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1 Module 4
Rule-based KS
Overview: Rules Inferencing Searching
Literature: chapter 2
2 25/11/08 Module 4
Overview
Representing knowledge as rules Types of inference
induction, deduction, abduction,… Reasoning in Knowledge Systems
Forward Chaining Backward Chaining
Problem solving through search Unguided Search: depth first, breadth first Guided Search or Heuristics
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Knowledge rules
(Production) rules IF <antecedent> THEN <consequent> IF <a1> AND <a2> AND … <an> THEN <c1> IF <a1> OR <a2> OR … <an> THEN <c1> IF <a1> THEN <c1> AND <c2> AND … <cn>
Antecedents and consequents • <object> <operator> <value> • <predicate>
: age > 18 : father(john, mary)
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Types of rules
Relation IF drivers-license(mary) THEN age(mary) >= 18
Recommendation IF rainy(today) THEN take_umbrella(today)
Directive IF empty(fuel-tank,car) THEN refuel(car)
Heuristic IF lights-are-dim THEN battery-is-flat
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Reasoning
How to combine rules to derive new knowledge? Reasoning is how humans work with knowledge, facts and
problem solving strategies to draw conclusions. deductive reasoning inductive reasoning abductive reasoning analogical reasoning common-sense reasoning non-monotonic reasoning
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Deductive reasoning
Idea: Deduce new information from logically related known information. obtaining new facts from known facts
Mathematically correct If premises are true, the conclusions are guaranteed to be true
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Deduction
uses facts with related rules to deduce new facts rule: IF Ann is human THEN Ann is mortal fact: Ann is human new fact: Ann is mortal
Modus Ponens Given A is true and (A implies B) is true Assert B is true
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Inductive reasoning
Idea: To form general ideas or concepts from observing a set of facts or examples generalization of known facts
Not mathematically exact conclusions can be false takes a closed-world assumption
Matches human reasoning
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Induction
uses facts (premises) to draw conclusions premise 1: Fred is mortal premise 2: Joe is mortal conclusion: all men are mortal (only guaranteed to hold for set
{Joe, Fred}) inductive learning from data
if X= { a, b, c,...} and P is true for a, b and c then P is true for all X
type of learning used by neural networks, rule induction and decision trees
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Abductive reasoning
Idea: explain effects in terms of their causes allows for plausible inference, i.e. the conclusion logically
follows from the evidence but still may be incorrect.
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Abduction
Uses rules to explain effects in terms of their causes rule: if it is raining then ground is wet fact: ground is wet conclusion: likely it is raining (or: is it raining?)
Contrary to causal reasoning It could be the case that its not raining but someone is
watering the grass! If B is true and if A implies B then is A true?
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Analogical reasoning
Idea: uses past cases to provide analogies with future cases
uses object similarities and differences to draw conclusions fact: Tiger is a big cat, eats meat, lives in Asia new fact: Lion is similar to Tiger conclusion: Lion is a big cat, eats meat, lives in Asia
CBR uses this technique
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Common-sense reasoning
Idea: “short-cut” to limit the search space to certain areas or to immediately propose a solution. Relies more on judgement than precise logic no guarantee that solution is optimum or even correct!
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Common-sense reasoning
Uses heuristics to draw conclusions/ propose hypothesis (most likely reason for too hot is faulty thermostat) Rule: if the motor temperature is very hot then thermostat
maybe faulty Hypothesis: thermostat faulty
Humans use past experiences to quickly solve new problems. e.g. in chess, humans apply heuristics to prune the HUGE
search space presented by the possible moves.
Shallow vs. deep reasoning
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Non-monotonic reasoning
Idea: allow to revise assumptions in the light of new information adapt to changing external conditions adjust the chain of dependent events accordingly
Monotonic reasoning knowledge can only be added most reasoning strategies assume that the axioms and the
conclusions formed from axioms remain fixed
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Non-monotonic logic
Fact: Tweety is a bird Conclusion: Tweety flies (commonsense deduction)
New fact: Tweety is an ostrich New conclusion: Tweety does not fly
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Strategy Overview
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Applying Rules
How to deal with more than one rule? And many facts? Reasoning in Knowledge Systems
Forward Chaining Backward Chaining
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Forward vs. backward?
Forward Take each initial
state (fact) and try to reach goal
Backward Start from goal and
try to find a possible initial state (fact)
How can the piglets get to mommy?
goal
fact
fact fact
fact
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Forward Chaining
Data driven reasoning bottom up Search from facts to valid conclusions
Given database of true facts Apply all rules that match facts in database Add conclusions to database Repeat until a goal is reached, OR repeat until no new facts
added
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Example
R1: IF hot AND smoky THEN fire R2: IF alarm-beeps THEN smoky R3: IF fire THEN switch-on-sprinkler
• alarm-beeps • hot
Facts Rules
• smoky First cycle: R2 holds
• fire Second cycle: R1 holds
• switch-sprinkler Third cycle: R3 holds
Action
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Forward Chaining: Conflict Resolution
Order in which rules fire depends on facts in working memory, not order of rules.
When more than one rule applies, possible heuristics are: apply more recent facts first: recency prefer rules with more specific conditions Alternative conflict resolution strategies
• (e.g., allow user to specify preference on rules)
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Backward Chaining
Goal driven reasoning top down Search from hypothesis and finds supporting facts
To prove goal G: If G is in the initial facts, it is proven. Otherwise, find a rule which can be used to conclude G, and
try to prove each of that rule’s conditions.
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Example
R1: IF hot AND smoky THEN fire R2: IF alarm-beeps THEN smoky R3: IF fire THEN switch-sprinkler
Rules
Should I switch the sprinklers on?
Hypothesis
IF fire Use R3
IF hot IF smoky Use R1
IF alarm-beeps Use R2
Evidence
• alarm-beeps • hot
Facts Yes!
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Backward Chaining: Conflict resolution
Order in which rules fire depends on order of rules. When more than one rule applies:
Try both. • Either might be used to validly prove the hypothesis.
This is a search problem. • How to systematically go through all possibilities.
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Application of Rule Based Systems
Wide use in expert systems Backward chaining: Diagnosis systems
• start with set of hypotheses and try to prove each one, asking additional questions of user when fact is unknown.
Forward chaining: design/configuration systems • see what can be done with available components. • exclude hypothesis, before asserting more facts (too expensive,
painful)
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Comparison
Backward chaining From hypotheses to
relevant facts Good when:
• Limited number of (clear) hypotheses
• Determining truth of facts is expensive
• Large number of possible facts, mostly irrelevant
• when you have specific goals in mind
Forward chaining From facts to valid
conclusions Good when
• Less clear hypothesis • Very large number of
possible conclusions • True facts known at
start, or inexpensive • maximize the use of new
data
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Search in State Spaces
Many problems in AI can be mapped onto searches in particular state spaces. especially useful if the system (world) can be defined as
having a finite number of states, including an initial state and one or more goal states.
finite number of actions to take, well-defined state transitions only depending on current state
and current action.
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Search Techniques in KS
Search space nodes (states) and edges (actions)
Blind search not guided by (previous) experience
• Depth first or Breadth first combinatorial explosion
Informed search (heuristic) guided by knowledge about the problem evaluation of next choice (meta reasoning)
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Search Problem: Examples
Chess: search set of possible moves Looking for one which best improves position
Route planning: search set of paths Looking for one which will minimize distance
Theorem proving: Search sets of reasoning steps Looking for a reasoning progression which proves theorem
Machine learning: Search set of concepts Looking for a concept which achieves target categorisation
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Search example
Search space: Road network States: being in a city Actions: moving along a road
from one city to the next Goal: Target city (G)
Strategy: is a function for expanding and evaluating states according to the state space graph
A
B
C G
D E
start
goal
F 11
21 14
21
15
27
10
node d
Arc de
COST: cost(de) = 14 PATH: (ab,bd), or (a,b,d)
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General Search Algorithm
initialize the search tree using the initial state of problem loop do
if no candidates for expansion then return fail else choose node for expansion according to strategy if the node contains a goal state
then return the solution else expand the node and add the results to search tree
end
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Issues in search strategies
Completeness Is the strategy guaranteed to find solutions (if any)
Time complexity How long does it take in the worst case relative to the size of
the problem Space complexity
How much memory does it require in the worst case relative to the size of the problem
Optimality Is the solution found the best (shortest/cheapest)
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Blind Search Strategies
Breadth-first nodes are examined level by level begins at initial state, continues searching all nodes at each
level before moving into deeper level Depth-first
nodes are examined depth by depth begins at initial state, continues searching at next lower level,
if dead end then backtracks
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Breath first search
Search space: Road network
Search tree
A
B
C G
D E
start
goal
F
Breadth first:
A
B C
F D
E
G
G
A
B C
F D G
A B C D F G Complete Optimal if step cost is 1 High use time and space
36 25/11/08 Module 4
A
B C
F D
E
G
G
Depth first search
Search space: Road network
Search tree
A
B
C G
D E
start
goal
F
A
B
F D
E G
Depth first:
E G
A B D E B F G Complete for finite search tree Not optimal Low use space and time for ‘short’ trees
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Comparison of Strategies
Breadth-first is complete and optimal, but has high space complexity
Depth-first is space efficient, but neither complete nor optimal
However, neither uses prior information to guide search
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Heuristic Search
Heuristic (Greek): ‘to find’ or ‘to discover’ In AI, heuristic is most often used as an adjective,
referring to any technique that improves the average case performance on a problem solving task, but does not necessarily improve the worst case performance.
Heuristic = informed search
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Heuristics and algorithms
Algorithm is a finite set of well-defined instructions for accomplishing some task Goals of algorithms
• provably good run times • provably good or optimal solution quality.
Heuristic gives up one or both of these goals; pretty good solutions, but no proof the solutions could not get
arbitrarily bad; reasonably quickly, but there is no argument that this will
always be the case.
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Heuristic Search
Heuristics orient the search along promising paths The time spent computing heuristics must be recovered by
a better search A reasonable heuristic should be:
Reasonably accurate Easy to compute
Deciding which node to expand is sometimes called meta-reasoning
Heuristics are not always computational and may involve large amount of knowledge
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A* Search
A* search combines evaluation function f(n) = g(n) + h(n) where g(n): actual cost of path from start node n0 to n h(n): estimated cost of path from node n to goal
Heuristic h(n) is admissible = it never overestimates the actual cost of the best
solution. For example, straight-line calculation from A to B. optimistic = they operate by assuming that the cost of solving
the problem is less than it actually is. The key to all informed search techniques is to select an
appropriate heuristic function
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A* search example
Search space: Road network
Search tree
A
B
C G
D E
start
goal
F
A
B C
F D
G H(n) (straight line distance to goal)
H(A) = 9 H(B) = 4 H(C) = 7 H(D) = 12 H(F) = 3
5
4
3
2
3
8
F(A) = 0+9
F(C) = 4+7 F(B) = 5+4
F(D) = 5+2+12 F(F) = 5+3+3
A
B
F
G
Actual cost of chosen path is 5+3+3 = 11
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Advantages of rule-based systems
Simplicity Rules are closely related to human reasoning
Uniformity All rules have the same structure
Modularity Separation of knowledge (facts) and reasoning ‘Blocks’ of rules often independent of each other
Explanation Transparent facilities -> rules describe ‘why’
Uncertainty? RBS can be extended to handle uncertain knowledge ->
lecture 6
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Disadvantages of rule-based systems
Opaque Combinations of rules are difficult to see Link between individual rules and overall strategy Lack of hierarchy
Ineffective search Exhaustive search is slow if large rule set Apply search strategies
Inability to learn Rules cannot modify themselves Know when to ‘break the rule’
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Practicum: 27 November Decision tables: modeling knowledge
Next lecture: 2 December
Classification Ontologies