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Lecture 1 - Introduction

The document introduces a course on Artificial Intelligence (AI) led by Prof. Mohamed K. Hussein, outlining the goals of AI to create machines that can think and act like humans while making rational decisions. It covers the history of AI, its capabilities, and various applications including natural language processing, robotics, and decision-making. The course will explore general AI techniques and their applications across different problem types.

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0% found this document useful (0 votes)
8 views24 pages

Lecture 1 - Introduction

The document introduces a course on Artificial Intelligence (AI) led by Prof. Mohamed K. Hussein, outlining the goals of AI to create machines that can think and act like humans while making rational decisions. It covers the history of AI, its capabilities, and various applications including natural language processing, robotics, and decision-making. The course will explore general AI techniques and their applications across different problem types.

Uploaded by

ahmedtaha141414
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

Artificial Intelligence

Introduction

Prof. Mohamed K. Hussein


Faculty of Computers & Informatics, Suez Canal
University
[email protected]
Textbook
 Not required, but for students who want to
read more we recommend
 Russell & Norvig, AI: A Modern Approach, 3rd Ed.

 Warning: Not a course textbook, so our


presentation does not necessarily follow the
presentation in the book.
Today

 What is artificial intelligence?

 What can AI do?

 What is this course?


Sci-Fi AI?
What is AI?
The science of making machines that:

Think like people Think rationally

Act like people Act rationally


Think like humans

 Here, how the computer performs tasks does matter

 The reasoning steps are important

  Ability to create and manipulate symbolic knowledge


(definitions, concepts, theorems, …)

  cognitive science, neuroscience


Act like humans
 The goal of AI is to create computer systems that
perform tasks regarded as requiring intelligence when
done by humans
  AI Methodology: Take a task at which people are
better, e.g.:
• Prove a theorem
• Play chess
• Plan a surgical operation
• Diagnose a disease
• Navigate in a building
and build a computer system that does it automatically
Act rationally - Think rationally

 Now, the goal is to build agents that always make the


“best” decision given what is available (knowledge, time,
resources)

 “Best” means maximizing the expected value of a utility


function

  Connections to economics and control theory


Rational Decisions
We’ll use the term rational in a very specific, technical way:
 Rational: maximally achieving pre-defined goals
 Rationality only concerns what decisions are made
(not the thought process behind them)
 Goals are expressed in terms of the utility of outcomes
 Being rational means maximizing your expected utility

A better title for this course would be:


Computational Rationality
Maximize Your
Expected Utility
Can Machines Act/Think Intelligently?

Turing Test:

 Test proposed by Alan Turing in 1950


 The computer is asked questions by a human
interrogator. It passes the test if the
interrogator cannot tell whether the
responses come from a person
 Required capabilities: natural language
processing, knowledge representation,
automated reasoning, learning,...
 No physical interaction
A (Short) History of AI
 1940-1950: Early days
 1943: McCulloch & Pitts: Boolean circuit model of brain
 1950: Turing's “Computing Machinery and Intelligence”
 1950—70: Excitement: Look, Ma, no hands!
 1950s: Early AI programs, including Samuel's checkers program,
Newell & Simon's Logic Theorist, Gelernter's Geometry Engine
 1956: Dartmouth meeting: “Artificial Intelligence” adopted
 1965: Robinson's complete algorithm for logical reasoning
 1970—90: Knowledge-based approaches
 1969—79: Early development of knowledge-based systems
 1980—88: Expert systems industry booms
 1988—93: Expert systems industry busts: “AI Winter”
 1990—: Statistical approaches
 Resurgence of probability, focus on uncertainty
 General increase in technical depth
 Agents and learning systems… “AI Spring”?

 2000—: Where are we now?


A (Short) History of AI
 1956: The name “Artificial Intelligence” is coined
 60’s: Search and games, formal logic and theorem proving
 70’s: Robotics, perception, knowledge representation,
expert systems
 80’s: More expert systems, AI becomes an industry
 90’s: Rational agents, probabilistic reasoning, machine
learning
 00’s: Systems integrating many AI methods, machine
learning, reasoning under uncertainty, robotics again
What Can AI Do?
Quiz: Which of the following can be done at present?

 Play a decent game of table tennis?

 Drive safely along a curving mountain road?

 Buy a week's worth of groceries on the web?

 Discover and prove a new mathematical theorem?

 Perform a surgical operation?


 Put away the dishes and fold the laundry?
 Translate spoken Chinese into spoken English in real time?
Natural Language
 Speech technologies (e.g. Siri)
 Automatic speech recognition (ASR)
 Text-to-speech synthesis (TTS)
 Dialog systems
Natural Language
 Speech technologies (e.g. Siri)
 Automatic speech recognition (ASR)
 Text-to-speech synthesis (TTS)
 Dialog systems

 Language processing technologies


 Question answering
 Machine translation

 Web search
 Text classification, spam filtering, etc…
Vision (Perception)
 Object and face recognition
 Scene segmentation
 Image classification

Images from Erik Sudderth (left), wikipedia (right)


Robotics
 Robotics
 Part mech. eng.
 Part AI
 Reality much
harder than
simulations!

 Technologies
 Vehicles
 Rescue
 Soccer!
 Lots of automation…

 In this class:
 We ignore mechanical aspects
 Methods for planning
 Methods for control
Images from UC Berkeley, Boston Dynamics, RoboCup, Google
Logic

 Logical systems
 Theorem provers
 NASA fault diagnosis
 Question answering

 Methods:
 Deduction systems
 Constraint satisfaction
 Satisfiability solvers (huge advances!)

Image from Bart Selman


Game Playing
 Classic Moment: May, '97: Deep Blue vs. Kasparov
 First match won against world champion
 “Intelligent creative” play
 200 million board positions per second
 Humans understood 99.9 of Deep Blue's moves
 Can do about the same now with a PC cluster
 Open question:
 How does human cognition deal with the
search space explosion of chess?
 Or: how can humans compete with computers at all??
 1996: Kasparov Beats Deep Blue
“I could feel --- I could smell --- a new kind of intelligence across the table.”
 1997: Deep Blue Beats Kasparov
“Deep Blue hasn't proven anything.”
 Huge game-playing advances recently, e.g. in Go!

Text from Bart Selman, image from IBM’s Deep Blue pages
Decision Making
 Applied AI involves many kinds of automation
 Scheduling, e.g. airline routing, military
 Route planning, e.g. Google maps
 Medical diagnosis
 Web search engines
 Spam classifiers
 Automated help desks
 Fraud detection
 Product recommendations
 … Lots more!
Designing Rational Agents

 An agent is an entity that perceives and acts.


 A rational agent selects actions that maximize its
(expected) utility.
 Characteristics of the percepts, environment, and
action space dictate techniques for selecting
rational actions
 This course is about:
 General AI techniques for a variety of problem

Environment
types Sensors

Agent
Percepts
 Learning to recognize when and how a new
problem can be solved with an existing ?
technique
Actuators
Actions
Pac-Man as an Agent

Agent Environment
Sensors
Percepts
?
Actuators Actions

Pac-Man is a registered trademark of Namco-Bandai Games, used here for educational purposes
Course Topics
Agent Perception
 Part I: Making Decisions Robotics
 Fast search / planning
 Constraint satisfaction Reasoning
 Adversarial and uncertain search
Search
Learning
 Part II: Reasoning under Uncertainty
 Bayes’ nets Knowledge Constraint
 Decision theory
Planning rep. satisfaction
 Machine learning

 Throughout: Applications
 Natural language, vision, robotics, games, …
Natural
... Expert
language
Systems
2

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