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Ai 1
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
"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.
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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.
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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
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.
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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.
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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.
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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.
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,
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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.
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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.
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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.
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.
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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.
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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.
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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.
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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.
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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:
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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.
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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.
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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.
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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.
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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.
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.
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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:
Following are the main three terms involved in the structure of an AI agent:
1. F : P* → A
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.
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Environment: Roads, other vehicles, road signs, pedestrian
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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.
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Features of Environment
As per Russell and Norvig, an environment can have various features from the point of
view of an agent:
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.
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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.
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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.
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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.
PlayerA (Computer): No
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".
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.
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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.
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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.
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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.
Space Complexity: It is the maximum storage space required at any point during the
search, as the complexity of the problem.
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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.
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.
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An example of informed search algorithms is a traveling salesman problem.
1. Greedy Search
2. A* Search
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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:
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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.
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.
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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:
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.
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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:
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).
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.
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Advantages:
Disadvantages:
Example:
Completeness: DLS search algorithm is complete if the solution is above the depth-
limit.
Optimal: Depth-limited search can be viewed as a special case of DFS, and it is also
not optimal even if ℓ>d.
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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.
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.
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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:
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:
Optimal:
IDDFS algorithm is optimal if path cost is a non- decreasing function of the depth of
the node.
Bidirectional search can use search techniques such as BFS, DFS, DLS, etc.
Advantages:
Disadvantages:
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.
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The algorithm terminates at node 9 where two searches meet.
**
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.
35
Admissibility of the heuristic function is given as:
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.
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 A* Search Algorithm
1. f(n)= g(n).
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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.
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.
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Expand the nodes of S and put in the CLOSED list
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.
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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.
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.
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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.
Solution:
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.
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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="">
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.
**
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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.
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.
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.
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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.
Flat local maximum: It is a flat space in the landscape where all the neighbor states
of current states have the same value.
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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
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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.
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.
**
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.
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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.
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.
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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
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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.
Imperfect information Battleships, blind, tic-tac-toe Bridge, poker, scrabble, nuclear war
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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.
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.
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Formalization of the problem:
A game can be defined as a type of search in AI which can be formalized of the
following elements:
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.
The following figure is showing part of the game-tree for tic-tac-toe game. Following
are some key points of the game:
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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:
**
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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)
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
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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.
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.
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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.
That was the complete workflow of the minimax two player game.
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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).
**
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
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the final decision but making algorithm slow. Hence by pruning these nodes, it makes
the algorithm fast.
1. α>=β
58
22. break
23. return minEva
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.
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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.
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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.
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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.
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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).
**
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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.
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.
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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
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.
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:
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The MAKE-ACTION-QUERY generates a sentence to ask which action should be done
at the current time.
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.
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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.
**
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:
2. Procedural Knowledge
3. Meta-knowledge:
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4. Heuristic knowledge:
5. Structural knowledge:
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.
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.
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.
**
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.
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.
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.
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
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
Weight 78
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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:
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).
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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.
**
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.
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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
Example:
Example:
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:
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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.
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
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.
**
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.
Example:
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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:
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:
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:
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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.
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.
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].
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.
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.
**
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:
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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).
After applying And-elimination rule to ¬ W11 ∧ ¬ W12 ∧ ¬ W21, we will get three
statements:
¬ W11, ¬ W12, and ¬W21.
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.
Apply Modus Ponens to S12 and R4 which is S12 → W13 ∨. W12 ∨. W22 ∨.W11, we will
get the output as W13∨ W12 ∨ W22 ∨.W11.
After applying Unit resolution formula on W13 ∨ W12 ∨ W22 ∨W11 and ¬ W11 we will get
W13 ∨ W12 ∨ 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].
**
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
Variables x, y, z, a, b,....
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).
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Complex Sentences:
o Complex sentences are made by combining atomic sentences using connectives.
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.
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.
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:
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.
If x is a variable, then existential quantifier will be ∃x or ∃(x). And it will be read as:
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.
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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)].
**
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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
At the first level or highest level, we will examine the functionality of the circuit:
At the second level, we will examine the circuit structure details such as:
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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 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.
We use a unary predicate On (t), which is true if the signal at a terminal is on.
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:
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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) = 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:
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:
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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.
**
Substitution:
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.
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.
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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).
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:
Example:1.
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:
So from this information, we can infer any of the following statements using Universal
Instantiation:
3. Existential Instantiation:
Example:
So we can infer: Crown(K) ∧ OnHead( K, John), as long as K does not appear in the
knowledge base.
4. Existential introduction
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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.
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.
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