CS344: Introduction To Artificial Intelligence: Pushpak Bhattacharyya
CS344: Introduction To Artificial Intelligence: Pushpak Bhattacharyya
CS344: Introduction To Artificial Intelligence: Pushpak Bhattacharyya
Intelligence
Pushpak Bhattacharyya
CSE Dept.,
IIT Bombay
Lecture 1 - Introduction
Persons involved
Faculty instructor: Dr. Pushpak
Bhattacharyya (www.cse.iitb.ac.in/~pb)
TAs: Annervaz (annervaz@cse), Avishek
(avis@cse), Sapan (sapan@cse)
Course home page (to be created)
www.cse.iitb.ac.in/~cs344-2008
Venue, Webcast etc.: Rahul Deshmukh,
Sachin and others
Areas of AI and their inter-
dependencies
Knowledge
Search Logic Representation
Machine
Planning
Learning
Expert
NLP Vision Robotics Systems
Resources
Main Text:
Artificial Intelligence: A Modern Approach by Russell & Norvik,
Pearson, 2003.
Other Main References:
Principles of AI - Nilsson
AI - Rich & Knight
Knowledge Based Systems – Mark Stefik
Journals
AI, AI Magazine, IEEE Expert,
Area Specific Journals e.g, Computational Linguistics
Conferences
IJCAI, AAAI
Allied Disciplines
Philosophy Knowledge Rep., Logic, Foundation of
AI (is AI possible?)
Maths Search, Analysis of search algos, logic
Economics Expert Systems, Decision Theory,
Principles of Rational Behavior
Psychology Behavioristic insights into AI programs
Brain Science Learning, Neural Nets
Physics Learning, Information Theory & AI,
Entropy, Robotics
Computer Sc. & Engg. Systems for AI
Topics to be covered
Search
General Graph Search, A*
Iterative Deepening, α-β pruning, probabilistic methods
Logic
Formal System
Propositional Calculus, Predicate Calculus
Inductive Logic Programming
Knowledge Representation
Predicate calculus, Semantic Net, Frame
Script, Conceptual Dependency, Uncertainty
Other Material
Classical Machine Learning
Learning from examples
Decision Trees
Analogical Learning
Explanation Based Learning
Computer Vision
AI methods in Computer Vision
Planning
Rule Based
Stochastic
Seminars and Projects to be done:
suggested areas
Web and AI
Robotic Algorithms
Prediction, Forecasting
Brain Science and AI
Computer Games
C
B
A B C A
Table
Vision
A search needs to be carried out to find which point in the image of L
corresponds to which point in R. Naively carried out, this can become
an O(n2) process where n is the number of points in the retinal
images.
R L
Two eye
system
World
Robot Path Planning
searching amongst the options of moving Left, Right, Up or Down.
Additionally, each movement has an associated cost representing the
relative difficulty of each movement. The search then will have to find
the optimal, i.e., the least cost path.
O2
R
Robot
O1
Path
D
Natural Language Processing
search among many combinations of parts of speech on the way to
deciphering the meaning. This applies to every level of processing-
syntax, semantics, pragmatics and discourse.
If-conditions
the infection is primary-bacteremia
AND the site of the culture is one of the sterile sites
AND the suspected portal of entry is the gastrointestinal tract
THEN
there is suggestive evidence (0.7) that infection is bacteroid
(from MYCIN)
Algorithmics of Search
General Graph search Algorithm
S
1 3 10
Graph G = (V,E)
A B C
5 4 6
D E
3
2 7
F G
1) Open List : S (Ø, 0) 6) OL : E(B,7), F(D,8), G(D, 9)
Closed list : Ø CL : S, A, B, C, D
3) OL : B , C
(S,3) (S,10)
,D (A,6) 8) OL : G(D,9)
CL : S, A CL : S, A, B, C, D, E, F
n1
C(n1,n2) h(n1 ) C (n1 , n2 ) h(n2 )
h(n1) n2
h(n2)
g
GGS
OL is a queue OL is stack
(BFS) (DFS) OL is accessed by using
a functions f= g+h
(Algorithm A)
g(n)
h(n)
G
Search building blocks
State Space : Graph of states (Express
constraints and parameters of the problem)
Operators : Transformations applied to the states.
Start state : S (Search starts from here)
0
Goal state : {G} - Search terminates here.
Cost : Effort involved in using an operator.
Optimal path : Least cost path
Examples
Problem 1 : 8 – puzzle
4 3 6 1 2 3
2 1 8 4 5 6
7 5 7 8
S G
Tile movement
0 represented as the movement of the blank
space.
Operators:
L : Blank moves left
C(L) = C(R) = C(U) = C(D) = 1
R : Blank moves right
U : Blank moves up
D : Blank moves down
Problem 2: Missionaries and Cannibals
R
boat River
boat
L
Missionaries Cannibals
Missionaries Cannibals
Constraints
The boat can carry at most 2 people
On no bank should the cannibals outnumber the missionaries
State : <#M, #C, P>
#M = Number of missionaries on bank L
#C = Number of cannibals on bank L
P = Position of the boat
S0 = <3, 3, L>
G = < 0, 0, R >
Operations
M2 = Two missionaries take boat
M1 = One missionary takes boat
C2 = Two cannibals take boat
C1 = One cannibal takes boat
MC = One missionary and one cannibal takes boat
<3,3,L>
C2 MC
<3,1,R <2,2,R
> >
<3,3,L>
Partial search
tree
Problem 3
B B B W W W
1 6 7 1 2 3
2 1 4 4 3 2 4 5 6
7 8 3
5 8 7 8
s5 6 n g
position. h1
2.h2(n) = sum of Manhattan distances of tiles from
their destined position.
Comparison
h1(n) ≤ h*(n) and h1(n) ≤ h*(n)
Missionaries and Cannibals
Problem
3 missionaries (m) and 3 cannibals (c)
on the left side of the river and only
one boat is available for crossing over
to the right side. At any time the boat
can carry at most 2 persons and under
no circumstance the number of
cannibals can be more than the number
of missionaries on any bank
Missionaries and Cannibals
Problem: heuristics