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Transcription:

Artificial Intelligence (Introduction to) 2003-2004

Instructor Dr Sergio Tessaris Researcher, faculty of Computer Science Contact web page: tina.inf.unibz.it/~tessaris email: phone: 0471 315 652 room 229 (2nd floor, left wing) Research interests Knowledge Representation Knowledge Representation and Databases Semantic Web 2

Introduction

What is AI? Turing, A.M. (1950). Computing machinery and intelligence. Mind, 59, 433-460. I propose to consider the question, Can machines think? This should begin with definitions of the meaning of the terms machine and think. Can machines behave intelligently? Turing Test : an operational definition AI is the science and engineering of making intelligent machines which can perform tasks that require intelligence when performed by humans Introduction 4

Why study AI? scientific curiosity try to understand entities that exhibit intelligence engineering challenges building systems that exhibit intelligence some tasks that seem to require intelligence can be solved by computers e.g. playing chess progress in computer performance and computational methods enables the solution of complex problems by computers humans may be relieved from tedious or dangerous tasks e.g. demining or cleaning the swimming pool Introduction 5

What is AI? Systems that think like humans Systems that act like humans Systems that think rationally Systems that act rationally The exciting new effort to make computers think machines with minds, in the full and literal sense [Haugeland, 1985] [The automation of] activities that we associate with human thinking, activities such as decision-making, problem solving, learning [Bellman, 1978] The study of mental faculties through the use of computational models [Charniak and McDermott, 1985] The study of the computations that make it possible to perceive, reason, and act [Winston, 1992] The art of creating machines that perform functions that require intelligence when performed by people [Kurzweil, 1990] The study of how to make computers do things at which, at the moment, people are better [Rich and Knight, 1991] A field of study that seeks to explain and emulate intelligent behavior in terms of computational processes [Schalkhoff, 1990] The branch of computer science that is concerned with the automation of intelligent behavior [Luger and Stubblefield, 1993] Introduction 6

Thinking humanly: Cognitive Science tries to construct theories of how the human mind works uses computer models from AI and experimental techniques from psychology most AI approaches are not directly based on cognitive models often difficult to translate into computer programs performance problems Cognitive Science is mainly distinct from AI Introduction 7

Acting humanly: The Turing test Operational test for intelligent behaviour: the Imitation Game Anticipated all major arguments against AI in following 50 years Suggested major components of AI: knowledge, reasoning, language understanding, learning Introduction 8

The Turing test not much work on systems that pass the test Problem: Turing test is not reproducible, constructive, or amenable to mathematical analysis Loebner Prize www.loebner.net/prizef/loebner-prize.html Total Turing Test includes video interface and a hatch for physical objects requires computer vision and robotics as additional capabilities Introduction 9

Thinking Rationally: Laws of Thought mathematical logic as tool: notation plus derivation rules problems and knowledge must be translated into formal descriptions the system uses an abstract reasoning mechanism to derive a solution Problems: Not all intelligent behaviour is mediated by logical deliberation Resource limitations: There is a difference between solving a problem in principle and solving it in practice under various resource limitations such as time, computation, accuracy Introduction 10

Acting rationally rational behaviour: doing the right thing The right thing: that which is expected to maximize goal achievement, given the available information Doesn't necessarily involve thinking (e.g., blinking reflex) but thinking should be in the service of rational action Advantages: More general Its goal of rationality is well defined Introduction 11

Short history of AI (late 40s, 50s) artificial neurons (McCulloch and Pitts, 1943) learning in neurons (Hebb, 1949) chess programs (Shannon, 1950; Turing, 1953) neural computer (Minsky and Edmonds, 1951) official birth in summer 1956 gathering of a group of scientists with an interest in computers and intelligence during a two-month workshop in Dartmouth, NH naming of the field by John McCarthy many of the participants became influential people in the field of AI Introduction 12

Short history of AI (late 50s, 60s) Early successes Logic Theorist (Newell and Simon, 1957) able to proof most of the theorems in Ch2 of Principia Mathematica General Problem Solver (Newell and Simon, 1961) imitate human problem-solving methods (thinking humanly) Shakey the robot (SRI) logical reasoning and physical activity Microworlds ANALOGY: geometric analogies (Evans, 1968) STUDENT: algebraic problems (Bobrow, 1967) blocks world (Winston, 1970; Huffman, 1971; Fahlman, 1974; Waltz, 1975) neural networks (Widrow and Hoff, 1960; Rosenblatt, 1962; Winograd and Cowan, 1963) machine evolution/genetic algorithms (Friedberg, 1958) Introduction 13

Short history of AI (late 60s, 70s) AI and reality lacks of common sense (e.g. ELIZA) microworlds aren t the real thing: scalability and intractability problems (NP-completeness) neural networks can learn, but not very much (Minsky and Papert, 1969) Knowledge-based systems: knowledge is separate from reasoning expert systems frames logic based knowledge representation systems (80s-90s) knowledge representation schemes become useful Introduction 14

Short history of AI (80s) AI becomes an industry Expert systems: Digital Equipment, Teknowledge, Intellicorp Lisp machines: LMI, Symbolics Constraint programming: ILOG Robotics: Machine Intelligence Corporation, Adept, ABB Speech understanding the return of neural networks genetic algorithms and artificial life falling of Expert systems (late 80s) feeding rules into a reasoning system is not enough knowledge acquisition is a bottleneck Introduction 15

Short history of AI (last decade) AI becomes less philosophical, more technical and mathematically oriented grounded on formal proofs or experimental evidence (vs intuition) e.g. speech recognition, planning, Knowledge Representation Agents everywhere agent architectures (e.g. SOAR) agent perspective glues various AI fields Information management to help humans in dealing with information data mining (e.g. on the Web) question answering Introduction 16

Applications of AI Deep Blue Defeats Kasparov, Chess Grand Master - IBM 1997 www.research.ibm.com/deepblue PEGASUS (Speech understanding for ticketing) www.sls.lcs.mit.edu/sls/applications AI in computer games ai.eecs.umich.edu/people/laird/game-ai-resources.htm information agents question answering (e.g. www.ai.mit.edu/projects/infolab) The Text REtrieval Conference: trec.nist.gov Introduction 17

Applications of AI Honda ASIMO www.asimo.com unmanned vehicles CMU Autonomous Helicopter (HELI) Mars PathFinder rover mars.jpl.nasa.gov/mpf/rover/about.html RoboCup www.robocup.org robot teams playing football RoboCup rescue Sony Aibo www.aibo.com Introduction 18

Course Overview

Objectives provide an insight into the fundamental techniques used in AI each topic would require a course by itself strong algorithmic perspective you are expected to code grounded on mathematical tools much less on cognitive science Course Overview 20

Laboratories hands on the keyboard implementing the algorithms and techniques discussed during the lectures programming language is Java AI programming languages are usually Lisp and Prolog but you can do everything in Java (you just need to be more disciplined) nothing is preventing you to learn Lisp or Prolog outcomes of the labs will be part of the assessment not essential, but you will be required more during the final exam Course Overview 21

Textbook Artificial Intelligence: A modern approach by Stuart Russell and Peter Norvig aima.cs.berkeley.edu one of the leading books for undergraduate AI courses extensive material and source code available from the web site (several programming languages) 57th most cited computer science publication ever (source citeseer.nj.nec.com) Course Overview 22

Prerequisites (modules) Required: Introduction to Programming Algorithms and Complexity Suggested: Logic Probability Theory and Statistics 2nd year students should follow these courses Course Overview 23

Prerequisites to follow this course and pass the exam you need a good understanding of algorithms and algorithm design not to panic at the appearance of a mathematical formula avoid the episodic approach to lessons attendance Course Overview 24

Practical issues Course slides: www.unibz.it/inf/acs/courses/all_03_04/ai Course timetable: Thu 8:30-10:30 (E412) Fri 8:30-9:30 (E412) Labs timetable: Fri 9:30-11:30 (E431) starting from 17/10/2003 next week (9,10 October) there are no AI lessons Thu 16 October there is no lesson (Industry day) Course Overview 25

Agents

What is an Agent? an agent can be anything that operates in an environment perceives its environment through sensors acts upon its environment through actuators maximizes progress towards its goals conceptual tool to analyse systems: robots, softbots, speed traffic lights, thermostats we are interested in Intelligent Agents pursuit goals that require intelligence Agents 27

Examples of Agents human agent eyes, ears, skin, taste buds, etc. for sensors hands, fingers, legs, mouth, etc. for actuators robot camera, infrared, bumper, etc. for sensors grippers, wheels, lights, speakers, etc. for actuators software agent (softbot) functions as sensors information provided as input to functions in the form of encoded bit strings or symbols functions as actuators results deliver the output Agents 28

Agent or Program our criteria so far seem to apply equally well to software agents and to regular programs autonomy agents solve tasks largely independently programs depend on users or other programs for guidance autonomous systems base their actions on their own experience and knowledge requires initial knowledge together with the ability to learn provides flexibility for more complex tasks Agents 29

Agents and Environments an agent perceives its environment through sensors the complete set of inputs at a given time is called a percept the current percept, or a sequence of percepts may influence the actions of an agent it can change the environment through actuators an operation involving an actuator is called an action actions can be grouped into action sequences Agents 30

Performance of Agents Behavior and performance of IAs in terms of agent function: Perception history (sequence) to Action Mapping: Ideal mapping: specifies which actions an agent ought to take at any point in time Performance measure: a subjective measure to characterize how successful an agent is (e.g., speed, power usage, accuracy, money, etc.) Agents 31

Rationality: do the right thing Rational Action: The action that maximizes the expected value of the performance measure given the percept sequence to date Rational = Best Yes, to the best of its knowledge Rational = Optimal Yes, to the best of its abilities (and its constraints) Rational Omniscience Rational Successful problems: what is the right thing how do you measure the best outcome Agents 32

Omniscience a rational agent is not omniscient it doesn t know the actual outcome of its actions it may not know certain aspects of its environment rationality takes into account the limitations of the agent percept sequence, background knowledge, feasible actions it deals with the expected outcome of actions Agents 33

Look it up! a table is simple way to specify a mapping from percepts to actions tables may become very large all work done by the designer no autonomy, all actions are predetermined learning might take a very long time mapping is implicitly defined by a program rule based neural networks algorithm Agents 34

Structure of Intelligent Agents Agent = architecture + program Agent program: the implementation of agent s perception-action mapping Architecture: a device that can execute the agent program (e.g., general-purpose computer, specialized device, robot, etc.) Agents 35

Vacuum-cleaner world Percepts: location+tile status [A, Dirty], [A, Clean], [B, Clean], [B, Dirty] Actions: Left, Right, Suck, NoOp Goal: clean the floor Agents 36

Vacuum-cleaner agent: it sucks! [A, Clean] [A, Dirty] [B, Clean] [B, Dirty] [A,Clean], [A,Clean] [A,Clean], [A,Dirty] [A,Clean], [B,Clean] [A,Clean], [B,Dirty] [A,Dirty], [A,Clean] [A,Dirty], [A,Dirty] [A,Clean], [A,Clean], [A,Clean] [A,Clean], [A,Clean], [A,Dirty] Right Suck Left Suck Right Suck Left Suck Right Suck Right Suck if status == Dirty then Suck else if location == A then Right else Left Agents 37

Performance Evaluation vacuum agent number of tiles cleaned during a certain period based on the agent s report, or validated by an objective authority doesn t consider expenses of the agent, side effects energy, noise, loss of useful objects, damaged furniture, scratched floor might lead to unwanted activities agent re-cleans clean tiles, covers only part of the room, drops dirt on tiles to have more tiles to clean, etc. Agents 38

Cleaning Robots Cleaning Robot contest http://www.service-robots.org/cleaningrobotscontest/ Agents 39

Software Agents also referred to as softbots live in artificial environments where computers and networks provide the infrastructure may be very complex with strong requirements on the agent World Wide Web, real-time constraints, natural and artificial environments may be merged user interaction sensors and actuators in the real world camera, temperature, arms, wheels, etc. Agents 40

Mobile agents Programs that can migrate from one machine to another Execute in a platform-independent execution environment Require agent execution environment (places) Mobility not necessary or sufficient condition for agenthood Practical but non-functional advantages: Reduced communication cost (eg, from PDA) Asynchronous computing (when you are not connected) Applications: Distributed information retrieval Telecommunication network routing Agents 41

Information agents Manage the explosive growth of information Manipulate or collate information from many distributed sources Information agents can be mobile or static information on the Web or in document corpora ontologies for annotating Web pages (services) data mining on unstructured data question answering using knowledge intensive of statistical methods Introduction 42

Environments determine to a large degree the interaction between the outside world and the agent the outside world is not necessarily the real world as we perceive it in many cases, environments are implemented within computers they may or may not have a close correspondence to the real world Agents 43

Environment Properties Fully observable vs. partially observable Fully observable: sensors can detect all aspects of the environment Effectively fully observable: relevant aspects Deterministic vs. stochastic Deterministic: next state determined by current state and the agent actions Partial observable could be stochastic from the agent s view point Episodic vs. sequential Agent s experience divided into episodes; subsequent episode do not depend on actions in previous episodes Static vs. dynamic Dynamic: Environment changes while agent is deliberating Semi-dynamic: environment static, performance scores dynamic Discrete vs. continuous Discrete: Finite number of percepts and actions Single agent vs. multi-agent Competitive, cooperative, and communication Agents 44

Environment types Environment Observable Deterministic Episodic Static Discrete Vacuum cleaner Yes Yes Yes Yes Yes Virtual Reality Yes Yes Yes/No No Yes Internet shopping No No No No Yes agent design is mainly influenced by the environment often the abstraction influences the description of the environment Real world is partially observable, stochastic, sequential, dynamic, continuous Introduction 45

Environment Programs environment simulators for experiments with agents gives a percept to an agent receives an action updates the environment often divided into environment classes for related tasks or types of agents frequently provides mechanisms for measuring the performance of agents Agents 46

Agent types Four basic types in order of increasing generality simple reflex agents model based reflex agents (with state) goal-based agents utility-based agents All these can be turned into learning agents Agents 47

Simple reflex agents Simple look-up table, mapping percepts to actions, is out of the question (too large, too expensive to build) Many situations can be summarized by condition-action rules (humans: learned responses, innate reflexes) Implementation: easy; Applicability: narrow Agents 48

Model-based reflex agents (with state) Sensor information alone is not sufficient in case of partial observability Need to keep track of how the world evolves Evolution: independently of the agent, or caused by the agent s action Knowledge about how the world works Model of the world Agents 49

Goal-based agents State and actions don t tell where to go Need goals to build sequences of actions (planning) Goal-based: uses the same rules for different goals Reflex: will need a complete set of rules for each goal Agents 50

Utility-based agents Several action sequences to achieve some goal (binary process) Need to select among actions and sequences (preferences) Utility: state real number express degree of satisfaction and specify trade-offs between conflicting goal Agents 51

Learning agents Learning element: making improvements Performance element: selecting external actions (entire former agents) Critic: collecting feedback on how the agent is doing? Problem generator: suggesting (exploratory) actions (experiments) Agents 52

Learning agents Agents 53