AI Paper Set
AI Paper Set
The Apriori algorithm is a popular method used in data mining for mining frequent
itemsets and relevant association rules. It is particularly useful for market basket
analysis, which aims to understand the purchase patterns of customers.
Differentiate between reinforcement and unsupervised
learning.
Reinforcement learning (RL) and unsupervised learning are both important paradigms in
machine learning, but they are used for different types of problems and operate in distinct
ways. Here's a comparison:
1. Learning Objective:
Unsupervised Learning:
o The objective is to find hidden patterns or structures in data without any explicit
labels.
o It involves learning from unlabeled data, where the algorithm tries to learn the
underlying distribution or structure of the data (e.g., clustering, dimensionality
reduction).
o There is no concept of rewards or punishments.
2. Feedback Type:
Reinforcement Learning:
o Feedback is provided in the form of rewards or penalties after each action taken,
guiding the agent on how well it performed.
o The learning process is sequential, and the consequences of an action may not be
immediately apparent but unfold over time.
Unsupervised Learning:
o There is no direct feedback or performance measure during the learning process.
o The algorithm simply tries to uncover patterns or structures in the data, like
grouping similar items (clustering) or reducing the data to fewer dimensions (PCA).
3. Application:
Reinforcement Learning:
o Used in scenarios where an agent needs to make decisions over time to achieve a
goal, such as playing a game, robotic control, or self-driving cars.
o Tasks often involve decision-making in dynamic environments with long-term
consequences.
Unsupervised Learning:
o Used in scenarios like customer segmentation, anomaly detection, and data
compression, where the goal is to uncover patterns or groupings in data without
prior labels.
o Tasks typically involve exploring the structure of data without the need for specific
actions.
4. Example Algorithms:
Reinforcement Learning:
o Q-learning, Deep Q-Networks (DQN), Policy Gradient methods, Actor-Critic methods.
Unsupervised Learning:
o K-means clustering, Hierarchical clustering, Principal Component Analysis (PCA),
Autoencoders.
Summary:
No predefined data;
Labeled data Unlabeled data interacts with
Type of Data environment
Requires
external No supervision No supervision
Supervision supervision
Supervised Unsupervised Reinforcement
Criteria Learning Learning Learning
Linear
K-means clustering,
Regression,
Hierarchical clustering, Q-learning, SARSA,
Logistic
DBSCAN, Principal Deep Q-Network
Regression,
Component Analysis
Algorithms SVM, KNN
Calculate
Discover underlying Learn a series of
outcomes
patterns and group actions to achieve a
based on
data goal
Aim labeled data
The goal of Q-learning is to learn a Q-function that maps state-action pairs to expected
rewards, which allows the agent to select actions that maximize long-term reward. The Q-
value is updated using the Bellman equation:
Through repeated interaction with the environment, the Q-learning algorithm converges
towards the optimal policy, enabling the agent to make decisions that maximize its
cumulative reward over time. This is done without needing a model of the environment,
which is why Q-learning is considered a model-free method.
Explain KNN classifier with example.
A K-Nearest Neighbors (KNN) classifier is a machine learning
algorithm that classifies new data points by identifying the class of
its "k" closest neighbors in a training dataset, essentially assigning
the new data point to the majority class among those
neighbors; meaning it predicts the class of a new data point based
on the classes of similar data points already in the dataset.
1. Choose the number of neighbors, K: The first step is to decide on the number of
neighbors to consider (K). A typical value for K is an odd number to avoid ties, but it
can be adjusted based on the data and problem at hand.
2. Calculate the distance between the new point and all other data points:
Commonly, the Euclidean distance is used to measure how far a point is from
another point. For 2D data, the Euclidean distance between points (x1,y1) and (x2,y2)
is calculated as:
Consider a simple 2D dataset of fruit classification based on weight (X-axis) and color (Y-
axis), where we want to classify a fruit as either apple or orange based on these features:
1.
o (0.4, 5) (Apple)
o (0.5, 6) (Orange)
o (0.3, 4) (Apple)
2. Classify based on the majority vote: Among the 3 neighbors, 2 are Apple and 1 is
Orange. So, the new fruit is classified as Apple.
K value selection: If K is too small, the model may be too sensitive to noise; if K is too large,
the model may oversimplify. Cross-validation can help in selecting the best K.
Distance metric: Euclidean distance is commonly used, but other metrics (Manhattan,
Minkowski, etc.) can be used depending on the data.
Curse of Dimensionality: As the number of features increases, the concept of "nearness"
becomes less meaningful, so KNN may struggle with high-dimensional data.
Ensemble learning is a machine learning technique where multiple models (often referred to
as weak learners) are combined to solve a particular problem, improving the overall
performance. Instead of relying on a single model, ensemble learning takes advantage of the
collective knowledge of several models. The idea is that by combining multiple models, the
ensemble can outperform individual models, especially in terms of accuracy, robustness, and
generalization.
Boosting
Boosting is an ensemble technique that combines the predictions of several base learners
(usually weak learners) to create a strong learner. The key characteristic of boosting is that
each subsequent model is trained to correct the errors made by the previous models. This
method builds the models sequentially, focusing more on the examples that were
misclassified by the earlier models.
1. Initial Model: The boosting process starts by training a weak learner (e.g., decision
tree) on the entire training dataset.
2. Error Calculation: After the first model is trained, it makes predictions. The errors
(misclassifications) are identified, and more importance (or weight) is given to those
instances that were misclassified.
3. Next Model: A second model is then trained, but this time, the model is trained on a
weighted dataset, with more emphasis on the misclassified examples. This means that
the second model tries to focus on correcting the mistakes made by the first model.
4. Iterative Process: This process continues for a predefined number of iterations or
until a certain level of performance is reached. In each iteration, a new model is
trained to focus on the mistakes of the previous model.
5. Final Prediction: Once all the models have been trained, the final prediction is made
by combining the predictions of all the models. This combination can be done using
various methods, but in most cases, a weighted average or a voting mechanism is
used. In classification tasks, the weighted votes from all models are combined to
determine the final output.
Key Components of Boosting
Weak Learners: In boosting, the base learners are typically weak learners like
shallow decision trees (often called stumps) that perform slightly better than random
guessing.
Weights: Each misclassified instance is assigned a higher weight so that the next
model focuses on those difficult instances.
Sequential Learning: Unlike bagging, which trains models independently, boosting
is a sequential method where each model tries to correct the errors made by the
previous one.
Advantages of Boosting
Disadvantages of Boosting
Overfitting: If the boosting algorithm is trained for too many rounds, it may overfit the
training data, especially when the base learners are too complex.
Computationally Expensive: Since boosting is sequential, it can be computationally
intensive, especially for large datasets.
Sensitive to Noisy Data: If the data contains noise or outliers, boosting can be overly
sensitive to them because the algorithm places high importance on misclassified instances.
Example
Imagine you are building a classifier to distinguish between two classes, A and B. Initially,
you train the first model (weak learner), which makes some mistakes, misclassifying a few
instances of class B as class A. In the next round, the boosting algorithm increases the
weights of those misclassified class B instances and trains a new model with a focus on
correcting those errors. This process continues until the ensemble of models is strong enough
to accurately predict the classes.
In summary, boosting:
Boosting is one of the most powerful techniques in machine learning and has found wide
applications, particularly in structured/tabular data like in financial modeling, healthcare, and
more.
Simple Linear Regression is the most basic type of regression, where the relationship
between the dependent variable yyy and the independent variable xxx is modeled using a
straight line. This relationship is represented by the equation:
Where:
1. Data Collection: Gather data for both the dependent and independent variables.
2. Model Fitting: Find the best-fit line (linear equation) that minimizes the sum of squared
differences between the observed data points and the predicted values.
3. Prediction: Use the model to predict yyy for given values of xxx.
4. Evaluation: Assess the model’s performance using metrics like Mean Squared Error (MSE),
R^2 (coefficient of determination), etc.
Example of Simple Linear Regression:
Suppose you want to predict a person’s weight based on their height. Here, weight (yyy) is
the dependent variable, and height (xxx) is the independent variable.
62 130
65 140
67 150
70 160
72 170
To fit a simple linear regression model, you would use the data to find the line that best
represents the relationship between height and weight. Suppose the regression equation turns
out to be:
1. Overfitting:
Overfitting occurs when a model learns the details and noise in the training data to the extent
that it negatively impacts the performance of the model on new data. In essence, the model
becomes too complex and "memorizes" the training data rather than learning the underlying
patterns.
Cause: It often happens when the model is too complex, with too many parameters or
overly intricate features relative to the amount of data available.
Signs of Overfitting:
o Very high accuracy on training data but poor performance on validation or test data.
o The model captures noise or irrelevant patterns that do not generalize to other data
sets.
Solution:
o Simplify the model (e.g., reduce the number of features or parameters).
o Use techniques like regularization (L1/L2) to penalize overly complex models.
o Increase the amount of training data.
o Use cross-validation to assess the model's ability to generalize.
2. Underfitting:
Underfitting occurs when a model is too simple to capture the underlying patterns in the data.
This happens when the model doesn’t learn enough from the training data and fails to
generalize well, resulting in poor performance both on the training set and on unseen data.
Cause: It often happens when the model is too simple or the features used are too few or
not relevant.
Signs of Underfitting:
o Poor performance on both the training data and test data.
o The model fails to capture significant trends or patterns in the data.
Solution:
o Increase the model's complexity (e.g., use a more complex algorithm or add more
features).
o Allow more flexibility for the model (e.g., reduce regularization).
o Use better feature engineering to ensure more relevant features are used.
Summary:
Overfitting: Model is too complex, fits noise, and has high variance.
Underfitting: Model is too simple, unable to capture the underlying patterns, and has high
bias.
The goal is to find a balance, where the model is complex enough to capture the true patterns
but simple enough to avoid fitting noise. This sweet spot is referred to as model
generalization.
1. Input Layer:
o This is the first layer of the network, where the input data is fed into the network.
The number of neurons in the input layer corresponds to the number of features in
the input data.
2. Hidden Layer(s):
o These are intermediate layers between the input and output layers. They consist of
neurons that apply transformations to the inputs. The number of hidden layers and
the number of neurons in each layer can vary based on the complexity of the
problem.
o The hidden layers enable the network to learn complex representations of the data
through weighted connections and activation functions.
3. Output Layer:
o This layer generates the final output. The number of neurons in this layer
corresponds to the number of desired output values, which depends on the specific
problem (e.g., classification, regression).
Neurons
1. Forward Propagation:
o In this process, input data is passed through the network layer by layer.
o Each neuron in a given layer receives input from the neurons of the previous layer,
applies a weighted sum to these inputs, and passes the result through an activation
function (e.g., sigmoid, ReLU).
o The output of each neuron is then used as input for the next layer.
2. Activation Functions:
o After the weighted sum, an activation function is applied to the result in each
neuron to introduce non-linearity, allowing the network to learn complex patterns.
Common activation functions include:
Sigmoid: Outputs values between 0 and 1, often used for binary
classification.
ReLU (Rectified Linear Unit): Outputs the input if it’s positive, otherwise, it
outputs 0. Commonly used in hidden layers.
Tanh: Outputs values between -1 and 1, used for normalized data.
Feedforward: The data flows in one direction (from input to output), with no feedback
loops.
Supervised Learning: MLFFNNs are generally trained using labeled data, meaning the model
is given both input data and corresponding output labels during training.
Non-linearity: The use of activation functions introduces non-linearities, allowing the
network to model complex relationships between inputs and outputs.
Layer Depth: The number of hidden layers can vary. Networks with more layers are often
referred to as deep neural networks.
Applications of MLFFNN
Conclusion
The Multilayer Feed Forward Neural Network is a powerful tool for learning complex
patterns in data. By utilizing multiple layers and non-linear activation functions, MLFFNNs
can model highly complex relationships between inputs and outputs. They are widely used in
various fields like image recognition, natural language processing, and predictive modeling,
making them a cornerstone of modern machine learning.
1. Logical Representation: Using formal logic (e.g., propositional and predicate logic)
to represent knowledge.
2. Semantic Networks: A graphical representation where nodes represent concepts, and
links between nodes represent relationships.
3. Frames: A structure that represents stereotyped situations and contains slots that
define properties and values.
4. Production Rules: Rules (if-then statements) used to represent knowledge and guide
inference processes.
5. Ontologies: A formal representation of a set of concepts and their relationships within
a domain.
A Frame is a data structure for representing stereotyped situations, used primarily in the
context of artificial intelligence and knowledge representation. It is similar to an object in
object-oriented programming (OOP) or a record in databases. A frame represents a collection
of related data that describes a particular entity or concept. The frame can be thought of as a
"template" for representing a concept or object, and it typically consists of the following
components:
1. Frame Name: The name of the frame, which usually corresponds to the concept
being represented (e.g., Car, Person, Animal).
2. Slots (or Attributes): Each frame consists of slots that define the properties or
features of the concept. A slot can hold a value, which might be a specific value,
another frame, or a set of values. The slots represent the attributes of the object.
o Examples of Slots for a Frame "Car":
Color
EngineType
Manufacturer
YearOfManufacture
3. Slot Values: These are the actual values assigned to the slots. For example, for a car
frame:
o Color: "Red"
o EngineType: "V6"
o Manufacturer: "Toyota"
o YearOfManufacture: "2020"
4. Default Values: Some slots can have default values that apply when no specific value
is provided. For instance, if no value is provided for EngineType, the default might be
"V4".
5. Inheritance: Frames can be arranged hierarchically. A frame can inherit attributes
from a more general frame. For example, a "SportsCar" frame could inherit from the
more general "Car" frame and add more specialized slots or override some values.
o Example:
"SportsCar" inherits from "Car," but may have additional slots like
TopSpeed or SportPackage.
It could override default values, like EngineType (which might be "V8"
instead of "V6").
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Frame: Person
Slots:
- Name: "John Doe"
- Age: 30
- Gender: "Male"
- Occupation: "Engineer"
- Address: "123 Elm St, Springfield"
- Spouse: (another frame for a "Spouse")
- Children: (list of frames for "Children")
In this case, the Person frame stores basic information such as Name, Age, Gender, and
Occupation. The Spouse slot may hold a reference to another frame (another person), and
the Children slot can hold references to frames representing the children.
1. Expert Systems: Frames are often used in expert systems to represent the knowledge of a
particular domain and make decisions based on that knowledge.
2. Natural Language Processing (NLP): Frames can be used to represent the context of a
sentence, such as the meaning of a word in different contexts.
3. Robotics and AI Planning: Frames help robots and AI systems represent their understanding
of the world and plan actions based on that knowledge.
Conclusion:
Frames are a versatile and intuitive knowledge representation technique, especially useful for
representing real-world concepts and objects in a structured manner. With their slots,
inheritance, and ability to store both data and procedural knowledge, frames provide a rich
and powerful way of modeling knowledge for AI systems.
Find the optimal path & path cost for the following
graph using A* search algorithm. (S is a Start state & G is
a Goal State)
State h(n)
S 5
A 3
B 4
C 2
D 6
G 0
Using the A* search algorithm, the optimal path from S to G in the given
graph is S -> A -> C -> G, with a total path cost of 8.
Explanation:
Heuristic Function (h):
For simplicity, let's use the Manhattan distance as the heuristic function,
which directly estimates the distance from each node to the goal node G.
Initial State:
Open List: [S (f=10, g=0, h=10)]
Closed List: []
Iteration 1:
Expand S:
A (f=12, g=1, h=11)
B (f=12, g=2, h=10)
Select node with lowest f-value: A
Update Open List: [A (f=12, g=1, h=11), B (f=12, g=2, h=10)]
Update Closed List: [S]
Iteration 2:
Expand A:
C (f=13, g=6, h=7)
Select node with lowest f-value: C
Update Open List: [C (f=13, g=6, h=7), B (f=12, g=2, h=10)]
Update Closed List: [S, A]
Iteration 3:
Expand C:
G (f=13, g=8, h=5)
Since G is the goal state, the search is complete.
Final Path: S -> A -> C -> G
Key points:
A* prioritizes nodes with the lowest "f" value, which is calculated by adding
the cost to reach a node from the start (g) and the estimated cost from that
node to the goal (h).
The heuristic function used here is simple and admissible (never
overestimates the cost to reach the goal), ensuring that the A* algorithm
finds the optimal solution.
Write a short note on model based agent.
A model-based agent is an intelligent agent that maintains an internal representation (or
model) of the world. This model helps the agent to make informed decisions and predictions
about the environment, even if it doesn't have complete or real-time information. The agent
uses this model to understand the current state of the world, plan its actions, and update the
model based on new observations.
1. Representation of the World: The agent keeps an internal model (or map) that
reflects the environment's states and dynamics.
2. State Tracking: The agent can update its model based on sensory information,
allowing it to track changes in the world over time.
3. Action Prediction: By reasoning about the model, the agent can predict the outcomes
of potential actions and make decisions accordingly.
4. Improved Performance: With a model, the agent can handle partial observability
and act rationally, even in uncertain or incomplete environments.
Key Components of Model-Based Reflex Agents
1. Sensors: Sensors serve as the interface between the agent and its
surroundings, gathering information on the environment's current state.
They can be physical (cameras, temperature sensors) or virtual
(database APIs), providing data for decision-making.
2. Internal Model: The internal model is the agent's understanding of the
environment, encompassing knowledge of dynamics, rules, and
potential outcomes of actions. Constructed from experiences, sensory
inputs, and domain knowledge for reasoning and decision-making.
3. Reasoning Component: The reasoning component uses information
from sensors and internal models to make decisions. It can be rule-
based, logical reasoning, or machine learning. It evaluates the
environment, predicts outcomes, and picks actions based on goals.
4. Actuators: Actuators facilitate the agent's interaction with the
environment through executing actions, whether physical like motors or
virtual interfaces. Effectors translate decisions into environmental
changes, closing the agent's perception-action cycle.
Working of Model-Based Reflex Agents
Here's how a model-based reflex agent typically operates:
1. Perception: The agent perceives the current state of the environment
through sensors, which provide it with information about the current
state, such as the presence of obstacles, objects, or other agents.
2. Modeling the Environment: The agent maintains an internal model of
the environment, which includes information about the state of the
world, the possible actions it can take, and the expected outcomes of
those actions. This model allows the agent to anticipate the effects of
its actions before taking them.
3. Decision Making: Based on its current perceptual input and its internal
model of the environment, the agent selects an action to perform. The
selection of actions is typically guided by a set of rules or heuristics
that map perceived states to appropriate actions.
4. Action Execution: The agent executes the selected action in the
environment, which may cause changes to the state of the world.
5. Updating the Model: After taking an action, the agent updates its
internal model of the environment based on the new perceptual
information it receives. This allows the agent to continuously refine its
understanding of the world and improve its decision-making process
over time.
Applications of Model-Based Reflex Agents in AI
Model-based reflex agents are employed in various real-world
applications where predictive capabilities are crucial for decision-making.
Some examples include:
Robotics: Robots often use model-based reflex agents to navigate
through dynamic environments, avoiding obstacles, and reaching
specific destinations. By predicting the outcomes of their movements,
robots can plan efficient paths.
Gaming AI: In video games, AI opponents may use model-based
reflex agents to anticipate player actions and respond strategically.
Autonomous Vehicles: Self-driving cars rely on model-based agents
to interpret sensor data and make decisions such as steering,
accelerating, and braking based on predicted future states of the traffic
and road conditions.
Industrial Automation: Manufacturing systems use model-based
reflex agents to optimize production processes, predicting machine
failures or material shortages.
Conclusions
Model-based reflex agents in AI integrate sensory perception, internal
modeling, and decision-making for intelligent interaction with changing
environments. Despite challenges like model complexity and resource
requirements, their versatility and effectiveness highlight their crucial role
in shaping the future of AI and robotics.
if not visited[neighbor]:
Explanation:
1. Function call: The DFS function takes the graph, a starting node (node), and
a visited set (visited) as input.
2. Mark as visited: The current node (node) is marked as visited.
3. Iterate through neighbors: Loop through each neighbor of the current
node.
4. Recursive call: If a neighbor is not visited, recursively call DFS with that
neighbor as the new starting node.
Pseudocode (Iterative):
Code
def DFS(graph, start_node):
visited = set()
stack = [start_node]
while stack:
current_node = [Link]()
[Link](current_node)
[Link](neighbor)
Explanation:
1. Initialization: Create an empty visited set and a stack, and add the starting
node to the stack.
2. Loop until stack is empty: While there are nodes left in the stack, keep
popping the top node.
3. Check if visited: If the popped node is not visited, mark it as visited.
4. Add neighbors: For each unvisited neighbor of the current node, push
them onto the stack.
Key points to remember:
DFS is a powerful tool for exploring connected components in a graph,
finding cycles, and solving problems where you need to explore all possible
paths.
The order in which neighbors are visited can impact the behavior of the
algorithm.
DFS can be implemented recursively or iteratively using a stack.
Or
Depth-First Search (DFS) is a strategy used in graph traversal. It explores as far down a
branch of the graph as possible before backtracking. This is a "greedy" approach to searching
or traversing a graph, where the algorithm moves down one path and explores it fully before
returning and trying other paths.
Start from the root node (or any arbitrary node in the graph).
Visit the current node.
Move to an adjacent, unvisited node and repeat the process until there are no more
adjacent unvisited nodes.
If a node has no unvisited adjacent nodes, backtrack to the previous node that has unvisited
neighbors.
Repeat this process until all the nodes are visited.
DFS can be implemented using either recursion or explicit stack. The key idea is that the
algorithm goes deeper into the graph until it reaches a dead end, then backtracks and
continues.
Characteristics of DFS:
Example:
Consider a graph:
mathematica
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A
/ \
B C
/ \
D E
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A -> B -> D -> C -> E
Pseudocode for Depth First Search (DFS)
The pseudocode of DFS can be described in two main approaches: using a recursive
function or an explicit stack.
Applications of DFS:
DFS is often preferred when the solution requires exploring all possibilities or when you need
to explore deeper into the structure of the graph.
States: Each state represents a configuration of the chessboard, where each queen is placed
on the board.
Initial State: This is the starting configuration, often with no queens placed on the board
(empty board) or sometimes partially filled.
Actions: The actions involve placing a queen on the board in a valid position or moving a
queen already on the board.
Transition Model: The transition model defines how the board configuration changes as a
result of an action.
Goal State: The goal state is when all eight queens are placed on the board such that none
of them can attack another. This means no two queens share the same row, column, or
diagonal.
Path Cost: The cost can be measured in different ways (e.g., the number of moves or
placements required to reach the goal state), but typically, for the 8-Queens Problem, the
path cost is not defined explicitly. The focus is on the solution itself.
1. States:
A state is a configuration of queens placed on the board. Each state can be represented as a
list of positions on the chessboard where the queens are placed. For example, if we have an
8x8 board, a state could be represented as a list where each element indicates the row of the
queen in each column (for example, [1, 3, 5, 2, 4, 6, 8, 7] could represent one possible valid
state).
2. Initial State:
The initial state is a blank chessboard with no queens placed. Alternatively, it could be a
partially filled board with some queens already placed, depending on the specific version of
the problem being solved (but typically it starts empty).
For the 8-Queens problem, the initial state is often represented as an empty configuration of
the board, where no queens are placed:
Initial State: [0, 0, 0, 0, 0, 0, 0, 0] (All columns are empty initially).
3. Actions:
An action involves placing a queen on an empty row in a specific column. The available
actions for each step depend on the current state and the positions where queens are already
placed. You can also interpret actions as moves of queens from one position to another if
using a more dynamic search algorithm.
Actions: Placing a queen in a valid, empty spot within a column. For example, in the first
column, you could place a queen in any of the 8 rows.
4. Transition Model:
The transition model defines how the board configuration changes when a queen is placed or
moved. In this problem, a valid transition occurs only when a queen is placed in a position
where it is not attacking any other queens. Each transition moves the problem towards a
solution.
Transition Model: From a state, you generate the next state by placing a queen in one of the
valid rows of the column that has not been filled yet. You will need to check for attacks (i.e.,
queens in the same row, column, or diagonal) after each move.
5. Goal State:
The goal state is when all 8 queens are placed on the board such that no two queens threaten
each other. This means no queens are in the same row, column, or diagonal.
Goal State: A configuration where every row has exactly one queen, and no two queens are
on the same diagonal or column.
[1, 5, 8, 6, 3, 7, 2, 4]
This represents a valid solution where each queen is placed in a different row and column,
and no two queens threaten each other.
6. Path Cost:
In this case, the path cost is typically measured in terms of the number of moves or steps
taken to achieve the goal state from the initial state. However, in many formulations of the 8-
Queens problem, the focus is mainly on finding a solution, so path cost is often not explicitly
considered unless we are applying a specific search algorithm that counts the number of steps
(e.g., Breadth-First Search or Depth-First Search).
Path Cost: Could be defined as the number of moves (or actions) taken to place all 8 queens
in their correct positions.
Summary
This formulation is used in various search algorithms, like backtracking, to find solutions to
the problem.
These foundations are crucial in enabling AI systems to perform tasks that typically require
human intelligence, such as understanding language, recognizing images, and making
autonomous decisions.
PEAS stands for Performance measure, Environment, Actuators, and Sensors. It's a
framework used to describe an intelligent agent in a given problem domain.
Performance Measure (P): Defines the criteria for success or how the performance is
evaluated.
Environment (E): Describes the external conditions in which the agent operates.
Actuators (A): The components through which the agent interacts with the environment
(i.e., how the agent performs actions).
Sensors (S): The components that allow the agent to perceive the environment (i.e., how the
agent gathers information).
These PEAS descriptions provide a structured way to analyze how intelligent agents function
in these specific problem domains!