Artificial Intelligence (CSI-502) .
Artificial Intelligence (CSI-502) .
AI is accomplished by studying how human brain thinks, and how humans learn,
decide, and work while trying to solve a problem, and then using the outcomes
of this study as a basis of developing intelligent software and systems.
Philosophy of AI
While exploiting the power of the computer systems, the curiosity of human,
lead him to wonder, “Can a machine think and behave like humans do?”
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Goals of AI
To Create Expert Systems − The systems which exhibit intelligent
behavior, learn, demonstrate, explain, and advice its users.
To Implement Human Intelligence in Machines − Creating systems
that understand, think, learn, and behave like humans.
Out of the following areas, one or multiple areas can contribute to build an
intelligent system.
Programming
Programming Without AI
With AI
A computer program
with AI can answer
A computer program without AI can answer the specific questions it is
the generic questi
meant to solve.
ons it is meant to
solve.
AI programs can
absorb new
modifications by
putting highly
independent pieces
of information
Modification in the program leads to change in its structure. together. Hence you
can modify even a
minute piece of
information of
program without
affecting its
structure.
What is AI Technique?
In the real world, the knowledge has some unwelcomed properties −
Applications of AI
AI has been dominant in various fields such as −
History of AI
Here is the history of AI during 20th century −
Yea
Milestone / Innovation
r
Karel Čapek play named “Rossum's Universal Robots” (RUR) opens in London, first use of
1923
the word "robot" in English.
1943 Foundations for neural networks laid.
1945 Isaac Asimov, a Columbia University alumni, coined the term Robotics.
Alan Turing introduced Turing Test for evaluation of intelligence and published Computing
1950 Machinery and Intelligence. Claude Shannon published Detailed Analysis of Chess
Playing as a search.
John McCarthy coined the term Artificial Intelligence. Demonstration of the first running AI
1956
program at Carnegie Mellon University.
Danny Bobrow's dissertation at MIT showed that computers can understand natural language
1964
well enough to solve algebra word problems correctly.
Joseph Weizenbaum at MIT built ELIZA, an interactive problem that carries on a dialogue in
1965
English.
The Assembly Robotics group at Edinburgh University built Freddy, the Famous Scottish
1973
Robot, capable of using vision to locate and assemble models.
1979 The first computer-controlled autonomous vehicle, Stanford Cart, was built.
1985 Harold Cohen created and demonstrated the drawing program, Aaron.
1997 The Deep Blue Chess Program beats the then world chess champion, Garry Kasparov.
Interactive robot pets become commercially available. MIT displays Kismet, a robot with a
2000 face that expresses emotions. The robot Nomad explores remote regions of Antarctica and
locates meteorites.
Artificial Intelligence - Intelligent
Systems
While studying artificially intelligence, you need to know what intelligence is.
This chapter covers Idea of intelligence, types, and components of intelligence.
What is Intelligence?
The ability of a system to calculate, reason, perceive relationships and
analogies, learn from experience, store and retrieve information from memory,
solve problems, comprehend complex ideas, use natural language fluently,
classify, generalize, and adapt new situations.
Types of Intelligence
As described by Howard Gardner, an American developmental psychologist, the
Intelligence comes in multifold −
Reasoning
Learning
Problem Solving
Perception
Linguistic Intelligence
If something
is true of a
class of things
Even if all of the premises are true in a statement, inductive reasoning allows for the
in general, it
conclusion to be false.
is also true for
all members
of that class.
Example −
"All women
of age above
60 years are
grandmothers.
Example − "Nita is a teacher. Nita is studious. Therefore, All teachers are studious."
Shalini is 65
years.
Therefore,
Shalini is a
grandmother."
Learning − It is the activity of gaining knowledge or skill by studying,
practising, being taught, or experiencing something. Learning enhances
the awareness of the subjects of the study.
The ability of learning is possessed by humans, some animals, and AI-
enabled systems. Learning is categorized as −
o Auditory Learning − It is learning by listening and hearing. For
example, students listening to recorded audio lectures.
o Episodic Learning − To learn by remembering sequences of
events that one has witnessed or experienced. This is linear and
orderly.
o Motor Learning − It is learning by precise movement of muscles.
For example, picking objects, Writing, etc.
o Observational Learning − To learn by watching and imitating
others. For example, child tries to learn by mimicking her parent.
o Perceptual Learning − It is learning to recognize stimuli that one
has seen before. For example, identifying and classifying objects
and situations.
o Relational Learning − It involves learning to differentiate among
various stimuli on the basis of relational properties, rather than
absolute properties. For Example, Adding ‘little less’ salt at the time
of cooking potatoes that came up salty last time, when cooked with
adding say a tablespoon of salt.
o Spatial Learning − It is learning through visual stimuli such as
images, colors, maps, etc. For Example, A person can create
roadmap in mind before actually following the road.
o Stimulus-Response Learning − It is learning to perform a
particular behavior when a certain stimulus is present. For example,
a dog raises its ear on hearing doorbell.
Problem Solving − It is the process in which one perceives and tries to
arrive at a desired solution from a present situation by taking some path,
which is blocked by known or unknown hurdles.
Problem solving also includes decision making, which is the process of
selecting the best suitable alternative out of multiple alternatives to reach
the desired goal are available.
Perception − It is the process of acquiring, interpreting, selecting, and
organizing sensory information.
Perception presumes sensing. In humans, perception is aided by sensory
organs. In the domain of AI, perception mechanism puts the data acquired
by the sensors together in a meaningful manner.
Linguistic Intelligence − It is one’s ability to use, comprehend, speak,
and write the verbal and written language. It is important in interpersonal
communication.
The speech recognition aims at understanding and The objective of voice recognition is to
comprehending WHAT was spoken. recognize WHO is speaking.
It is used in hand-free computing, map, or menu It is used to identify a person by analysing its
navigation. tone, voice pitch, and accent, etc.
Machine does not need training for Speech This recognition system needs training as it is
Recognition as it is not speaker dependent. person oriented.
Sr.N
Research Areas Real Life Application
o.
Expert Systems
1
Examples − Flight-tracking systems, Clinical systems.
Robotics
4 Examples − Industrial robots for moving, spraying, painting,
precision checking, drilling, cleaning, coating, carving, etc.
Task Classification of AI
The domain of AI is classified into Formal tasks, Mundane tasks, and Expert
tasks.
Task Domains of Artificial Intelligence
Mundane (Ordinary)
Formal Tasks Expert Tasks
Tasks
Mathematics Engineering
Perception
Geometry Fault Finding
Computer Vision
Logic Manufacturing
Speech, Voice
Integration and Differentiation Monitoring
Robotics
Locomotive
Humans learn mundane (ordinary) tasks since their birth. They learn by
perception, speaking, using language, and locomotives. They learn Formal Tasks
and Expert Tasks later, in that order.
For humans, the mundane tasks are easiest to learn. The same was considered
true before trying to implement mundane tasks in machines. Earlier, all work of
AI was concentrated in the mundane task domain.
Later, it turned out that the machine requires more knowledge, complex
knowledge representation, and complicated algorithms for handling mundane
tasks. This is the reason why AI work is more prospering in the Expert
Tasks domain now, as the expert task domain needs expert knowledge without
common sense, which can be easier to represent and handle.
A human agent has sensory organs such as eyes, ears, nose, tongue and
skin parallel to the sensors, and other organs such as hands, legs, mouth,
for effectors.
A robotic agent replaces cameras and infrared range finders for the
sensors, and various motors and actuators for effectors.
A software agent has encoded bit strings as its programs and actions.
Agent Terminology
Performance Measure of Agent − It is the criteria, which determines
how successful an agent is.
Behavior of Agent − It is the action that agent performs after any given
sequence of percepts.
Percept − It is agent’s perceptual inputs at a given instance.
Percept Sequence − It is the history of all that an agent has perceived
till date.
Agent Function − It is a map from the precept sequence to an action.
Rationality
Rationality is nothing but status of being reasonable, sensible, and having good
sense of judgment.
Rationality is concerned with expected actions and results depending upon what
the agent has perceived. Performing actions with the aim of obtaining useful
information is an important part of rationality.
A rational agent always performs right action, where the right action means the
action that causes the agent to be most successful in the given percept
sequence. The problem the agent solves is characterized by Performance
Measure, Environment, Actuators, and Sensors (PEAS).
There are conflicting goals, out of which only few can be achieved.
Goals have some uncertainty of being achieved and you need to weigh
likelihood of success against the importance of a goal.
Turing Test
The success of an intelligent behavior of a system can be measured with Turing
Test.
Two persons and a machine to be evaluated participate in the test. Out of the
two persons, one plays the role of the tester. Each of them sits in different
rooms. The tester is unaware of who is machine and who is a human. He
interrogates the questions by typing and sending them to both intelligences, to
which he receives typed responses.
This test aims at fooling the tester. If the tester fails to determine machine’s
response from the human response, then the machine is said to be intelligent.
Properties of Environment
The environment has multifold properties −
Search Terminology
Problem Space − It is the environment in which the search takes place.
(A set of states and set of operators to change those states)
Problem Instance − It is Initial state + Goal state.
Problem Space Graph − It represents problem state. States are shown
by nodes and operators are shown by edges.
Depth of a problem − Length of a shortest path or shortest sequence of
operators from Initial State to goal state.
Space Complexity − The maximum number of nodes that are stored in
memory.
Time Complexity − The maximum number of nodes that are created.
Admissibility − A property of an algorithm to always find an optimal
solution.
Branching Factor − The average number of child nodes in the problem
space graph.
Depth − Length of the shortest path from initial state to goal state.
Brute-Force Search Strategies
They are most simple, as they do not need any domain-specific knowledge. They
work fine with small number of possible states.
Requirements −
State description
A set of valid operators
Initial state
Goal state description
Breadth-First Search
It starts from the root node, explores the neighboring nodes first and moves
towards the next level neighbors. It generates one tree at a time until the
solution is found. It can be implemented using FIFO queue data structure. This
method provides shortest path to the solution.
If branching factor (average number of child nodes for a given node) = b and
depth = d, then number of nodes at level d = b d.
Disadvantage − Since each level of nodes is saved for creating next one, it
consumes a lot of memory space. Space requirement to store nodes is
exponential.
Its complexity depends on the number of nodes. It can check duplicate nodes.
Depth-First Search
It is implemented in recursion with LIFO stack data structure. It creates the
same set of nodes as Breadth-First method, only in the different order.
As the nodes on the single path are stored in each iteration from root to leaf
node, the space requirement to store nodes is linear. With branching
factor b and depth as m, the storage space is bm.
Bidirectional Search
It searches forward from initial state and backward from goal state till both meet
to identify a common state.
The path from initial state is concatenated with the inverse path from the goal
state. Each search is done only up to half of the total path.
Disadvantage − There can be multiple long paths with the cost ≤ C*. Uniform
Cost search must explore them all.
It never creates a node until all lower nodes are generated. It only saves a stack
of nodes. The algorithm ends when it finds a solution at depth d. The number of
nodes created at depth d is bd and at depth d-1 is bd-1.
Interactiv
Breadth Depth Bidirectiona Uniform e
Criterion
First First l Cost Deepenin
g
Time bd bm bd/2 bd bd
Space bd bm bd/2 bd bd
In each iteration, a node with a minimum heuristic value is expanded, all its
child nodes are created and placed in the closed list. Then, the heuristic function
is applied to the child nodes and they are placed in the open list according to
their heuristic value. The shorter paths are saved and the longer ones are
disposed.
A * Search
It is best-known form of Best First search. It avoids expanding paths that are
already expensive, but expands most promising paths first.
Hill-Climbing Search
It is an iterative algorithm that starts with an arbitrary solution to a problem and
attempts to find a better solution by changing a single element of the solution
incrementally. If the change produces a better solution, an incremental change
is taken as a new solution. This process is repeated until there are no further
improvements.
end
Otherwise the (initial k states and k number of successors of the states = 2k)
states are placed in a pool. The pool is then sorted numerically. The highest k
states are selected as new initial states. This process continues until a
maximum value is reached.
We initially set the temperature high and then allow it to ‘cool' slowly as the
algorithm proceeds. When the temperature is high, the algorithm is allowed to
accept worse solutions with high frequency.
Start
End
Start
Find out all (n -1)! Possible solutions, where n is the total number of cities.
Determine the minimum cost by finding out the cost of each of these (n -1)!
solutions.
Finally, keep the one with the minimum cost.
end
Artificial Intelligence - Fuzzy Logic
Systems
Fuzzy Logic Systems (FLS) produce acceptable but definite output in response to
incomplete, ambiguous, distorted, or inaccurate (fuzzy) input.
The conventional logic block that a computer can understand takes precise
input and produces a definite output as TRUE or FALSE, which is equivalent to
human’s YES or NO.
The inventor of fuzzy logic, Lotfi Zadeh, observed that unlike computers, the
human decision making includes a range of possibilities between YES and NO,
such as −
CERTAINLY YES
POSSIBLY YES
CANNOT SAY
POSSIBLY NO
CERTAINLY NO
The fuzzy logic works on the levels of possibilities of input to achieve the
definite output.
Implementation
It can be implemented in systems with various sizes and capabilities
ranging from small micro-controllers to large, networked, workstation-
based control systems.
It can be implemented in hardware, software, or a combination of both.
MP x is Medium Positive
S x is Small
MN x is Medium Negative
LN x is Large Negative
Knowledge Base − It stores IF-THEN rules provided by experts.
Inference Engine − It simulates the human reasoning process by
making fuzzy inference on the inputs and IF-THEN rules.
Defuzzification Module − It transforms the fuzzy set obtained by the
inference engine into a crisp value.
The membership functions work on fuzzy sets of variables.
Membership Function
Membership functions allow you to quantify linguistic term and represent a fuzzy
set graphically. A membership function for a fuzzy set A on the universe of
discourse X is defined as μA:X → [0,1].
All membership functions for LP, MP, S, MN, and LN are shown as below −
The triangular membership function shapes are most common among various
other membership function shapes such as trapezoidal, singleton, and Gaussian.
Here, the input to 5-level fuzzifier varies from -10 volts to +10 volts. Hence the
corresponding output also changes.
Development
Step 1 − Define linguistic variables and terms
Linguistic variables are input and output variables in the form of simple words or
sentences. For room temperature, cold, warm, hot, etc., are linguistic terms.
Every member of this set is a linguistic term and it can cover some portion of
overall temperature values.
RoomTemp
Very_Cold Cold Warm Hot Very_Hot
. /Target
Fuzzy set operations perform evaluation of rules. The operations used for OR
and AND are Max and Min respectively. Combine all results of evaluation to form
a final result. This result is a fuzzy value.
Automotive Systems
Automatic Gearboxes
Four-Wheel Steering
Vehicle environment control
Hi-Fi Systems
Photocopiers
Still and Video Cameras
Television
Domestic Goods
Microwave Ovens
Refrigerators
Toasters
Vacuum Cleaners
Washing Machines
Environment Control
Air Conditioners/Dryers/Heaters
Humidifiers
Advantages of FLSs
Mathematical concepts within fuzzy reasoning are very simple.
You can modify a FLS by just adding or deleting rules due to flexibility of
fuzzy logic.
Fuzzy logic Systems can take imprecise, distorted, noisy input
information.
FLSs are easy to construct and understand.
Fuzzy logic is a solution to complex problems in all fields of life, including
medicine, as it resembles human reasoning and decision making.
Disadvantages of FLSs
There is no systematic approach to fuzzy system designing.
They are understandable only when simple.
They are suitable for the problems which do not need high accuracy.
The field of NLP involves making computers to perform useful tasks with the
natural languages humans use. The input and output of an NLP system can be −
Speech
Written Text
Components of NLP
There are two components of NLP as given −
It involves −
Difficulties in NLU
NL has an extremely rich form and structure.
NLP Terminology
Phonology − It is study of organizing sound systematically.
Morphology − It is a study of construction of words from primitive
meaningful units.
Morpheme − It is primitive unit of meaning in a language.
Syntax − It refers to arranging words to make a sentence. It also involves
determining the structural role of words in the sentence and in phrases.
Semantics − It is concerned with the meaning of words and how to
combine words into meaningful phrases and sentences.
Pragmatics − It deals with using and understanding sentences in
different situations and how the interpretation of the sentence is affected.
Discourse − It deals with how the immediately preceding sentence can
affect the interpretation of the next sentence.
World Knowledge − It includes the general knowledge about the world.
Steps in NLP
There are general five steps −
Context-Free Grammar
Top-Down Parser
Context-Free Grammar
It is the grammar that consists rules with a single symbol on the left-hand side
of the rewrite rules. Let us create grammar to parse a sentence −
The parse tree breaks down the sentence into structured parts so that the
computer can easily understand and process it. In order for the parsing
algorithm to construct this parse tree, a set of rewrite rules, which describe what
tree structures are legal, need to be constructed.
These rules say that a certain symbol may be expanded in the tree by a
sequence of other symbols. According to first order logic rule, if there are two
strings Noun Phrase (NP) and Verb Phrase (VP), then the string combined by NP
followed by VP is a sentence. The rewrite rules for the sentence are as follows −
S → NP VP
VP → V NP
Lexocon −
DET → a | the
Now consider the above rewrite rules. Since V can be replaced by both, "peck"
or "pecks", sentences such as "The bird peck the grains" can be wrongly
permitted. i. e. the subject-verb agreement error is approved as correct.
Demerits −
They are not highly precise. For example, “The grains peck the bird”, is a
syntactically correct according to parser, but even if it makes no sense,
parser takes it as a correct sentence.
To bring out high precision, multiple sets of grammar need to be
prepared. It may require a completely different sets of rules for parsing
singular and plural variations, passive sentences, etc., which can lead to
creation of huge set of rules that are unmanageable.
Top-Down Parser
Here, the parser starts with the S symbol and attempts to rewrite it into a
sequence of terminal symbols that matches the classes of the words in the input
sentence until it consists entirely of terminal symbols.
These are then checked with the input sentence to see if it matched. If not, the
process is started over again with a different set of rules. This is repeated until a
specific rule is found which describes the structure of the sentence.
Demerits −
Advising
Instructing and assisting human in decision making
Demonstrating
Deriving a solution
Diagnosing
Explaining
Interpreting input
Predicting results
Justifying the conclusion
Suggesting alternative options to a problem
Knowledge Base
Inference Engine
User Interface
What is Knowledge?
The data is collection of facts. The information is organized as data and facts
about the task domain. Data, information, and past experience combined
together are termed as knowledge.
Knowledge representation
It is the method used to organize and formalize the knowledge in the knowledge
base. It is in the form of IF-THEN-ELSE rules.
Knowledge Acquisition
The success of any expert system majorly depends on the quality,
completeness, and accuracy of the information stored in the knowledge base.
The knowledge base is formed by readings from various experts, scholars, and
the Knowledge Engineers. The knowledge engineer is a person with the
qualities of empathy, quick learning, and case analyzing skills.
Inference Engine
Use of efficient procedures and rules by the Inference Engine is essential in
deducting a correct, flawless solution.
Applies rules repeatedly to the facts, which are obtained from earlier rule
application.
Adds new knowledge into the knowledge base if required.
Resolves rules conflict when multiple rules are applicable to a particular
case.
Forward Chaining
Backward Chaining
Forward Chaining
It is a strategy of an expert system to answer the question, “What can happen
next?”
Here, the Inference Engine follows the chain of conditions and derivations and
finally deduces the outcome. It considers all the facts and rules, and sorts them
before concluding to a solution.
Backward Chaining
With this strategy, an expert system finds out the answer to the question, “Why
this happened?”
On the basis of what has already happened, the Inference Engine tries to find
out which conditions could have happened in the past for this result. This
strategy is followed for finding out cause or reason. For example, diagnosis of
blood cancer in humans.
User Interface
User interface provides interaction between user of the ES and the ES itself. It is
generally Natural Language Processing so as to be used by the user who is well-
versed in the task domain. The user of the ES need not be necessarily an expert
in Artificial Intelligence.
The user interface makes it easy to trace the credibility of the deductions.
Application Description
Objective
Robots are aimed at manipulating the objects by perceiving, picking, moving,
modifying the physical properties of object, destroying it, or to have an effect
thereby freeing manpower from doing repetitive functions without getting
bored, distracted, or exhausted.
What is Robotics?
Robotics is a branch of AI, which is composed of Electrical Engineering,
Mechanical Engineering, and Computer Science for designing, construction, and
application of robots.
Aspects of Robotics
The robots have mechanical construction, form, or shape designed to
accomplish a particular task.
They have electrical components which power and control the
machinery.
They contain some level of computer program that determines what,
when and how a robot does something.
AI Programs Robots
Robot Locomotion
Locomotion is the mechanism that makes a robot capable of moving in its
environment. There are various types of locomotions −
Legged
Wheeled
Combination of Legged and Wheeled Locomotion
Tracked slip/skid
Legged Locomotion
This type of locomotion consumes more power while demonstrating walk,
jump, trot, hop, climb up or down, etc.
It requires more number of motors to accomplish a movement. It is suited
for rough as well as smooth terrain where irregular or too smooth surface
makes it consume more power for a wheeled locomotion. It is little difficult
to implement because of stability issues.
It comes with the variety of one, two, four, and six legs. If a robot has
multiple legs then leg coordination is necessary for locomotion.
The total number of possible gaits (a periodic sequence of lift and release
events for each of the total legs) a robot can travel depends upon the number of
its legs.
Wheeled Locomotion
It requires fewer number of motors to accomplish a movement. It is little easy to
implement as there are less stability issues in case of more number of wheels. It
is power efficient as compared to legged locomotion.
Standard wheel − Rotates around the wheel axle and around the
contact
Castor wheel − Rotates around the wheel axle and the offset steering
joint.
Swedish 45o and Swedish 90o wheels − Omni-wheel, rotates around
the contact point, around the wheel axle, and around the rollers.
Ball or spherical wheel − Omnidirectional wheel, technically difficult to
implement.
Slip/Skid Locomotion
In this type, the vehicles use tracks as in a tank. The robot is steered by moving
the tracks with different speeds in the same or opposite direction. It offers
stability because of large contact area of track and ground.
Components of a Robot
Robots are constructed with the following −
Computer Vision
This is a technology of AI with which the robots can see. The computer vision
plays vital role in the domains of safety, security, health, access, and
entertainment.
Power supply
Image acquisition device such as camera
A processor
A software
A display device for monitoring the system
Accessories such as camera stands, cables, and connectors
Applications of Robotics
The robotics has been instrumental in the various domains such as −
The human brain is composed of 86 billion nerve cells called neurons. They are
connected to other thousand cells by Axons. Stimuli from external environment
or inputs from sensory organs are accepted by dendrites. These inputs create
electric impulses, which quickly travel through the neural network. A neuron can
then send the message to other neuron to handle the issue or does not send it
forward.
ANNs are composed of multiple nodes, which imitate biological neurons of
human brain. The neurons are connected by links and they interact with each
other. The nodes can take input data and perform simple operations on the
data. The result of these operations is passed to other neurons. The output at
each node is called its activation or node value.
Each link is associated with weight. ANNs are capable of learning, which takes
place by altering weight values. The following illustration shows a simple ANN −
Types of Artificial Neural Networks
There are two Artificial Neural Network topologies
− FeedForward and Feedback.
FeedForward ANN
In this ANN, the information flow is unidirectional. A unit sends information to
other unit from which it does not receive any information. There are no feedback
loops. They are used in pattern generation/recognition/classification. They have
fixed inputs and outputs.
FeedBack ANN
Here, feedback loops are allowed. They are used in content addressable
memories.
Working of ANNs
In the topology diagrams shown, each arrow represents a connection between
two neurons and indicates the pathway for the flow of information. Each
connection has a weight, an integer number that controls the signal between
the two neurons.
Back Propagation networks are ideal for simple Pattern Recognition and
Mapping Tasks.
There is an only constraint on the arcs in a BN that you cannot return to a node
simply by following directed arcs. Hence the BNs are called Directed Acyclic
Graphs (DAGs).
BNs are capable of handling multivalued variables simultaneously. The BN
variables are composed of two dimensions −
Range of prepositions
Probability assigned to each of the prepositions.
Consider a finite set X = {X1, X2, …,Xn} of discrete random variables, where each
variable Xi may take values from a finite set, denoted by Val(Xi). If there is a
directed link from variable Xi to variable, Xj, then variable Xi will be a parent of
variable Xj showing direct dependencies between the variables.
The structure of BN is ideal for combining prior knowledge and observed data.
BN can be used to learn the causal relationships and understand various
problem domains and to predict future events, even in case of missing data.
For now let us consider nodes, with only discrete values. The variable must take
on exactly one of these values at a time.
Nod
e Typ
Value Nodes Creation
Nam e
e
{LOW,
Poluti Binar HIGH,
on y MEDIU
M}
Lung-
Boole {TRUE,
Cance
an FASLE}
r
{Positive
Binar ,
X-Ray
y Negative
}
For example, what causes a patient to have lung cancer? - Pollution and
smoking. Then add arcs from node Pollution and node Smoker to node Lung-
Cancer.
Similarly if patient has lung cancer, then X-ray result will be positive. Then add
arcs from node Lung-Cancer to node X-Ray.
Specify Topology
Conventionally, BNs are laid out so that the arcs point from top to bottom. The
set of parent nodes of a node X is given by Parents(X).
Conditional Probabilities
First, for each node we need to look at all the possible combinations of values of
those parent nodes. Each such combination is called an instantiation of the
parent set. For each distinct instantiation of parent node values, we need to
specify the probability that the child will take.
For example, the Lung-Cancer node’s parents are Pollution and Smoking. They
take the possible values = { (H,T), ( H,F), (L,T), (L,F)}. The CPT specifies the
probability of cancer for each of these cases as <0.05, 0.02, 0.03, 0.001>
respectively.
Threat to Privacy
An AI program that recognizes speech and understands natural language is
theoretically capable of understanding each conversation on e-mails and
telephones.
Threat to Safety
The self-improving AI systems can become so mighty than humans that could be
very difficult to stop from achieving their goals, which may lead to unintended
consequences.
Artificial Intelligence -
Terminology
Here is the list of frequently used terms in the domain of AI −
Agent
Agents are systems or software programs capable of autonomous, purposeful and reasoning
1
directed towards one or more goals. They are also called assistants, brokers, bots, droids,
intelligent agents, and software agents.
Autonomous Robot
2
Robot free from external control or influence and able to control itself independently.
Backward Chaining
3
Strategy of working backward for Reason/Cause of a problem.
Blackboard
4 It is the memory inside computer, which is used for communication between the
cooperating expert systems.
Environment
5
It is the part of real or computational world inhabited by the agent.
Forward Chaining
6
Strategy of working forward for conclusion/solution of a problem.
Heuristics
7
It is the knowledge based on Trial-and-error, evaluations, and experimentation.
Knowledge Engineering
8
Acquiring knowledge from human experts and other resources.
Percepts
9
It is the format in which the agent obtains information about the environment.
Pruning
10
Overriding unnecessary and irrelevant considerations in AI systems.
Rule
11 It is a format of representing knowledge base in Expert System. It is in the form of IF-
THEN-ELSE.
Shell
12 A shell is a software that helps in designing inference engine, knowledge base, and user
interface of an expert system.
Task
13
It is the goal the agent is tries to accomplish.
Turing Test
14 A test developed by Allan Turing to test the intelligence of a machine as compared to
human intelligence