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ARTIFICIAL INTELLIGENCE

What is Artificial Intelligence (AI)?


In today's world, technology is growing very fast, and we are getting in touch with
different new technologies day by day.

Here, one of the booming technologies of computer science is Artificial Intelligence


which is ready to create a new revolution in the world by making intelligent machines.
The Artificial Intelligence is now all around us. It is currently working with a variety of
subfields, ranging from general to specific, such as self-driving cars, playing chess,
proving theorems, playing music, Painting, etc.

AI is one of the fascinating and universal fields of Computer science which has a great
scope in future. AI holds a tendency to cause a machine to work as a human.

definition

Artificial Intelligence is composed of two words Artificial and Intelligence, where


Artificial defines "man-made," and intelligence defines "thinking power", hence AI
means "a man-made thinking power."

So, we can define AI as:

"It is a branch of computer science by which we can create intelligent machines which
can behave like a human, think like humans, and able to make decisions."

Artificial Intelligence exists when a machine can have human based skills such as
learning, reasoning, and solving problems

With Artificial Intelligence you do not need to preprogram a machine to do some work,
despite that you can create a machine with programmed algorithms which can work
with own intelligence, and that is the awesomeness of AI.

It is believed that AI is not a new technology, and some people says that as per Greek
myth, there were Mechanical men in early days which can work and behave like
humans.

1
Why Artificial Intelligence?
Before Learning about Artificial Intelligence, we should know that what is the
importance of AI and why should we learn it. Following are some main reasons to learn
about AI:

o With the help of AI, you can create such software or devices which can solve
real-world problems very easily and with accuracy such as health issues,
marketing, traffic issues, etc.
o With the help of AI, you can create your personal virtual Assistant, such as
Cortana, Google Assistant, Siri, etc.
o With the help of AI, you can build such Robots which can work in an
environment where survival of humans can be at risk.
o AI opens a path for other new technologies, new devices, and new
Opportunities.

Goals of Artificial Intelligence


Following are the main goals of Artificial Intelligence:

1. Replicate human intelligence


2. Solve Knowledge-intensive tasks
3. An intelligent connection of perception and action
4. Building a machine which can perform tasks that requires human intelligence
such as:
o Proving a theorem
o Playing chess
o Plan some surgical operation
o Driving a car in traffic
5. Creating some system which can exhibit intelligent behavior, learn new things
by itself, demonstrate, explain, and can advise to its user.

What Comprises to Artificial Intelligence?


Artificial Intelligence is not just a part of computer science even it's so vast and requires
lots of other factors which can contribute to it. To create the AI first we should know
that how intelligence is composed, so the Intelligence is an intangible part of our brain
which is a combination of Reasoning, learning, problem-solving perception,
language understanding, etc.

2
To achieve the above factors for a machine or software Artificial Intelligence requires
the following discipline:

o Mathematics
o Biology
o Psychology
o Sociology
o Computer Science
o Neurons Study
o Statistics

Advantages of Artificial Intelligence


Following are some main advantages of Artificial Intelligence:

o High Accuracy with less errors: AI machines or systems are prone to less
errors and high accuracy as it takes decisions as per pre-experience or
information.
o High-Speed: AI systems can be of very high-speed and fast-decision making,
because of that AI systems can beat a chess champion in the Chess game.
o High reliability: AI machines are highly reliable and can perform the same
action multiple times with high accuracy.
o Useful for risky areas: AI machines can be helpful in situations such as
defusing a bomb, exploring the ocean floor, where to employ a human can be
risky.
o Digital Assistant: AI can be very useful to provide digital assistant to the users
such as AI technology is currently used by various E-commerce websites to
show the products as per customer requirement.
o Useful as a public utility: AI can be very useful for public utilities such as a self-
driving car which can make our journey safer and hassle-free, facial recognition
for security purpose, Natural language processing to communicate with the
human in human-language, etc.

Disadvantages of Artificial Intelligence


Every technology has some disadvantages, and thesame goes for Artificial intelligence.
Being so advantageous technology still, it has some disadvantages which we need to
keep in our mind while creating an AI system. Following are the disadvantages of AI:

3
o High Cost: The hardware and software requirement of AI is very costly as it
requires lots of maintenance to meet current world requirements.
o Can't think out of the box: Even we are making smarter machines with AI, but
still they cannot work out of the box, as the robot will only do that work for
which they are trained, or programmed.
o No feelings and emotions: AI machines can be an outstanding performer, but
still it does not have the feeling so it cannot make any kind of emotional
attachment with human, and may sometime be harmful for users if the proper
care is not taken.
o Increase dependency on machines: With the increment of technology, people
are getting more dependent on devices and hence they are losing their mental
capabilities.
o No Original Creativity: As humans are so creative and can imagine some new
ideas but still AI machines cannot beat this power of human intelligence and
cannot be creative and imaginative.

**

Application of AI
Artificial Intelligence has various applications in today's society. It is becoming essential
for today's time because it can solve complex problems with an efficient way in
multiple industries, such as Healthcare, entertainment, finance, education, etc. AI is
making our daily life more comfortable and faster.

Following are some sectors which have the application of Artificial Intelligence:

1. AI in Astronomy
o Artificial Intelligence can be very useful to solve complex universe problems. AI
technology can be helpful for understanding the universe such as how it works, origin,
etc.

2. AI in Healthcare
o In the last, five to ten years, AI becoming more advantageous for the healthcare
industry and going to have a significant impact on this industry.
o Healthcare Industries are applying AI to make a better and faster diagnosis than
humans. AI can help doctors with diagnoses and can inform when patients are
worsening so that medical help can reach to the patient before hospitalization.

4
3. AI in Gaming
o AI can be used for gaming purpose. The AI machines can play strategic games like
chess, where the machine needs to think of a large number of possible places.

4. AI in Finance
o AI and finance industries are the best matches for each other. The finance industry is
implementing automation, chatbot, adaptive intelligence, algorithm trading, and
machine learning into financial processes.

5. AI in Data Security
o The security of data is crucial for every company and cyber-attacks are growing very
rapidly in the digital world. AI can be used to make your data more safe and secure.
Some examples such as AEG bot, AI2 Platform,are used to determine software bug and
cyber-attacks in a better way.

6. AI in Social Media
o Social Media sites such as Facebook, Twitter, and Snapchat contain billions of user
profiles, which need to be stored and managed in a very efficient way. AI can organize
and manage massive amounts of data. AI can analyze lots of data to identify the latest
trends, hashtag, and requirement of different users.

7. AI in Travel & Transport


o AI is becoming highly demanding for travel industries. AI is capable of doing various
travel related works such as from making travel arrangement to suggesting the hotels,
flights, and best routes to the customers. Travel industries are using AI-powered
chatbots which can make human-like interaction with customers for better and fast
response.

8. AI in Automotive Industry
o Some Automotive industries are using AI to provide virtual assistant to their user for
better performance. Such as Tesla has introduced TeslaBot, an intelligent virtual
assistant.
o Various Industries are currently working for developing self-driven cars which can make
your journey more safe and secure.

9. AI in Robotics:
o Artificial Intelligence has a remarkable role in Robotics. Usually, general robots are
programmed such that they can perform some repetitive task, but with the help of AI,

5
we can create intelligent robots which can perform tasks with their own experiences
without pre-programmed.
o Humanoid Robots are best examples for AI in robotics, recently the intelligent
Humanoid robot named as Erica and Sophia has been developed which can talk and
behave like humans.

10. AI in Entertainment
o We are currently using some AI based applications in our daily life with some
entertainment services such as Netflix or Amazon. With the help of ML/AI algorithms,
these services show the recommendations for programs or shows.

11. AI in Agriculture
o Agriculture is an area which requires various resources, labor, money, and time for best
result. Now a day's agriculture is becoming digital, and AI is emerging in this field.
Agriculture is applying AI as agriculture robotics, solid and crop monitoring, predictive
analysis. AI in agriculture can be very helpful for farmers.

12. AI in E-commerce
o AI is providing a competitive edge to the e-commerce industry, and it is becoming
more demanding in the e-commerce business. AI is helping shoppers to discover
associated products with recommended size, color, or even brand.

13. AI in education:
o AI can automate grading so that the tutor can have more time to teach. AI chatbot can
communicate with students as a teaching assistant.
o AI in the future can be work as a personal virtual tutor for students, which will be
accessible easily at any time and any place.

**

History of Artificial Intelligence


Artificial Intelligence is not a new word and not a new technology for researchers. This
technology is much older than you would imagine. Even there are the myths of
Mechanical men in Ancient Greek and Egyptian Myths. Following are some milestones
in the history of AI which defines the journey from the AI generation to till date
development.

6
Maturation of Artificial Intelligence (1943-1952)
o Year 1943: The first work which is now recognized as AI was done by Warren
McCulloch and Walter pits in 1943. They proposed a model of artificial neurons.
o Year 1949: Donald Hebb demonstrated an updating rule for modifying the connection
strength between neurons. His rule is now called Hebbian learning.
o Year 1950: The Alan Turing who was an English mathematician and pioneered Machine
learning in 1950. Alan Turing publishes "Computing Machinery and Intelligence" in
which he proposed a test. The test can check the machine's ability to exhibit intelligent
behavior equivalent to human intelligence, called a Turing test.

The birth of Artificial Intelligence (1952-1956)


o Year 1955: An Allen Newell and Herbert A. Simon created the "first artificial intelligence
program"Which was named as "Logic Theorist". This program had proved 38 of 52
Mathematics theorems, and find new and more elegant proofs for some theorems.
o Year 1956: The word "Artificial Intelligence" first adopted by American Computer
scientist John McCarthy at the Dartmouth Conference. For the first time, AI coined as
an academic field.

7
At that time high-level computer languages such as FORTRAN, LISP, or COBOL were
invented. And the enthusiasm for AI was very high at that time.

The golden years-Early enthusiasm (1956-1974)


o Year 1966: The researchers emphasized developing algorithms which can solve
mathematical problems. Joseph Weizenbaum created the first chatbot in 1966, which
was named as ELIZA.
o Year 1972: The first intelligent humanoid robot was built in Japan which was named
as WABOT-1.

The first AI winter (1974-1980)


o The duration between years 1974 to 1980 was the first AI winter duration. AI winter
refers to the time period where computer scientist dealt with a severe shortage of
funding from government for AI researches.
o During AI winters, an interest of publicity on artificial intelligence was decreased.

A boom of AI (1980-1987)
o Year 1980: After AI winter duration, AI came back with "Expert System". Expert systems
were programmed that emulate the decision-making ability of a human expert.
o In the Year 1980, the first national conference of the American Association of Artificial
Intelligence was held at Stanford University.

The second AI winter (1987-1993)


o The duration between the years 1987 to 1993 was the second AI Winter duration.
o Again Investors and government stopped in funding for AI research as due to high cost
but not efficient result. The expert system such as XCON was very cost effective.

The emergence of intelligent agents (1993-2011)


o Year 1997: In the year 1997, IBM Deep Blue beats world chess champion, Gary
Kasparov, and became the first computer to beat a world chess champion.
o Year 2002: for the first time, AI entered the home in the form of Roomba, a vacuum
cleaner.
o Year 2006: AI came in the Business world till the year 2006. Companies like Facebook,
Twitter, and Netflix also started using AI.

8
Deep learning, big data and artificial general
intelligence (2011-present)
o Year 2011: In the year 2011, IBM's Watson won jeopardy, a quiz show, where it had to
solve the complex questions as well as riddles. Watson had proved that it could
understand natural language and can solve tricky questions quickly.
o Year 2012: Google has launched an Android app feature "Google now", which was able
to provide information to the user as a prediction.
o Year 2014: In the year 2014, Chatbot "Eugene Goostman" won a competition in the
infamous "Turing test."
o Year 2018: The "Project Debater" from IBM debated on complex topics with two
master debaters and also performed extremely well.
o Google has demonstrated an AI program "Duplex" which was a virtual assistant and
which had taken hairdresser appointment on call, and lady on other side didn't notice
that she was talking with the machine.

Now AI has developed to a remarkable level. The concept of Deep learning, big data,
and data science are now trending like a boom. Nowadays companies like Google,
Facebook, IBM, and Amazon are working with AI and creating amazing devices. The
future of Artificial Intelligence is inspiring and will come with high intelligence.

**

Types of Artificial Intelligence:


Artificial Intelligence can be divided in various types, there are mainly two types of
main categorization which are based on capabilities and based on functionally of AI.
Following is flow diagram which explain the types of AI.

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AI type-1: Based on Capabilities
1. Weak AI or Narrow AI:
o Narrow AI is a type of AI which is able to perform a dedicated task with intelligence.The
most common and currently available AI is Narrow AI in the world of Artificial
Intelligence.
o Narrow AI cannot perform beyond its field or limitations, as it is only trained for one
specific task. Hence it is also termed as weak AI. Narrow AI can fail in unpredictable
ways if it goes beyond its limits.
o Apple Siriis a good example of Narrow AI, but it operates with a limited pre-defined
range of functions.
o IBM's Watson supercomputer also comes under Narrow AI, as it uses an Expert system
approach combined with Machine learning and natural language processing.
o Some Examples of Narrow AI are playing chess, purchasing suggestions on e-
commerce site, self-driving cars, speech recognition, and image recognition.

2. General AI:
o General AI is a type of intelligence which could perform any intellectual task with
efficiency like a human.
o The idea behind the general AI to make such a system which could be smarter and
think like a human by its own.
o Currently, there is no such system exist which could come under general AI and can
perform any task as perfect as a human.
o The worldwide researchers are now focused on developing machines with General AI.
o As systems with general AI are still under research, and it will take lots of efforts and
time to develop such systems.

3. Super AI:
o Super AI is a level of Intelligence of Systems at which machines could surpass human
intelligence, and can perform any task better than human with cognitive properties. It
is an outcome of general AI.
o Some key characteristics of strong AI include capability include the ability to think, to
reason,solve the puzzle, make judgments, plan, learn, and communicate by its own.
o Super AI is still a hypothetical concept of Artificial Intelligence. Development of such
systems in real is still world changing task.

10
Artificial Intelligence type-2: Based on functionality
1. Reactive Machines
o Purely reactive machines are the most basic types of Artificial Intelligence.
o Such AI systems do not store memories or past experiences for future actions.
o These machines only focus on current scenarios and react on it as per possible best
action.
o IBM's Deep Blue system is an example of reactive machines.
o Google's AlphaGo is also an example of reactive machines.

2. Limited Memory
o Limited memory machines can store past experiences or some data for a short period
of time.
o These machines can use stored data for a limited time period only.
o Self-driving cars are one of the best examples of Limited Memory systems. These cars
can store recent speed of nearby cars, the distance of other cars, speed limit, and other
information to navigate the road.

3. Theory of Mind
o Theory of Mind AI should understand the human emotions, people, beliefs, and be able
to interact socially like humans.
o This type of AI machines are still not developed, but researchers are making lots of
efforts and improvement for developing such AI machines.

4. Self-Awareness
o Self-awareness AI is the future of Artificial Intelligence. These machines will be super
intelligent, and will have their own consciousness, sentiments, and self-awareness.

11
o These machines will be smarter than human mind.
o Self-Awareness AI does not exist in reality still and it is a hypothetical concept.

**

Types of AI Agents
Agents can be grouped into five classes based on their degree of perceived
intelligence and capability. All these agents can improve their performance and
generate better action over the time. These are given below:

o Simple Reflex Agent


o Model-based reflex agent
o Goal-based agents
o Utility-based agent
o Learning agent

1. Simple Reflex agent:


o The Simple reflex agents are the simplest agents. These agents take decisions on the
basis of the current percepts and ignore the rest of the percept history.
o These agents only succeed in the fully observable environment.
o The Simple reflex agent does not consider any part of percepts history during their
decision and action process.
o The Simple reflex agent works on Condition-action rule, which means it maps the
current state to action. Such as a Room Cleaner agent, it works only if there is dirt in
the room.
o Problems for the simple reflex agent design approach:
o They have very limited intelligence
o They do not have knowledge of non-perceptual parts of the current state
o Mostly too big to generate and to store.
o Not adaptive to changes in the environment.

12
2. Model-based reflex agent
o The Model-based agent can work in a partially observable environment, and track the
situation.
o A model-based agent has two important factors:
o Model: It is knowledge about "how things happen in the world," so it is called
a Model-based agent.
o Internal State: It is a representation of the current state based on percept
history.
o These agents have the model, "which is knowledge of the world" and based on the
model they perform actions.
o Updating the agent state requires information about:
a. How the world evolves
b. How the agent's action affects the world.

13
3. Goal-based agents
o The knowledge of the current state environment is not always sufficient to decide for
an agent to what to do.
o The agent needs to know its goal which describes desirable situations.
o Goal-based agents expand the capabilities of the model-based agent by having the
"goal" information.
o They choose an action, so that they can achieve the goal.
o These agents may have to consider a long sequence of possible actions before
deciding whether the goal is achieved or not. Such considerations of different scenario
are called searching and planning, which makes an agent proactive.

4. Utility-based agents
o These agents are similar to the goal-based agent but provide an extra component of
utility measurement which makes them different by providing a measure of success at
a given state.
o Utility-based agent act based not only goals but also the best way to achieve the goal.
o The Utility-based agent is useful when there are multiple possible alternatives, and an
agent has to choose in order to perform the best action.
o The utility function maps each state to a real number to check how efficiently each
action achieves the goals.

14
5. Learning Agents
o A learning agent in AI is the type of agent which can learn from its past experiences, or
it has learning capabilities.
o It starts to act with basic knowledge and then able to act and adapt automatically
through learning.
o A learning agent has mainly four conceptual components, which are:
a. Learning element: It is responsible for making improvements by learning from
environment
b. Critic: Learning element takes feedback from critic which describes that how
well the agent is doing with respect to a fixed performance standard.
c. Performance element: It is responsible for selecting external action
d. Problem generator: This component is responsible for suggesting actions that
will lead to new and informative experiences.
o Hence, learning agents are able to learn, analyze performance, and look for new ways
to improve the performance.

15
**

Agents in Artificial Intelligence


An AI system can be defined as the study of the rational agent and its environment.
The agents sense the environment through sensors and act on their environment
through actuators. An AI agent can have mental properties such as knowledge, belief,
intention, etc.

What is an Agent?
An agent can be anything that perceiveits environment through sensors and act upon
that environment through actuators. An Agent runs in the cycle
of perceiving, thinking, and acting. An agent can be:

o Human-Agent: A human agent has eyes, ears, and other organs which work for
sensors and hand, legs, vocal tract work for actuators.
o Robotic Agent: A robotic agent can have cameras, infrared range finder, NLP for
sensors and various motors for actuators.
o Software Agent: Software agent can have keystrokes, file contents as sensory input
and act on those inputs and display output on the screen.

Hence the world around us is full of agents such as thermostat, cellphone, camera, and
even we are also agents.

Before moving forward, we should first know about sensors, effectors, and actuators.

Sensor: Sensor is a device which detects the change in the environment and sends the
information to other electronic devices. An agent observes its environment through
sensors.

16
Actuators: Actuators are the component of machines that converts energy into
motion. The actuators are only responsible for moving and controlling a system. An
actuator can be an electric motor, gears, rails, etc.

Effectors: Effectors are the devices which affect the environment. Effectors can be legs,
wheels, arms, fingers, wings, fins, and display screen.

Intelligent Agents:
An intelligent agent is an autonomous entity which act upon an environment using
sensors and actuators for achieving goals. An intelligent agent may learn from the
environment to achieve their goals. A thermostat is an example of an intelligent agent.

Following are the main four rules for an AI agent:

o Rule 1: An AI agent must have the ability to perceive the environment.


o Rule 2: The observation must be used to make decisions.
o Rule 3: Decision should result in an action.
o Rule 4: The action taken by an AI agent must be a rational action.

Rational Agent:
A rational agent is an agent which has clear preference, models uncertainty, and acts
in a way to maximize its performance measure with all possible actions.

A rational agent is said to perform the right things. AI is about creating rational agents
to use for game theory and decision theory for various real-world scenarios.

For an AI agent, the rational action is most important because in AI reinforcement


learning algorithm, for each best possible action, agent gets the positive reward and
for each wrong action, an agent gets a negative reward.

Note: Rational agents in AI are very similar to intelligent agents.


Rationality:
The rationality of an agent is measured by its performance measure. Rationality can be
judged on the basis of following points:

o Performance measure which defines the success criterion.

17
o Agent prior knowledge of its environment.
o Best possible actions that an agent can perform.
o The sequence of percepts.

Note: Rationality differs from Omniscience because an Omniscient agent knows the
actual outcome of its action and act accordingly, which is not possible in reality.

Structure of an AI Agent
The task of AI is to design an agent program which implements the agent function.
The structure of an intelligent agent is a combination of architecture and agent
program. It can be viewed as:

1. Agent = Architecture + Agent program

Following are the main three terms involved in the structure of an AI agent:

Architecture: Architecture is machinery that an AI agent executes on.

Agent Function: Agent function is used to map a percept to an action.

1. F : P* → A

Agent program: Agent program is an implementation of agent function. An agent


program executes on the physical architecture to produce function f.

PEAS Representation
PEAS is a type of model on which an AI agent works upon. When we define an AI agent
or rational agent, then we can group its properties under PEAS representation model.
It is made up of four words:

o P: Performance measure
o E: Environment
o A: Actuators
o S: Sensors

Here performance measure is the objective for the success of an agent's behavior.

PEAS for self-driving cars:


Let's suppose a self-driving car then PEAS representation will be:

Performance: Safety, time, legal drive, comfort

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Environment: Roads, other vehicles, road signs, pedestrian

Actuators: Steering, accelerator, brake, signal, horn

Sensors: Camera, GPS, speedometer, odometer, accelerometer, sonar.

Example of Agents with their PEAS representation

Agent Performance Environment Actuators Sensors


measure

1. Medical o Healthy o Patient o Tests Keyboard


Diagnose (Entry of symptoms)
patient o Hospital o Treatments
o Minimized cost o Staff

2. Vacuum o Cleanness o Room o Wheels o Camera


Cleaner
o Efficiency o Table o Brushes o Dirt
o Battery life o Wood floor o Vacuum detection
o Security o Carpet Extractor sensor
o Various o Cliff sensor
obstacles o Bump Sensor
o Infrared Wall
Sensor

3. Part - o Percentage o Conveyor belt o Jointed Arms o Camera


picking
of parts in with parts, o Hand o Joint angle
Robot
correct bins. o Bins sensors.

**

Agent Environment in AI
An environment is everything in the world which surrounds the agent, but it is not a
part of an agent itself. An environment can be described as a situation in which an
agent is present.

The environment is where agent lives, operate and provide the agent with something
to sense and act upon it. An environment is mostly said to be non-feministic.

19
Features of Environment
As per Russell and Norvig, an environment can have various features from the point of
view of an agent:

1. Fully observable vs Partially Observable


2. Static vs Dynamic
3. Discrete vs Continuous
4. Deterministic vs Stochastic
5. Single-agent vs Multi-agent
6. Episodic vs sequential
7. Known vs Unknown
8. Accessible vs Inaccessible

1. Fully observable vs Partially Observable:

o If an agent sensor can sense or access the complete state of an environment at each
point of time then it is a fully observable environment, else it is partially observable.
o A fully observable environment is easy as there is no need to maintain the internal state
to keep track history of the world.
o An agent with no sensors in all environments then such an environment is called
as unobservable.

2. Deterministic vs Stochastic:

o If an agent's current state and selected action can completely determine the next state
of the environment, then such environment is called a deterministic environment.
o A stochastic environment is random in nature and cannot be determined completely
by an agent.
o In a deterministic, fully observable environment, agent does not need to worry about
uncertainty.

3. Episodic vs Sequential:

o In an episodic environment, there is a series of one-shot actions, and only the current
percept is required for the action.
o However, in Sequential environment, an agent requires memory of past actions to
determine the next best actions.

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4. Single-agent vs Multi-agent

o If only one agent is involved in an environment, and operating by itself then such an
environment is called single agent environment.
o However, if multiple agents are operating in an environment, then such an environment
is called a multi-agent environment.
o The agent design problems in the multi-agent environment are different from single
agent environment.

5. Static vs Dynamic:

o If the environment can change itself while an agent is deliberating then such
environment is called a dynamic environment else it is called a static environment.
o Static environments are easy to deal because an agent does not need to continue
looking at the world while deciding for an action.
o However for dynamic environment, agents need to keep looking at the world at each
action.
o Taxi driving is an example of a dynamic environment whereas Crossword puzzles are
an example of a static environment.

6. Discrete vs Continuous:

o If in an environment there are a finite number of percepts and actions that can be
performed within it, then such an environment is called a discrete environment else it
is called continuous environment.
o A chess gamecomes under discrete environment as there is a finite number of moves
that can be performed.
o A self-driving car is an example of a continuous environment.

7. Known vs Unknown

o Known and unknown are not actually a feature of an environment, but it is an agent's
state of knowledge to perform an action.
o In a known environment, the results for all actions are known to the agent. While in
unknown environment, agent needs to learn how it works in order to perform an action.
o It is quite possible that a known environment to be partially observable and an
Unknown environment to be fully observable.

21
8. Accessible vs Inaccessible

o If an agent can obtain complete and accurate information about the state's
environment, then such an environment is called an Accessible environment else it is
called inaccessible.
o An empty room whose state can be defined by its temperature is an example of an
accessible environment.
o Information about an event on earth is an example of Inaccessible environment.

**

Turing Test in AI
In 1950, Alan Turing introduced a test to check whether a machine can think like a
human or not, this test is known as the Turing Test. In this test, Turing proposed that
the computer can be said to be an intelligent if it can mimic human response under
specific conditions.

Turing Test was introduced by Turing in his 1950 paper, "Computing Machinery and
Intelligence," which considered the question, "Can Machine think?"

The Turing test is based on a party game "Imitation game," with some modifications.
This game involves three players in which one player is Computer, another player is
human responder, and the third player is a human Interrogator, who is isolated from
other two players and his job is to find that which player is machine among two of
them.

Consider, Player A is a computer, Player B is human, and Player C is an interrogator.


Interrogator is aware that one of them is machine, but he needs to identify this on the
basis of questions and their responses.

22
The conversation between all players is via keyboard and screen so the result would
not depend on the machine's ability to convert words as speech.

The test result does not depend on each correct answer, but only how closely its
responses like a human answer. The computer is permitted to do everything possible
to force a wrong identification by the interrogator.

The questions and answers can be like:

Interrogator: Are you a computer?

PlayerA (Computer): No

Interrogator: Multiply two large numbers such as (256896489*456725896)

Player A: Long pause and give the wrong answer.

In this game, if an interrogator would not be able to identify which is a machine and
which is human, then the computer passes the test successfully, and the machine is
said to be intelligent and can think like a human.

"In 1991, the New York businessman Hugh Loebner announces the prize competition,
offering a $100,000 prize for the first computer to pass the Turing test. However, no AI
program to till date, come close to passing an undiluted Turing test".

Chatbots to attempt the Turing test:


ELIZA: ELIZA was a Natural language processing computer program created by Joseph
Weizenbaum. It was created to demonstrate the ability of communication between
machine and humans. It was one of the first chatterbots, which has attempted the
Turing Test.

Parry: Parry was a chatterbot created by Kenneth Colby in 1972. Parry was designed
to simulate a person with Paranoid schizophrenia(most common chronic mental
disorder). Parry was described as "ELIZA with attitude." Parry was tested using a
variation of the Turing Test in the early 1970s.

Eugene Goostman: Eugene Goostman was a chatbot developed in Saint Petersburg


in 2001. This bot has competed in the various number of Turing Test. In June 2012, at
an event, Goostman won the competition promoted as largest-ever Turing test
content, in which it has convinced 29% of judges that it was a human.Goostman
resembled as a 13-year old virtual boy.

The Chinese Room Argument:


There were many philosophers who really disagreed with the complete concept of
Artificial Intelligence. The most famous argument in this list was "Chinese Room."

23
In the year 1980, John Searle presented "Chinese Room" thought experiment, in his
paper "Mind, Brains, and Program," which was against the validity of Turing's Test.
According to his argument, "Programming a computer may make it to understand
a language, but it will not produce a real understanding of language or
consciousness in a computer."

He argued that Machine such as ELIZA and Parry could easily pass the Turing test by
manipulating keywords and symbol, but they had no real understanding of language.
So it cannot be described as "thinking" capability of a machine such as a human.

Features required for a machine to pass the Turing


test:
o Natural language processing: NLP is required to communicate with Interrogator in
general human language like English.
o Knowledge representation: To store and retrieve information during the test.
o Automated reasoning: To use the previously stored information for answering the
questions.
o Machine learning: To adapt new changes and can detect generalized patterns.
o Vision (For total Turing test): To recognize the interrogator actions and other objects
during a test.
o Motor Control (For total Turing test): To act upon objects if requested.

**

Search Algorithms in Artificial Intelligence


Search algorithms are one of the most important areas of Artificial Intelligence. This
topic will explain all about the search algorithms in AI.

Problem-solving agents:
In Artificial Intelligence, Search techniques are universal problem-solving
methods. Rational agents or Problem-solving agents in AI mostly used these search
strategies or algorithms to solve a specific problem and provide the best result.
Problem-solving agents are the goal-based agents and use atomic representation. In
this topic, we will learn various problem-solving search algorithms.

Search Algorithm Terminologies:


o Search: Searchingis a step by step procedure to solve a search-problem in a given
search space. A search problem can have three main factors:

24
a. Search Space: Search space represents a set of possible solutions, which a
system may have.
b. Start State: It is a state from where agent begins the search.
c. Goal test: It is a function which observe the current state and returns whether
the goal state is achieved or not.
o Search tree: A tree representation of search problem is called Search tree. The root of
the search tree is the root node which is corresponding to the initial state.
o Actions: It gives the description of all the available actions to the agent.
o Transition model: A description of what each action do, can be represented as a
transition model.
o Path Cost: It is a function which assigns a numeric cost to each path.
o Solution: It is an action sequence which leads from the start node to the goal node.
o Optimal Solution: If a solution has the lowest cost among all solutions.

Properties of Search Algorithms:


Following are the four essential properties of search algorithms to compare the
efficiency of these algorithms:

Completeness: A search algorithm is said to be complete if it guarantees to return a


solution if at least any solution exists for any random input.

Optimality: If a solution found for an algorithm is guaranteed to be the best solution


(lowest path cost) among all other solutions, then such a solution for is said to be an
optimal solution.

Time Complexity: Time complexity is a measure of time for an algorithm to complete


its task.

Space Complexity: It is the maximum storage space required at any point during the
search, as the complexity of the problem.

Types of search algorithms


Based on the search problems we can classify the search algorithms into
uninformed (Blind search) search and informed search (Heuristic search)
algorithms.

25
Uninformed/Blind Search:
The uninformed search does not contain any domain knowledge such as closeness,
the location of the goal. It operates in a brute-force way as it only includes information
about how to traverse the tree and how to identify leaf and goal nodes. Uninformed
search applies a way in which search tree is searched without any information about
the search space like initial state operators and test for the goal, so it is also called
blind search.It examines each node of the tree until it achieves the goal node.

It can be divided into five main types:

o Breadth-first search
o Uniform cost search
o Depth-first search
o Iterative deepening depth-first search
o Bidirectional Search

Informed Search
Informed search algorithms use domain knowledge. In an informed search, problem
information is available which can guide the search. Informed search strategies can
find a solution more efficiently than an uninformed search strategy. Informed search
is also called a Heuristic search.

A heuristic is a way which might not always be guaranteed for best solutions but
guaranteed to find a good solution in reasonable time.

Informed search can solve much complex problem which could not be solved in
another way.

26
An example of informed search algorithms is a traveling salesman problem.

1. Greedy Search
2. A* Search

**

Uninformed Search Algorithms


Uninformed search is a class of general-purpose search algorithms which
operates in brute force-way. Uninformed search algorithms do not have
additional information about state or search space other than how to traverse
the tree, so it is also called blind search.

Following are the various types of uninformed search algorithms:

1. Breadth-first Search
2. Depth-first Search
3. Depth-limited Search
4. Iterative deepening depth-first search
5. Uniform cost search
6. Bidirectional Search

1. Breadth-first Search:
o Breadth-first search is the most common search strategy for traversing a tree or graph.
This algorithm searches breadthwise in a tree or graph, so it is called breadth-first
search.
o BFS algorithm starts searching from the root node of the tree and expands all successor
node at the current level before moving to nodes of next level.
o The breadth-first search algorithm is an example of a general-graph search algorithm.
o Breadth-first search implemented using FIFO queue data structure.

Advantages:

o BFS will provide a solution if any solution exists.


o If there are more than one solutions for a given problem, then BFS will provide the
minimal solution which requires the least number of steps.

27
Disadvantages:

o It requires lots of memory since each level of the tree must be saved into memory to
expand the next level.
o BFS needs lots of time if the solution is far away from the root node.

Example:
In the below tree structure, we have shown the traversing of the tree using BFS
algorithm from the root node S to goal node K. BFS search algorithm traverse in layers,
so it will follow the path which is shown by the dotted arrow, and the traversed path
will be:

1. S---> A--->B---->C--->D---->G--->H--->E---->F---->I---->K

Time Complexity: Time Complexity of BFS algorithm can be obtained by the number
of nodes traversed in BFS until the shallowest Node. Where the d= depth of shallowest
solution and b is a node at every state.

T (b) = 1+b2+b3+.......+ bd= O (bd)

Space Complexity: Space complexity of BFS algorithm is given by the Memory size of
frontier which is O(bd).

Completeness: BFS is complete, which means if the shallowest goal node is at some
finite depth, then BFS will find a solution.

Optimality: BFS is optimal if path cost is a non-decreasing function of the depth of


the node.

28
2. Depth-first Search
o Depth-first search isa recursive algorithm for traversing a tree or graph data structure.
o It is called the depth-first search because it starts from the root node and follows each
path to its greatest depth node before moving to the next path.
o DFS uses a stack data structure for its implementation.
o The process of the DFS algorithm is similar to the BFS algorithm.

Advantage:

o DFS requires very less memory as it only needs to store a stack of the nodes on the
path from root node to the current node.
o It takes less time to reach to the goal node than BFS algorithm (if it traverses in the
right path).

Disadvantage:

o There is the possibility that many states keep re-occurring, and there is no guarantee
of finding the solution.
o DFS algorithm goes for deep down searching and sometime it may go to the infinite
loop.

Example:
In the below search tree, we have shown the flow of depth-first search, and it will follow
the order as:

Root node--->Left node ----> right node.

It will start searching from root node S, and traverse A, then B, then D and E, after
traversing E, it will backtrack the tree as E has no other successor and still goal node is
not found. After backtracking it will traverse node C and then G, and here it will
terminate as it found goal node.

29
Completeness: DFS search algorithm is complete within finite state space as it will
expand every node within a limited search tree.

Time Complexity: Time complexity of DFS will be equivalent to the node traversed by
the algorithm. It is given by:

T(n)= 1+ n2+ n3 +.........+ nm=O(nm)

Where, m= maximum depth of any node and this can be much larger than d
(Shallowest solution depth)

Space Complexity: DFS algorithm needs to store only single path from the root node,
hence space complexity of DFS is equivalent to the size of the fringe set, which
is O(bm).

Optimal: DFS search algorithm is non-optimal, as it may generate a large number of


steps or high cost to reach to the goal node.

3. Depth-Limited Search Algorithm:


A depth-limited search algorithm is similar to depth-first search with a predetermined
limit. Depth-limited search can solve the drawback of the infinite path in the Depth-
first search. In this algorithm, the node at the depth limit will treat as it has no successor
nodes further.

Depth-limited search can be terminated with two Conditions of failure:

o Standard failure value: It indicates that problem does not have any solution.
o Cutoff failure value: It defines no solution for the problem within a given depth limit.

30
Advantages:

Depth-limited search is Memory efficient.

Disadvantages:

o Depth-limited search also has a disadvantage of incompleteness.


o It may not be optimal if the problem has more than one solution.

Example:

Completeness: DLS search algorithm is complete if the solution is above the depth-
limit.

Time Complexity: Time complexity of DLS algorithm is O(bℓ).

Space Complexity: Space complexity of DLS algorithm is O(b×ℓ).

Optimal: Depth-limited search can be viewed as a special case of DFS, and it is also
not optimal even if ℓ>d.

4. Uniform-cost Search Algorithm:


Uniform-cost search is a searching algorithm used for traversing a weighted tree or
graph. This algorithm comes into play when a different cost is available for each edge.
The primary goal of the uniform-cost search is to find a path to the goal node which
has the lowest cumulative cost. Uniform-cost search expands nodes according to their
path costs form the root node. It can be used to solve any graph/tree where the
optimal cost is in demand. A uniform-cost search algorithm is implemented by the
priority queue. It gives maximum priority to the lowest cumulative cost. Uniform cost
search is equivalent to BFS algorithm if the path cost of all edges is the same.

31
Advantages:

o Uniform cost search is optimal because at every state the path with the least cost is
chosen.

Disadvantages:

o It does not care about the number of steps involve in searching and only concerned
about path cost. Due to which this algorithm may be stuck in an infinite loop.

Example:

Completeness:

Uniform-cost search is complete, such as if there is a solution, UCS will find it.

Time Complexity:

Let C* is Cost of the optimal solution, and ε is each step to get closer to the goal
node. Then the number of steps is = C*/ε+1. Here we have taken +1, as we start from
state 0 and end to C*/ε.

Hence, the worst-case time complexity of Uniform-cost search isO(b1 + [C*/ε])/.

Space Complexity:

The same logic is for space complexity so, the worst-case space complexity of Uniform-
cost search is O(b1 + [C*/ε]).

Optimal:

Uniform-cost search is always optimal as it only selects a path with the lowest path
cost.

32
5. Iterative deepening depth-first Search:
The iterative deepening algorithm is a combination of DFS and BFS algorithms. This
search algorithm finds out the best depth limit and does it by gradually increasing the
limit until a goal is found.

This algorithm performs depth-first search up to a certain "depth limit", and it keeps
increasing the depth limit after each iteration until the goal node is found.

This Search algorithm combines the benefits of Breadth-first search's fast search and
depth-first search's memory efficiency.

The iterative search algorithm is useful uninformed search when search space is large,
and depth of goal node is unknown.

Advantages:

o Itcombines the benefits of BFS and DFS search algorithm in terms of fast search and
memory efficiency.

Disadvantages:

o The main drawback of IDDFS is that it repeats all the work of the previous phase.

Example:
Following tree structure is showing the iterative deepening depth-first search. IDDFS
algorithm performs various iterations until it does not find the goal node. The iteration
performed by the algorithm is given as:

1'st Iteration-----> A
2'nd Iteration----> A, B, C
3'rd Iteration------>A, B, D, E, C, F, G

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4'th Iteration------>A, B, D, H, I, E, C, F, K, G
In the fourth iteration, the algorithm will find the goal node.

Completeness:

This algorithm is complete is ifthe branching factor is finite.

Time Complexity:

Let's suppose b is the branching factor and depth is d then the worst-case time
complexity is O(bd).

Space Complexity:

The space complexity of IDDFS will be O(bd).

Optimal:

IDDFS algorithm is optimal if path cost is a non- decreasing function of the depth of
the node.

6. Bidirectional Search Algorithm:


Bidirectional search algorithm runs two simultaneous searches, one form initial state
called as forward-search and other from goal node called as backward-search, to find
the goal node. Bidirectional search replaces one single search graph with two small
subgraphs in which one starts the search from an initial vertex and other starts from
goal vertex. The search stops when these two graphs intersect each other.

Bidirectional search can use search techniques such as BFS, DFS, DLS, etc.

Advantages:

o Bidirectional search is fast.


o Bidirectional search requires less memory

Disadvantages:

o Implementation of the bidirectional search tree is difficult.


o In bidirectional search, one should know the goal state in advance.

Example:
In the below search tree, bidirectional search algorithm is applied. This algorithm
divides one graph/tree into two sub-graphs. It starts traversing from node 1 in the
forward direction and starts from goal node 16 in the backward direction.

34
The algorithm terminates at node 9 where two searches meet.

Completeness: Bidirectional Search is complete if we use BFS in both searches.

Time Complexity: Time complexity of bidirectional search using BFS is O(bd).

Space Complexity: Space complexity of bidirectional search is O(bd).

Optimal: Bidirectional search is Optimal.

**

Informed Search Algorithms


So far we have talked about the uninformed search algorithms which looked through
search space for all possible solutions of the problem without having any additional
knowledge about search space. But informed search algorithm contains an array of
knowledge such as how far we are from the goal, path cost, how to reach to goal node,
etc. This knowledge help agents to explore less to the search space and find more
efficiently the goal node.

The informed search algorithm is more useful for large search space. Informed search
algorithm uses the idea of heuristic, so it is also called Heuristic search.

Heuristics function: Heuristic is a function which is used in Informed Search, and it


finds the most promising path. It takes the current state of the agent as its input and
produces the estimation of how close agent is from the goal. The heuristic method,
however, might not always give the best solution, but it guaranteed to find a good
solution in reasonable time. Heuristic function estimates how close a state is to the
goal. It is represented by h(n), and it calculates the cost of an optimal path between
the pair of states. The value of the heuristic function is always positive.

35
Admissibility of the heuristic function is given as:

1. h(n) <= h*(n)

Here h(n) is heuristic cost, and h*(n) is the estimated cost. Hence heuristic cost
should be less than or equal to the estimated cost.

Pure Heuristic Search:


Pure heuristic search is the simplest form of heuristic search algorithms. It expands
nodes based on their heuristic value h(n). It maintains two lists, OPEN and CLOSED list.
In the CLOSED list, it places those nodes which have already expanded and in the OPEN
list, it places nodes which have yet not been expanded.

On each iteration, each node n with the lowest heuristic value is expanded and
generates all its successors and n is placed to the closed list. The algorithm continues
unit a goal state is found.

In the informed search we will discuss two main algorithms which are given below:

o Best First Search Algorithm(Greedy search)

o A* Search Algorithm

1.) Best-first Search Algorithm (Greedy Search):


Greedy best-first search algorithm always selects the path which appears best at that
moment. It is the combination of depth-first search and breadth-first search
algorithms. It uses the heuristic function and search. Best-first search allows us to take
the advantages of both algorithms. With the help of best-first search, at each step, we
can choose the most promising node. In the best first search algorithm, we expand the
node which is closest to the goal node and the closest cost is estimated by heuristic
function, i.e.

1. f(n)= g(n).

Were, h(n)= estimated cost from node n to the goal.

The greedy best first algorithm is implemented by the priority queue.

Best first search algorithm:


o Step 1: Place the starting node into the OPEN list.
o Step 2: If the OPEN list is empty, Stop and return failure.
o Step 3: Remove the node n, from the OPEN list which has the lowest value of h(n), and
places it in the CLOSED list.

36
o Step 4: Expand the node n, and generate the successors of node n.
o Step 5: Check each successor of node n, and find whether any node is a goal node or
not. If any successor node is goal node, then return success and terminate the search,
else proceed to Step 6.
o Step 6: For each successor node, algorithm checks for evaluation function f(n), and
then check if the node has been in either OPEN or CLOSED list. If the node has not
been in both list, then add it to the OPEN list.
o Step 7: Return to Step 2.

Advantages:
o Best first search can switch between BFS and DFS by gaining the advantages of both
the algorithms.

o This algorithm is more efficient than BFS and DFS algorithms.

Disadvantages:
o It can behave as an unguided depth-first search in the worst case scenario.
o It can get stuck in a loop as DFS.
o This algorithm is not optimal.

Example:
Consider the below search problem, and we will traverse it using greedy best-first
search. At each iteration, each node is expanded using evaluation function f(n)=h(n) ,
which is given in the below table.

In this search example, we are using two lists which are OPEN and CLOSED Lists.
Following are the iteration for traversing the above example.

37
Expand the nodes of S and put in the CLOSED list

Initialization: Open [A, B], Closed [S]

Iteration 1: Open [A], Closed [S, B]

Iteration 2: Open [E, F, A], Closed [S, B]


: Open [E, A], Closed [S, B, F]

Iteration 3: Open [I, G, E, A], Closed [S, B, F]


: Open [I, E, A], Closed [S, B, F, G]

Hence the final solution path will be: S----> B----->F----> G

Time Complexity: The worst case time complexity of Greedy best first search is O(bm).

Space Complexity: The worst case space complexity of Greedy best first search is
O(bm). Where, m is the maximum depth of the search space.

Complete: Greedy best-first search is also incomplete, even if the given state space is
finite.

Optimal: Greedy best first search algorithm is not optimal.

2.) A* Search Algorithm:


A* search is the most commonly known form of best-first search. It uses heuristic
function h(n), and cost to reach the node n from the start state g(n). It has combined
features of UCS and greedy best-first search, by which it solve the problem efficiently.
A* search algorithm finds the shortest path through the search space using the
heuristic function. This search algorithm expands less search tree and provides optimal
result faster. A* algorithm is similar to UCS except that it uses g(n)+h(n) instead of g(n).

38
In A* search algorithm, we use search heuristic as well as the cost to reach the node.
Hence we can combine both costs as following, and this sum is called as a fitness
number.

At each point in the search space, only those node is expanded which have the lowest
value of f(n), and the algorithm terminates when the goal node is found.

Algorithm of A* search:
Step1: Place the starting node in the OPEN list.

Step 2: Check if the OPEN list is empty or not, if the list is empty then return failure
and stops.

Step 3: Select the node from the OPEN list which has the smallest value of evaluation
function (g+h), if node n is goal node then return success and stop, otherwise

Step 4: Expand node n and generate all of its successors, and put n into the closed list.
For each successor n', check whether n' is already in the OPEN or CLOSED list, if not
then compute evaluation function for n' and place into Open list.

Step 5: Else if node n' is already in OPEN and CLOSED, then it should be attached to
the back pointer which reflects the lowest g(n') value.

Step 6: Return to Step 2.

Advantages:
o A* search algorithm is the best algorithm than other search algorithms.
o A* search algorithm is optimal and complete.
o This algorithm can solve very complex problems.

Disadvantages:
o It does not always produce the shortest path as it mostly based on heuristics and
approximation.
o A* search algorithm has some complexity issues.
o The main drawback of A* is memory requirement as it keeps all generated nodes in the
memory, so it is not practical for various large-scale problems.

39
Example:
In this example, we will traverse the given graph using the A* algorithm. The heuristic value
of all states is given in the below table so we will calculate the f(n) of each state using the
formula f(n)= g(n) + h(n), where g(n) is the cost to reach any node from start state.

Here we will use OPEN and CLOSED list.

Solution:

Initialization: {(S, 5)}

Iteration1: {(S--> A, 4), (S-->G, 10)}

Iteration2: {(S--> A-->C, 4), (S--> A-->B, 7), (S-->G, 10)}

Iteration3: {(S--> A-->C--->G, 6), (S--> A-->C--->D, 11), (S--> A-->B, 7), (S-->G,
10)}

Iteration 4 will give the final result, as S--->A--->C--->G it provides the optimal
path with cost 6.

40
Points to remember:

o A* algorithm returns the path which occurred first, and it does not search for all
remaining paths.
o The efficiency of A* algorithm depends on the quality of heuristic.
o A* algorithm expands all nodes which satisfy the condition f(n)<="" li="">

Complete: A* algorithm is complete as long as:

o Branching factor is finite.


o Cost at every action is fixed.

Optimal: A* search algorithm is optimal if it follows below two conditions:

o Admissible: the first condition requires for optimality is that h(n) should be an
admissible heuristic for A* tree search. An admissible heuristic is optimistic in nature.
o Consistency: Second required condition is consistency for only A* graph-search.

If the heuristic function is admissible, then A* tree search will always find the least cost
path.

Time Complexity: The time complexity of A* search algorithm depends on heuristic


function, and the number of nodes expanded is exponential to the depth of solution
d. So the time complexity is O(b^d), where b is the branching factor.

Space Complexity: The space complexity of A* search algorithm is O(b^d)

**

Hill Climbing Algorithm in Artificial


Intelligence
o Hill climbing algorithm is a local search algorithm which continuously moves in the
direction of increasing elevation/value to find the peak of the mountain or best solution
to the problem. It terminates when it reaches a peak value where no neighbor has a
higher value.
o Hill climbing algorithm is a technique which is used for optimizing the mathematical
problems. One of the widely discussed examples of Hill climbing algorithm is Traveling-
salesman Problem in which we need to minimize the distance traveled by the salesman.
o It is also called greedy local search as it only looks to its good immediate neighbor
state and not beyond that.
o A node of hill climbing algorithm has two components which are state and value.

41
o Hill Climbing is mostly used when a good heuristic is available.
o In this algorithm, we don't need to maintain and handle the search tree or graph as it
only keeps a single current state.

Features of Hill Climbing:


Following are some main features of Hill Climbing Algorithm:

o Generate and Test variant: Hill Climbing is the variant of Generate and Test method.
The Generate and Test method produce feedback which helps to decide which
direction to move in the search space.
o Greedy approach: Hill-climbing algorithm search moves in the direction which
optimizes the cost.
o No backtracking: It does not backtrack the search space, as it does not remember the
previous states.

State-space Diagram for Hill Climbing:


The state-space landscape is a graphical representation of the hill-climbing algorithm
which is showing a graph between various states of algorithm and Objective
function/Cost.

On Y-axis we have taken the function which can be an objective function or cost
function, and state-space on the x-axis. If the function on Y-axis is cost then, the goal
of search is to find the global minimum and local minimum. If the function of Y-axis is
Objective function, then the goal of the search is to find the global maximum and local
maximum.

42
Different regions in the state space landscape:
Local Maximum: Local maximum is a state which is better than its neighbor states,
but there is also another state which is higher than it.

Global Maximum: Global maximum is the best possible state of state space
landscape. It has the highest value of objective function.

Current state: It is a state in a landscape diagram where an agent is currently present.

Flat local maximum: It is a flat space in the landscape where all the neighbor states
of current states have the same value.

Shoulder: It is a plateau region which has an uphill edge.

Types of Hill Climbing Algorithm:


o Simple hill Climbing:
o Steepest-Ascent hill-climbing:
o Stochastic hill Climbing:

1. Simple Hill Climbing:


Simple hill climbing is the simplest way to implement a hill climbing algorithm. It only
evaluates the neighbor node state at a time and selects the first one which
optimizes current cost and set it as a current state. It only checks it's one successor
state, and if it finds better than the current state, then move else be in the same state.
This algorithm has the following features:

o Less time consuming


o Less optimal solution and the solution is not guaranteed

Algorithm for Simple Hill Climbing:


o Step 1: Evaluate the initial state, if it is goal state then return success and Stop.
o Step 2: Loop Until a solution is found or there is no new operator left to apply.
o Step 3: Select and apply an operator to the current state.
o Step 4: Check new state:
a. If it is goal state, then return success and quit.
b. Else if it is better than the current state then assign new state as a current state.
c. Else if not better than the current state, then return to step2.
o Step 5: Exit.

43
2. Steepest-Ascent hill climbing:
The steepest-Ascent algorithm is a variation of simple hill climbing algorithm. This
algorithm examines all the neighboring nodes of the current state and selects one
neighbor node which is closest to the goal state. This algorithm consumes more time
as it searches for multiple neighbors

Algorithm for Steepest-Ascent hill climbing:


o Step 1: Evaluate the initial state, if it is goal state then return success and stop, else
make current state as initial state.
o Step 2: Loop until a solution is found or the current state does not change.
a. Let SUCC be a state such that any successor of the current state will be better
than it.
b. For each operator that applies to the current state:
a. Apply the new operator and generate a new state.
b. Evaluate the new state.
c. If it is goal state, then return it and quit, else compare it to the SUCC.
d. If it is better than SUCC, then set new state as SUCC.
e. If the SUCC is better than the current state, then set current state to
SUCC.
o Step 5: Exit.

3. Stochastic hill climbing:


Stochastic hill climbing does not examine for all its neighbor before moving. Rather,
this search algorithm selects one neighbor node at random and decides whether to
choose it as a current state or examine another state.

Problems in Hill Climbing Algorithm:


1. Local Maximum: A local maximum is a peak state in the landscape which is better
than each of its neighboring states, but there is another state also present which is
higher than the local maximum.

Solution: Backtracking technique can be a solution of the local maximum in state


space landscape. Create a list of the promising path so that the algorithm can
backtrack the search space and explore other paths as well.

44
2. Plateau: A plateau is the flat area of the search space in which all the neighbor
states of the current state contains the same value, because of this algorithm does not
find any best direction to move. A hill-climbing search might be lost in the plateau
area.

Solution: The solution for the plateau is to take big steps or very little steps while
searching, to solve the problem. Randomly select a state which is far away from the
current state so it is possible that the algorithm could find non-plateau region.

3. Ridges: A ridge is a special form of the local maximum. It has an area which is higher
than its surrounding areas, but itself has a slope, and cannot be reached in a single
move.

Solution: With the use of bidirectional search, or by moving in different directions, we


can improve this problem.

Simulated Annealing:
A hill-climbing algorithm which never makes a move towards a lower value guaranteed
to be incomplete because it can get stuck on a local maximum. And if algorithm applies
a random walk, by moving a successor, then it may complete but not
efficient. Simulated Annealing is an algorithm which yields both efficiency and
completeness.

45
In mechanical term Annealing is a process of hardening a metal or glass to a high
temperature then cooling gradually, so this allows the metal to reach a low-energy
crystalline state. The same process is used in simulated annealing in which the
algorithm picks a random move, instead of picking the best move. If the random move
improves the state, then it follows the same path. Otherwise, the algorithm follows the
path which has a probability of less than 1 or it moves downhill and chooses another
path.

**

Means-Ends Analysis in Artificial


Intelligence
o We have studied the strategies which can reason either in forward or backward, but a
mixture of the two directions is appropriate for solving a complex and large problem.
Such a mixed strategy, make it possible that first to solve the major part of a problem
and then go back and solve the small problems arise during combining the big parts
of the problem. Such a technique is called Means-Ends Analysis.
o Means-Ends Analysis is problem-solving techniques used in Artificial intelligence for
limiting search in AI programs.
o It is a mixture of Backward and forward search technique.
o The MEA technique was first introduced in 1961 by Allen Newell, and Herbert A. Simon
in their problem-solving computer program, which was named as General Problem
Solver (GPS).
o The MEA analysis process centered on the evaluation of the difference between the
current state and goal state.

How means-ends analysis Works:


The means-ends analysis process can be applied recursively for a problem. It is a
strategy to control search in problem-solving. Following are the main Steps which
describes the working of MEA technique for solving a problem.

a. First, evaluate the difference between Initial State and final State.
b. Select the various operators which can be applied for each difference.
c. Apply the operator at each difference, which reduces the difference between the
current state and goal state.

Operator Subgoaling
In the MEA process, we detect the differences between the current state and goal state.
Once these differences occur, then we can apply an operator to reduce the differences.

46
But sometimes it is possible that an operator cannot be applied to the current state.
So we create the subproblem of the current state, in which operator can be applied,
such type of backward chaining in which operators are selected, and then sub goals
are set up to establish the preconditions of the operator is called Operator
Subgoaling.

Algorithm for Means-Ends Analysis:


Let's we take Current state as CURRENT and Goal State as GOAL, then following are
the steps for the MEA algorithm.

o Step 1: Compare CURRENT to GOAL, if there are no differences between both then
return Success and Exit.
o Step 2: Else, select the most significant difference and reduce it by doing the
following steps until the success or failure occurs.
a. Select a new operator O which is applicable for the current difference, and if
there is no such operator, then signal failure.
b. Attempt to apply operator O to CURRENT. Make a description of two states.
i) O-Start, a state in which O?s preconditions are satisfied.
ii) O-Result, the state that would result if O were applied In O-start.
c. If
(First-Part <------ MEA (CURRENT, O-START)
And
(LAST-Part <----- MEA (O-Result, GOAL), are successful, then signal Success
and return the result of combining FIRST-PART, O, and LAST-PART.

The above-discussed algorithm is more suitable for a simple problem and not
adequate for solving complex problems.

Example of Mean-Ends Analysis:


Let's take an example where we know the initial state and goal state as given below.
In this problem, we need to get the goal state by finding differences between the initial
state and goal state and applying operators.

47
Solution:
To solve the above problem, we will first find the differences between initial states and
goal states, and for each difference, we will generate a new state and will apply the
operators. The operators we have for this problem are:

o Move
o Delete
o Expand

1. Evaluating the initial state: In the first step, we will evaluate the initial state and
will compare the initial and Goal state to find the differences between both states.

2. Applying Delete operator: As we can check the first difference is that in goal state
there is no dot symbol which is present in the initial state, so, first we will apply
the Delete operator to remove this dot.

3. Applying Move Operator: After applying the Delete operator, the new state occurs
which we will again compare with goal state. After comparing these states, there is
another difference that is the square is outside the circle, so, we will apply the Move
Operator.

4. Applying Expand Operator: Now a new state is generated in the third step, and
we will compare this state with the goal state. After comparing the states there is still

48
one difference which is the size of the square, so, we will apply Expand operator, and
finally, it will generate the goal state.

**

Adversarial Search
Adversarial search is a search, where we examine the problem which arises when
we try to plan ahead of the world and other agents are planning against us.

o In previous topics, we have studied the search strategies which are only associated with
a single agent that aims to find the solution which often expressed in the form of a
sequence of actions.
o But, there might be some situations where more than one agent is searching for the
solution in the same search space, and this situation usually occurs in game playing.
o The environment with more than one agent is termed as multi-agent environment,
in which each agent is an opponent of other agent and playing against each other.
Each agent needs to consider the action of other agent and effect of that action on
their performance.
o So, Searches in which two or more players with conflicting goals are trying to
explore the same search space for the solution, are called adversarial searches,
often known as Games.
o Games are modeled as a Search problem and heuristic evaluation function, and these
are the two main factors which help to model and solve games in AI.

Types of Games in AI:

Deterministic Chance Moves

Perfect information Chess, Checkers, go, Othello Backgammon, monopoly

Imperfect information Battleships, blind, tic-tac-toe Bridge, poker, scrabble, nuclear war

49
o Perfect information: A game with the perfect information is that in which agents can
look into the complete board. Agents have all the information about the game, and
they can see each other moves also. Examples are Chess, Checkers, Go, etc.
o Imperfect information: If in a game agents do not have all information about the
game and not aware with what's going on, such type of games are called the game
with imperfect information, such as tic-tac-toe, Battleship, blind, Bridge, etc.
o Deterministic games: Deterministic games are those games which follow a strict
pattern and set of rules for the games, and there is no randomness associated with
them. Examples are chess, Checkers, Go, tic-tac-toe, etc.
o Non-deterministic games: Non-deterministic are those games which have various
unpredictable events and has a factor of chance or luck. This factor of chance or luck
is introduced by either dice or cards. These are random, and each action response is
not fixed. Such games are also called as stochastic games.
Example: Backgammon, Monopoly, Poker, etc.

Zero-Sum Game
o Zero-sum games are adversarial search which involves pure competition.
o In Zero-sum game each agent's gain or loss of utility is exactly balanced by the losses
or gains of utility of another agent.
o One player of the game try to maximize one single value, while other player tries to
minimize it.
o Each move by one player in the game is called as ply.
o Chess and tic-tac-toe are examples of a Zero-sum game.

Zero-sum game: Embedded thinking


The Zero-sum game involved embedded thinking in which one agent or player is trying
to figure out:

o What to do.
o How to decide the move
o Needs to think about his opponent as well
o The opponent also thinks what to do

Each of the players is trying to find out the response of his opponent to their actions.
This requires embedded thinking or backward reasoning to solve the game problems
in AI.

50
Formalization of the problem:
A game can be defined as a type of search in AI which can be formalized of the
following elements:

o Initial state: It specifies how the game is set up at the start.


o Player(s): It specifies which player has moved in the state space.
o Action(s): It returns the set of legal moves in state space.
o Result(s, a): It is the transition model, which specifies the result of moves in the state
space.
o Terminal-Test(s): Terminal test is true if the game is over, else it is false at any case.
The state where the game ends is called terminal states.
o Utility(s, p): A utility function gives the final numeric value for a game that ends in
terminal states s for player p. It is also called payoff function. For Chess, the outcomes
are a win, loss, or draw and its payoff values are +1, 0, ½. And for tic-tac-toe, utility
values are +1, -1, and 0.

Game tree:
A game tree is a tree where nodes of the tree are the game states and Edges of the
tree are the moves by players. Game tree involves initial state, actions function, and
result Function.

Example: Tic-Tac-Toe game tree:

The following figure is showing part of the game-tree for tic-tac-toe game. Following
are some key points of the game:

o There are two players MAX and MIN.


o Players have an alternate turn and start with MAX.
o MAX maximizes the result of the game tree
o MIN minimizes the result.

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Example Explanation:

o From the initial state, MAX has 9 possible moves as he starts first. MAX place x and
MIN place o, and both player plays alternatively until we reach a leaf node where one
player has three in a row or all squares are filled.
o Both players will compute each node, minimax, the minimax value which is the best
achievable utility against an optimal adversary.
o Suppose both the players are well aware of the tic-tac-toe and playing the best play.
Each player is doing his best to prevent another one from winning. MIN is acting
against Max in the game.
o So in the game tree, we have a layer of Max, a layer of MIN, and each layer is called
as Ply. Max place x, then MIN puts o to prevent Max from winning, and this game
continues until the terminal node.
o In this either MIN wins, MAX wins, or it's a draw. This game-tree is the whole search
space of possibilities that MIN and MAX are playing tic-tac-toe and taking turns
alternately.

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Hence adversarial Search for the minimax procedure works as follows:

o It aims to find the optimal strategy for MAX to win the game.
o It follows the approach of Depth-first search.
o In the game tree, optimal leaf node could appear at any depth of the tree.
o Propagate the minimax values up to the tree until the terminal node discovered.

In a given game tree, the optimal strategy can be determined from the minimax value
of each node, which can be written as MINIMAX(n). MAX prefer to move to a state of
maximum value and MIN prefer to move to a state of minimum value then:

**

Mini-Max Algorithm in Artificial Intelligence


o Mini-max algorithm is a recursive or backtracking algorithm which is used in decision-
making and game theory. It provides an optimal move for the player assuming that
opponent is also playing optimally.
o Mini-Max algorithm uses recursion to search through the game-tree.
o Min-Max algorithm is mostly used for game playing in AI. Such as Chess, Checkers, tic-
tac-toe, go, and various tow-players game. This Algorithm computes the minimax
decision for the current state.
o In this algorithm two players play the game, one is called MAX and other is called MIN.
o Both the players fight it as the opponent player gets the minimum benefit while they
get the maximum benefit.
o Both Players of the game are opponent of each other, where MAX will select the
maximized value and MIN will select the minimized value.
o The minimax algorithm performs a depth-first search algorithm for the exploration of
the complete game tree.
o The minimax algorithm proceeds all the way down to the terminal node of the tree,
then backtrack the tree as the recursion.

53
Pseudo-code for MinMax Algorithm:
1. function minimax(node, depth, maximizingPlayer) is
2. if depth ==0 or node is a terminal node then
3. return static evaluation of node
4.
5. if MaximizingPlayer then // for Maximizer Player
6. maxEva= -infinity
7. for each child of node do
8. eva= minimax(child, depth-1, false)
9. maxEva= max(maxEva,eva) //gives Maximum of the values
10. return maxEva
11.
12. else // for Minimizer player
13. minEva= +infinity
14. for each child of node do
15. eva= minimax(child, depth-1, true)
16. minEva= min(minEva, eva) //gives minimum of the values
17. return minEva

Initial call:

Minimax(node, 3, true)

Working of Min-Max Algorithm:


o The working of the minimax algorithm can be easily described using an example. Below
we have taken an example of game-tree which is representing the two-player game.
o In this example, there are two players one is called Maximizer and other is called
Minimizer.
o Maximizer will try to get the Maximum possible score, and Minimizer will try to get the
minimum possible score.
o This algorithm applies DFS, so in this game-tree, we have to go all the way through the
leaves to reach the terminal nodes.
o At the terminal node, the terminal values are given so we will compare those value and
backtrack the tree until the initial state occurs. Following are the main steps involved
in solving the two-player game tree:

Step-1: In the first step, the algorithm generates the entire game-tree and apply the
utility function to get the utility values for the terminal states. In the below tree

54
diagram, let's take A is the initial state of the tree. Suppose maximizer takes first turn
which has worst-case initial value =- infinity, and minimizer will take next turn which
has worst-case initial value = +infinity.

Step 2: Now, first we find the utilities value for the Maximizer, its initial value is -∞, so
we will compare each value in terminal state with initial value of Maximizer and
determines the higher nodes values. It will find the maximum among the all.

o For node D max(-1,- -∞) => max(-1,4)= 4


o For Node E max(2, -∞) => max(2, 6)= 6
o For Node F max(-3, -∞) => max(-3,-5) = -3
o For node G max(0, -∞) = max(0, 7) = 7

Step 3: In the next step, it's a turn for minimizer, so it will compare all nodes value with
+∞, and will find the 3rd layer node values.

55
o For node B= min(4,6) = 4
o For node C= min (-3, 7) = -3

Step 4: Now it's a turn for Maximizer, and it will again choose the maximum of all
nodes value and find the maximum value for the root node. In this game tree, there
are only 4 layers, hence we reach immediately to the root node, but in real games,
there will be more than 4 layers.

o For node A max(4, -3)= 4

That was the complete workflow of the minimax two player game.

56
Properties of Mini-Max algorithm:
o Complete- Min-Max algorithm is Complete. It will definitely find a solution (if exist), in
the finite search tree.
o Optimal- Min-Max algorithm is optimal if both opponents are playing optimally.
o Time complexity- As it performs DFS for the game-tree, so the time complexity of
Min-Max algorithm is O(bm), where b is branching factor of the game-tree, and m is
the maximum depth of the tree.
o Space Complexity- Space complexity of Mini-max algorithm is also similar to DFS
which is O(bm).

Limitation of the minimax Algorithm:


The main drawback of the minimax algorithm is that it gets really slow for complex
games such as Chess, go, etc. This type of games has a huge branching factor, and the
player has lots of choices to decide. This limitation of the minimax algorithm can be
improved from alpha-beta pruning which we have discussed in the next topic.

**

Alpha-Beta Pruning
o Alpha-beta pruning is a modified version of the minimax algorithm. It is an
optimization technique for the minimax algorithm.
o As we have seen in the minimax search algorithm that the number of game states it
has to examine are exponential in depth of the tree. Since we cannot eliminate the
exponent, but we can cut it to half. Hence there is a technique by which without
checking each node of the game tree we can compute the correct minimax decision,
and this technique is called pruning. This involves two threshold parameter Alpha and
beta for future expansion, so it is called alpha-beta pruning. It is also called as Alpha-
Beta Algorithm.
o Alpha-beta pruning can be applied at any depth of a tree, and sometimes it not only
prune the tree leaves but also entire sub-tree.
o The two-parameter can be defined as:
a. Alpha: The best (highest-value) choice we have found so far at any point along
the path of Maximizer. The initial value of alpha is -∞.
b. Beta: The best (lowest-value) choice we have found so far at any point along
the path of Minimizer. The initial value of beta is +∞.
o The Alpha-beta pruning to a standard minimax algorithm returns the same move as
the standard algorithm does, but it removes all the nodes which are not really affecting

57
the final decision but making algorithm slow. Hence by pruning these nodes, it makes
the algorithm fast.

Condition for Alpha-beta pruning:


The main condition which required for alpha-beta pruning is:

1. α>=β

Key points about alpha-beta pruning:


o The Max player will only update the value of alpha.
o The Min player will only update the value of beta.
o While backtracking the tree, the node values will be passed to upper nodes instead of
values of alpha and beta.
o We will only pass the alpha, beta values to the child nodes.

Pseudo-code for Alpha-beta Pruning:


1. function minimax(node, depth, alpha, beta, maximizingPlayer) is
2. if depth ==0 or node is a terminal node then
3. return static evaluation of node
4.
5. if MaximizingPlayer then // for Maximizer Player
6. maxEva= -infinity
7. for each child of node do
8. eva= minimax(child, depth-1, alpha, beta, False)
9. maxEva= max(maxEva, eva)
10. alpha= max(alpha, maxEva)
11. if beta<=alpha
12. break
13. return maxEva
14.
15. else // for Minimizer player
16. minEva= +infinity
17. for each child of node do
18. eva= minimax(child, depth-1, alpha, beta, true)
19. minEva= min(minEva, eva)
20. beta= min(beta, eva)
21. if beta<=alpha

58
22. break
23. return minEva

Working of Alpha-Beta Pruning:


Let's take an example of two-player search tree to understand the working of Alpha-
beta pruning

Step 1: At the first step the, Max player will start first move from node A where α= -∞
and β= +∞, these value of alpha and beta passed down to node B where again α= -∞
and β= +∞, and Node B passes the same value to its child D.

Step 2: At Node D, the value of α will be calculated as its turn for Max. The value of α
is compared with firstly 2 and then 3, and the max (2, 3) = 3 will be the value of α at
node D and node value will also 3.

Step 3: Now algorithm backtrack to node B, where the value of β will change as this is
a turn of Min, Now β= +∞, will compare with the available subsequent nodes value,
i.e. min (∞, 3) = 3, hence at node B now α= -∞, and β= 3.

59
In the next step, algorithm traverse the next successor of Node B which is node E, and
the values of α= -∞, and β= 3 will also be passed.

Step 4: At node E, Max will take its turn, and the value of alpha will change. The current
value of alpha will be compared with 5, so max (-∞, 5) = 5, hence at node E α= 5 and
β= 3, where α>=β, so the right successor of E will be pruned, and algorithm will not
traverse it, and the value at node E will be 5.

60
Step 5: At next step, algorithm again backtrack the tree, from node B to node A. At
node A, the value of alpha will be changed the maximum available value is 3 as max (-
∞, 3)= 3, and β= +∞, these two values now passes to right successor of A which is
Node C.

At node C, α=3 and β= +∞, and the same values will be passed on to node F.

Step 6: At node F, again the value of α will be compared with left child which is 0, and
max(3,0)= 3, and then compared with right child which is 1, and max(3,1)= 3 still α
remains 3, but the node value of F will become 1.

Step 7: Node F returns the node value 1 to node C, at C α= 3 and β= +∞, here the
value of beta will be changed, it will compare with 1 so min (∞, 1) = 1. Now at C, α=3
and β= 1, and again it satisfies the condition α>=β, so the next child of C which is G
will be pruned, and the algorithm will not compute the entire sub-tree G.

61
Step 8: C now returns the value of 1 to A here the best value for A is max (3, 1) = 3.
Following is the final game tree which is the showing the nodes which are computed
and nodes which has never computed. Hence the optimal value for the maximizer is 3
for this example.

Move Ordering in Alpha-Beta pruning:


The effectiveness of alpha-beta pruning is highly dependent on the order in which
each node is examined. Move order is an important aspect of alpha-beta pruning.

62
It can be of two types:

o Worst ordering: In some cases, alpha-beta pruning algorithm does not prune any of
the leaves of the tree, and works exactly as minimax algorithm. In this case, it also
consumes more time because of alpha-beta factors, such a move of pruning is called
worst ordering. In this case, the best move occurs on the right side of the tree. The time
complexity for such an order is O(bm).
o Ideal ordering: The ideal ordering for alpha-beta pruning occurs when lots of pruning
happens in the tree, and best moves occur at the left side of the tree. We apply DFS
hence it first search left of the tree and go deep twice as minimax algorithm in the
same amount of time. Complexity in ideal ordering is O(bm/2).

Rules to find good ordering:


Following are some rules to find good ordering in alpha-beta pruning:

o Occur the best move from the shallowest node.


o Order the nodes in the tree such that the best nodes are checked first.
o Use domain knowledge while finding the best move. Ex: for Chess, try order: captures
first, then threats, then forward moves, backward moves.
o We can bookkeep the states, as there is a possibility that states may repeat.

**

Knowledge-Based Agent in Artificial


intelligence
o An intelligent agent needs knowledge about the real world for taking decisions
and reasoning to act efficiently.
o Knowledge-based agents are those agents who have the capability of maintaining an
internal state of knowledge, reason over that knowledge, update their knowledge
after observations and take actions. These agents can represent the world with
some formal representation and act intelligently.
o Knowledge-based agents are composed of two main parts:
o Knowledge-base and
o Inference system.

A knowledge-based agent must able to do the following:

o An agent should be able to represent states, actions, etc.

63
o An agent Should be able to incorporate new percepts
o An agent can update the internal representation of the world
o An agent can deduce the internal representation of the world
o An agent can deduce appropriate actions.

The architecture of knowledge-based agent:

The above diagram is representing a generalized architecture for a knowledge-based


agent. The knowledge-based agent (KBA) take input from the environment by
perceiving the environment. The input is taken by the inference engine of the agent
and which also communicate with KB to decide as per the knowledge store in KB. The
learning element of KBA regularly updates the KB by learning new knowledge.

Knowledge base: Knowledge-base is a central component of a knowledge-based


agent, it is also known as KB. It is a collection of sentences (here 'sentence' is a technical
term and it is not identical to sentence in English). These sentences are expressed in a
language which is called a knowledge representation language. The Knowledge-base
of KBA stores fact about the world.

Why use a knowledge base?


Knowledge-base is required for updating knowledge for an agent to learn with
experiences and take action as per the knowledge.

Inference system
Inference means deriving new sentences from old. Inference system allows us to add
a new sentence to the knowledge base. A sentence is a proposition about the world.
Inference system applies logical rules to the KB to deduce new information.

64
Inference system generates new facts so that an agent can update the KB. An inference
system works mainly in two rules which are given as:

o Forward chaining
o Backward chaining

Operations Performed by KBA


Following are three operations which are performed by KBA in order to show the
intelligent behavior:

1. TELL: This operation tells the knowledge base what it perceives from the environment.
2. ASK: This operation asks the knowledge base what action it should perform.
3. Perform: It performs the selected action.

A generic knowledge-based agent:


Following is the structure outline of a generic knowledge-based agents program:

1. function KB-AGENT(percept):
2. persistent: KB, a knowledge base
3. t, a counter, initially 0, indicating time
4. TELL(KB, MAKE-PERCEPT-SENTENCE(percept, t))
5. Action = ASK(KB, MAKE-ACTION-QUERY(t))
6. TELL(KB, MAKE-ACTION-SENTENCE(action, t))
7. t=t+1
8. return action

The knowledge-based agent takes percept as input and returns an action as output.
The agent maintains the knowledge base, KB, and it initially has some background
knowledge of the real world. It also has a counter to indicate the time for the whole
process, and this counter is initialized with zero.

Each time when the function is called, it performs its three operations:

o Firstly it TELLs the KB what it perceives.


o Secondly, it asks KB what action it should take
o Third agent program TELLS the KB that which action was chosen.

The MAKE-PERCEPT-SENTENCE generates a sentence as setting that the agent


perceived the given percept at the given time.

65
The MAKE-ACTION-QUERY generates a sentence to ask which action should be done
at the current time.

MAKE-ACTION-SENTENCE generates a sentence which asserts that the chosen action


was executed.

Various levels of knowledge-based agent:


A knowledge-based agent can be viewed at different levels which are given below:

1. Knowledge level
Knowledge level is the first level of knowledge-based agent, and in this level, we need
to specify what the agent knows, and what the agent goals are. With these
specifications, we can fix its behavior. For example, suppose an automated taxi agent
needs to go from a station A to station B, and he knows the way from A to B, so this
comes at the knowledge level.

2. Logical level:
At this level, we understand that how the knowledge representation of knowledge is
stored. At this level, sentences are encoded into different logics. At the logical level, an
encoding of knowledge into logical sentences occurs. At the logical level we can expect
to the automated taxi agent to reach to the destination B.

3. Implementation level:
This is the physical representation of logic and knowledge. At the implementation level
agent perform actions as per logical and knowledge level. At this level, an automated
taxi agent actually implement his knowledge and logic so that he can reach to the
destination.

Approaches to designing a knowledge-based agent:


There are mainly two approaches to build a knowledge-based agent:

1. 1. Declarative approach: We can create a knowledge-based agent by initializing with


an empty knowledge base and telling the agent all the sentences with which we want
to start with. This approach is called Declarative approach.
2. 2. Procedural approach: In the procedural approach, we directly encode desired
behavior as a program code. Which means we just need to write a program that already
encodes the desired behavior or agent.

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However, in the real world, a successful agent can be built by combining both
declarative and procedural approaches, and declarative knowledge can often be
compiled into more efficient procedural code.

**

What is knowledge representation?


Humans are best at understanding, reasoning, and interpreting knowledge. Human
knows things, which is knowledge and as per their knowledge they perform various
actions in the real world. But how machines do all these things comes under
knowledge representation and reasoning. Hence we can describe Knowledge
representation as following:

o Knowledge representation and reasoning (KR, KRR) is the part of Artificial intelligence
which concerned with AI agents thinking and how thinking contributes to intelligent
behavior of agents.
o It is responsible for representing information about the real world so that a computer
can understand and can utilize this knowledge to solve the complex real world
problems such as diagnosis a medical condition or communicating with humans in
natural language.
o It is also a way which describes how we can represent knowledge in artificial
intelligence. Knowledge representation is not just storing data into some database, but
it also enables an intelligent machine to learn from that knowledge and experiences so
that it can behave intelligently like a human.

What to Represent:
Following are the kind of knowledge which needs to be represented in AI systems:

o Object: All the facts about objects in our world domain. E.g., Guitars contains strings,
trumpets are brass instruments.
o Events: Events are the actions which occur in our world.
o Performance: It describe behavior which involves knowledge about how to do things.
o Meta-knowledge: It is knowledge about what we know.
o Facts: Facts are the truths about the real world and what we represent.
o Knowledge-Base: The central component of the knowledge-based agents is the
knowledge base. It is represented as KB. The Knowledgebase is a group of the
Sentences (Here, sentences are used as a technical term and not identical with the
English language).

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Knowledge: Knowledge is awareness or familiarity gained by experiences of facts,
data, and situations. Following are the types of knowledge in artificial intelligence:

Types of knowledge
Following are the various types of knowledge:

1. Declarative Knowledge:

o Declarative knowledge is to know about something.


o It includes concepts, facts, and objects.
o It is also called descriptive knowledge and expressed in declarativesentences.
o It is simpler than procedural language.

2. Procedural Knowledge

o It is also known as imperative knowledge.


o Procedural knowledge is a type of knowledge which is responsible for knowing how to
do something.
o It can be directly applied to any task.
o It includes rules, strategies, procedures, agendas, etc.
o Procedural knowledge depends on the task on which it can be applied.

3. Meta-knowledge:

o Knowledge about the other types of knowledge is called Meta-knowledge.

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4. Heuristic knowledge:

o Heuristic knowledge is representing knowledge of some experts in a filed or subject.


o Heuristic knowledge is rules of thumb based on previous experiences, awareness of
approaches, and which are good to work but not guaranteed.

5. Structural knowledge:

o Structural knowledge is basic knowledge to problem-solving.


o It describes relationships between various concepts such as kind of, part of, and
grouping of something.
o It describes the relationship that exists between concepts or objects.

The relation between knowledge and intelligence:


Knowledge of real-worlds plays a vital role in intelligence and same for creating
artificial intelligence. Knowledge plays an important role in demonstrating intelligent
behavior in AI agents. An agent is only able to accurately act on some input when he
has some knowledge or experience about that input.

Let's suppose if you met some person who is speaking in a language which you don't
know, then how you will able to act on that. The same thing applies to the intelligent
behavior of the agents.

As we can see in below diagram, there is one decision maker which act by sensing the
environment and using knowledge. But if the knowledge part will not present then, it
cannot display intelligent behavior.

AI knowledge cycle:
An Artificial intelligence system has the following components for displaying
intelligent behavior:

o Perception
o Learning

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o Knowledge Representation and Reasoning
o Planning
o Execution

The above diagram is showing how an AI system can interact with the real world and
what components help it to show intelligence. AI system has Perception component
by which it retrieves information from its environment. It can be visual, audio or
another form of sensory input. The learning component is responsible for learning
from data captured by Perception comportment. In the complete cycle, the main
components are knowledge representation and Reasoning. These two components are
involved in showing the intelligence in machine-like humans. These two components
are independent with each other but also coupled together. The planning and
execution depend on analysis of Knowledge representation and reasoning.

Approaches to knowledge representation:


There are mainly four approaches to knowledge representation, which are givenbelow:

1. Simple relational knowledge:


o It is the simplest way of storing facts which uses the relational method, and each fact
about a set of the object is set out systematically in columns.
o This approach of knowledge representation is famous in database systems where the
relationship between different entities is represented.

o This approach has little opportunity for inference.

Example: The following is the simple relational knowledge representation.

Player Weight Age

Player1 65 23

Player2 58 18

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Player3 75 24

2. Inheritable knowledge:
o In the inheritable knowledge approach, all data must be stored into a hierarchy of
classes.
o All classes should be arranged in a generalized form or a hierarchal manner.
o In this approach, we apply inheritance property.
o Elements inherit values from other members of a class.
o This approach contains inheritable knowledge which shows a relation between instance
and class, and it is called instance relation.
o Every individual frame can represent the collection of attributes and its value.
o In this approach, objects and values are represented in Boxed nodes.
o We use Arrows which point from objects to their values.
o Example:

3. Inferential knowledge:
o Inferential knowledge approach represents knowledge in the form of formal logics.
o This approach can be used to derive more facts.
o It guaranteed correctness.
o Example: Let's suppose there are two statements:
a. Marcus is a man
b. All men are mortal
Then it can represent as;

man(Marcus)
∀x = man (x) ----------> mortal (x)s

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4. Procedural knowledge:
o Procedural knowledge approach uses small programs and codes which describes how
to do specific things, and how to proceed.
o In this approach, one important rule is used which is If-Then rule.
o In this knowledge, we can use various coding languages such as LISP
language and Prolog language.
o We can easily represent heuristic or domain-specific knowledge using this approach.
o But it is not necessary that we can represent all cases in this approach.

Requirements for knowledge Representation system:


A good knowledge representation system must possess the following properties.

1. 1. Representational Accuracy:
KR system should have the ability to represent all kind of required knowledge.
2. 2. Inferential Adequacy:
KR system should have ability to manipulate the representational structures to
produce new knowledge corresponding to existing structure.
3. 3. Inferential Efficiency:
The ability to direct the inferential knowledge mechanism into the most productive
directions by storing appropriate guides.
4. 4. Acquisitional efficiency- The ability to acquire the new knowledge easily using
automatic methods.

**

Techniques of knowledge representation


There are mainly four ways of knowledge representation which are given as follows:

1. Logical Representation
2. Semantic Network Representation
3. Frame Representation
4. Production Rules

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1. Logical Representation
Logical representation is a language with some concrete rules which deals with
propositions and has no ambiguity in representation. Logical representation means
drawing a conclusion based on various conditions. This representation lays down some
important communication rules. It consists of precisely defined syntax and semantics
which supports the sound inference. Each sentence can be translated into logics using
syntax and semantics.

Syntax:
o Syntaxes are the rules which decide how we can construct legal sentences in the logic.
o It determines which symbol we can use in knowledge representation.
o How to write those symbols.

Semantics:
o Semantics are the rules by which we can interpret the sentence in the logic.
o Semantic also involves assigning a meaning to each sentence.

Logical representation can be categorised into mainly two logics:

a. Propositional Logics
b. Predicate logics

Note: We will discuss Prepositional Logics and Predicate logics in later chapters.
Advantages of logical representation:
1. Logical representation enables us to do logical reasoning.
2. Logical representation is the basis for the programming languages.

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Disadvantages of logical Representation:
1. Logical representations have some restrictions and are challenging to work with.
2. Logical representation technique may not be very natural, and inference may not be
so efficient.

Note: Do not be confused with logical representation and logical reasoning as


logical representation is a representation language and reasoning is a process of
thinking logically.

2. Semantic Network Representation


Semantic networks are alternative of predicate logic for knowledge representation. In
Semantic networks, we can represent our knowledge in the form of graphical networks.
This network consists of nodes representing objects and arcs which describe the
relationship between those objects. Semantic networks can categorize the object in
different forms and can also link those objects. Semantic networks are easy to
understand and can be easily extended.

This representation consist of mainly two types of relations:

a. IS-A relation (Inheritance)


b. Kind-of-relation

Example: Following are some statements which we need to represent in the form of
nodes and arcs.

Statements:
a. Jerry is a cat.
b. Jerry is a mammal
c. Jerry is owned by Priya.
d. Jerry is brown colored.
e. All Mammals are animal.

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In the above diagram, we have represented the different type of knowledge in the
form of nodes and arcs. Each object is connected with another object by some relation.

Drawbacks in Semantic representation:


1. Semantic networks take more computational time at runtime as we need to traverse
the complete network tree to answer some questions. It might be possible in the worst
case scenario that after traversing the entire tree, we find that the solution does not
exist in this network.
2. Semantic networks try to model human-like memory (Which has 1015 neurons and
links) to store the information, but in practice, it is not possible to build such a vast
semantic network.
3. These types of representations are inadequate as they do not have any equivalent
quantifier, e.g., for all, for some, none, etc.
4. Semantic networks do not have any standard definition for the link names.
5. These networks are not intelligent and depend on the creator of the system.

Advantages of Semantic network:


1. Semantic networks are a natural representation of knowledge.
2. Semantic networks convey meaning in a transparent manner.
3. These networks are simple and easily understandable.

3. Frame Representation
A frame is a record like structure which consists of a collection of attributes and its
values to describe an entity in the world. Frames are the AI data structure which divides
knowledge into substructures by representing stereotypes situations. It consists of a
collection of slots and slot values. These slots may be of any type and sizes. Slots have
names and values which are called facets.

Facets: The various aspects of a slot is known as Facets. Facets are features of frames
which enable us to put constraints on the frames. Example: IF-NEEDED facts are called
when data of any particular slot is needed. A frame may consist of any number of slots,
and a slot may include any number of facets and facets may have any number of values.
A frame is also known as slot-filter knowledge representation in artificial
intelligence.

Frames are derived from semantic networks and later evolved into our modern-day
classes and objects. A single frame is not much useful. Frames system consist of a
collection of frames which are connected. In the frame, knowledge about an object or
event can be stored together in the knowledge base. The frame is a type of technology
which is widely used in various applications including Natural language processing and
machine visions.

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Example: 1
Let's take an example of a frame for a book

Slots Filters

Title Artificial Intelligence

Genre Computer Science

Author Peter Norvig

Edition Third Edition

Year 1996

Page 1152

Example 2:
Let's suppose we are taking an entity, Peter. Peter is an engineer as a profession, and
his age is 25, he lives in city London, and the country is England. So following is the
frame representation for this:

Slots Filter

Name Peter

Profession Doctor

Age 25

Marital status Single

Weight 78

Advantages of frame representation:


1. The frame knowledge representation makes the programming easier by grouping the
related data.
2. The frame representation is comparably flexible and used by many applications in AI.
3. It is very easy to add slots for new attribute and relations.
4. It is easy to include default data and to search for missing values.
5. Frame representation is easy to understand and visualize.

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Disadvantages of frame representation:
1. In frame system inference mechanism is not be easily processed.
2. Inference mechanism cannot be smoothly proceeded by frame representation.
3. Frame representation has a much generalized approach.

4. Production Rules
Production rules system consist of (condition, action) pairs which mean, "If condition
then action". It has mainly three parts:

o The set of production rules


o Working Memory
o The recognize-act-cycle

In production rules agent checks for the condition and if the condition exists then
production rule fires and corresponding action is carried out. The condition part of the
rule determines which rule may be applied to a problem. And the action part carries
out the associated problem-solving steps. This complete process is called a recognize-
act cycle.

The working memory contains the description of the current state of problems-solving
and rule can write knowledge to the working memory. This knowledge match and may
fire other rules.

If there is a new situation (state) generates, then multiple production rules will be fired
together, this is called conflict set. In this situation, the agent needs to select a rule
from these sets, and it is called a conflict resolution.

Example:
o IF (at bus stop AND bus arrives) THEN action (get into the bus)
o IF (on the bus AND paid AND empty seat) THEN action (sit down).
o IF (on bus AND unpaid) THEN action (pay charges).
o IF (bus arrives at destination) THEN action (get down from the bus).

Advantages of Production rule:


1. The production rules are expressed in natural language.
2. The production rules are highly modular, so we can easily remove, add or modify an
individual rule.

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Disadvantages of Production rule:
1. Production rule system does not exhibit any learning capabilities, as it does not store
the result of the problem for the future uses.
2. During the execution of the program, many rules may be active hence rule-based
production systems are inefficient.

**

Propositional logic in Artificial intelligence


Propositional logic (PL) is the simplest form of logic where all the statements are made
by propositions. A proposition is a declarative statement which is either true or false.
It is a technique of knowledge representation in logical and mathematical form.

Example:
1. a) It is Sunday.
2. b) The Sun rises from West (False proposition)
3. c) 3+3= 7(False proposition)
4. d) 5 is a prime number.

Following are some basic facts about propositional logic:

o Propositional logic is also called Boolean logic as it works on 0 and 1.


o In propositional logic, we use symbolic variables to represent the logic, and we can use
any symbol for a representing a proposition, such A, B, C, P, Q, R, etc.
o Propositions can be either true or false, but it cannot be both.
o Propositional logic consists of an object, relations or function, and logical connectives.
o These connectives are also called logical operators.
o The propositions and connectives are the basic elements of the propositional logic.
o Connectives can be said as a logical operator which connects two sentences.
o A proposition formula which is always true is called tautology, and it is also called a
valid sentence.
o A proposition formula which is always false is called Contradiction.
o A proposition formula which has both true and false values is called
o Statements which are questions, commands, or opinions are not propositions such as
"Where is Rohini", "How are you", "What is your name", are not propositions.

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Syntax of propositional logic:
The syntax of propositional logic defines the allowable sentences for the knowledge
representation. There are two types of Propositions:

a. Atomic Propositions
b. Compound propositions

o Atomic Proposition: Atomic propositions are the simple propositions. It consists of a


single proposition symbol. These are the sentences which must be either true or false.

Example:

1. a) 2+2 is 4, it is an atomic proposition as it is a true fact.


2. b) "The Sun is cold" is also a proposition as it is a false fact.
o Compound proposition: Compound propositions are constructed by combining
simpler or atomic propositions, using parenthesis and logical connectives.

Example:

1. a) "It is raining today, and street is wet."


2. b) "Ankit is a doctor, and his clinic is in Mumbai."

Logical Connectives:
Logical connectives are used to connect two simpler propositions or representing a
sentence logically. We can create compound propositions with the help of logical
connectives. There are mainly five connectives, which are given as follows:

1. Negation: A sentence such as ¬ P is called negation of P. A literal can be either


Positive literal or negative literal.
2. Conjunction: A sentence which has ∧ connective such as, P ∧ Q is called a
conjunction.
Example: Rohan is intelligent and hardworking. It can be written as,
P= Rohan is intelligent,
Q= Rohan is hardworking. → P∧ Q.
3. Disjunction: A sentence which has ∨ connective, such as P ∨ Q. is called disjunction,
where P and Q are the propositions.
Example: "Ritika is a doctor or Engineer",
Here P= Ritika is Doctor. Q= Ritika is Doctor, so we can write it as P ∨ Q.
4. Implication: A sentence such as P → Q, is called an implication. Implications are also
known as if-then rules. It can be represented as

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If it is raining, then the street is wet.
Let P= It is raining, and Q= Street is wet, so it is represented as P → Q
5. Biconditional: A sentence such as P⇔ Q is a Biconditional sentence, example If I
am breathing, then I am alive
P= I am breathing, Q= I am alive, it can be represented as P ⇔ Q.

Following is the summarized table for Propositional Logic


Connectives:

Truth Table:
In propositional logic, we need to know the truth values of propositions in all possible
scenarios. We can combine all the possible combination with logical connectives, and
the representation of these combinations in a tabular format is called Truth table.
Following are the truth table for all logical connectives:

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Truth table with three propositions:
We can build a proposition composing three propositions P, Q, and R. This truth table
is made-up of 8n Tuples as we have taken three proposition symbols.

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Precedence of connectives:
Just like arithmetic operators, there is a precedence order for propositional connectors
or logical operators. This order should be followed while evaluating a propositional
problem. Following is the list of the precedence order for operators:

Precedence Operators

First Precedence Parenthesis

Second Precedence Negation

Third Precedence Conjunction(AND)

Fourth Precedence Disjunction(OR)

Fifth Precedence Implication

Six Precedence Biconditional

Note: For better understanding use parenthesis to make sure of the correct
interpretations. Such as ¬R∨ Q, It can be interpreted as (¬R) ∨ Q.
Logical equivalence:
Logical equivalence is one of the features of propositional logic. Two propositions are
said to be logically equivalent if and only if the columns in the truth table are identical
to each other.

Let's take two propositions A and B, so for logical equivalence, we can write it as A⇔B.
In below truth table we can see that column for ¬A∨ B and A→B, are identical hence A
is Equivalent to B

Properties of Operators:
o Commutativity:
o P∧ Q= Q ∧ P, or
o P ∨ Q = Q ∨ P.
o Associativity:
o (P ∧ Q) ∧ R= P ∧ (Q ∧ R),
o (P ∨ Q) ∨ R= P ∨ (Q ∨ R)

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o Identity element:
o P ∧ True = P,
o P ∨ True= True.
o Distributive:
o P∧ (Q ∨ R) = (P ∧ Q) ∨ (P ∧ R).
o P ∨ (Q ∧ R) = (P ∨ Q) ∧ (P ∨ R).
o DE Morgan's Law:
o ¬ (P ∧ Q) = (¬P) ∨ (¬Q)
o ¬ (P ∨ Q) = (¬ P) ∧ (¬Q).
o Double-negation elimination:
o ¬ (¬P) = P.

Limitations of Propositional logic:


o We cannot represent relations like ALL, some, or none with propositional logic.
Example:
a. All the girls are intelligent.
b. Some apples are sweet.
o Propositional logic has limited expressive power.
o In propositional logic, we cannot describe statements in terms of their properties or
logical relationships.

**

Rules of Inference in Artificial intelligence


Inference:
In artificial intelligence, we need intelligent computers which can create new logic from
old logic or by evidence, so generating the conclusions from evidence and facts is
termed as Inference.

Inference rules:
Inference rules are the templates for generating valid arguments. Inference rules are
applied to derive proofs in artificial intelligence, and the proof is a sequence of the
conclusion that leads to the desired goal.

In inference rules, the implication among all the connectives plays an important role.
Following are some terminologies related to inference rules:

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o Implication: It is one of the logical connectives which can be represented as P → Q. It
is a Boolean expression.
o Converse: The converse of implication, which means the right-hand side proposition
goes to the left-hand side and vice-versa. It can be written as Q → P.
o Contrapositive: The negation of converse is termed as contrapositive, and it can be
represented as ¬ Q → ¬ P.
o Inverse: The negation of implication is called inverse. It can be represented as ¬ P →
¬ Q.

From the above term some of the compound statements are equivalent to each other,
which we can prove using truth table:

Hence from the above truth table, we can prove that P → Q is equivalent to ¬ Q → ¬
P, and Q→ P is equivalent to ¬ P → ¬ Q.

Types of Inference rules:


1. Modus Ponens:
The Modus Ponens rule is one of the most important rules of inference, and it states
that if P and P → Q is true, then we can infer that Q will be true. It can be represented
as:

Example:

Statement-1: "If I am sleepy then I go to bed" ==> P→ Q


Statement-2: "I am sleepy" ==> P
Conclusion: "I go to bed." ==> Q.
Hence, we can say that, if P→ Q is true and P is true then Q will be true.

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Proof by Truth table:

2. Modus Tollens:
The Modus Tollens rule state that if P→ Q is true and ¬ Q is true, then ¬ P will also
true. It can be represented as:

Statement-1: "If I am sleepy then I go to bed" ==> P→ Q


Statement-2: "I do not go to the bed."==> ~Q
Statement-3: Which infers that "I am not sleepy" => ~P

Proof by Truth table:

3. Hypothetical Syllogism:
The Hypothetical Syllogism rule state that if P→R is true whenever P→Q is true, and
Q→R is true. It can be represented as the following notation:

Example:

Statement-1: If you have my home key then you can unlock my home. P→Q
Statement-2: If you can unlock my home then you can take my money. Q→R
Conclusion: If you have my home key then you can take my money. P→R

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Proof by truth table:

4. Disjunctive Syllogism:
The Disjunctive syllogism rule state that if P∨Q is true, and ¬P is true, then Q will be
true. It can be represented as:

Example:

Statement-1: Today is Sunday or Monday. ==>P∨Q


Statement-2: Today is not Sunday. ==> ¬P
Conclusion: Today is Monday. ==> Q

Proof by truth-table:

5. Addition:
The Addition rule is one the common inference rule, and it states that If P is true, then
P∨Q will be true.

Example:

Statement: I have a vanilla ice-cream. ==> P


Statement-2: I have Chocolate ice-cream.
Conclusion: I have vanilla or chocolate ice-cream. ==> (P∨Q)

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Proof by Truth-Table:

6. Simplification:
The simplification rule state that if P∧ Q is true, then Q or P will also be true. It can be
represented as:

Proof by Truth-Table:

7. Resolution:
The Resolution rule state that if P∨Q and ¬ P∧R is true, then Q∨R will also be true. It
can be represented as

Proof by Truth-Table:

**

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The Wumpus World in Artificial intelligence
Wumpus world:
The Wumpus world is a simple world example to illustrate the worth of a knowledge-
based agent and to represent knowledge representation. It was inspired by a video
game Hunt the Wumpus by Gregory Yob in 1973.

The Wumpus world is a cave which has 4/4 rooms connected with passageways. So
there are total 16 rooms which are connected with each other. We have a knowledge-
based agent who will go forward in this world. The cave has a room with a beast which
is called Wumpus, who eats anyone who enters the room. The Wumpus can be shot
by the agent, but the agent has a single arrow. In the Wumpus world, there are some
Pits rooms which are bottomless, and if agent falls in Pits, then he will be stuck there
forever. The exciting thing with this cave is that in one room there is a possibility of
finding a heap of gold. So the agent goal is to find the gold and climb out the cave
without fallen into Pits or eaten by Wumpus. The agent will get a reward if he comes
out with gold, and he will get a penalty if eaten by Wumpus or falls in the pit.

Note: Here Wumpus is static and cannot move.

Following is a sample diagram for representing the Wumpus world. It is showing some
rooms with Pits, one room with Wumpus and one agent at (1, 1) square location of the
world.

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There are also some components which can help the agent to navigate the cave.
These components are given as follows:

a. The rooms adjacent to the Wumpus room are smelly, so that it would have some
stench.
b. The room adjacent to PITs has a breeze, so if the agent reaches near to PIT, then he will
perceive the breeze.
c. There will be glitter in the room if and only if the room has gold.
d. The Wumpus can be killed by the agent if the agent is facing to it, and Wumpus will
emit a horrible scream which can be heard anywhere in the cave.

PEAS description of Wumpus world:


To explain the Wumpus world we have given PEAS description as below:

Performance measure:
o +1000 reward points if the agent comes out of the cave with the gold.
o -1000 points penalty for being eaten by the Wumpus or falling into the pit.
o -1 for each action, and -10 for using an arrow.
o The game ends if either agent dies or came out of the cave.

Environment:
o A 4*4 grid of rooms.
o The agent initially in room square [1, 1], facing toward the right.
o Location of Wumpus and gold are chosen randomly except the first square [1,1].
o Each square of the cave can be a pit with probability 0.2 except the first square.

Actuators:
o Left turn,
o Right turn
o Move forward
o Grab
o Release
o Shoot.

Sensors:
o The agent will perceive the stench if he is in the room adjacent to the Wumpus. (Not
diagonally).

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o The agent will perceive breeze if he is in the room directly adjacent to the Pit.
o The agent will perceive the glitter in the room where the gold is present.
o The agent will perceive the bump if he walks into a wall.
o When the Wumpus is shot, it emits a horrible scream which can be perceived
anywhere in the cave.
o These percepts can be represented as five element list, in which we will have different
indicators for each sensor.
o Example if agent perceives stench, breeze, but no glitter, no bump, and no scream
then it can be represented as:
[Stench, Breeze, None, None, None].

The Wumpus world Properties:


o Partially observable: The Wumpus world is partially observable because the agent
can only perceive the close environment such as an adjacent room.
o Deterministic: It is deterministic, as the result and outcome of the world are already
known.
o Sequential: The order is important, so it is sequential.
o Static: It is static as Wumpus and Pits are not moving.
o Discrete: The environment is discrete.
o One agent: The environment is a single agent as we have one agent only and Wumpus
is not considered as an agent.

Exploring the Wumpus world:


Now we will explore the Wumpus world and will determine how the agent will find its
goal by applying logical reasoning.

Agent's First step:

Initially, the agent is in the first room or on the square [1,1], and we already know that
this room is safe for the agent, so to represent on the below diagram (a) that room is
safe we will add symbol OK. Symbol A is used to represent agent, symbol B for the
breeze, G for Glitter or gold, V for the visited room, P for pits, W for Wumpus.

At Room [1,1] agent does not feel any breeze or any Stench which means the adjacent
squares are also OK.

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Agent's second Step:

Now agent needs to move forward, so it will either move to [1, 2], or [2,1]. Let's suppose
agent moves to the room [2, 1], at this room agent perceives some breeze which means
Pit is around this room. The pit can be in [3, 1], or [2,2], so we will add symbol P? to
say that, is this Pit room?

Now agent will stop and think and will not make any harmful move. The agent will go
back to the [1, 1] room. The room [1,1], and [2,1] are visited by the agent, so we will
use symbol V to represent the visited squares.

Agent's third step:

At the third step, now agent will move to the room [1,2] which is OK. In the room [1,2]
agent perceives a stench which means there must be a Wumpus nearby. But Wumpus
cannot be in the room [1,1] as by rules of the game, and also not in [2,2] (Agent had
not detected any stench when he was at [2,1]). Therefore agent infers that Wumpus is
in the room [1,3], and in current state, there is no breeze which means in [2,2] there is
no Pit and no Wumpus. So it is safe, and we will mark it OK, and the agent moves
further in [2,2].

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Agent's fourth step:

At room [2,2], here no stench and no breezes present so let's suppose agent decides
to move to [2,3]. At room [2,3] agent perceives glitter, so it should grab the gold and
climb out of the cave.

**

Knowledge-base for Wumpus world


As in the previous topic we have learned about the wumpus world and how a
knowledge-based agent evolves the world. Now in this topic, we will create a
knowledge base for the wumpus world, and will derive some proves for the Wumpus-
world using propositional logic.

The agent starts visiting from first square [1, 1], and we already know that this room is
safe for the agent. To build a knowledge base for wumpus world, we will use some
rules and atomic propositions. We need symbol [i, j] for each location in the wumpus
world, where i is for the location of rows, and j for column location.

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Atomic proposition variable for Wumpus world:
o Let Pi,j be true if there is a Pit in the room [i, j].
o Let Bi,j be true if agent perceives breeze in [i, j], (dead or alive).
o Let Wi,j be true if there is wumpus in the square[i, j].
o Let Si,j be true if agent perceives stench in the square [i, j].
o Let Vi,j be true if that square[i, j] is visited.
o Let Gi,j be true if there is gold (and glitter) in the square [i, j].
o Let OKi,j be true if the room is safe.

Note: For a 4 * 4 square board, there will be 7*4*4= 122 propositional variables.
Some Propositional Rules for the wumpus world:

Note: lack of variables gives us similar rules for each cell.


Representation of Knowledgebase for Wumpus world:
Following is the Simple KB for wumpus world when an agent moves from room [1, 1],
to room [2,1]:

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Here in the first row, we have mentioned propositional variables for room[1,1], which
is showing that room does not have wumpus(¬ W11), no stench (¬S11), no Pit(¬P11),
no breeze(¬B11), no gold (¬G11), visited (V11), and the room is Safe(OK11).

In the second row, we have mentioned propositional variables for room [1,2], which is
showing that there is no wumpus, stench and breeze are unknown as an agent has not
visited room [1,2], no Pit, not visited yet, and the room is safe.

In the third row we have mentioned propositional variable for room[2,1], which is
showing that there is no wumpus(¬ W21), no stench (¬S21), no Pit (¬P21), Perceives
breeze(B21), no glitter(¬G21), visited (V21), and room is safe (OK21).

Prove that Wumpus is in the room (1, 3)


We can prove that wumpus is in the room (1, 3) using propositional rules which we
have derived for the wumpus world and using inference rule.

o Apply Modus Ponens with ¬S11 and R1:

We will firstly apply MP rule with R1 which is ¬S 11 → ¬ W11 ^ ¬ W12 ^ ¬ W21,


and ¬S11 which will give the output ¬ W11 ^ W12 ^ W12.

o Apply And-Elimination Rule:

After applying And-elimination rule to ¬ W11 ∧ ¬ W12 ∧ ¬ W21, we will get three
statements:
¬ W11, ¬ W12, and ¬W21.

o Apply Modus Ponens to ¬S21, and R2:

Now we will apply Modus Ponens to ¬S21 and R2 which is ¬S21 → ¬ W21 ∧¬ W22 ∧ ¬
W31, which will give the Output as ¬ W21 ∧ ¬ W22 ∧¬ W31

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o Apply And -Elimination rule:

Now again apply And-elimination rule to ¬ W21 ∧ ¬ W22 ∧¬ W31, We will get three
statements:
¬ W21, ¬ W22, and ¬ W31.

o Apply MP to S12 and R4:

Apply Modus Ponens to S12 and R4 which is S12 → W13 ∨. W12 ∨. W22 ∨.W11, we will
get the output as W13∨ W12 ∨ W22 ∨.W11.

o Apply Unit resolution on W13 ∨ W12 ∨ W22 ∨W11 and ¬ W11 :

After applying Unit resolution formula on W13 ∨ W12 ∨ W22 ∨W11 and ¬ W11 we will get
W13 ∨ W12 ∨ W22.

o Apply Unit resolution on W13 ∨ W12 ∨ W22 and ¬ W22 :

After applying Unit resolution on W13 ∨ W12 ∨ W22, and ¬W22, we will get W13 ∨
W12 as output.

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o Apply Unit Resolution on W13 ∨ W12 and ¬ W12 :

After Applying Unit resolution on W13 ∨ W12 and ¬ W12, we will get W13 as an output,
hence it is proved that the Wumpus is in the room [1, 3].

**

First-Order Logic in Artificial intelligence


In the topic of Propositional logic, we have seen that how to represent statements
using propositional logic. But unfortunately, in propositional logic, we can only
represent the facts, which are either true or false. PL is not sufficient to represent the
complex sentences or natural language statements. The propositional logic has very
limited expressive power. Consider the following sentence, which we cannot represent
using PL logic.

o "Some humans are intelligent", or

o "Sachin likes cricket."

To represent the above statements, PL logic is not sufficient, so we required some more
powerful logic, such as first-order logic.

First-Order logic:
o First-order logic is another way of knowledge representation in artificial intelligence. It
is an extension to propositional logic.
o FOL is sufficiently expressive to represent the natural language statements in a concise
way.
o First-order logic is also known as Predicate logic or First-order predicate logic. First-
order logic is a powerful language that develops information about the objects in a
more easy way and can also express the relationship between those objects.

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o First-order logic (like natural language) does not only assume that the world contains
facts like propositional logic but also assumes the following things in the world:
o Objects: A, B, people, numbers, colors, wars, theories, squares, pits, wumpus,
......
o Relations: It can be unary relation such as: red, round, is adjacent, or n-any
relation such as: the sister of, brother of, has color, comes between
o Function: Father of, best friend, third inning of, end of, ......
o As a natural language, first-order logic also has two main parts:
a. Syntax
b. Semantics

Syntax of First-Order logic:


The syntax of FOL determines which collection of symbols is a logical expression in
first-order logic. The basic syntactic elements of first-order logic are symbols. We write
statements in short-hand notation in FOL.

Basic Elements of First-order logic:


Following are the basic elements of FOL syntax:

Constant 1, 2, A, John, Mumbai, cat,....

Variables x, y, z, a, b,....

Predicates Brother, Father, >,....

Function sqrt, LeftLegOf, ....

Connectives ∧, ∨, ¬, ⇒, ⇔

Equality ==

Quantifier ∀, ∃

Atomic sentences:
o Atomic sentences are the most basic sentences of first-order logic. These sentences
are formed from a predicate symbol followed by a parenthesis with a sequence of
terms.
o We can represent atomic sentences as Predicate (term1, term2, ......, term n).

Example: Ravi and Ajay are brothers: => Brothers(Ravi, Ajay).


Chinky is a cat: => cat (Chinky).

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Complex Sentences:
o Complex sentences are made by combining atomic sentences using connectives.

First-order logic statements can be divided into two parts:

o Subject: Subject is the main part of the statement.


o Predicate: A predicate can be defined as a relation, which binds two atoms together
in a statement.

Consider the statement: "x is an integer.", it consists of two parts, the first part x is
the subject of the statement and second part "is an integer," is known as a predicate.

Quantifiers in First-order logic:


o A quantifier is a language element which generates quantification, and quantification
specifies the quantity of specimen in the universe of discourse.
o These are the symbols that permit to determine or identify the range and scope of the
variable in the logical expression. There are two types of quantifier:
a. Universal Quantifier, (for all, everyone, everything)
b. Existential quantifier, (for some, at least one).

Universal Quantifier:
Universal quantifier is a symbol of logical representation, which specifies that the
statement within its range is true for everything or every instance of a particular thing.

The Universal quantifier is represented by a symbol ∀, which resembles an inverted A.

Note: In universal quantifier we use implication "→".

If x is a variable, then ∀x is read as:

o For all x
o For each x
o For every x.

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Example:
All man drink coffee.

Let a variable x which refers to a cat so all x can be represented in UOD as below:

∀x man(x) → drink (x, coffee).

It will be read as: There are all x where x is a man who drink coffee.

Existential Quantifier:
Existential quantifiers are the type of quantifiers, which express that the statement
within its scope is true for at least one instance of something.

It is denoted by the logical operator ∃, which resembles as inverted E. When it is used


with a predicate variable then it is called as an existential quantifier.

Note: In Existential quantifier we always use AND or Conjunction symbol (∧).

If x is a variable, then existential quantifier will be ∃x or ∃(x). And it will be read as:

o There exists a 'x.'


o For some 'x.'
o For at least one 'x.'

Example:
Some boys are intelligent.

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∃x: boys(x) ∧ intelligent(x)

It will be read as: There are some x where x is a boy who is intelligent.

Points to remember:
o The main connective for universal quantifier ∀ is implication →.
o The main connective for existential quantifier ∃ is and ∧.

Properties of Quantifiers:
o In universal quantifier, ∀x∀y is similar to ∀y∀x.
o In Existential quantifier, ∃x∃y is similar to ∃y∃x.
o ∃x∀y is not similar to ∀y∃x.

Some Examples of FOL using quantifier:

1. All birds fly.


In this question the predicate is "fly(bird)."
And since there are all birds who fly so it will be represented as follows.
∀x bird(x) →fly(x).

2. Every man respects his parent.


In this question, the predicate is "respect(x, y)," where x=man, and y= parent.
Since there is every man so will use ∀, and it will be represented as follows:
∀x man(x) → respects (x, parent).

3. Some boys play cricket.


In this question, the predicate is "play(x, y)," where x= boys, and y= game. Since
there are some boys so we will use ∃, and it will be represented as:
∃x boys(x) → play(x, cricket).

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4. Not all students like both Mathematics and Science.
In this question, the predicate is "like(x, y)," where x= student, and y= subject.
Since there are not all students, so we will use ∀ with negation, so following
representation for this:
¬∀ (x) [ student(x) → like(x, Mathematics) ∧ like(x, Science)].

5. Only one student failed in Mathematics.


In this question, the predicate is "failed(x, y)," where x= student, and y= subject.
Since there is only one student who failed in Mathematics, so we will use following
representation for this:
∃(x) [ student(x) → failed (x, Mathematics) ∧∀ (y) [¬(x==y) ∧ student(y)
→ ¬failed (x, Mathematics)].

Free and Bound Variables:


The quantifiers interact with variables which appear in a suitable way. There are two
types of variables in First-order logic which are given below:

Free Variable: A variable is said to be a free variable in a formula if it occurs outside


the scope of the quantifier.

Example: ∀x ∃(y)[P (x, y, z)], where z is a free variable.

Bound Variable: A variable is said to be a bound variable in a formula if it occurs


within the scope of the quantifier.

Example: ∀x [A (x) B( y)], here x and y are the bound variables.

**

Knowledge Engineering in First-order logic


What is knowledge-engineering?
The process of constructing a knowledge-base in first-order logic is called as
knowledge- engineering. In knowledge-engineering, someone who investigates a
particular domain, learns important concept of that domain, and generates a formal
representation of the objects, is known as knowledge engineer.

In this topic, we will understand the Knowledge engineering process in an electronic


circuit domain, which is already familiar. This approach is mainly suitable for
creating special-purpose knowledge base.

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The knowledge-engineering process:
Following are some main steps of the knowledge-engineering process. Using these
steps, we will develop a knowledge base which will allow us to reason about digital
circuit (One-bit full adder) which is given below

1. Identify the task:


The first step of the process is to identify the task, and for the digital circuit, there are
various reasoning tasks.

At the first level or highest level, we will examine the functionality of the circuit:

o Does the circuit add properly?


o What will be the output of gate A2, if all the inputs are high?

At the second level, we will examine the circuit structure details such as:

o Which gate is connected to the first input terminal?


o Does the circuit have feedback loops?

2. Assemble the relevant knowledge:


In the second step, we will assemble the relevant knowledge which is required for
digital circuits. So for digital circuits, we have the following required knowledge:

o Logic circuits are made up of wires and gates.


o Signal flows through wires to the input terminal of the gate, and each gate produces
the corresponding output which flows further.
o In this logic circuit, there are four types of gates used: AND, OR, XOR, and NOT.
o All these gates have one output terminal and two input terminals (except NOT gate, it
has one input terminal).

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3. Decide on vocabulary:
The next step of the process is to select functions, predicate, and constants to
represent the circuits, terminals, signals, and gates. Firstly we will distinguish the gates
from each other and from other objects. Each gate is represented as an object which
is named by a constant, such as, Gate(X1). The functionality of each gate is determined
by its type, which is taken as constants such as AND, OR, XOR, or NOT. Circuits will
be identified by a predicate: Circuit (C1).

For the terminal, we will use predicate: Terminal(x).

For gate input, we will use the function In(1, X1) for denoting the first input terminal
of the gate, and for output terminal we will use Out (1, X1).

The function Arity(c, i, j) is used to denote that circuit c has i input, j output.

The connectivity between gates can be represented by predicate Connect(Out(1, X1),


In(1, X1)).

We use a unary predicate On (t), which is true if the signal at a terminal is on.

4. Encode general knowledge about the domain:


To encode the general knowledge about the logic circuit, we need some following
rules:

o If two terminals are connected then they have the same input signal, it can be
represented as:

1. ∀ t1, t2 Terminal (t1) ∧ Terminal (t2) ∧ Connect (t1, t2) → Signal (t1) = Signal (
2).
o Signal at every terminal will have either value 0 or 1, it will be represented as:

1. ∀ t Terminal (t) →Signal (t) = 1 ∨Signal (t) = 0.


o Connect predicates are commutative:

1. ∀ t1, t2 Connect(t1, t2) → Connect (t2, t1).


o Representation of types of gates:

1. ∀ g Gate(g) ∧ r = Type(g) → r = OR ∨r = AND ∨r = XOR ∨r = NOT.


o Output of AND gate will be zero if and only if any of its input is zero.

1. ∀ g Gate(g) ∧ Type(g) = AND →Signal (Out(1, g))= 0 ⇔ ∃n Signal (In(n, g))= 0


.

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o Output of OR gate is 1 if and only if any of its input is 1:

1. ∀ g Gate(g) ∧ Type(g) = OR → Signal (Out(1, g))= 1 ⇔ ∃n Signal (In(n, g))= 1

o Output of XOR gate is 1 if and only if its inputs are different:

1. ∀ g Gate(g) ∧ Type(g) = XOR → Signal (Out(1, g)) = 1 ⇔ Signal (In(1, g)) ≠ Sig
nal (In(2, g)).
o Output of NOT gate is invert of its input:

1. ∀ g Gate(g) ∧ Type(g) = NOT → Signal (In(1, g)) ≠ Signal (Out(1, g)).


o All the gates in the above circuit have two inputs and one output (except NOT gate).

1. ∀ g Gate(g) ∧ Type(g) = NOT → Arity(g, 1, 1)


2. ∀ g Gate(g) ∧ r =Type(g) ∧ (r= AND ∨r= OR ∨r= XOR) → Arity (g, 2, 1).

o All gates are logic circuits:

1. ∀ g Gate(g) → Circuit (g).


5. Encode a description of the problem instance:
Now we encode problem of circuit C1, firstly we categorize the circuit and its gate
components. This step is easy if ontology about the problem is already thought. This
step involves the writing simple atomics sentences of instances of concepts, which is
known as ontology.

For the given circuit C1, we can encode the problem instance in atomic sentences as
below:

Since in the circuit there are two XOR, two AND, and one OR gate so atomic sentences
for these gates will be:

1. For XOR gate: Type(x1)= XOR, Type(X2) = XOR


2. For AND gate: Type(A1) = AND, Type(A2)= AND
3. For OR gate: Type (O1) = OR.

And then represent the connections between all the gates.

Note: Ontology defines a particular theory of the nature of existence.


6. Pose queries to the inference procedure and get answers:
In this step, we will find all the possible set of values of all the terminal for the adder
circuit. The first query will be:

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What should be the combination of input which would generate the first output of
circuit C1, as 0 and a second output to be 1?

1. ∃ i1, i2, i3 Signal (In(1, C1))=i1 ∧ Signal (In(2, C1))=i2 ∧ Signal (In(3, C1))= i3
2. ∧ Signal (Out(1, C1)) =0 ∧ Signal (Out(2, C1))=1
7. Debug the knowledge base:
Now we will debug the knowledge base, and this is the last step of the complete
process. In this step, we will try to debug the issues of knowledge base.

In the knowledge base, we may have omitted assertions like 1 ≠ 0.

**

Inference in First-Order Logic


Inference in First-Order Logic is used to deduce new facts or sentences from existing
sentences. Before understanding the FOL inference rule, let's understand some basic
terminologies used in FOL.

Substitution:

Substitution is a fundamental operation performed on terms and formulas. It occurs in


all inference systems in first-order logic. The substitution is complex in the presence of
quantifiers in FOL. If we write F[a/x], so it refers to substitute a constant "a" in place
of variable "x".

Note: First-order logic is capable of expressing facts about some or all objects in
the universe.

Equality:

First-Order logic does not only use predicate and terms for making atomic sentences
but also uses another way, which is equality in FOL. For this, we can use equality
symbols which specify that the two terms refer to the same object.

Example: Brother (John) = Smith.

As in the above example, the object referred by the Brother (John) is similar to the
object referred by Smith. The equality symbol can also be used with negation to
represent that two terms are not the same objects.

Example: ¬(x=y) which is equivalent to x ≠y.

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FOL inference rules for quantifier:
As propositional logic we also have inference rules in first-order logic, so following are
some basic inference rules in FOL:

o Universal Generalization
o Universal Instantiation
o Existential Instantiation
o Existential introduction

1. Universal Generalization:

o Universal generalization is a valid inference rule which states that if premise P(c) is true
for any arbitrary element c in the universe of discourse, then we can have a conclusion
as ∀ x P(x).

o It can be represented as: .


o This rule can be used if we want to show that every element has a similar property.
o In this rule, x must not appear as a free variable.

Example: Let's represent, P(c): "A byte contains 8 bits", so for ∀ x P(x) "All bytes
contain 8 bits.", it will also be true.

2. Universal Instantiation:

o Universal instantiation is also called as universal elimination or UI is a valid inference


rule. It can be applied multiple times to add new sentences.
o The new KB is logically equivalent to the previous KB.
o As per UI, we can infer any sentence obtained by substituting a ground term for
the variable.
o The UI rule state that we can infer any sentence P(c) by substituting a ground term c (a
constant within domain x) from ∀ x P(x) for any object in the universe of discourse.

o It can be represented as: .

Example:1.

IF "Every person like ice-cream"=> ∀x P(x) so we can infer that


"John likes ice-cream" => P(c)

Example: 2.

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Let's take a famous example,

"All kings who are greedy are Evil." So let our knowledge base contains this detail as
in the form of FOL:

∀x king(x) ∧ greedy (x) → Evil (x),

So from this information, we can infer any of the following statements using Universal
Instantiation:

o King(John) ∧ Greedy (John) → Evil (John),


o King(Richard) ∧ Greedy (Richard) → Evil (Richard),
o King(Father(John)) ∧ Greedy (Father(John)) → Evil (Father(John)),

3. Existential Instantiation:

o Existential instantiation is also called as Existential Elimination, which is a valid inference


rule in first-order logic.
o It can be applied only once to replace the existential sentence.
o The new KB is not logically equivalent to old KB, but it will be satisfiable if old KB was
satisfiable.
o This rule states that one can infer P(c) from the formula given in the form of ∃x P(x) for
a new constant symbol c.
o The restriction with this rule is that c used in the rule must be a new term for which P(c
) is true.

o It can be represented as:

Example:

From the given sentence: ∃x Crown(x) ∧ OnHead(x, John),

So we can infer: Crown(K) ∧ OnHead( K, John), as long as K does not appear in the
knowledge base.

o The above used K is a constant symbol, which is called Skolem constant.


o The Existential instantiation is a special case of Skolemization process.

4. Existential introduction

o An existential introduction is also known as an existential generalization, which is a


valid inference rule in first-order logic.

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o This rule states that if there is some element c in the universe of discourse which has a
property P, then we can infer that there exists something in the universe which has the
property P.

o It can be represented as:


o Example: Let's say that,
"Priyanka got good marks in English."
"Therefore, someone got good marks in English."

Generalized Modus Ponens Rule:


For the inference process in FOL, we have a single inference rule which is called
Generalized Modus Ponens. It is lifted version of Modus ponens.

Generalized Modus Ponens can be summarized as, " P implies Q and P is asserted to
be true, therefore Q must be True."

According to Modus Ponens, for atomic sentences pi, pi', q. Where there is a
substitution θ such that SUBST (θ, pi',) = SUBST(θ, pi), it can be represented as:

Example:

We will use this rule for Kings are evil, so we will find some x such that x is king,
and x is greedy so we can infer that x is evil.

1. Here let say, p1' is king(John) p1 is king(x)


2. p2' is Greedy(y) p2 is Greedy(x)
3. θ is {x/John, y/John} q is evil(x)
4. SUBST(θ,q).
**

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