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Artificial Intelligence & Machine Learning [18CS71]

1. What is Artificial Intelligence?


Data: Raw facts, unformatted information.
Information: It is the result of processing, manipulating and organizing data in response to a specific
need. Information relates to the understanding of the problem domain.

Knowledge: It relates to the understanding of the solution domain – what to do?

Intelligence: It is the knowledge in operation towards the solution – how to do? How to apply the
solution?

Artificial Intelligence: Artificial intelligence is the study of how make computers to do things which
people do better at the moment. It refers to the intelligence controlled by a computer machine.

One View of AI is
• About designing systems that are as intelligent as humans
• Computers can be acquired with abilities nearly equal to human intelligence
• How system arrives at a conclusion or reasoning behind selection of actions
• How system acts and performs not so much on reasoning process.

Why Artificial Intelligence?


❑ Making mistakes on real-time can be costly and dangerous.
❑ Time-constraints may limit the extent of learning in real world.

The AI Problem
There are some of the problems contained within AI.
1. Game Playing and theorem proving share the property that people who do them well are
considered to be displaying intelligence.
2. Another important foray into AI is focused on Commonsense Reasoning. It includes reasoning
about physical objects and their relationships to each other, as well as reasoning about actions and
other consequences.
3. To investigate this sort of reasoning Nowell Shaw and Simon built the General Problem Solver
(GPS) which they applied to several common sense tasks as well as the problem of performing
symbolic manipulations of logical expressions. But no attempt was made to create a program with
a large amount of knowledge about a particular problem domain. Only quite simple tasks were
selected.
4. The following are the figures showing some of the tasks that are the targets of work in AI:

K S V KRISHNA SRIKANTH, DEPT OF IT Page 1

Mrs. Bhavani B H, Assistant Professor, CSE, JSSATEB


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Perception of the world around us is crucial to our survival. Animals with much less intelligence than
people are capable of more sophisticated visual perception. Perception tasks are difficult because they
involve analog signals. A person who knows how to perform tasks from several of the categories shown in
figure learns the necessary skills in standard order.

First perceptual, linguistic and commonsense skills are learned. Later expert skills such as engineering,
medicine or finance are acquired.

Physical Symbol System Hypothesis


At the heart of research in artificial intelligence, the underlying assumptions about intelligence lie in what
Newell and Simon (1976) call the physical symbol system hypothesis. They define a physical symbol
system as follows:
1. Symbols
2. Expressions
3. Symbol Structure
4. System
A physical symbol system consists of a set of entities called symbols, which are physically patters that can
occur as components of another type of entity called an expression (or symbol structure). A symbol
structure is composed of a number of instances (or tokens) of symbols related in some physical way. At
any instance of the time the system will contain a collection of these symbol structures. The system also
contains a collection of processes that operate on expressions to produce other expressions: processes of
creation, modification, reproduction and destruction.

They state hypothesis as:


“A physical symbol system has the necessary and sufficient means for general
‘intelligent actions’.”
This hypothesis is only a hypothesis there appears to be no way to prove or disprove it on logical
ground so, it must be subjected to empirical validation we find that it is false. We may find the
bulk of the evidence says that it is true but only way to determine its truth is by experimentation”
Computers provide the perfect medium for this experimentation since they can be programmed to
simulate physical symbol system we like. The importance of the physical symbol system hypothesis is
twofold. It is a significant theory of the nature of human intelligence and so is of great interest to
psychologists.

What is an AI Technique?
Artificial Intelligence problems span a very broad spectrum. They appear to have very little in common
except that they are hard. There are techniques that are appropriate for the solution of a variety of these
problems. The results of AI research tells that

Intelligence requires Knowledge. Knowledge possesses some less desirable properties including:
➢ It is voluminous
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➢ It is hard to characterize accurately


➢ It is constantly changing
➢ It differs from data by being organized in a way that corresponds to the ways it will be
used.
AI technique is a method that exploits knowledge that should be represented in such a way that:
• The knowledge captures generalizations. In other words, it is not necessary to represent
each individual situation. Instead situations that share important properties are grouped
together.
• It can be understood by people who must provide it. Most of the knowledge a program
has must ultimately be provided by people in terms they understand.
• It can be easily be modified to correct errors and to reflect changes in the world and in
our world view.
• It can be used in a great many situations even if it is not totally accurate or complete.
• It can be used to help overcome its own sheer bulk by helping to narrow the range of
possibilities that must usually be considered.

It is possible to solve AI problems without using AI techniques. It is possible to apply AI


techniques to solutions of non-AI problems.

Important AI Techniques:
❑ Search: Provides a way of solving problems for which no more direct approach is
available as well as a framework into which any direct techniques that are available can
be embedded.
❑ Use of Knowledge: Provides a way of solving complex problems by exploiting the
structures of the objects that are involved.
❑ Abstraction: Provides a way of separating important features and variations from the
many unimportant ones that would otherwise overwhelm any process.

Criteria for Success (Turing Test)


In 1950, Alan Turing proposed the method for determining whether a machine can think. His method has
since become known as the “Turing Test”. To conduct this test, we need two people and the machine to
be evaluated. Turing Test
provides a definition of intelligence in a machine and
compares the intelligent behavior of human being with
that of a computer.

One person A plays the role of the interrogator, who is


in a separate room from the computer and the other
person. The interrogator can ask set of questions to both
the computer Z and person X by
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typing questions and receiving typed responses. The interrogator knows them only as Z and X and aims to
determine who the person is and who the machine is.

The goal of machine is to fool the interrogator into believing that it is the person. If the machine succeeds
we conclude that the machine can think. The machine is allowed to do whatever it can do to fool the
interrogator.

For example, if asked the question “How much is 12,324 times 73,981?” The machine
could wait several minutes and then respond with wrong answer.
The interrogator receives two sets of responses, but does not know which set comes from human and which
from computer. After careful examination of responses, if interrogator cannot definitely tell which set has
come from the computer and which from human, then the computer has passed the Turing Test. The more
serious issue is the amount of knowledge that a machine would need to pass the Turing test.

Overview of Artificial Intelligence


It was the ability of electronic machines to store large amounts of information and process it at very high
speeds that gave researchers the vision of building systems which could emulate (imitate) some human
abilities.

We will see the introduction of the systems which equal or exceed human abilities and see them because
an important part of most business and government operations as well as our daily activities.

Definition of AI: Artificial Intelligence is a branch of computer science concerned with the study and
creation of computer systems that exhibit some form of intelligence such as systems that learn new concepts
and tasks, systems that can understand a natural language or perceive and comprehend a visual scene, or
systems that perform other types of feats that require human types of intelligence.

To understand AI, we should understand


❑ Intelligence
❑ Knowledge
❑ Reasoning
❑ Thought
❑ Cognition: gaining knowledge by thought or perception learning
The definitions of AI vary along two main dimensions: thought process and reasoning and behavior.

AI is not the study and creation of conventional computer systems. The study of the mind, the body, and
the languages as customarily found in the fields of psychology, physiology, cognitive science, or
linguistics.

In AI, the goal is to develop working computer systems that are truly capable of performing tasks that require
high levels of intelligence.
Artificial Intelligence & Machine Learning [18CS71]

2. Problems, Problem Spaces and Search


Problem:
A problem, which can be caused for different reasons, and, if solvable, can usually be solved in a
number of different ways, is defined in a number of different ways.

To build a system or to solve a particular problem we need to do four things.


1. Define the problem precisely. This definition must include precise specification of what the initial
situation will be as well as what final situations constitute acceptable solutions to the problem
2. Analyze the problem
3. Isolate and represent the task knowledge that is necessary to solve the problem
4. Choose the best solving technique and apply it to the particular problem.

Defining the Problem as a State Space Search


Problem solving = Searching for a goal state
It is a structured method for solving an unstructured problem. This approach consists of number of states.
The starting of the problem is “Initial State” of the problem. The last point in the problem is called a
“Goal State” or “Final State” of the problem.

State space is a set of legal positions, starting at the initial state, using the set of rules
to move from one state to another and attempting to end up in a goal state.
Methodology of State Space Approach
1. To represent a problem in structured form using different states
2. Identify the initial state
3. Identify the goal state
4. Determine the operator for the changing state
5. Represent the knowledge present in the problem in a convenient form
6. Start from the initial state and search a path to goal state

To build a program that could “Play Chess”


➢ we have to first specify the starting position of the chess board
o Each position can be described by an 8-by-8 array.
o Initial position is the game opening position.
➢ rules that define the legal moves
o Legal moves can be described by a set of rules:
▪ Left sides are matched against the current state.
▪ Right sides describe the new resulting state.
➢ board positions that represent a win for one side or the other
o Goal position is any position in which the opponent does not have a legal move
and his or her king is under attack.
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➢ We must make explicit the preciously implicit goal of not only playing a legal game of chess but
also winning the game, if possible.

Production System
The entire procedure for getting a solution for AI problem can be viewed as “Production System”. It
provides the desired goal. It is a basic building block which describes the AI problem and also describes
the method of searching the goal. Its main components are:
❑ A Set of Rules, each consisting of a left side (a pattern) that determines the applicability of the rule
and right side that describes the operation to be performed if the rule is applied.
❑ Knowledge Base – It contains whatever information is appropriate for a particular task. Some
parts of the database may be permanent, while the parts of it may pertain only to the solution of
the current problem.
❑ Control Strategy – It specifies the order in which the rules will be compared to the database and
the way of resolving the conflicts that arise when several rules match at one.
o The first requirement of a goal control strategy is that it is cause motion; a control strategy
that does not cause motion will never lead to a solution.
o The second requirement of a good control strategy is that it should be systematic.
❑ A rule applier: Production rule is like below
if(condition) then
consequence or action

Algorithm for Production System:


1. Represent the initial state of the problem
2. If the present state is the goal state then go to step 5 else go to step 3
3. Choose one of the rules that satisfy the present state, apply it and change the state to new state.
4. Go to Step 2
5. Print “Goal is reached ” and indicate the search path from initial state to goal state
6. Stop

Classification of Production System:


Based on the direction they can be
1. Forward Production System
▪ Moving from Initial State to Goal State
▪ When there are number of goal states and only one initial state, it is
advantage to use forward production system.
2. Backward Production System
▪ Moving from Goal State to Initial State
▪ If there is only one goal state and many initial states, it is advantage to use
backward production system.

Production System Characteristics


Production system is a good way to describe the operations that can be performed in a search for solution of
the problem.
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Two questions we might reasonably ask at this point are:


▪ Can production systems, like problems, be described by a set of characteristics that shed
some light on how they can easily be implemented?
▪ If so, what relationships are there between problem types and the types of production
systems best suited to solving the problems?
The answer for the first question can be considered with the following definitions of classes of
production systems:
A monotonic production system is a production system in which the applications of a rule never
prevents the later application of another rule that could also have been applied at the time the first
rule was selected.

A non-monotonic production system is one which this is not true.

A partially commutative production system is a production system with the property that if the
application of a particular sequence of rules transforms state X into state Y, then any permutation of
those rules that is allowable also transforms state X into state Y.

A commutative production system is a production system that is both monotonic and partially
commutative.

In a formal sense, there is no relationship between kinds of problems and kinds of production of systems,
since all problems can be solved by all kinds of systems. But in practical sense, there definitely is such a
relationship between kinds of problems and the kinds of systems that led themselves naturally to
describing those problems.

The following figure shows the four categories of production systems produced by the two dichotomies,
monotonic versus non-monotonic and partially commutative versus non-partially commutative along with
some problems that can be naturally be solved by each type of system.

Monotonic Non-monotonic

Partially commutative Theorem proving Robot Navigation

Not Partially commutative Chemical Synthesis Bridge

The four categories of Production Systems


❑ Partially commutative, monotonic production systems are useful for solving ignorable problems
that involves creating new things rather than changing old ones generally ignorable. Theorem
proving is one example of such a creative process partially commutative, monotonic production
system are important for a implementation stand point because they can be implemented without
the ability to backtrack to previous states when it is discovered that an incorrect path has been
followed.

❑ Non-monotonic, partially commutative production systems are useful for problems in which
changes occur but can be reversed and in which order of operations is not critical.
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This is usually the case in physical manipulation problems such as “Robot navigation on a flat
plane”. The 8-puzzle and blocks world problem can be considered partially commutative
production systems are significant from an implementation point of view because they tend to
read too much duplication of individual states during the search process.

❑ Production systems that are not partially commutative are useful for many problems in which
changes occur. For example “Chemical Synthesis”

❑ Non-partially commutative production system less likely to produce the same node many times in
the search process.

Problem Characteristics
In order to choose the most appropriate method (or a combination of methods) for a particular problem, it is
necessary to analyze the problem along several key dimensions:
• Is the problem decomposable?
• Can solution steps be ignored or undone?
• Is the universe predictable?
• Is a good solution absolute or relative?
• Is the solution a state or a path?
• What is the role of knowledge?
• Does the task require human-interaction?
• Problem Classification

Is the problem decomposable?


Decomposable problem can be solved easily. Suppose we want to solve the problem of computing
the expression.
∫(𝑥2 + 3𝑥 + 𝑠𝑖𝑛2 𝑥. 𝑐𝑜𝑠2𝑥) 𝑑𝑥
We can solve this problem by breaking it down into these smaller problems, each of which we can then
solve by using a small collection of specific rules the following figure shows problem tree that as it can be
exploited by a simple recursive integration program that works as follows.

At each step it checks to see whether the problem it is working on is immediately solvable. If so, then the
answer is returned directly. If the problem is not easily solvable, the integrator checks to
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see whether it can decompose the problem into smaller problems. It can create those problems and calls
itself recursively on using this technique of problem decomposition we can often solve very large
problem easily.

Can solution steps be ignored or undone?


Suppose we are trying to prove a mathematical theorem. We proceed by first proving a lemma that we think
will be useful. A lemma that has been proved can be ignored for next steps as eventually we realize the
lemma is no help at all.

Now consider the 8-puzzle game. A sample game using the 8-puzzle is shown below:

In attempting to solve the 8 puzzle, we might make a stupid move for example; we slide the tile 5 into an empty
space. We actually want to slide the tile 6 into empty space but we can back track and undo the first
move, sliding tile 5 back to where it was then we can know tile 6 so mistake and still recovered from but
not quit as easy as in the theorem moving problem. An additional step must be performed to undo each
incorrect step.

Now consider the problem of playing chess. Suppose a chess playing problem makes a stupid move and
realize a couple of moves later. But here solutions steps cannot be undone.
The above three problems illustrate difference between three important classes of problems:
1) Ignorable: in which solution steps can be ignored.
Example: Theorem Proving
2) Recoverable: in which solution steps can be undone.
Example: 8-Puzzle
3) Irrecoverable: in which solution steps cannot be undone.
Example: Chess

The recoverability of a problem plays an important role in determining the complexity of the control
structure necessary for problem solution.

Ignorable problems can be solved using a simple control structure that never backtracks. Recoverable
problems can be solved by slightly complicated control strategy that does sometimes make mistakes using
backtracking. Irrecoverable problems can be solved by recoverable style methods via planning that
expands a great deal of effort making each decision since the decision is final.

Is the universe predictable?


There are certain outcomes every time we make a move we will know what exactly happen. This means it
is possible to plan entire sequence of moves and be confident that we know what the resulting state will
be. Example is 8-Puzzle.
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In the uncertain problems, this planning process may not be possible. Example: Bridge Game – Playing
Bridge. We cannot know exactly where all the cards are or what the other players will do on their turns.

We can do fairly well since we have available accurate estimates of a probabilities of each of the possible
outcomes. A few examples of such problems are
➢ Controlling a robot arm: The outcome is uncertain for a variety of reasons. Someone might
move something into the path of the arm. The gears of the arm might stick.
➢ Helping a lawyer decide how to defend his client against a murder charge. Here we
probably cannot even list all the possible outcomes, which leads outcome to be uncertain.

❑ For certain-outcome problems, planning can used to generate a sequence of operators that is
guaranteed to lead to a solution.
❑ For uncertain-outcome problems, a sequence of generated operators can only have a good
probability of leading to a solution.
❑ Plan revision is made as the plan is carried out and the necessary feedback is provided.

Is a Good Solution Absolute or Relative?


Consider the problem of answering questions based on a database of simple facts, such as the following:
1) Marcus was a man.
2) Marcus was a Pompeian.
3) Marcus was born in 40 A.D.
4) All men are mortal.
5) All Pompeian’s died when the volcano erupted in 79 A.D.
6) No mortal lives longer than 150 years.
7) It is now 1991 A.D.
Suppose we ask a question “Is Marcus alive?” By representing each of these facts in a formal language
such as predicate logic, and then using formal inference methods we can fairly easily derive an answer to
the question.
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Since we are interested in the answer to the question, it does not matter which path we follow. If we do
follow one path successfully to the answer, there is no reason to go back and see if some other path might
also lead to a solution. These types of problems are called as “Any path Problems”.

Now consider the Travelling Salesman Problem. Our goal is to find the shortest path route that visits each
city exactly once.

Suppose we find a path it may not be a solution to the problem. We also try all other paths. The shortest
path (best path) is called as a solution to the problem. These types of problems are known as “Best path”
problems. But path problems are computationally harder than any path problems.

Is the solution a state or a path?


Consider the problem of finding a consistent interpretation for the sentence
The bank president ate a dish of pasta salad with the fork
There are several components of this sentence, each of which may have more than one interpretation.
Some of the sources of ambiguity in this sentence are the following:
➢ The word “Bank” may refer either to a financed institution or to a side of river. But only one of
these may have a President.
➢ The word “dish” is the object of the word “eat”. It is possible that a dish was eaten.
➢ But it is more likely that the pasta salad in the dish was eaten.
Because of the interaction among the interpretations of the constituents of the sentence some search may be
required to find a complete interpreter for the sentence. But to solve the problem
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of finding the interpretation we need to produce only the interpretation itself. No record of the processing
by which the interpretation was found is necessary. But with the “water-jug” problem it is not sufficient to
report the final state we have to show the “path” also.

So the solution of natural language understanding problem is a state of the world. And the solution of
“Water jug” problem is a path to a state.

What is the role of knowledge?


Consider the problem of playing chess. The knowledge required for this problem is the rules for
determining legal move and some simple control mechanism that implements an appropriate search
procedure.
Now consider the problem of scanning daily newspapers to decide which are supporting ‘n’ party and
which are supporting ‘y’ party. For this problems are required lot of knowledge.

The above two problems illustrate the difference between the problems for which a lot of knowledge is
important only to constrain the search for a solution and those for which a lot of knowledge is required
even to be able to recognize a solution.

Does a task require interaction with the person?


Suppose that we are trying to prove some new very difficult theorem. We might demand a prove that
follows traditional patterns so that mathematician each read the prove and check to make sure it is correct.
Alternatively, finding a proof of the theorem might be sufficiently difficult that the program does not
know where to start. At the moment people are still better at doing the highest level strategies required for
a proof. So that the computer might like to be able to ask for advice.
For Example:
• Solitary problem, in which there is no intermediate communication and no demand for an
explanation of the reasoning process.
• Conversational problem, in which intermediate communication is to provide either additional
assistance to the computer or additional information to the user.

Problem Classification
When actual problems are examined from the point of view all of these questions it becomes apparent that
there are several broad classes into which the problem fall. The classes can be each associated with a
generic control strategy that is approached for solving the problem. There is a variety of problem-solving
methods, but there is no one single way of solving all problems. Not all new problems should be
considered as totally new. Solutions of similar problems can be exploited.

PROBLEMS

Water-Jug Problem
Problem is “You are given two jugs, a 4-litre one and a 3-litre one. One neither has any measuring
markers on it. There is a pump that can be used to fill the jugs with water. How can you get exactly 2
litres of water into 4-litre jug?”
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Solution:
The state space for the problem can be described as a set of states, where each state represents the number
of gallons in each state. The game start with the initial state described as a set of ordered pairs of integers:
• State: (x, y)
– x = number of lts in 4 lts jug
– y = number of lts in 3 lts jug
x = 0, 1, 2, 3, or 4 y = 0, 1, 2, 3
• Start state: (0, 0) i.e., 4-litre and 3-litre jugs is empty initially.
• Goal state: (2, n) for any n that is 4-litre jug has 2 litres of water and 3-litre jug has any value
from 0-3 since it is not specified.
• Attempting to end up in a goal state.

Production Rules: These rules are used as operators to solve the problem. They are represented as rules
whose left sides are used to describe new state that result from approaching the rule.
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The solution to the water-jug problem is:

Chess Problem
Problem of playing chess can be defined as a problem of moving around in a state space where each state
represents a legal position of the chess board.

The game start with an initial state described as an 8x8 of each position contains symbol standing for the
appropriate place in the official chess opening position. A set of rules is used to move from one state to
another and attempting to end up on one of a set of final states which is described as any board position in
which the opponent does not have a legal move as his/her king is under attacks.

The state space representation is natural for chess. Since each state corresponds to a board position i.e.
artificial well organized.

Initial State: Legal chess opening position


Goal State: Opponent does not have any legal move/king under attack

Production Rules:
These rules are used to move around the state space. They can be described easily as a set of rules consisting of
two parts:
1. Left side serves as a pattern to be matching against the current board position.
2. Right side that serves decides the chess to be made to the board position to reflect the move.
To describe these rules it is convenient to introduce a notation for pattern and substitutions

E.g.:
1. White pawn at square (file1,rank2)
Move pawn from square (file i, rank2) AND square (file i, rank2)
AND
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Square (file i,rank3) is empty To square (file i,rank4) Square (file i,rank4) is empty
AN
D
2. White knight at square (file i,rank1) move Square(1,1) to
Square(i-1,3)
AND
Empty Square(i-1,3)
3. White knight at square (1,1)
move Square(1,1) to Square(i-1,3) AND
Empty Square(i-1,3)

8-Puzzle Problem
The Problem is 8-Puzzle is a square tray in which 8 square tiles are placed. The remaining 9th square is
uncovered. Each tile has a number on it. A file that is adjacent to the blank space can be slide into that space.
The goal is to transform the starting position into the goal position by sliding the tiles around.

Solution:
State Space: The state space for the problem can be written as a set of states where each state is position of the
tiles on the tray.

Initial State: Square tray having 3x3 cells and 8 tiles number on it that are shuffled
2 8 3

1 6 4

7 5

Goal State
1 2 3

8 4

7 6 5

Production Rules: These rules are used to move from initial state to goal state. These are also defined as
two parts left side pattern should match with current position and left side will be resulting position after
applying the rule.

1. Tile in square (1,1)


AND Move tile from square (1,1) to (2,1)
Empty square (2,1)
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2. Tile in square (1,1)


AND Move tile from square (1,1) to (1,2)
Empty square (1,2)

3. Tile in square (2,1)


AND Move tile from square (2,1) to (1,1)
Empty square (1,1)
1,1 1,2 1,3
2 3 2

2,1 2,2 2,3


3 4 3

3,1 3,2 3,3


2 3 2

No. of Production Rules: 2 + 3 + 2 + 3 + 4 + 3 + 2 + 3 + 2 = 24


Solution:

Travelling Salesman Problem


The Problem is the salesman has a list of cities, each of which he must visit exactly once. There are direct
roads between each pair of cities on the list. Find the route the salesman should follow for the shortest
possible round trip that both states and finishes at any one of the cities.

Solution:
State Space: The state space for this problem represents states in which the cities traversed by salesman
and state described as salesman starting at any city in the given list of cities. A set of rules is applied such
that the salesman will not traverse a city traversed once. These rules are
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resulted to be states with the salesman will complex the round trip and return to his starting position.

Initial State
➢ Salesman starting at any arbitrary city in the given list of cities Goal
State
➢ Visiting all cities once and only and reaching his starting state

Production rules:
These rules are used as operators to move from one state to another. Since there is a path between any pair
of cities in the city list, we write the production rules for this problem as
• Visited(city[i]) AND Not Visited(city[j])
– Traverse(city[i],city[j])
• Visited(city[i],city[j]) AND Not Visited(city[k])
– Traverse(city[j],city[k])
• Visited(city[j],city[i]) AND Not Visited(city[k])
– Traverse(city[i],city[k])
• Visited(city[i],city[j],city[k]) AND Not Visited(Nil)
– Traverse(city[k],city[i])

Towers of Hanoi Problem


Problem is the state space for the problem can be described as each state representing position of the disk on
each pole the position can be treated as a stack the length of the stack will be equal to maximum number
of disks each post can handle. The initial state of the problem will be any one of the posts will the certain
the number of disks and the other two will be empty.

Initial State:
➢ Full(T1) | Empty(T2) | Empty(T3)
Goal State:
➢ Empty(T1) | Full(T2) | Empty (T3)

Production Rules:
These are rules used to reach the Goal State. These rules use the following operations:
▪ POP(x) Remove top element x from the stack and update top
▪ PUSH(x,y) Push an element x into the stack and update top. [Push an element x on to the y]
Now to solve the problem the production rules can be described as follows:
1. Top(T1)<Top(T2) PUSH(POP(T1),T2)
2. Top(T2)<Top(T1) PUSH(POP(T2),T1)
3. Top(T1)<Top(T3) PUSH(POP(T1),T3)
4. Top(T3)<Top(T1) PUSH(POP(T3),T1)
5. Top(T2)<Top(T3) PUSH(POP(T2),T3)
6. Top(T3)<Top(T2) PUSH(POP(T3),T2)
7. Empty(T1) PUSH(POP(T2),T1)
Artificial Intelligence & Machine Learning [18CS71]

8. Empty(T1) PUSH(POP(T3),T1)
9. Empty(T2) PUSH(POP(T1),T3)
10. Empty(T3) PUSH(POP(T1),T3)
11. Empty(T2) PUSH(POP(T3),T2)
12. Empty(T3) PUSH(POP(T2),T3)
Solution: Example: 3 Disks, 3 Towers
1) T1 T2
2) T1 T3
3) T2 T3
4) T1 T2
5) T3 T1
6) T3 T2
7) T1 T2

Monkey and Bananas Problem


Problem: A hungry monkey finds himself in a room in which a branch of bananas is hanging from the
ceiling. The monkey unfortunately cannot reach the bananas however in the room there are also a chair and
a stick. The ceiling is just right high so that a monkey standing on a chair could knock the bananas down
with the stick. The monkey knows how to move round, carry other things around reach for the bananas and
wave the stick in the air. What is the best sequence of actions for the monkey to acquire lunch?

Solution: The state space for this problem is a set of states representing the position of the monkey,
position of chair, position of the stick and two flags whether monkey on the chair & whether monkey
holds the stick so there is a 5-tuple representation.
(M, C, S, F1, F2)
– M: position of the monkey
– C: position of the chair
– S: position of the stick
– F1: 0 or 1 depends on the monkey on the chair or not
– F2: 0 or 1 depends on the monkey holding the stick or not

Initial State (M, C, S, 0, 0)


• The objects are at different places and obviously monkey is not on the chair and not holding
the stick
Goal State (G, G, G, 1, 1)
• G is the position under bananas and all objects are under it, monkey is on the chair and holding
stick

Production Rules:
These are the rules which have a path for searching the goal state here we assume that when monkey hold
a stick then it will swing it this assumption is necessary to simplify the representation.
Some of the production rules are:
Artificial Intelligence & Machine Learning [18CS71]

1) (M,C,S,0,0) (A,C,S,0,0) {An arbitrary position A}


2) (M,C,S,0,0) (C,C,S,0,0) {monkey moves to chair position}
3) (M,C,S,0,0) (S,S,S,0,0) {monkey brings chair to stick position}
4) (C,C,S,0,0) (A,A,S,0,0) {push the chair to arbitrary position A}
5) (S,C,S,0,0) (A,C,A,0,1) {Taking the stick to arbitrary position}
6) (S,C,S,0,0) (C,C,S,0,0) {monkey moves from stick position to chair position}
7) (C,C,C,0,1) (C,C,C,1,1)
• {monkey and stick at the chair position, monkey on the chair and holding stick}
8) (S,C,S,0,1) (C,C,C,0,1)

Solution:
1) (M,C,S,0,0)
2) (C,C,S,0,0)
3) (G,G,S,0,0)
4) (S,G,S,0,0)
5) (G,G,G,0,0)
6) (G,G,G,0,1)
7) (G,G,G,1,1)

Missionaries and Cannibals Problem


Problem is 3 missionaries and 3 cannibals find themselves one side of the river. They have agreed that they
would like to get the other side. But the missionaries are not sure what else the cannibals have agreed to.
So the missionaries want to manage the trip across the river on either side of the river is never less than
the number of cannibals who are on the same side. The only boat available holds only two people at a
time. How can everyone get across without missionaries risking hang eager?

Solution:
The state space for the problem contains a set of states which represent the present number of cannibals and
missionaries on the either side of the bank of the river.
(C,M,C1,M1,B)
– C and M are number of cannibals and missionaries on the starting bank
– C1 and M1 are number of cannibals and missionaries on the destination bank
– B is the position of the boat wither left bank (L) or right bank (R)

Initial State C=3,M=3,B=L so (3,3,0,0,L) Goal


State C1=3, M1=3, B=R so (0,0,3,3,R)

Production System: These are the operations used to move from one state to other state. Since at any bank
the number of cannibals must less than or equal to missionaries we can write two production rules for this
problem as follows:
Artificial Intelligence & Machine Learning [18CS71]

• (C,M,C1,M1,L / C=3, M=3) (C-2,M,C1+2,M1,R)


• (C,M,C1,M1,L / C=3, M=3) (C-1,M-1,C1+1,M1+1,R)
• (C,M,C1,M1,L / C=3, M=3) (C-1,M,C1+1,M1,R)
• (C,M,C1,M1,R / C=1, M=3) (C+1,M,C1-1,M1,L)
• (C,M,C1,M1,R / C=0, M=3,C1=3,M1=0) (C+1,M,C1-1,M1,L)

The solution path is


LEFT BANK RIGHT BANK

C M BOAT POSITION C1 M1

3 3 0 0

1 3 2 0

2 3 1 0

0 3 3 0

1 3 2 0

1 1 2 2

2 2 1 1

2 0 1 3

3 0 0 3

1 0 2 3

2 0 1 3

0 0 3 3

BHAVA
Artificial Intelligence & Machine Learning [18CS71]

3. Heuristic Search Techniques


Control Strategy
The question arises
"How to decide which rule to apply next during the process of searching for a
solution to a problem?"
Requirements of a good search strategy:
1. It causes motion. It must reduce the difference between current state and goal state. Otherwise,
it will never lead to a solution.
2. It is systematic. Otherwise, it may use more steps than necessary.
3. It is efficient. Find a good, but not necessarily the best, answer.

Breadth First Search


To solve the water jug problem systemically construct a tree with limited states as its root. Generate all the
offspring and their successors from the root according to the rules until some rule produces a goal state. This
process is called Breadth-First Search.

Algorithm:
1) Create a variable called NODE_LIST and set it to the initial state.
2) Until a goal state is found or NODE_LIST is empty do:
a. Remove the first element from NODE_LIST and call it E. If NODE_LIST was empty quit.
b. For each way that each rule can match the state described in E do:
i. Apply the rule to generate a new state
ii. If the new state is goal state, quit and return this state
iii. Otherwise add the new state to the end of NODE_LIST

The data structure used in this algorithm is QUEUE. Explanation


of Algorithm:
– Initially put (0,0) state in the queue
– Apply the production rules and generate new state
– If the new states are not the goal state, (not generated before and not expanded) then only
add these states to queue.

BHAVA
Artificial Intelligence & Machine Learning [18CS71]

Depth First Search


There is another way of dealing the Water Jug Problem. One should construct a single branched tree
utility yields a solution or until a decision terminate when the path is reaching a dead end to the previous
state. If the branch is larger than the pre-specified unit then backtracking occurs to the previous state so as
to create another path. This is called Chronological Backtracking because the order in which steps are
undone depends only on the temporal sequence in which the steps were originally made. This procedure is
called Depth-First Search.

Algorithm:
1) If the initial state is the goal state, quit return success.
2) Otherwise, do the following until success or failure is signaled
a. Generate a successor E of the initial state, if there are no more successors, signal failure
b. Call Depth-First Search with E as the initial state
c. If success is returned, signal success. Otherwise continue in this loop.

The data structure used in this algorithm is STACK. Explanation


of Algorithm:
– Initially put the (0,0) state in the stack.
– Apply production rules and generate the
new state.
– If the new states are not a goal state, (not
generated before and no
expanded) then only add the state to top of the Stack.
– If already generated state is encountered then POP the top of stack elements and search in
another direction.

Advantages of Breadth-First Search


• BFS will not get trapped exploring a blind alley.
– In case of DFS, it may follow a single path for a very long time until it has no
successor.
• If there is a solution for particular problem, the BFS is generated to find it. We can find
minimal path if there are multiple solutions for the problem.

Advantages of Depth –First Search


• DFS requires less memory since only the nodes on the current path are stored.
• Sometimes we may find the solution without examining much.
Example: Travelling Salesman Problem
To solve the TSM problem we should construct a tree which is simple, motion causing and systematic. It
would explore all possible paths in the tree and return the one with the shortest length. If there are N cities,
then the number of different paths among them is 1.2...(N-1) or (N-1)!

BHAVA
Artificial Intelligence & Machine Learning [18CS71]

The time to examine a single path is proportional to N. So the total time required to perform this search is
proportional to N!

Another strategy is, begin generating complete paths, keeping track of the shorter path so far and neglecting
the paths where partial length is greater than the shortest found. This method is better than the first but it is
inadequate.

To solve this efficiently we have a search called HEURISTIC SEARCH.

HEURISTIC SEARCH
Heuristic:
– It is a "rule of thumb" used to help guide search
– It is a technique that improves the efficiency of search process, possibly by
sacrificing claims of completeness.
– It is involving or serving as an aid to learning, discovery, or problem-solving by
experimental and especially trial-and-error methods.

Heuristic Function:
– It is a function applied to a state in a search space to indicate a likelihood of success
if that state is selected
– It is a function that maps from problem state descriptions to measures of
desirability usually represented by numbers
– Heuristic function is problem specific.

The purpose of heuristic function is to guide the search process in the most profitable direction by suggesting
which path to follow first when more than one is available (best promising way).

We can find the TSM problem in less exponential items. On the average Heuristic improve the quality of the
paths that are explored. Following procedure is to solve TRS problem
– Select a Arbitrary City as a starting city
– To select the next city, look at all cities not yet visited, and select one closest to the
current city
– Repeat steps until all cities have been visited

BHAVA

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