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CS 360: Advanced Artificial Intelligence Lecture 1
Gautam Biswas Fall 2014
1 8/22/2009
Topics
Class overview Review chapter 1 (self-study) Review chapter 2 (self-study): discuss on 09/09
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Class/Instructor Information
Class time: Mon.–Wed. 8:45 am – 10:00 am Location: Room 129, Featheringill Hall (FGH) Instructor: Gautam Biswas Office: Room 366, Jacobs Hall (also in ISIS, 1025 16th Ave S, Room 401D) Tele: 343-6204 E-mail: gautam.biswas@vanderbilt.edu Office Hours: Mon-Wed.: 10:00 – 11:00 am
TA: Ye Cheng
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My Research Areas
Design and evaluation of Intelligent Learning Environments Combines AI, Cognitive Science, & Education
Machine Learning and Data Mining Anomaly Detection from Aircraft Flight Data (Big Data) Educational Data Mining
Multi-level distributed decision support systems Planning, scheduling, and resource allocation in distributed real time
environments; Uncertain decision making
Model-based reasoning for complex, dynamic systems Symbolic reasoning for uncertain dynamic processes Reasoning with Dynamic Bayes nets Applications to diagnosis and fault-adaptive control
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Text Book and References
Text: Stuart Russell and Peter Norvig, “Artificial Intelligence: A Modern Approach,” (AIMA), Prentice Hall, 3nd edition, 2010.
(http://aima.cs.berkeley.edu)
References: N.J. Nilsson, “Artificial Intelligence: A New Synthesis,”
Morgan Kaufmann, 1998. G.F. Luger, “Artificial Intelligence: Structures and Strategies
for Complex Problem Solving,” Addison Weseley, 2005. (newer edition ..)
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Programming Language
Assignments C, C++ Java Python etc.
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Grading Scheme
Home Work (4): 30% Programming Assignments (3): 30% Two Exams (Midterm + Final): 30%
(both take home) Project (Paper on chosen topic): 10%
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Reference Material
Additional reading material: papers – required reading Lecture slides & notes + HW + Programming Assignments + additional material
All material will be posted on Oak (course CS 360: Advanced AI)
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Home Work and Programming Assignments
Posted on Oak Must be submitted by due date, penalties for late submission Full, 75%, 50%, 0 credit rule
Has to be your own work Can discuss problem sets to understand nature of the problem No discussion of solutions, no sharing code Do not download solutions or program code from web, and submit your
own
Vanderbilt Honor Code http://www.vanderbilt.edu/student_handbook/Honor_System.htm Must put honor pledge on submitted assignments
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Chapter 1: What is AI?
What is AI? How do we go about doing AI? What does an AI researcher produce? What basic topics in AI are we going to cover in this course?
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What is Artificial Intelligence? Association for the Advancement of Artificial Intelligence (AAAI): “the scientific understanding of the mechanisms underlying thought and intelligent behavior and their embodiment in machines.” (www.aaai.org) John McCarthy: “It is the science and engineering of making intelligent machines, especially intelligent computer programs. It is related to the similar task of using computers to understand human intelligence, but AI does not have to confine itself to methods that are biologically observable.” Herb Simon: “AI can have two purposes. One is to use the power of computers to augment human thinking, just as we use motors to augment human or horse power. Robotics and expert systems are major branches of that. The other is to use a computer's artificial intelligence to understand how humans think. In a humanoid way. If you test your programs not merely by what they can accomplish, but how they accomplish it, they you're really doing cognitive science; you're using AI to understand the human mind."
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AI
Strong two way connection between AI ⇔ Cognitive Science
AI: computer-based models – knowledge representation (symbolic, mixed numeric and symbolic) and algorithms for problem solving Cognitive Science: models of human reasoning system
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What is Artificial Intelligence?
Study and learn about intelligent entities (understanding) Learn how to build them (building) Two aspects: develop a theory or systematic descriptions of intelligent
reasoning (science – conceptualize, theorize) write programs that make computers perform tasks
intelligently (engineering – build, verify, demonstrate
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What is Artificial Intelligence?
Two AI camps: 1. Strong AI 2. Weak AI
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What is Artificial Intelligence?
Claims of strong AI camp: computers can be made to think on a level (at least) equal to that of humans
What will this require? The Turing Test (Alan Turing, 1950)
Weak AI camp: add some thinking-like features to computers or computer programs
e.g., speech understanding systems, softbots and personalized assistants, experts systems that can analyze images or troubleshoot computers, drive by wire cars, autopilot of aircraft
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Additional Reading Computer Chess: Deep Blue Kasparov versus Deep Blue: http://www.cs.vu.nl/~aske/db.html http://en.wikipedia.org/wiki/Deep_Blue_(chess_computer) Deep Blue - Brute force computation or what?
http://www.byte.com/art/9707/sec6/art6.htm http://whyfiles.org/040chess/main2.html Games played by Deep Blue:
http://www.chessgames.com/perl/chessplayer?pid=29912
Robotics, Autonomous Control, and Planning DARPA 2005 Grand Challenge: http://www.darpa.mil/grandchallenge05/gcorg/index.html DARPA 2007 Grand Challenge:
http://www.darpa.mil/grandchallenge/overview.asp http://www.darpa.mil/grandchallenge05/TechPapers/Stanford.pdf
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Additional Popular Readings
Deep Learning (NY Times Article): posted on Oak
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Chapter 2: Intelligent Agents
Agents operate in an environment Sense + Act
Rationality Nature of environment Different types of Agents
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What is an intelligent agent? (Ch. 2)
Russell: anything that can perceive its environment through sensors and act upon its environment through effectors (actuators)
Environment
Agent
percepts sensors
actuators Actions
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What is an intelligent agent?
Cognitive principles (think and act like a human) principles provided by Cognitive Science Some theory, mostly empirical
Principles of Rationality Logic + performance measure
Performance measure needs to be objective – therefore, defined as desired states of the environment as opposed to how the agent defines success
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Rational Behavior Depends on Performance measure that defines the criterion of success Agent’s prior knowledge of environment Actions that agent can perform Agents percept sequence to date
Autonomous Agent Less reliance on prior (pre-programmed) knowledge Improve performance with time
Rational Behavior ≠ Perfect Behavior
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Intelligent Agent
How do we define agent behavior? Percept sequence maps it into action(s) Agent function: map a percept sequence to action
Example, a table of percepts and corresponding actions Implementation of agent function as an agent
program Example, let’s build an agent that lives in a 2D
world, can navigate around obstacles Questions: how do you represent world (environment)? What are the percepts or percept sequences? What actions can the agent perform?
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Example Problem
1 1 1 1
1 1 1
1 1 1 1
1 1
1 1
Robot Agent
1 Objects (obstacles) Room Boundary
s1 s2 s3
s8 s4
s7 s6 s5
Robot can sense the 8 cells surrounding it, which are denoted by the 8 binary-valued variables, s1 to s8. For example, in the position on left, the sensed vector is
(0,1,0,0,0,1,0,0)
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Agent Behavior
Ideal Mapping from Percept Sequences to Actions Given set of all percept sequences and the set of actions the agent can perform, for each percept sequence determine the appropriate action the agent should perform. Results in an ideal mapping that is a table. Size of table = number of possible percepts Therefore, table can presumably be infinite Is this a good way to build an agent program?
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25
Task Environment Ideal Rational Agent: for each possible percept sequence, an ideal agent should do whatever is necessary to maximize its performance (based on some chosen measure), on the basis of the precept and whatever built-in knowledge the agent has.
Environment
Agent
percepts sensors
actuators Actions
Performance Measure Measure of success Has to be objective Not one measure works for all agents in all situations Can be multidimensional
Task Environment: P(erformance) E(nvironment) A(ctuators) S(ensors)
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Environments – define problem
Task Environment: P(erfromance) E(nvironment) A(ctuators)S(ensors) Agents perform actions on the environment This may/may not change environment, which then provides new percepts to the agent Environments can have different characteristics. Fully observable versus partially observable Deterministic versus stochastic Episodic versus sequential Static versus dynamic Discrete versus continuous Single versus Multi-agent
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Structure of Agent
Architecture + Program Architecture: sensors + actuators + computing device Program: implements the mapping from percept
sequences to actions Function of architecture – computing device does not have
much memory, typically program cannot deal with very long percept sequences
program generates walk action agent must have hardware for walking (e.g., legs)
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Agent Programs
Percepts determine actions. At each step, new percept sequence processed and action chosen. Performance measure external to agent. Agent types:
1) Reflex agents – actions based on current percept. Simple situations implemented as a table. Better implementation condition-action rules (example problem)
2) Model-based Reflex Agents – agents that keep track of the world (create maps, maintain internal states) old-state + new percept new state Action function (state,productions)
3) Goal-based agents: involve decision-making – which action will bring me closer to a desired goal: notions of search and planning
4) Utility-based agents: go beyond goals. If there are many ways to achieve goal, which one is best? Brings in notion of performance.
Performance may involve trade-offs. Quantized by means of utility function.
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Reflex Agent
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Environment
State of the world
Choose Action
Sensors
Actuators
Agent
Rules
Model-based Reflex Agent?
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Agent Programs
Agent types: 5) Learning Agents: Idea – even if agent starts in unknown
environment (situation) it learns by observing, doing, etc. so that it becomes more competent as time progresses.
Environment
Critic
Learning Element
Problem Generator
Performance Element
Sensors
Actuators
feedback
learning goals
performance standard
changes
knowledge
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Agent
Reading Assignments for next class
Read Computer Chess & DARPA Urban Challenge articles Discussion next lecture Why are these problems/challenges of interest
to AI? Read about Deep Learning Discussion – what is new about Deep
Learning?
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Assignments for Next Class
What are – BFS, DFS, Iterative Deeping DFS, and Bidirectional Search? Similarities and Differences
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Next Class
Background reading: Chapter 3.1-3.4, Russell and Norvig Uninformed search: Depth and Breadth first search State space representation Comparisons
Topic for Next class: Informed (Heuristic Search Strategies) – Chapters 3.5-3.6, Russell and Norvig + additional papers A* (book) IDA* (book + Korf paper) Additional topics − Anytime Search (Hansen & Zhou paper)
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Recommended