step 3 Step 4 Step 5 Step 6 Step 7.

Slides:



Advertisements
Similar presentations
Heuristic Search techniques
Advertisements

Local optimization technique G.Anuradha. Introduction The evaluation function defines a quality measure score landscape/response surface/fitness landscape.
Instructional Technology vs. Educational Technology
Search Techniques MSc AI module. Search In order to build a system to solve a problem we need to: Define and analyse the problem Acquire the knowledge.
Search in AI.
Chapter 6: The physical symbol system hypothesis
Heuristic search, page 1 CSI 4106, Winter 2005 Heuristic search Points Definitions Best-first search Hill climbing Problems with hill climbing An example:
Problem Solving How do people solve problems? What factors influence the ways they solve different types of problems?
Mahgul Gulzai Moomal Umer Rabail Hafeez
1 Using Search in Problem Solving Part II. 2 Basic Concepts Basic concepts: Initial state Goal/Target state Intermediate states Path from the initial.
Problem Solving. Well-defined problems –Much studied in AI –Requires search –Domain general heuristics for solving problems What about ill-defined problems?
Problem Solving.
Games with Chance Other Search Algorithms CPSC 315 – Programming Studio Spring 2008 Project 2, Lecture 3 Adapted from slides of Yoonsuck Choe.
Intelligent Agents What is the basic framework we use to construct intelligent programs?
Cognitive Processes PSY 334 Chapter 8 – Problem Solving May 21, 2003.
Models of Human Performance Dr. Chris Baber. 2 Objectives Introduce theory-based models for predicting human performance Introduce competence-based models.
Artificial Intelligence Methods Rao Vemuri Searching - 2.
Problem Solving Shortcuts through the Problem Space.
Problem Solving. Well-defined problems –Much studied in AI –Requires search –Domain general heuristics for solving problems What about ill-defined problems?
Cognitive Processes PSY 334 Chapter 8 – Problem Solving.
Recursion Chapter 7. Chapter 7: Recursion2 Chapter Objectives To understand how to think recursively To learn how to trace a recursive method To learn.
Recursion Chapter 7. Chapter 7: Recursion2 Chapter Objectives To understand how to think recursively To learn how to trace a recursive method To learn.
CSCI 5582 Fall 2006 CSCI 5582 Artificial Intelligence Lecture 5 Jim Martin.
Problem solving Psych 414 Prof. Jessica Sommerville.
1 Control and Implementation of State Space Search 5 5.0Introduction 5.1Recursion-Based Search 5.2Pattern-directed Search 5.3Production Systems 5.4The.
Problem Solving.
Problem Solving & Creativity Dr. Claudia J. Stanny EXP 4507 Memory & Cognition Spring 2009.
ARTIFICIAL INTELLIGENCE [INTELLIGENT AGENTS PARADIGM] Professor Janis Grundspenkis Riga Technical University Faculty of Computer Science and Information.
Solve this maze at your leisure. Start at phil’s house. At first, you can only make right turns through the maze. Each time you cross the red zigzag sign.
Empirical Explorations with The Logical Theory Machine: A Case Study in Heuristics by Allen Newell, J. C. Shaw, & H. A. Simon by Allen Newell, J. C. Shaw,
Recursion Chapter 7. Chapter Objectives  To understand how to think recursively  To learn how to trace a recursive method  To learn how to write recursive.
Cognitive Elements of Menu Selection 조 성 식조 성 식. 1/20 Contents Menu Selection Process Problem Solving & Search Strategies Cognitive Layouts of Mental.
Data Structures and Algorithms Stacks. Stacks are a special form of collection with LIFO semantics Two methods int push( Stack s, void *item ); - add.
1 CO Games Development 1 Week 11 Search Methods Gareth Bellaby.
Problems, Problem Spaces and Search
WHS AP Psychology Unit 6: Cognition Essential Task 6-2: Identify problem-solving techniques (algorithms and heuristics) as well as factors that influence.
CS 415 – A.I. Slide Set 5. Chapter 3 Structures and Strategies for State Space Search – Predicate Calculus: provides a means of describing objects and.
Lecture 13 – Problem Solving 1 Two points for this lecture: 1.Role of problem solving in history of cognition. 2. Cognitive theories of the problem, the.
Cognitive Processes PSY 334
GAME PLAYING 1. There were two reasons that games appeared to be a good domain in which to explore machine intelligence: 1.They provide a structured task.
G5BAIM Artificial Intelligence Methods Graham Kendall Searching.
Thinking part III Problem Solving. Solve this maze at your leisure. Start at phil’s house. At first, you can only make right turns through the maze. Each.
Problem solving What is problem solving? Weak and strong methods.
Basic Problem Solving Search strategy  Problem can be solved by searching for a solution. An attempt is to transform initial state of a problem into some.
CSCI 4310 Lecture 2: Search. Search Techniques Search is Fundamental to Many AI Techniques.
Cognitive Architectures and General Intelligent Systems Pay Langley 2006 Presentation : Suwang Jang.
Artificial Intelligence in Game Design Lecture 20: Hill Climbing and N-Grams.
Building Control Algorithms for State Space Search. Luger: Artificial Intelligence, 5 th edition. © Pearson Education Limited, 2005.
Artificial Intelligence in Game Design Board Games and the MinMax Algorithm.
Understanding AI of 2 Player Games. Motivation Not much experience in AI (first AI project) and no specific interests/passion that I wanted to explore.
Cognitive Modeling Cogs 4961, Cogs 6967 Psyc 4510 CSCI 4960 Mike Schoelles
Artificial Intelligence
Actual tower vs. computer simulation
Cognitive Processes PSY 334
Recursion Topic 5.
Cognitive Processes PSY 334
Constraint Satisfaction Problems vs. Finite State Problems
Artificial Intelligence (CS 370D)
Games with Chance Other Search Algorithms
Artificial Intelligence
Randomized Hill Climbing
Randomized Hill Climbing
Dr. Unnikrishnan P.C. Professor, EEE
Cognitive Processes PSY 334
Artificial Intelligence
School of Computer Science & Engineering
Blay Whitby 2003 Search Blay Whitby 2003
Cognitive Processes PSY 334
Search.
Search.
Presentation transcript:

Computer Simulation (1)

8 A (8) Initial State 44 Goal State B (5) C (3) A (8) B (5) C (3) Step 1 Step 2 Step 3 Step 4 Step 5 Step 6 Step 7

Some fun (and difficult!) games Theseus and the Minotaur: – More special mazes –

Tower of Hanoi INITIAL STATEGOAL STATE ? Play the game:

Role of Computer Simulation Cognitive Science: –Simulate human behavior –Make vague terms concrete (e.g., ‘goals’, ‘memory’, ‘problem solving’) –Simulations help to think through the implications of a complicated theory Artificial Intelligence: –Simulate intelligent behavior - not necessarily human behavior –Example: chess playing programs

Newell & Simon (1972) Collected verbal protocols = a record of verbalized thought processes. Explored computer programs for solving problems in a human way Refined their computer programs to be closer to protocols

Problem solving as a search problem Goals are often metaphorical spatial locations: –“Searching for a way to reach the goal” –“Getting around roadblocks” –“getting lost” in the middle of a solution –“hitting a dead end” and being forced to “back-track” –“Approaching the problem from a different angle”

Representation of Problem 1) initial state 2) goal state 3) a set of legal operators 4) evaluation function: how far away is each state from goal state

Definitions Search space (Problem space): the set of all states that potentially be reached by applying available operators. Solution: a sequence of operators that transform initial state into goal state A problem solving method: a procedure for finding a solution

Problem Solving is a search problem Initial state Goal state Search Space (Problem space) Solution

Search spaces can be large #DISCS#STATES 33 3 = = = = 729

Search Strategies Trial and Error Hill Climbing Means-End Analysis

Trial & Error Reach goal after large number of random steps many wasted moves But there is a role for randomness in problem solving – when getting stuck

Hill Climbing At each state, assign a score – here, lower is better At each step, choose a next state with better score (strictly speaking, we are descending from a hill as lower scores are better in this particular example) Initial State Goal State

Hill Climbing Problem: getting stuck when each next move leads to worse score Initial State Goal State

Hill climbing Problem: depending on initial state, may get stuck in local maximum

Hill Climbing Each state has an associated score – e.g., #discs on peg 3 higher = better From current state, go to next best state (highest score)

Hill Climbing Problem: ‘local high’ a state from which any next step is worse solution: make some random steps to get out of the “local high” randomness in problem-solving can be good at times

Most subjects choose this path initially, it seems closer to the goal- state Hill-climbing describes part of human behavior – no global planning

Means-end Analysis No planning involved in trial & error and hillclimbing Means-end analyses distinguishes between planning a move vs. executing moves by setting goals Means-end analysis was first proposed as part of the General Problem Solver (GPS) (Newell and Simon (1972):

Means-end Analysis Search is guided by detection of differences between current state and goal state 1) compare current state to goal state and identify difference 2) select an operator to reduce difference 3) if the operator can be applied, do so; if not, set a new subgoal of reaching a state at which the operator could be applied. Means-ends analysis is then applied to this new subgoal. 4) return to 1

A simple example Painting your house Apply paint Need paint and brush Go to hardware store Find car keys

Goal Stack Painting your house(GOAL 1) Apply paint(SUBGOAL 2) Need paint and brush(SUBGOAL 3) Go to hardware store(SUBGOAL 4) Went to hardware store(SUBGOAL 4) Got paint and brush(SUBGOAL 3) Apply paint(SUBGOAL 2) Paint the house(GOAL 1)

G1 Goal Stack G1 G2 G1 G2 G3 G1 G2 G3 G4 Push Goal 1 on Stack G1 G2 G3 G4 Push Goal 2 on Stack Push Goal 3 on Stack Push Goal 4 on Stack Solved Goal 4: Pop-off Stack

Production Systems A set of production rules (if-then rules) IF you have a paint roller And you have paint And you have a surface ready to paint on And the surface is large And your goal is to paint the surface THEN roll the paint onto the surface And expect the surface to be painted

Applying production systems 1) conditions of rules are matched against the currently active contents of working memory 2) if more than one rule is matched, apply procedures for conflict resolution 3) the selected rule is fired 4) return to 1 Anderson’s ACT* model: human cognition is based on production systems