Transcript ppt
Notes
Program evaluation – Sept 11-12
Student submissions
Mon. Sept 11, 4-5PM
FA 181
Comments to committee are anonymous
Wine and cheese – Sept 15, 1:30-4:00PM
D Goforth - COSC 4117, fall 2006
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COSC 4117
Artificial Intelligence
Thinking and acting
at least as well
as humanly possible
http://www.cs.laurentian.ca/dgoforth/cosc4117/outline.html
Course outline
Russell and Norvig – ch 1-12
plus handouts
Major programming project
3 assignments
Final exam
D Goforth - COSC 4117, fall 2006
50%
24%
26%
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Artificial intelligence
what an ‘electronic brain’ does…
methods for solving (partially)
problems that are difficult because
known algorithms are O(en)
play chess
no algorithms are known
converse in English
we hardly know where to begin
fall in love
D Goforth - COSC 4117, fall 2006
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Definitions of AI
think like a human being
think like a human but better
act like human being – Turing test
be a successful functioning entity
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Definitions of AI – human thinking
think like a human being
based on philosophy, psychology,
neuroscience,...
programs to emulate human processes:
learning, reasoning, memory
testing theories of how humans think
influence on models of human thinking
weak and strong AI – mind-body
problem – Searle’s Chinese room
thought experiment
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Definitions of AI – think rationally
think like a human but better
battle of neats and scruffies
extension of long tradition of analysing
thought – rationality
logic as basis for programming – completed
by 1960’s BUT limited usefulness
extensions to real situations: too little, too
much or inconsistent information
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Definitions of AI – act human
act like a human being
bird-flight argument
‘black box’ emulation – Turing test
intelligence/thinking plus the ‘hard’
peripherals: perception, language,
motion
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Definitions of AI – act rationally
be a successful functioning entity as
‘agent’ in an ‘environment’
set goals
perceive environment
communicate with other agents
plan
act
object-oriented model, subsumes all others
current best definition of AI
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50th anniversary
Dartmouth Conference 1956
McCarthy coined “Artificial Intelligence”
Slogan that was starting point of discussion:
“Every aspect of learning or any
other feature of intelligence can in
principle be so precisely described
that a machine can be made to
simulate it.”
Newell & Simon: Logic Theorist
first noncalculating program – abstract proofs
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History of AI - 1
‘electronic brain’ – potential of logic
circuitry for automated reasoning
Minski - neuron models of processing –
father of scruffies – “Society of Mind”
Newell & Simon - symbol processing –
in contrast to
‘computing’ ( == number crunching)
McCarthy – neat freak – computing
environments (LISP, time-sharing)
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History of AI - 2
progress fast; predictions faster
systems demo-ing capabilities in
reasoning, planning, robotics control
conversation
logics extended to uncertain knowledge,
assumptions, viewpoints
crash of 1970’s
‘scaling up’ – exponential performance
‘brittleness’ – importance of knowledge
failure of neural network ‘perceptrons’
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History of AI - 3
knowledge-based systems
encoding experience and expertise
rules and heuristics
meta-knowledge – knowing how to
know – ontology (semantic net)
common sense
triumph of the meta-neats – Cohen’s
analysis, formalizing the science of AI
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History of AI - 4
the agent model – Newell
influence of Russell and Norvig
apparent future directions:
autonomy in bigger and bigger
environments
*bots of all kinds
internet as environment – applications
search engines, language translation,...
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History of AI - 5
1997 Chess champion IBM Deep Blue
2005 DARPA Grand challenge
Sebastian Thrun’s Stanley
‘On Saturday, the Stanford Racing
Team's robotic car, "Stanley,"
drove autonomously across 131.6
miles in the Mojave Desert in six
hours and 53 minutes, finishing
about 11 minutes faster than
Carnegie Mellon's "Sandstorm." Its
average speed was 19.1 mph, versus
Sandstorm's 18.6 mph.’
cnet news, Oct 9, 2005 (news.com.com)
D Goforth - COSC 4117, fall 2006
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The programming project
intelligent game player agent to act
autonomously in game environment
perceptions and actions are easy
goal setting is easy
evaluation of performance is easy
focus is on core intelligence: playing well;
not easy
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The programming project
stages:
1.
2.
3.
4.
5.
pick teams and design game structure
program the game
program agent to play game
compete against other agents
write up the results
work in teams of 1 or 2
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The programming project
this year’s game is
KING’S COURT
first deadline:
Monday, Sept 25
pick a team
design data structure
for the game
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