Class Overview and Intro to AI
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Transcript Class Overview and Intro to AI
Advanced Artificial Intelligence
Lecture 1: Introduction to AI
Associate professor, Ruiyun Yu
Software College, Northeastern University
Email: [email protected]
Outline
• Course overview
• AI Introduction (Chapter 1)
• What is AI?
• Brief history of AI
• What’s the state of AI now?
• What’s an agent? (Chapter 2)
• Agents and rational agents
• Properties of environments
• Types of agents
• Two great persons
2
Textbook & Prerequisite
• Textbook
• Artificial Intelligence: A Modern Approach (2nd or 3rd edition)
• Prerequisite
• Algorithmic analysis (big-O notation, NP-completeness)
• Basic probability theory
Your daily life AI Vision
Could an intelligent agent living on your home computer
manage your email, coordinate your work and social
activities, help plan your vacations…… even watch
your house while you take vacations.
What is AI?
Views of AI fall into four categories:
Thinking humanly
Thinking rationally
Acting Humanly
Acting rationally
The textbook advocates "acting rationally"
Acting humanly: Turing Test
• Turing (1950) "Computing machinery and intelligence":
“Can machines think?” “Can machines behave intelligently?”
• Predicted that by 2000, a machine might have a 30% chance of fooling
a lay person for 5 minutes
• Anticipated all major arguments against AI in following 50 years
• Suggested major components of AI: knowledge, reasoning, language
understanding, learning
• Capabilities
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Natural language processing
Knowledge representation
Automated reasoning
Machine learning
Computer vision
robotics
Thinking humanly: cognitive modeling
• 1960s "cognitive revolution": information-processing
psychology
• Requires scientific theories of internal activities of the
brain
• How to validate? Requires
– Predicting and testing behavior of human subjects (top-down)
– Direct identification from neurological data (bottom-up)
• Both approaches (roughly, Cognitive Science and
Cognitive Neuroscience) are now distinct from AI
Thinking rationally: "laws of thought"
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Aristotle: what are correct arguments/thought processes?
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Syllogisms: patterns for argument structures
Socrates is a man; all men are mortal; Socrates is mortal.
Logicians in the 19th century developed a precise
notation for statements about all kinds of objects in the
world
Problems:
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It’s not easy to take informal knowledge and state it in the formal terms required
by logical notation
There is a big difference between solving a problem “in principle” and solving it
“in practice”
Acting rationally: rational agent
• Rational behavior: doing the right thing
• The right thing: which is expected to maximize goal
achievement, given the available information
• The rational-agent approach has two advantages
– It’s more general than the “laws of thought” because correct
inference is just one of several possible mechanisms for achieving
rationality
– Second , it’s more amendable to scientific development than
approaches based on human behavior or human thought.
• One point to keep in mind: we will see before too long that
achieving perfect rationality is not feasible in complicated
environments
Rational agents
An agent is an entity that perceives and acts
This course is about designing rational agents
Abstractly, an agent is a function from percept histories to actions:
[f: P* A]
For any given class of environments and tasks, we seek the agent (or class
of agents) with the best performance
computational limitations make perfect rationality unachievable
design best program for given machine resources
AI prehistory
Philosophy
Mathematics
Economics
Neuroscience
Psychology
Computer
engineering
Control theory
Linguistics
Logic, methods of reasoning, mind as physical
system foundations of learning, language,
rationality
Formal representation and proof algorithms,
computation, (un)decidability, (in)tractability,
probability
utility, decision theory
physical substrate for mental activity
phenomena of perception and motor control,
experimental techniques
building fast computers
design systems that maximize an objective
function over time
knowledge representation, grammar
Abridged history of AI
1943
1950
1956
1952—69
1950s
1965
1966—73
1969—79
1980-1986-1987-1995--
McCulloch & Pitts: Boolean circuit model of brain
Turing's "Computing Machinery and Intelligence"
Dartmouth meeting: "Artificial Intelligence" adopted
Look, Ma, no hands!
Early AI programs, including Samuel's checkers
program, Newell & Simon's Logic Theorist,
Gelernter's Geometry Engine
Robinson's complete algorithm for logical reasoning
AI discovers computational complexity
Neural network research almost disappears
Early development of knowledge-based systems
AI becomes an industry
Neural networks return to popularity
AI becomes a science
The emergence of intelligent agents
State of the art
• Deep Blue defeated the reigning world chess champion Garry
Kasparov in 1997
• Proved a mathematical conjecture (Robbins conjecture) unsolved for
decades
• No hands across America (driving autonomously 98% of the time from
Pittsburgh to San Diego)
• During the 1991 Gulf War, US forces deployed an AI logistics
planning and scheduling program that involved up to 50,000 vehicles,
cargo, and people
• NASA's on-board autonomous planning program controlled the
scheduling of operations for a spacecraft
• Proverb solves crossword puzzles better than most humans
• 1998: Founding of Google
• 2000: Interactive robot pets
• 2004: Commercial recommender systems (TIVO, amazon.com)
• 2011: Apple Siri born
Turing Test
• Three rooms contain a person, a computer, and an interrogator.
• The interrogator can communicate with the other two by teleprinter.
• The interrogator tries to determine which is the person and which is the
machine.
• The machine tries to fool the interrogator into believing that it is the
person.
• If the machine succeeds, then we conclude that the machine can think.
The Loebner Contest
• A modern version of the Turing Test, held annually
• Hugh Loebner was once director of UMBC’s Academic Computing
Services (née UCS)
• http://www.loebner.net/Prizef/loebner-prize.html
• Scoring
– Each year an Annual Prize & Bronze Medal is awarded to the most
human-like computer. Loebner Prize 2013 Annual First Prize is: US$
4000 + Annual Bronze Medal, Second Prize: US$ 1000, Third Prize:
US$ 750 and Fourth Prize: US$ 250
– The Silver Medal Prize of $25,000 + Silver Medal will be awarded if
any program fools two or more judges when compared to two or more
humans
– During the MultiModal stage, if any entry fools half the judges
compared to half of the humans, the program's creator(s) will receive
the Grand Prize of $100,000 + 18kt Gold Medal
What Can AI Systems Do?
Here are some example applications
• Computer vision: face recognition from a large set
• Robotics: autonomous (mostly) automobile
• Natural language processing: simple machine translation
• Expert systems: medical diagnosis in a narrow domain
• Spoken language systems: ~1000 word continuous speech
• Planning and scheduling: Hubble Telescope experiments
• Learning: text categorization into ~1000 topics
• User modeling: Bayesian reasoning in Windows help (the infamous
paper clip…)
• Games: Grand Master level in chess (world champion), perfect play in
checkers, professional-level Go players
Foundations of AI
Mathematics
Economics
Psychology
Computer
Science &
Engineering
AI
Cognitive
Science
Philosophy
Biology
Linguistics
What Do AI People Do?
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Represent knowledge
Reason about knowledge
Behave intelligently in complex environments
Develop interesting and useful applications
Interact with people, agents, and the environment
Intelligent Agents
Agents
• An agent is anything that can be viewed as perceiving its environment
through sensors and acting upon that environment through actuators
• Human agent: eyes, ears, and other organs for sensors; hands, legs,
mouth, and other body parts for actuators
• Robotic agent: cameras and infrared range finders for sensors; various
motors for actuators
Rational agents
• An agent should strive to "do the right thing", based on
what it can perceive and the actions it can perform. The
right action is the one that will cause the agent to be most
successful
• Performance measure: An objective criterion for success of
an agent's behavior
• E.g., performance measure of a vacuum-cleaner agent
could be amount of dirt cleaned up, amount of time taken,
amount of electricity consumed, amount of noise
generated, etc.
Rational agents
• Rational Agent: For each possible percept sequence, a
rational agent should select an action that is expected to
maximize its performance measure, given the evidence
provided by the percept sequence and whatever built-in
knowledge the agent has.
Rational agents
• Rationality is distinct from omniscience (all-knowing with
infinite knowledge)
• Agents can perform actions in order to modify future
percepts so as to obtain useful information (information
gathering, exploration)
• An agent is autonomous if its behavior is determined by its
own experience (with ability to learn and adapt)
Specifying the environment
• PEAS
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Performance measure
Environment
Actuators
Sensors
• Consider, e.g., the task of designing an automated taxi
driver:
– Performance measure: Safe, fast, legal, comfortable trip, maximize
profits
– Environment: Roads, other traffic, pedestrians, customers
– Actuators: Steering wheel, accelerator, brake, signal, horn
– Sensors: Cameras, sonar, speedometer, GPS, odometer, engine
sensors, keyboard
PEAS
• Agent: Medical diagnosis system
– Performance measure: Healthy patient, minimize costs, lawsuits
– Environment: Patient, hospital, staff
– Actuators: Screen display (questions, tests, diagnoses, treatments,
referrals)
– Sensors: Keyboard (entry of symptoms, findings, patient's
answers)
PEAS
• Agent: Part-picking robot
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Performance measure: Percentage of parts in correct bins
Environment: Conveyor belt with parts, bins
Actuators: Jointed arm and hand
Sensors: Camera, joint angle sensors
PEAS
• Agent: Interactive English tutor
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Performance measure: Maximize student's score on test
Environment: Set of students
Actuators: Screen display (exercises, suggestions, corrections)
Sensors: Keyboard
Properties of Environments
Fully observable/Partially observable.
If an agent’s sensors give it access to the complete state of the
environment needed to choose an action, the environment is fully
observable.
Such environments are convenient, since the agent is freed from the task
of keeping track of the changes in the environment.
Deterministic/Stochastic.
An environment is deterministic if the next state of the environment is
completely determined by the current state of the environment and the
action of the agent; in a stochastic environment, there are multiple,
unpredictable outcomes
In a fully observable, deterministic environment, the agent need not deal
with uncertainty.
Properties of Environments II
Episodic/Sequential.
An episodic environment means that subsequent episodes do not depend
on what actions occurred in previous episodes.
In a sequential environment, the agent engages in a series of connected
episodes.
Such environments do not require the agent to plan ahead.
Static/Dynamic.
A static environment does not change while the agent is thinking.
The passage of time as an agent deliberates is irrelevant.
The agent doesn’t need to observe the world during deliberation.
Properties of Environments III
Discrete/Continuous.
If the number of distinct percepts and actions is limited, the
environment is discrete, otherwise it is continuous.
Single agent/Multi-agent.
If the environment contains other intelligent agents, the agent needs to
be concerned about strategic, game-theoretic aspects of the
environment (for either cooperative or competitive agents)
Most engineering environments don’t have multi-agent properties,
whereas most social and economic systems get their complexity
from the interactions of (more or less) rational agents.
Characteristics of environments
Agent Function and agent program
• Percept
– The agent’s perceptual inputs at any given instant
• Percept sequence
– The complete history of everything the agent has ever perceived
• Agent function
– Maps any given percept sequence to an action
– An abstract mathematical description
• Agent program
– A program where the agent function for an artificial agent is
implemented
– A concrete implementation, running within some physical system
Agents and environments
The agent function maps from percept histories to actions:
[f: P* A]
The agent program runs on the physical architecture to
produce f
agent = architecture + program
Vacuum-cleaner world
Percepts: location and contents, e.g., [A,Dirty]
Actions: Left, Right, Suck, NoOp
A vacuum-cleaner agent
A vacuum-cleaner agent
Some agent types
(1) Simple reflex agents
are based on condition-action rules, implemented with an appropriate
production system. They are stateless devices which do not have memory
of past world states.
(2) Model-based reflex agents
have internal state, which is used to keep track of past states of the world.
(3) Goal-based Agents
are agents that, in addition to state information, have goal information that
describes desirable situations. Agents of this kind take future events into
consideration.
(4) Utility-based agents
base their decisions on classic axiomatic utility theory in order to act
rationally.
(1) Simple reflex agent
(1) Simple reflex agent
(1) Simple reflex agents
• Rule-based reasoning to map from percepts to optimal
action; each rule handles a collection of perceived states
• Problems
Still usually too big to generate and to store
Still no knowledge of non-perceptual parts of state
Still not adaptive to changes in the environment; requires
collection of rules to be updated if changes occur
Still can’t make actions conditional on previous state
(2) Model-based reflex agents
(2) Model-based reflex agents
(2) Model-based reflex agents
• Encode “internal state” of the world to remember the past
as contained in earlier percepts.
• Needed because sensors do not usually give the entire state
of the world at each input, so perception of the
environment is captured over time. “State” is used to
encode different "world states" that generate the same
immediate percept.
• Requires ability to represent change in the world; one
possibility is to represent just the latest state.
.
(3) Goal-based agents
(3) Goal-based agents
• Choose actions so as to achieve a (given or computed) goal
• A goal is a description of a desirable situation.
• Keeping track of the current state is often not enough
need to add goals to decide which situations are good
• May have to consider long sequences of possible actions
before deciding if goal is achieved – involves
consideration of the future, “what will happen if I do...?”
(4) Utility-based agent
(4) Utility-based agents
• When there are multiple possible alternatives, how to
decide which one is best?
• A goal specifies a crude distinction between a happy and
unhappy state, but often need a more general performance
measure that describes “degree of happiness.”
• Utility function U: State Reals indicating a measure of
success or happiness when at a given state.
• Allows decisions comparing choice between conflicting
goals, and choice between likelihood of success and
importance of goal (if achievement is uncertain).
Summary of agent
• An agent perceives and acts in an environment, has an
architecture, and is implemented by an agent program.
• An ideal agent always chooses the action which maximizes its
expected performance, given its percept sequence so far.
• An autonomous agent uses its own experience rather than builtin knowledge of the environment by the designer.
• An agent program maps from percept to action and updates its
internal state.
Reflex agents respond immediately to percepts.
Goal-based agents act in order to achieve their goal(s).
Utility-based agents maximize their own utility function.
• Representing knowledge is important for successful agent
design.
• The most challenging environments are partially observable,
stochastic, sequential, dynamic, and continuous, and contain
multiple intelligent agents.
Two great persons in AI - 1
• Alan Mathison Turing (23 June, 1912 – 7 June, 1954)
• English mathematician, logician, cryptanalyst, and computer scientist.
• Providing a formalization of the concepts of "algorithm" and "computation" with
the Turing machine, which played a significant role in the creation of the modern
computer
• Turing is widely considered to be the father of computer science and artificial
intelligence
• During the Second World War, Turing worked for the Government Code and
Cypher School (GCCS) at Bletchley Park, Britain's codebreaking centre. For a time
he was head of Hut 8, the section responsible for German naval cryptanalysis. He
devised a number of techniques for breaking German ciphers
• After the war he worked at the National Physical Laboratory, where he created one
of the first designs for a stored-program computer, the ACE. In 1948 Turing joined
Max Newman's Computing Laboratory at Manchester University
• In 1950, his paper Computing Machinery and Intelligence introduced Turing test,
machine learning, etc.
• He died in 1954, just over two weeks before his 42nd birthday, from cyanide
poisoning, and an inquest determined he was suicide
• A.M. Turing Award is name after him, which was established by ACM in 1966,
and considered as the Nobel Prize of Computing
Two great persons in AI - 2
• John McCarthy (September 4, 1927 – October 24, 2011)
• American computer scientist and cognitive scientist.
• During 1956, he organized the first international conference in the Dartmouth
University. Ten attendees include Marvin Minsky, Claude Shannon, Nathaniel
Rochester, et al. The term "artificial intelligence" (AI) invented by John McCarthy
was taken for naming this new research area.
• He developed the Lisp programming language family. Originally specified in
1958, Lisp is the second-oldest high-level programming language in widespread
use today; only Fortran is older (by one year).
• McCarthy received many honors, including the Turing Award for his contributions
to the topic of AI, the United States National Medal of Science, and the Kyoto
Prize.