Monday, May 14, 2018

artifitical intillegent all notes

Unit 1
Goal in Problem Solving
Introduction: - "Developing computers programs to solve complex problems by the application of processes that are analogous to human resourcing process"
                AI is the ability of a program to perform the same kinds of functions that characterize human thoughts which includes.
i) Systems that thinks like human
ii) Systems that thinks acts like human
iii) Systems that thinks think rationally
iv) Systems that thinks acts rationally
i) Systems that thinks like humans: - This requires getting inside of the human mind to see how it works and then comparing our computer programs to this. This is what cognitive science afferents to do. An others way to do this is to observe a human problems solving and rogue that one's programs go about problem solving in similar way.
ii) Systems that act like human: - To be considered intelligent a program must be able to act sufficiently like a human to fool an interrogator. The machine and the human are isolated from the person carrying out the test and messages are exchanged via a keyboard and screen. If the person cannot distinguish between the computer and the human being then the computer must be intelligent.
iii) System that think rationally: - For example all computers use energy. Using energy always generates heat. Therefore all computers generate heat. This initiates the field of logic. Formal logic was developed in the lot nineteen century. This was the first step forwards enabling computer programs to reason logically.
iv) System that act rationally: - Acting rationally means acting so as to achieve one's goals given one's beliefs. An agent is just something that perceives and acts. In the logical approach to AI the emphasis is on correct inferences.
Function of AI
- Philosophy: - Logic methods of reasoning mind as physical system foundations of Learning, Language, and Rationality.
- Mathematics: - Formal representation and proof algorithm, computation, decidability, tractability, probability. Philosophers staked out most of the important ideas of AI but to move to a formal science requires a level of mathematics formulism in three main areas computation logic and probability.
- Economics: - Utility decision theory
- Neap Science: - Physical substrate for mental activity
- Psychology: - Phenomena of perception and motor control, experimental techniques. The principle characteristic of cognitive. Psychology is the brain processes and process information.
- Computer Engineering: - Building fast computers
- Control Theory: - Design systems that maximize an objective function over time
- Linguistics: - Knowledge representation grammar having a theory of how human successfully process natural language is an AI complete problem if we could solve this problem then we would have created a model of intelligence.
Application area of an AI: - Today's AI systems have been able to active limited success in some of these tasks.
- In computer vision the systems are capable of face recognition
- In Robotics we have been able to make vehicles that are mostly automats.
- In natural language processing we have systems that are capable of simple machine translation
- Today's Expert systems can carry out medical diagnosis in a narrow domain
- Speech understanding systems are capable of recognizing several thousand words continuous speech
- Planning and scheduling systems had been employed in scheduling experiments with the Hubble Telescope.
- The Learning systems are capable of doing text categorization into about a 1000 topics
- In games AI systems can play at the Grand Master level in chess (World Champion) checkers etc.
What can AI system NOT do yet?
- Understand natural language robustly (e.g. read and understand articles in a newspaper)
- Surf the web
- Interpret an arbitrary visual science
- Learn a natural language
- Construct plans in dynamic real time domains
- Exhibit true autonomy and intelligence
Goal Schemas: - To build a system to solve a particular problem we need to do four things.
- Define the problem precisely. This definition must include precise specifications of what the initial situations will be as well as what final situations constitute acceptable solutions to the problem.
- Analyze the problem. A few very important features can have an immense impact on the appropriateness of various possible techniques for solving the problem
- Isolate and represent the task knowledge that is necessary to solve the problem.
- Choose the best problem solving techniques and apply them to the particular problem
i) Search Problem: - It is characterized by an initial state and a goal state description. The guesses are called the operators where a single operator transforms a state into another state which is expected to be closer to a goal state. Here the objective may be to find a goal state or to find a sequence of operators to a goal state. Additionally the problem may require finding just any solution or an optimum solution.
ii) Planning: - The purpose of planning is to find a sequence of actions that achieves a given goal when performed starting in a given state. In other words given a set of operator instances (defining the possible primitive actions by the agent) an initial state description and a goal state description or predicate the planning agent computers a plan.
Simple Planning Agent: - The problem – solving agents are able to plan a head to consider the consequences of sequences of actions before acting. And a knowledge – based agents can select actions based on explicit, logical representations of the current state and the effects of actions
Problem Solving Agents + Knowledge – based Agents = Planning Agents
Linear Planning: - Basic idea work and one goal until completely solved before moving on to the next goal planning algorithm maintains goal stack
i) Implications
- No inter leaving of goal achievement
- Efficient search if goals do not interact
ii) Advantages
- Reduced search space since goals are solved one at a time
- Advantageous if goals are (mainly) independent
- Linear planning is sound
Iii) Disadvantages
- Linear planning may produce sub optional solutions
- Linear planning is incomplete
Concept of non – linear planning
                Use goal set instead of goal stack. Include in the search space all possible sub goal ordering. Handles goal interactions by interleaving.
Advantages
- Non – linear planning is sound
- Non – linear planning is complete
- Non – linear planning may be optimal with respect to plan length (depending on search strategy employed)
Disadvantage
- Larger search space since all possible goal orderings may have to be considered
- Somewhat more complex algorithm more bookkeeping
Means – Ends Analysis: - The means – ends analysis concentrates around the detection of differences between the current state and the goal state. Once such difference is isolated an operator that can reduce the difference must be found. However perhaps that operator cannot be applied to the current state. Hence, we setup a sub – problem of getting to a state in which it can be applied. The kind of backward chaining in which the operators are selected and then sub goals are setup to establish the preconditions of the operators is known as operator sub – goal.
                Just like the other problem solving techniques, means – ends analysis relies on a set of rules that can transform one problem state into another. However these rules usually are not represented with complete state descriptions on each side. Instead, they are represented as left side, which describes the conditions that must be met for the rule to be applicable and a right side, which describes those aspects of the problem state that will be changed by the application of rule. A separate data structure called a difference table indexes the rules by the differences that they can be used to reduce.
Algorithm: Means – Ends Analysis
- Compare CURRENT to GOAL. If there are no differences between them, then return.
- Otherwise, select the most important difference are reduce it by doing the following until success or failure is signaled
a) Select a new operator O, which is applicable to the current difference. If there are no such operators then signal failure.
b) Apply O to CURRENT. Generate descriptions of two states, O – START a state in which O's preconditions are satisfied and O – RESULT, the state that would result if O were applied in O – START
Production Rules Systems: - Since search is a very important process in the solution of hard problems for which no more direct techniques are available, it is useful to structure AI programs in a way that enables describing and performing the search process. Production systems provide such structures. A production systems consists of:
- A set of rules each consisting of a left side that determines the applicability of the rule and a right side that describes the operation to be performed if the rule is applied.
- One or more knowledge or databases that contain whatever information is appropriate for the particular task.
- A control strategy that specifies the order in which the rules way of resolving the conflicts that arise when several rules match at once.
i) Forward Chaining Systems: - In a forward chaining system the facts in the system are represented in a working memory which is continually updated. Rules in the system represent possible actions to take when specified conditions hold on items in the working memory they are sometimes called condition – action rules. The conditions are usually patterns that must match items in the working memory while the actions usually involve adding or deleting items from the working memory.
                The interpreter controls the application of the rules, given the working memory, thus controlling the system's activity. It is based on a cycle of activity sometimes known as a recognize act cycle. The system first checks to find all the rules whose conditions hold, given the current state of working memory. It then selects one and performs the actions in the action part of the rule. The actions will result in a new working memory and the cycle begins again. This cycle will be repeated until either no rules fine or some specified goal state is satisfied.
ii) Backward Chaining Systems: - So far we have looked at how rule based systems can be used to draw new conclusions from existing data adding these conclusions to a working memory. This approach is most use full when you know all the initial facts, but don't have much idea what the conclusion might be.
                If we do know what the conclusion might be, or have some specific hypothesis to test forward chaining systems may be inefficient. We could keep on forward chaining until no more rules apply or you have added your hypothesis to the working memory. But in the process the system is likely to do a lot of irrelevant work adding uninteresting conclusions to working memory.
iii) My CIN Style Probability and its Application: - In artificial intelligence, My CIN was an early expert system designed to identify bacteria causing severe in factions, such as bacteremia and meningitis, and to recommend antibiotics, with the amount adjusted for patient's body weight the name derived from the antibiotics themselves, as many antibiotics have the suffix "MYCIN". The MYCIN system was also used for the diagnosis of blood clotting diseases.
                MYCIN was developed over five or six years in the early 1970s at Stanford University in Lisp by Edward short life. MYCIN was never actually used in practice but research indicated that it proposed an acceptable therapy in about 69% of cases, which was better than the performance of infectious disease experts who were judged using the same criteria. MYCIN operated using a fairly simple inference engine, and a knowledge base rules. It would query the physician running the program via a long series of simple Yes/No or textual question. At the end it provided a list of possible culprit bacteria ranked from high to low based on the probability of each diagnosis, its confidence in each diagnosis probability, the reasoning behind each diagnosis and its recommended course of drug treatment.
Practical use/Application: - MYCIN was never actually used in practice. This wasn't because of any weakness in its performance. As mentioned in tests it output formed members of the Stanford medical school faculty. Some observers raised ethical and legal issues related to the use of computers in medicine if a program gives the wrong diagnosis or recommends the wrong therapy, who should be held responsible?
Unit 2    Intelligence
Introduction of Intelligence: - Artificial intelligence is concerned with the design of intelligence in and artificial device. The turn was invented by MC Cathy in 1956.
                Artificial intelligence is about designing system that are as intelligent as human. This view involves trying to understand human through and an effort to build machines that emulate the human though process. This view is the cognitive science approach to AI.
Common Sense Reasoning: - Common sense is ability to analyze the situation best on it context, using millions of integrated pieces of common knowledge depends on being able to do common sense resining central part of intelligent behavior.
                Example every know that drawing a glass of water the glass will break and water will spill. However this information is not obtained by formula or equation. Common sense knowledge means what everyone knows. Example: -
- Every person is younger then the person's mother
- People don't like being repeatedly interrupted
- If you hold a knife by its blade then the blade may cut you.
- People generally sleep at right
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, 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 agents and environments

Figure: - Personality of Agent
Environment Type
- Fully observable (Vs. partially observable): An agents sensors give it access to the complete state of the environment at each point in time
- Deterministic (Vs. stochastic): The next state of the environment is completely determined by the current state and the action executed by the agent.
- Episodic (Vs. sequential): The gent's experience is divided into atomic "episodes", and the choice of action in each episodes depends only on the episode itself
- Static (Vs. dynamic): The environment in unchanged while an agent is deliberating. (The environment is semi dynamic if the environment itself does not change with the passage of time but the agent's performance score does)
- Discrete (Vs. continuous): A limited number of distinct clearly defined percepts and actions.
Agent Types
                Four basic types in order of increasing generality
- Simple reflex agents
- Model based reflex agents
- Goal based agents
- Utility based agents
- Simple Reflex Agents: - The agent select an action best on the current precept ignoring the rest of the precept history

Figure: - Simple Reflex Agent
- Model Based Reflex Agent: - The agent decides its actions best on of predefined set of condition action rules. For e.g.: - a telephone operator answering machine

Figure: - Model based reflex agent
- Goal based Agent: - The agent decides its action best on a known a goal. For e.g.: - a GPS system finding a path to certain destination

Figure: - Goal Based Agent
Unit 3
Knowledge Representation
Knowledge Representation and Reasoning: - Intelligent should have capacity for
- Receiving: - That is representing its understanding of the world
- Knowledge Representation: - That is representing its understanding of the world
- Reasoning: - That is inferring the implications of what it knows and of the choices ithas.
- Acting: - That is choosing what it want to do and carry it out.
                Representation of knowledge and the reasoning process are central to the entire field of artificial intelligent. The primary component of a knowledge best agent is its knowledge base. A knowledge best is a set of sentences. Each sentence is expressed in a language. Sentences represent some assertion about the world. There must be mechanisms to derive new sentences from old sentences. This process is known as inference or reasoning. Inference must obey primary requirement that the new sentences should follow logically from the previous one.
Approaches to knowledge Representation: - A good system for the representation knowledge in a particular dement should possess the following properties
-Representational Adequacy: - The ability to represent all of the kinds of knowledge that are needed in that domain.
-Inferential Adequacy: - The ability to manipulate the representation structures in such a way as to derive new structure cross ponding to new knowledge inferred from old.
- Inferential Efficiency: - The ability to incorporate in to the knowledge structure additional information that can be used to focus the attention of the inference mechanism in the most promising direction.
- Inquisitional Efficiency: - The ability to acquire new information easily. The simplest case involve direct instruction of new knowledge into the database.
Logic: - Logic is the primary vehicle for representing and resuming about knowledge. The advantage of using formal logic as a language of AI is that it is price and deferent. These allows program to be written which are declarative. This however leads to seven limitation. Clearly a large person of the reasoning carried out by human depended on handling knowledge that is on certain. Logic cannot represent this uncertainty well. Similarly natural language resurging require inferring hidden state like the intention of the speaker.
                A logic consist of two parts, a language and method of measuring. The logical language intern as two aspects, syntax and semantics. They are
- Syntax: - The atomic symbols of the logical language and the rules for constructing well formed a non-atomic expression of the logic. Syntax specifies the symbols in the language and how they can be combined to form sentences.
- Semantics: - The meanings of the symbol of the logic, and rules there for demining the meaning of non – atomic expression of the logic. It specifics what facts in the world a syntax refers to. A fact is a claim about the world and may be true or false some popular logics are propositional logic, first order predicate logic high order predicate logic and fuzzy logic.
- Propositional Logic: - In PropositionalLogical (PL) and user defines a set of propositional symbols like P&Q. User defines the semantics for each of these symbol. For e.g.: -
P means "It is hot"
Q means "It is humid"
R means "It is raining"
- A symbol
- If S is a sentence than "~" is a sentence, where "~" is the not logical operator?
- If sand PR sentences then (S˅T), (S˄T) (S→T) and (S<→T) are also sentences for e.g.: - (P˄Q)→R
It is hot and humid then it is raining
Q→P
If it is humid then it is hot R It is raining
- Given the truth value of all of the constituent symbol in a sentence that sentence can be content the value true or fails. This is called an inter pretention of the sentence
- A model is an inter pretention of a set of sentences such that each sentence is true. A model is just a formal mathematical structure that stands in for the world.
- A valid sentence (also called as tautology) is a sentence that is true under all inter pretention. Hence no matter what the world is actually like or what the semantic is the sentence is true.
- An inconstant sentence (called on satisfy able or a contradiction) is a sentence that is false under all inter reaction. Hence the world is never like that it describes
First Order Logic
Syntax: - Syntax are symbol users the symbols or alphabet be aware that there are all sorts of solidly different ways to define first order logic
a) Alphabet: - There are different types of symbols they are
- Logical Symbol: - These are symbols that have a standard meaning like AND, OR, NOT, ALL, EXIT, IMPLIES if FALSE, TRUE etc.
- Non Logical Symbol: - They are one dimensional array two dimensional array N dimensional array functions (1 ary 2 array …….. n …….ary) variables etc.
b) Terms: - A term is either and individual constant or a variable are any function applied to a terms.
c) Atomic Formula: - An atomic formulae is either false are an n dimensional array predicate applied to ‘n’ terms
d) Literals: - A literals is either an atomic formula (Positive literal) or the negation of an atomic formula (a negative literals) a ground literal is avariable free literal
e) Clauses: - Clause is a disjunction of literals a ground cause is a variable free clause a Horn clause is a clause with at most one +ve literal a definite is a hornclause with exactly one +ve literal
Logical Agents
                In logical agents we design agents that can form representation of the world, use a process of in France to derive new representation about the world and use these new representations to reduce what to do?
- Knowledge base agent the central component of knowledge base agent is its knowledge base. A knowledge base is a set of sentences. Each sentence is expressed in a language called a knowledge presentation language and represents some accretion about the world.
Function: - KB – AGENT (percepts) return an action
Static: - KB, a knowledge base t, a counter initially 0.
TELL (KB, MAKE – PERCEPT – SENTENCE (Percept t)
Action ← ASK (KB, MAKE – ACTION – QUERY (  ))
TELL (KB MAKE – ACTION – SENTENCE (action t))
T = ++1
Return action

- There must be a way to add new sentences to the knowledge base and the way to query what is known. The stander names for these task are TELL and ASK respectively







Fig: - A generic knowledge base agent
                Figure shows the outline of a knowledge best agent program. Like all our agents it text a percept as I/P and returns an action. The agent Montana a Knowledge Base (KB) which may initially content some background knowledge base what it perceives, second, it asks the knowledge base what action should perform. In the process of answering this query, extensive reasoning may be done about the current state of the world, about the outcomes of possible action sequences and so on. Third, the agent recorders its choice with tell and executed the action.
Formal Logic Connectives Syntax, Semantics
Syntax
- Rules for constructing legal sentences in the logic
- Which symbol we can use
- How we are allowed to combine symbols
- Propositions
- Connective  and, or, not, implies, if ( )
Semantics
- How we interpret (read) sentences in the logic
- Assign a meaning to each sentences
- Use true the table to work out the truth of statement
Semantic Network

Figure:



                The idea behind the semantic network is that knowledge is often best understood as a set of concept that are related to one another. The meaning of a concept is defined by its relationship to another concept. A semantic network consist of a set of node that are connected by labeled arcs. The nodes represent concepts and the arcs represents relations between concepts.
Common Sematic Relations
INSTANCE
                X is an INSTANCE of Y, if X is a specific example of the general concept Y.
ISA
                X ISA Y, if X is a subset of the more general concept Y e.g.: - sparrow ISA bird.
Haspart
                X has part Y, if the concept Y is a part of the concept X. e.g.: sparrow has part tail.
- Semantic Tree
                A semantic tree is a representation that is a semantic net I which shorten links are called branches. Each branch connects two node. The head node is called parent node and tail node is called child node. One node has no parent; it is called the root node. Other nodes have exactly one parents. Some nodes have no children; they are leaf node when two nodes are connected to each other by a chain of two or more branches one is set to be the ancestor; the other is set to be the descendent.
- Inheritance
                Inheritance is a key concept in semantic n/w and can be represented naturally by following ISA link. In general, if concept X has property P, then all concepts that are a subset of X should also have property P. In practice, inherited properties are usually treated has default values. If a node has direct link that contradicts inherited property, then the default is over rider.
- Multiple Inheritance
Ø  Multiple inheritance allows an object to inherit properties from multiple concept
Ø  Multiple inheritance can sometime allow an object to inherit conflicting properties.
Ø  Conflicts are potentiallyunatonable so conflict resolution strategies are needed
Predicate Calculus (Predicate Logic)
                In mathematical logic, predicate logic is generic turn for symbolic formal systems like first order logic, second order logic or many sorted logic. This formal system is distinguished from other system in that its formula content variables which can be quantified. Two common quantifies are existential ᴲ (“There exist”) and universal U (“for all”) quantifies. Predicate calculus symbols may represent either Constance variable, function, predicate. Constance name specific objects are properties in the domain of this coursed. Thus tree tall and blue are examples of well form constant symbols. The constant true and false are included. Functions denote mapping of one or more elements in a set called the domain of the function. In to a unique element of another set. Elements of the domain and range are objects in the old of discourse. Every function symbols have an associated entity indicating the number of element in the domain mapped on to each element of range.
Predicate logic uses three additional notation they are
i) Predicate
                A predicate is a relation that binds two items together for example: Krishna like apple. Know we can write like (Krishna, like apple) where like is predicate that links two items Krishna and Apple.
                Thus predicate can be generalized as like X, Y where X and Y are the variable it means X likes Y
ii) Terms (Literals)
                Terms are arguments in a predicate logic example Ravi’s father is Ranis father that is father (father
iii) Quantifiers
                A quantifiers is a symbol that permits to declare or identify the range or scope of variables in a logical expression. There are two types of quantifiers they are
- Universal quantifiers
- Existential quantifiers
- Universal Quantifiers
                If A is a variable the ¥a is read as
i)                    for all A
ii)                   for each A
iii)                 for every
- Existential Quantifiers
                If B is a variable then ϶b is read as
i)                    there exist B
ii)                   for some B
iii)                 for at histone B
Resolution
                Robinson in 1965 introduce the resolution principle which can be directly apply to any set of clues. The principle is given any two clues A and B, if there is lateral Bin A and which has complementary term >p in B, delete P from A and B an construct a new close of the remaining clues. The clues so constructed is called “resolving of A and B”.
Substitution
                Resolution works on the principle of identifying complementary literals in two clues a deleting then there by forming a new literal. The process is simple an state forward where are variables the problem becomes complicated and there is necessary to make proper substitution.
There are three major types of substitution
- Substitution of variable by a constant
- Substitution of variable by another variable
- Substitution of variable by function that does not have same variable
Unification
                In prepositional logic it is easy to determine that how literals cannot both be tree at the same time for example: man (John) &Ʌ man (john) thus in order to determine contradiction win need a machine procedure that compares two literals at discourse where their exist a set of substitution that made them identical there is a state forward recursive procedure called unification algorithm. The basic idea of unified two literals we fast check if their initial predicate symbols are the same. If so we can processed otherwise there is no way to unified regard less of their arguments.Suppose we want to unify an expressions P(K,Y) & P(K,Z) here the predicate is same so we can unify by substituting Z by Y.
Frame
                Frame is a collection of attribute slots and associated values that describe some real word entity. Frames on their own are not particularly help full but frames systems are powerful way of encoding information to reasoning process. A frame structure provides facilities for describing objects facts over situation procedure on what to do when a situation is encounter.
Types of Frames
- Declaration Frame: - A frame that contains description about an object is called a declarative frame. The computer center frame describable it a typical example of subscribe frame
- Procedural Frame: - It is possible to have procedural knowledge represented in a frame. Such frame which have procedural knowledge embedded in it are called procedurals frames. The procedural frames as following slots
a) Actor Slots: - It holds information about who is performing the activity
b) Object Slots: - This slots as information about the item to perform on
c) Source Slots: - Source slots holds information from where the action as to end
e) Task Slots: - This generates the necessary sub slots required to perform the operation


Approach to Knowledge Representation: - A good system for knowledge representation should passes the following property
- Representation Adequacy: - The ability to represent all kinds of knowledge that are needed in that domain
- Interracial Adequacy: - The ability to manipulate the representation structure in such a way as to derive new structures of new knowledge inference form old.
- Acquisitioned Efficiency: - The ability to acquire the new information easily. The simplex case involves direct insertion by a person as new knowledge in to the knowledge base.
- Inferential Efficiency: - The ability to incorporate into the knowledge structure additional information that can use to fours the attention of the inference mechanism in most per mistingdirection
Knowledge Representation Technique
(a) Simple relational knowledge: - The simple way of storing facts page to use a simple relational method where each fact about a set of object which set at systematically in columns. This representation gives little opportunityfor inference but it can be used as knowledge bases for inference engine.
(b)Inheritable knowledge: - Relational knowledge is made up of constitute of institute and cross ponding associated values we extend the base more by allowing inference mechanism for property in heritance is used. In property inheritance of a class.
(c)Inferential knowledge: - In inferential knowledge logic knowledge is represented as formal for example all dogs have tell an in formal logic it is return as
Advantage
- A set of strict rule
- Can be used to derive
- Make
- Popular in AI system
(d) Procedural knowledge: -It is also called operational knowledge which specifies what to do when. In this control information is necessary to use the knowledge in embedded in the knowledge base itself
Unit 4
Inference and Reasoning
State Space Representation Technique: - A set of all possible states for a give problem is known as state space of the problem. For example let us consider us consider an 8 tiles puzzle game. The puzzle consist of a squire frame contenting at tiles and an empty slot. The tiles are number from 1 to 8. It is possible to move the tiles in the squire field by moving a tile in to the empty slot. The objective is to get the squire in a numerical order
Rules: - The operator for this problems are
Up: - If the heal is not touching the top frame move it up.
Down: - If the heal is not touching the bottom frame move it down.
Left: - If the heal is not touching the left frame move it left.
Right: - If the heal is not touching the Right frame move it right.

Figure


                The state space is a directed graph with all the state has nodes. A node is set to be existed if it is possible to up tent it form the initial state by application of a set of operators. A small fragment of state space for the 8 tile puzzle game as soon above.
                State space representation are highly perinatal in AI because they provide all possible states operations and the goal. If the entire state space representation for a problem it’s given it is possible trace the part from the initial state to the goal state and identifies the sequence of operators. The major disadvantage of this method is that it is not possible to visualize all states for a given problem. More ever, the resources of the computer system are limited to handle huge state space representation.
Heuristic Search
                Breath first searching is a uniforms search because they do not have any domain specific knowledge. Heuristics are approximations use to minimize the searching process. The process of searching can be drastically reduced by the use of heuristic. Generally two categories of problems are heuristic
- Problem for which no exact algorithms are known and one needs to find an approximation and satisfying solution
- Problem for which exact solution is known but computationally in fusible.
                The heuristic which are needed for serving problems are generally represented as a heuristic function which maps the problem state in to numbers. This numbers are then approximately used to guide search. The following algorithm make use a drastic evaluation function
- Hill Climbing Search: - This algorithm is also called discrete optimization algorithm which uses a simple heuristic function to calculate the amount of distance the node is from the goal. In fact there is no different between hill climbing search and deft search except that the children of the node that has been expended are shorted by remaining distant


Algorithm
- Put the initial list on start
- If start = empty or start = goal terminate search
- Remove the first node from the start called this node A
- If A = goal terminate search with success
- If node has a successor generate all of them. Find out how far they are from the goal node sort they by remaining distance from the goal and at them to the
- Best First Search: - This is also heuristic search the heuristic function used here are called evaluation function each and indicates how far the node is from the goal node. Goal node have an evaluation function value of O (Zero)




                It is explained using a search give above. First the start node is expended. It has three children A, B and C with evaluation function 3, 6 and 5 respectively. These values approximately indicate how far they are from the goal node. The child with minimum value ‘A’ is chosen. The children’s of ‘A’ are generated. They are ‘D’ and ‘E’ with evaluation function 9 and 8 with evaluation at. The search process has how four node to search that is the node ‘D’ with evaluation function 9, ‘E’ with 8, ‘B’ with 6 and ‘C’ with 5 where ‘C’ has got the minimum value which is expanded to give node ‘H’ which value is 7. At this point the node available for search are (D: 9), (E: 6) (H: 7)
Algorithm
- Put the initial node on a list START
- If START empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successes generate all of them find out how far they are from the goal node. Short all the child generated so far by the remaining distance from the goal
- Replace start with START
- Go to step 2
- A* Search (Aversa Search): - In best first search we brought in a heuristic value called evaluation function value. It is a value that estimates how far a particular estimate node is from the goal node. A part from the evaluation function value one can also bring that is cost function. Cost function indicates how much resources take time energy money etc. has been spent in reading a particular node from the start. If it is possible for one to obtain the evaluation values and cost function values the A* algorithm can be used.
Algorithm
- Put the initial node unless START
- If START = empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successor generate all of them. Estimate the fitness number (The sum of evaluation function and cost along the reading to that state is called fitness number) of the successes by totaling the evaluation function values and cost function value. Short the list by fitness number
- Need the new list as START 1
- Replace start with START 1
- Go to step 2
AO* Search






Game Playing in AI: - There are two major components in game playing they are
i) Plausible Move Generator: - If we are to employee a simple move generator then it might not be possible to examine all the states. Has it is essential that only very selected moves or pats the examine for this purpose only one has a flexible move generator that expends are generates only selected moves
ii) Static Evaluation Function
Generator: - This is the most important components of the game playing program. Based on heuristic this generates the static evaluation function value for each and every move that is being made. The study evaluation function gives a snapshot of a particular move. More the static evaluation function value more in the possibility for victory. The basic method available for game playing are
- Min – Max Strategy: - Min – max strategy is a simple strategy for two person gene playing. Here players are called maximizer and minimizer both are opponent to each other. Maximizer and minimizer fights it out to see that the opponent get minimum benefit and they get the maximum benefit. The play sable move generator generate necessary for the farther evaluation and the static evaluation function ranks each of the position

Figure

                Let AB the initial state of the game, the plausible move generator generates children’s for that move and the static evaluation function generate assign the value given along with each of the state. It is assume that that the static evaluation function generators returns a value from – 20 to +20 where a value of +20 indicates a win for maximizer and a value of -20 indicates a wine for minimizer makes first move the maximizer always tries to go the position where the static evaluation function value is maximizer positive value.
                The maximizer being the player to make the first move will to node D because static evaluation function value of that maximum node. If the minimizer has to move he will go node be because the static evaluation function value for that node is minimum

Figure


Fig: - game tree explained by two level their association static evaluation function value but a game playing strategy never stops with one level but loops a head that is move a couple of levels down ward to those the optimal movies
                Let’s examines this with the help of above fig: Let’s assume that it is the maximizer who will to play first floated by minimizer. Before the maximizer move to N, O, P he will have to thing which move would be highly beneficial to him. It maximizer move to N next will be minimizer term. The minimizer always this to other and he will move to are (static evaluation function value = -6) this value is backed off to N.
                If M move to O, then the minimizer will move to V, which is the minimum of +4, +7 and 0 so, the value of 0 is backed up as 0. Similarly the value of P will backed of -3.
                The maximizer will know have to choose between M, N, O, and P with the value of -6, 0 and -3. Being a maximizer he will choose node 0 because if provides the maximize value corresponding to other
- Min – Max Strategy with alphabet cut – offs: -

Figure: -


                This is the modified version of min max strategy algorithm where two threshold value are maintain for features expansion. One threshold value is called alpha, which is lower bound on the value the maximizer can be originated and other is beta (P) which represent the upper bound of the value the minimizer can be assigned.
                In this figure the maximizer has to play first floated by the minimizer as done in min – max strategy. The maximizer assign A value of 6 at Q (minimum at the values sand t). This values is backed up P so the maximizer as assured of A value of 6 when he move to Q. Now let see what happened at R. The value at V is -2 and U is unknown. Since, the move is minimizing 1 by moving to R, P can get only A value of -2 or less that is unacceptable for P because by moving to Q he is assured of value up 6 hence he will never tries move other than children of R
Role of Alpha (α)

Figure: -

                For P the maximizer A value of 6 is assured by moving a node Q. this value P is compared with that of value at R, P be the maximizer could flow any path which value is greater than 6. Hence, this value of 6 being the least at a maximizing move and set as value of α. This value of alpha is now used as reference point. Any node which value is greater than alpha is acceptable and all the node which values are less than alpha is rejected.
Role of Beta (β)

Figure: -



                In this figure is the minimizer and the path for extension are chosen from values at the leaf node. Since 5 and T are maximizer the maximum value of their children are back up as static evaluation function value. Node Q being minimizer always moves to 5 rather than T. the value at 5 (6) is not we used by Q as a reference point. The value is called β is acceptable and values more than β are seldom.
Bayesian Networks
- Bayesian networks also known as Bayes Nets, Belief Nets cause nets and probability nets, are a space efficient data structure for encoding all of the information in the full joint probability distribution for the set of random variables defining a domain
- Represents all of the direct causal relationships between variables
- In punitively to construct a Bayesian net for a given set of variables draw are from cause variables to immediate effects.
- Space efficient because it exploits the fact that in many real world problem domains the dependencies between variables are generally local, so there are a lot of conditionally independent variables
- Captures both qualitative and quantitative relationships between variables
- Can be used to reason: -
i) Forward (top – down) from causes to effects predictive reasoning (aka causal reasoning)
ii) Backward (bottom – up) from effects to causes diagnostic reasoning
- Formally a Bayesian Net is a directed a cyclic graph (DAG) where is a node for each random variable and a directed are from A to B whenever A is a direct causal influence
- Each node A in a net is conditionally independent of any subset of nodes that are not descendant of a given the parents of A.
Case based Reasoning: - In case based reasoning the cases are stored and accessed to solve a new problem. To get a prediction for a new example, these cases that are similar or close to the new example this is at one extreme of the learning problem where unlike decision trees and neural networks relatively little work must be done offline and virtually all of the work is performed at query time.
                Case based reasoning can be used for classification and regression. It is also applicable when the cases are complicated, such as in legal cases where the cases are complex legal rulings and in planning, where the cases are previous solutions to complex problems
                If the cases are simple one algorithm that works well is to use the k – nearest neighbors for some given number K. given a new example the K training examples that have the input features closest to that example are used to predict the forget value for the new example.
                The prediction can be the mode average or some interpolation between the predication of these k. training examples perhaps weighting closer examples more than distant examples.
                For this method to work a distance metric is required that measures the closeness of two examples. First define a metric for the domain of each feature in which the values of the features are converted to a numerical scale that can be used to compare values.
Unit 5
Machine Learning
Learning: - The process of knowledge as equation is called learning. There are various types of learning.
- Rote Learning (Learning by Memorizations): - Knowledge a equation itself includes many different activities. Simple storing of computing information or rote learning is the most basic learning activities may computer programs examples database systems can be used to learn in this sense slough most people could not called such simple storage as learning however many IT programs rote learning techniques. When a computer stored a paces of data it is performing a rote learning such learning are used full for improving the performance of the systems.
- Learning by Analogy
a) Transformational Analogy


                Suppose we are asked to prove theorem in plane geometry we might look for a previous theorem that is very similar and copies its proof, making substitution when necessary. The idea is to transform a solutions to a previous problem into a solutions for the current problem such learning is called learning by transformation analogy.
                The example for transformational analogy is five below

Figure: -

b) Derivational Analogy

Figure: -

                Transformation analogy if does not look at how the old problem was solved it look at the final solution after the twist and terms in solving an old problem are relevant to solving a new problem. The detail history of problem solving is called its derivation analogical reasoning that tables these histories in to account is called derivational analogy.
Explanation Based Learning (EBL): - An explanation based learning system accepts and example (i.e. training example) an explains what it learns from the example. The EBL system takes only the relevant aspects of the training. These explanations is translated in to particular form that a problem solving program can understand so that it can used to solve other problem
                We can think EBL program as specifying the following input.
- A training example: - what the training program size in the world.
- A goal concept: - A high level description of which the problem is supposed to known
- A operationally (                           ): - A description of which concept are useable
- A domain theory: - A set of groups that gives the relationship between the activities between domains






Inductive Bias Learning: - A major problem in machine learning is that of inductive bias how to choose a learners hypothesis space so that it is large enough to contain a solution to the problem being learnt yet small enough to ensure reliable generalization from reasonably sized training sets. Typically such bias is supplied by hand through the skill and insights of experts. In this paper a model for automatically learning bias is investigated. The central assumption of the model is that the learner is embedded within an environment of related learning tasks.
                Within such an environment the learner can sample from multiple tasks and hence it can search for a hypothec is space that contains good solutions to many of the contains on the set of all hypothesis spaces available to the learners we show that a hypothesis space that performs well on a sufficiently large number of training tasks novel task in the same environment. Explicit bounds are also derived demonstrating that learning multiple tasks can potentially give much better generalization than learning a single task.
Genetic Algorithms: - This is an introduction to genetic algorithm methods for optimization. The continuing price/performance improvements of computational systems has made them attractive for some types of optimization. In particular genetic algorithms work very well on mixed. Combinational problems. But they tend to be computationally expensive. To use a genetic algorithm you must represent a solution to your problem as a genome. This presentation outlines some of the basics of genetic algorithms. The three most important aspects of using genetic algorithms are
- Definition of the objective function
- Definition and implementation of the genetic representation and
- Definition and implementation of the genetic operators
                Once these three have been defined the generic algorithm should work fairly well. Beyond that you can try many different variations to improve performance find multiple optima or parallelize the algorithms.
Application of AI
Export System: - Export system are knowledge intensive programs that solve problem in a domain that require considerable amount of technical information the Brattice computer society community of the specialist prove on export system as formed the following generation
- The embodiment within a computer of a knowledge based component from on export skill in such a form that the machine can offers that intelligence take intelligence design about of the specification.
                A desirable additional characteristics which may regard fundamental each the capability of the system on demand to justified its own line of reasoning in a manner directly to the enquire
Characteristics Expert System (CES)
                Following are the different characteristics expert system
- They should solve difficult problem in a domain as good as or better than on expert
- They should process vast quantities of domain specific knowledge in the detail
- These system promote the use of heuristic search process. It must be cleared that brought search techniques are in practical and to managed the problem heuristic search procedure process the management
- They explain why they question and justify their confusion. Explanation facilities enhance treatability system in the mind of human
- They accept advice modify update and expand
- They communicate with the users in their own natural language
- They provides extensive facility part simply processing greater than numeric processing     

 Unit 1
Goal in Problem Solving
Introduction: - "Developing computers programs to solve complex problems by the application of processes that are analogous to human resourcing process"
                AI is the ability of a program to perform the same kinds of functions that characterize human thoughts which includes.
i) Systems that thinks like human
ii) Systems that thinks acts like human
iii) Systems that thinks think rationally
iv) Systems that thinks acts rationally
i) Systems that thinks like humans: - This requires getting inside of the human mind to see how it works and then comparing our computer programs to this. This is what cognitive science afferents to do. An others way to do this is to observe a human problems solving and rogue that one's programs go about problem solving in similar way.
ii) Systems that act like human: - To be considered intelligent a program must be able to act sufficiently like a human to fool an interrogator. The machine and the human are isolated from the person carrying out the test and messages are exchanged via a keyboard and screen. If the person cannot distinguish between the computer and the human being then the computer must be intelligent.
iii) System that think rationally: - For example all computers use energy. Using energy always generates heat. Therefore all computers generate heat. This initiates the field of logic. Formal logic was developed in the lot nineteen century. This was the first step forwards enabling computer programs to reason logically.
iv) System that act rationally: - Acting rationally means acting so as to achieve one's goals given one's beliefs. An agent is just something that perceives and acts. In the logical approach to AI the emphasis is on correct inferences.
Function of AI
- Philosophy: - Logic methods of reasoning mind as physical system foundations of Learning, Language, and Rationality.
- Mathematics: - Formal representation and proof algorithm, computation, decidability, tractability, probability. Philosophers staked out most of the important ideas of AI but to move to a formal science requires a level of mathematics formulism in three main areas computation logic and probability.
- Economics: - Utility decision theory
- Neap Science: - Physical substrate for mental activity
- Psychology: - Phenomena of perception and motor control, experimental techniques. The principle characteristic of cognitive. Psychology is the brain processes and process information.
- Computer Engineering: - Building fast computers
- Control Theory: - Design systems that maximize an objective function over time
- Linguistics: - Knowledge representation grammar having a theory of how human successfully process natural language is an AI complete problem if we could solve this problem then we would have created a model of intelligence.
Application area of an AI: - Today's AI systems have been able to active limited success in some of these tasks.
- In computer vision the systems are capable of face recognition
- In Robotics we have been able to make vehicles that are mostly automats.
- In natural language processing we have systems that are capable of simple machine translation
- Today's Expert systems can carry out medical diagnosis in a narrow domain
- Speech understanding systems are capable of recognizing several thousand words continuous speech
- Planning and scheduling systems had been employed in scheduling experiments with the Hubble Telescope.
- The Learning systems are capable of doing text categorization into about a 1000 topics
- In games AI systems can play at the Grand Master level in chess (World Champion) checkers etc.
What can AI system NOT do yet?
- Understand natural language robustly (e.g. read and understand articles in a newspaper)
- Surf the web
- Interpret an arbitrary visual science
- Learn a natural language
- Construct plans in dynamic real time domains
- Exhibit true autonomy and intelligence
Goal Schemas: - To build a system to solve a particular problem we need to do four things.
- Define the problem precisely. This definition must include precise specifications of what the initial situations will be as well as what final situations constitute acceptable solutions to the problem.
- Analyze the problem. A few very important features can have an immense impact on the appropriateness of various possible techniques for solving the problem
- Isolate and represent the task knowledge that is necessary to solve the problem.
- Choose the best problem solving techniques and apply them to the particular problem
i) Search Problem: - It is characterized by an initial state and a goal state description. The guesses are called the operators where a single operator transforms a state into another state which is expected to be closer to a goal state. Here the objective may be to find a goal state or to find a sequence of operators to a goal state. Additionally the problem may require finding just any solution or an optimum solution.
ii) Planning: - The purpose of planning is to find a sequence of actions that achieves a given goal when performed starting in a given state. In other words given a set of operator instances (defining the possible primitive actions by the agent) an initial state description and a goal state description or predicate the planning agent computers a plan.
Simple Planning Agent: - The problem – solving agents are able to plan a head to consider the consequences of sequences of actions before acting. And a knowledge – based agents can select actions based on explicit, logical representations of the current state and the effects of actions
Problem Solving Agents + Knowledge – based Agents = Planning Agents
Linear Planning: - Basic idea work and one goal until completely solved before moving on to the next goal planning algorithm maintains goal stack
i) Implications
- No inter leaving of goal achievement
- Efficient search if goals do not interact
ii) Advantages
- Reduced search space since goals are solved one at a time
- Advantageous if goals are (mainly) independent
- Linear planning is sound
Iii) Disadvantages
- Linear planning may produce sub optional solutions
- Linear planning is incomplete
Concept of non – linear planning
                Use goal set instead of goal stack. Include in the search space all possible sub goal ordering. Handles goal interactions by interleaving.
Advantages
- Non – linear planning is sound
- Non – linear planning is complete
- Non – linear planning may be optimal with respect to plan length (depending on search strategy employed)
Disadvantage
- Larger search space since all possible goal orderings may have to be considered
- Somewhat more complex algorithm more bookkeeping
Means – Ends Analysis: - The means – ends analysis concentrates around the detection of differences between the current state and the goal state. Once such difference is isolated an operator that can reduce the difference must be found. However perhaps that operator cannot be applied to the current state. Hence, we setup a sub – problem of getting to a state in which it can be applied. The kind of backward chaining in which the operators are selected and then sub goals are setup to establish the preconditions of the operators is known as operator sub – goal.
                Just like the other problem solving techniques, means – ends analysis relies on a set of rules that can transform one problem state into another. However these rules usually are not represented with complete state descriptions on each side. Instead, they are represented as left side, which describes the conditions that must be met for the rule to be applicable and a right side, which describes those aspects of the problem state that will be changed by the application of rule. A separate data structure called a difference table indexes the rules by the differences that they can be used to reduce.
Algorithm: Means – Ends Analysis
- Compare CURRENT to GOAL. If there are no differences between them, then return.
- Otherwise, select the most important difference are reduce it by doing the following until success or failure is signaled
a) Select a new operator O, which is applicable to the current difference. If there are no such operators then signal failure.
b) Apply O to CURRENT. Generate descriptions of two states, O – START a state in which O's preconditions are satisfied and O – RESULT, the state that would result if O were applied in O – START
Production Rules Systems: - Since search is a very important process in the solution of hard problems for which no more direct techniques are available, it is useful to structure AI programs in a way that enables describing and performing the search process. Production systems provide such structures. A production systems consists of:
- A set of rules each consisting of a left side that determines the applicability of the rule and a right side that describes the operation to be performed if the rule is applied.
- One or more knowledge or databases that contain whatever information is appropriate for the particular task.
- A control strategy that specifies the order in which the rules way of resolving the conflicts that arise when several rules match at once.
i) Forward Chaining Systems: - In a forward chaining system the facts in the system are represented in a working memory which is continually updated. Rules in the system represent possible actions to take when specified conditions hold on items in the working memory they are sometimes called condition – action rules. The conditions are usually patterns that must match items in the working memory while the actions usually involve adding or deleting items from the working memory.
                The interpreter controls the application of the rules, given the working memory, thus controlling the system's activity. It is based on a cycle of activity sometimes known as a recognize act cycle. The system first checks to find all the rules whose conditions hold, given the current state of working memory. It then selects one and performs the actions in the action part of the rule. The actions will result in a new working memory and the cycle begins again. This cycle will be repeated until either no rules fine or some specified goal state is satisfied.
ii) Backward Chaining Systems: - So far we have looked at how rule based systems can be used to draw new conclusions from existing data adding these conclusions to a working memory. This approach is most use full when you know all the initial facts, but don't have much idea what the conclusion might be.
                If we do know what the conclusion might be, or have some specific hypothesis to test forward chaining systems may be inefficient. We could keep on forward chaining until no more rules apply or you have added your hypothesis to the working memory. But in the process the system is likely to do a lot of irrelevant work adding uninteresting conclusions to working memory.
iii) My CIN Style Probability and its Application: - In artificial intelligence, My CIN was an early expert system designed to identify bacteria causing severe in factions, such as bacteremia and meningitis, and to recommend antibiotics, with the amount adjusted for patient's body weight the name derived from the antibiotics themselves, as many antibiotics have the suffix "MYCIN". The MYCIN system was also used for the diagnosis of blood clotting diseases.
                MYCIN was developed over five or six years in the early 1970s at Stanford University in Lisp by Edward short life. MYCIN was never actually used in practice but research indicated that it proposed an acceptable therapy in about 69% of cases, which was better than the performance of infectious disease experts who were judged using the same criteria. MYCIN operated using a fairly simple inference engine, and a knowledge base rules. It would query the physician running the program via a long series of simple Yes/No or textual question. At the end it provided a list of possible culprit bacteria ranked from high to low based on the probability of each diagnosis, its confidence in each diagnosis probability, the reasoning behind each diagnosis and its recommended course of drug treatment.
Practical use/Application: - MYCIN was never actually used in practice. This wasn't because of any weakness in its performance. As mentioned in tests it output formed members of the Stanford medical school faculty. Some observers raised ethical and legal issues related to the use of computers in medicine if a program gives the wrong diagnosis or recommends the wrong therapy, who should be held responsible?
Unit 2    Intelligence
Introduction of Intelligence: - Artificial intelligence is concerned with the design of intelligence in and artificial device. The turn was invented by MC Cathy in 1956.
                Artificial intelligence is about designing system that are as intelligent as human. This view involves trying to understand human through and an effort to build machines that emulate the human though process. This view is the cognitive science approach to AI.
Common Sense Reasoning: - Common sense is ability to analyze the situation best on it context, using millions of integrated pieces of common knowledge depends on being able to do common sense resining central part of intelligent behavior.
                Example every know that drawing a glass of water the glass will break and water will spill. However this information is not obtained by formula or equation. Common sense knowledge means what everyone knows. Example: -
- Every person is younger then the person's mother
- People don't like being repeatedly interrupted
- If you hold a knife by its blade then the blade may cut you.
- People generally sleep at right
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, 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 agents and environments

Figure: - Personality of Agent
Environment Type
- Fully observable (Vs. partially observable): An agents sensors give it access to the complete state of the environment at each point in time
- Deterministic (Vs. stochastic): The next state of the environment is completely determined by the current state and the action executed by the agent.
- Episodic (Vs. sequential): The gent's experience is divided into atomic "episodes", and the choice of action in each episodes depends only on the episode itself
- Static (Vs. dynamic): The environment in unchanged while an agent is deliberating. (The environment is semi dynamic if the environment itself does not change with the passage of time but the agent's performance score does)
- Discrete (Vs. continuous): A limited number of distinct clearly defined percepts and actions.
Agent Types
                Four basic types in order of increasing generality
- Simple reflex agents
- Model based reflex agents
- Goal based agents
- Utility based agents
- Simple Reflex Agents: - The agent select an action best on the current precept ignoring the rest of the precept history

Figure: - Simple Reflex Agent
- Model Based Reflex Agent: - The agent decides its actions best on of predefined set of condition action rules. For e.g.: - a telephone operator answering machine

Figure: - Model based reflex agent
- Goal based Agent: - The agent decides its action best on a known a goal. For e.g.: - a GPS system finding a path to certain destination

Figure: - Goal Based Agent
Unit 3
Knowledge Representation
Knowledge Representation and Reasoning: - Intelligent should have capacity for
- Receiving: - That is representing its understanding of the world
- Knowledge Representation: - That is representing its understanding of the world
- Reasoning: - That is inferring the implications of what it knows and of the choices ithas.
- Acting: - That is choosing what it want to do and carry it out.
                Representation of knowledge and the reasoning process are central to the entire field of artificial intelligent. The primary component of a knowledge best agent is its knowledge base. A knowledge best is a set of sentences. Each sentence is expressed in a language. Sentences represent some assertion about the world. There must be mechanisms to derive new sentences from old sentences. This process is known as inference or reasoning. Inference must obey primary requirement that the new sentences should follow logically from the previous one.
Approaches to knowledge Representation: - A good system for the representation knowledge in a particular dement should possess the following properties
-Representational Adequacy: - The ability to represent all of the kinds of knowledge that are needed in that domain.
-Inferential Adequacy: - The ability to manipulate the representation structures in such a way as to derive new structure cross ponding to new knowledge inferred from old.
- Inferential Efficiency: - The ability to incorporate in to the knowledge structure additional information that can be used to focus the attention of the inference mechanism in the most promising direction.
- Inquisitional Efficiency: - The ability to acquire new information easily. The simplest case involve direct instruction of new knowledge into the database.
Logic: - Logic is the primary vehicle for representing and resuming about knowledge. The advantage of using formal logic as a language of AI is that it is price and deferent. These allows program to be written which are declarative. This however leads to seven limitation. Clearly a large person of the reasoning carried out by human depended on handling knowledge that is on certain. Logic cannot represent this uncertainty well. Similarly natural language resurging require inferring hidden state like the intention of the speaker.
                A logic consist of two parts, a language and method of measuring. The logical language intern as two aspects, syntax and semantics. They are
- Syntax: - The atomic symbols of the logical language and the rules for constructing well formed a non-atomic expression of the logic. Syntax specifies the symbols in the language and how they can be combined to form sentences.
- Semantics: - The meanings of the symbol of the logic, and rules there for demining the meaning of non – atomic expression of the logic. It specifics what facts in the world a syntax refers to. A fact is a claim about the world and may be true or false some popular logics are propositional logic, first order predicate logic high order predicate logic and fuzzy logic.
- Propositional Logic: - In PropositionalLogical (PL) and user defines a set of propositional symbols like P&Q. User defines the semantics for each of these symbol. For e.g.: -
P means "It is hot"
Q means "It is humid"
R means "It is raining"
- A symbol
- If S is a sentence than "~" is a sentence, where "~" is the not logical operator?
- If sand PR sentences then (S˅T), (S˄T) (S→T) and (S<→T) are also sentences for e.g.: - (P˄Q)→R
It is hot and humid then it is raining
Q→P
If it is humid then it is hot R It is raining
- Given the truth value of all of the constituent symbol in a sentence that sentence can be content the value true or fails. This is called an inter pretention of the sentence
- A model is an inter pretention of a set of sentences such that each sentence is true. A model is just a formal mathematical structure that stands in for the world.
- A valid sentence (also called as tautology) is a sentence that is true under all inter pretention. Hence no matter what the world is actually like or what the semantic is the sentence is true.
- An inconstant sentence (called on satisfy able or a contradiction) is a sentence that is false under all inter reaction. Hence the world is never like that it describes
First Order Logic
Syntax: - Syntax are symbol users the symbols or alphabet be aware that there are all sorts of solidly different ways to define first order logic
a) Alphabet: - There are different types of symbols they are
- Logical Symbol: - These are symbols that have a standard meaning like AND, OR, NOT, ALL, EXIT, IMPLIES if FALSE, TRUE etc.
- Non Logical Symbol: - They are one dimensional array two dimensional array N dimensional array functions (1 ary 2 array …….. n …….ary) variables etc.
b) Terms: - A term is either and individual constant or a variable are any function applied to a terms.
c) Atomic Formula: - An atomic formulae is either false are an n dimensional array predicate applied to ‘n’ terms
d) Literals: - A literals is either an atomic formula (Positive literal) or the negation of an atomic formula (a negative literals) a ground literal is avariable free literal
e) Clauses: - Clause is a disjunction of literals a ground cause is a variable free clause a Horn clause is a clause with at most one +ve literal a definite is a hornclause with exactly one +ve literal
Logical Agents
                In logical agents we design agents that can form representation of the world, use a process of in France to derive new representation about the world and use these new representations to reduce what to do?
- Knowledge base agent the central component of knowledge base agent is its knowledge base. A knowledge base is a set of sentences. Each sentence is expressed in a language called a knowledge presentation language and represents some accretion about the world.
Function: - KB – AGENT (percepts) return an action
Static: - KB, a knowledge base t, a counter initially 0.
TELL (KB, MAKE – PERCEPT – SENTENCE (Percept t)
Action ← ASK (KB, MAKE – ACTION – QUERY (  ))
TELL (KB MAKE – ACTION – SENTENCE (action t))
T = ++1
Return action

- There must be a way to add new sentences to the knowledge base and the way to query what is known. The stander names for these task are TELL and ASK respectively







Fig: - A generic knowledge base agent
                Figure shows the outline of a knowledge best agent program. Like all our agents it text a percept as I/P and returns an action. The agent Montana a Knowledge Base (KB) which may initially content some background knowledge base what it perceives, second, it asks the knowledge base what action should perform. In the process of answering this query, extensive reasoning may be done about the current state of the world, about the outcomes of possible action sequences and so on. Third, the agent recorders its choice with tell and executed the action.
Formal Logic Connectives Syntax, Semantics
Syntax
- Rules for constructing legal sentences in the logic
- Which symbol we can use
- How we are allowed to combine symbols
- Propositions
- Connective  and, or, not, implies, if ( )
Semantics
- How we interpret (read) sentences in the logic
- Assign a meaning to each sentences
- Use true the table to work out the truth of statement
Semantic Network

Figure:



                The idea behind the semantic network is that knowledge is often best understood as a set of concept that are related to one another. The meaning of a concept is defined by its relationship to another concept. A semantic network consist of a set of node that are connected by labeled arcs. The nodes represent concepts and the arcs represents relations between concepts.
Common Sematic Relations
INSTANCE
                X is an INSTANCE of Y, if X is a specific example of the general concept Y.
ISA
                X ISA Y, if X is a subset of the more general concept Y e.g.: - sparrow ISA bird.
Haspart
                X has part Y, if the concept Y is a part of the concept X. e.g.: sparrow has part tail.
- Semantic Tree
                A semantic tree is a representation that is a semantic net I which shorten links are called branches. Each branch connects two node. The head node is called parent node and tail node is called child node. One node has no parent; it is called the root node. Other nodes have exactly one parents. Some nodes have no children; they are leaf node when two nodes are connected to each other by a chain of two or more branches one is set to be the ancestor; the other is set to be the descendent.
- Inheritance
                Inheritance is a key concept in semantic n/w and can be represented naturally by following ISA link. In general, if concept X has property P, then all concepts that are a subset of X should also have property P. In practice, inherited properties are usually treated has default values. If a node has direct link that contradicts inherited property, then the default is over rider.
- Multiple Inheritance
Ø  Multiple inheritance allows an object to inherit properties from multiple concept
Ø  Multiple inheritance can sometime allow an object to inherit conflicting properties.
Ø  Conflicts are potentiallyunatonable so conflict resolution strategies are needed
Predicate Calculus (Predicate Logic)
                In mathematical logic, predicate logic is generic turn for symbolic formal systems like first order logic, second order logic or many sorted logic. This formal system is distinguished from other system in that its formula content variables which can be quantified. Two common quantifies are existential ᴲ (“There exist”) and universal U (“for all”) quantifies. Predicate calculus symbols may represent either Constance variable, function, predicate. Constance name specific objects are properties in the domain of this coursed. Thus tree tall and blue are examples of well form constant symbols. The constant true and false are included. Functions denote mapping of one or more elements in a set called the domain of the function. In to a unique element of another set. Elements of the domain and range are objects in the old of discourse. Every function symbols have an associated entity indicating the number of element in the domain mapped on to each element of range.
Predicate logic uses three additional notation they are
i) Predicate
                A predicate is a relation that binds two items together for example: Krishna like apple. Know we can write like (Krishna, like apple) where like is predicate that links two items Krishna and Apple.
                Thus predicate can be generalized as like X, Y where X and Y are the variable it means X likes Y
ii) Terms (Literals)
                Terms are arguments in a predicate logic example Ravi’s father is Ranis father that is father (father
iii) Quantifiers
                A quantifiers is a symbol that permits to declare or identify the range or scope of variables in a logical expression. There are two types of quantifiers they are
- Universal quantifiers
- Existential quantifiers
- Universal Quantifiers
                If A is a variable the ¥a is read as
i)                    for all A
ii)                   for each A
iii)                 for every
- Existential Quantifiers
                If B is a variable then ϶b is read as
i)                    there exist B
ii)                   for some B
iii)                 for at histone B
Resolution
                Robinson in 1965 introduce the resolution principle which can be directly apply to any set of clues. The principle is given any two clues A and B, if there is lateral Bin A and which has complementary term >p in B, delete P from A and B an construct a new close of the remaining clues. The clues so constructed is called “resolving of A and B”.
Substitution
                Resolution works on the principle of identifying complementary literals in two clues a deleting then there by forming a new literal. The process is simple an state forward where are variables the problem becomes complicated and there is necessary to make proper substitution.
There are three major types of substitution
- Substitution of variable by a constant
- Substitution of variable by another variable
- Substitution of variable by function that does not have same variable
Unification
                In prepositional logic it is easy to determine that how literals cannot both be tree at the same time for example: man (John) &Ʌ man (john) thus in order to determine contradiction win need a machine procedure that compares two literals at discourse where their exist a set of substitution that made them identical there is a state forward recursive procedure called unification algorithm. The basic idea of unified two literals we fast check if their initial predicate symbols are the same. If so we can processed otherwise there is no way to unified regard less of their arguments.Suppose we want to unify an expressions P(K,Y) & P(K,Z) here the predicate is same so we can unify by substituting Z by Y.
Frame
                Frame is a collection of attribute slots and associated values that describe some real word entity. Frames on their own are not particularly help full but frames systems are powerful way of encoding information to reasoning process. A frame structure provides facilities for describing objects facts over situation procedure on what to do when a situation is encounter.
Types of Frames
- Declaration Frame: - A frame that contains description about an object is called a declarative frame. The computer center frame describable it a typical example of subscribe frame
- Procedural Frame: - It is possible to have procedural knowledge represented in a frame. Such frame which have procedural knowledge embedded in it are called procedurals frames. The procedural frames as following slots
a) Actor Slots: - It holds information about who is performing the activity
b) Object Slots: - This slots as information about the item to perform on
c) Source Slots: - Source slots holds information from where the action as to end
e) Task Slots: - This generates the necessary sub slots required to perform the operation


Approach to Knowledge Representation: - A good system for knowledge representation should passes the following property
- Representation Adequacy: - The ability to represent all kinds of knowledge that are needed in that domain
- Interracial Adequacy: - The ability to manipulate the representation structure in such a way as to derive new structures of new knowledge inference form old.
- Acquisitioned Efficiency: - The ability to acquire the new information easily. The simplex case involves direct insertion by a person as new knowledge in to the knowledge base.
- Inferential Efficiency: - The ability to incorporate into the knowledge structure additional information that can use to fours the attention of the inference mechanism in most per mistingdirection
Knowledge Representation Technique
(a) Simple relational knowledge: - The simple way of storing facts page to use a simple relational method where each fact about a set of object which set at systematically in columns. This representation gives little opportunityfor inference but it can be used as knowledge bases for inference engine.
(b)Inheritable knowledge: - Relational knowledge is made up of constitute of institute and cross ponding associated values we extend the base more by allowing inference mechanism for property in heritance is used. In property inheritance of a class.
(c)Inferential knowledge: - In inferential knowledge logic knowledge is represented as formal for example all dogs have tell an in formal logic it is return as
Advantage
- A set of strict rule
- Can be used to derive
- Make
- Popular in AI system
(d) Procedural knowledge: -It is also called operational knowledge which specifies what to do when. In this control information is necessary to use the knowledge in embedded in the knowledge base itself
Unit 4
Inference and Reasoning
State Space Representation Technique: - A set of all possible states for a give problem is known as state space of the problem. For example let us consider us consider an 8 tiles puzzle game. The puzzle consist of a squire frame contenting at tiles and an empty slot. The tiles are number from 1 to 8. It is possible to move the tiles in the squire field by moving a tile in to the empty slot. The objective is to get the squire in a numerical order
Rules: - The operator for this problems are
Up: - If the heal is not touching the top frame move it up.
Down: - If the heal is not touching the bottom frame move it down.
Left: - If the heal is not touching the left frame move it left.
Right: - If the heal is not touching the Right frame move it right.

Figure


                The state space is a directed graph with all the state has nodes. A node is set to be existed if it is possible to up tent it form the initial state by application of a set of operators. A small fragment of state space for the 8 tile puzzle game as soon above.
                State space representation are highly perinatal in AI because they provide all possible states operations and the goal. If the entire state space representation for a problem it’s given it is possible trace the part from the initial state to the goal state and identifies the sequence of operators. The major disadvantage of this method is that it is not possible to visualize all states for a given problem. More ever, the resources of the computer system are limited to handle huge state space representation.
Heuristic Search
                Breath first searching is a uniforms search because they do not have any domain specific knowledge. Heuristics are approximations use to minimize the searching process. The process of searching can be drastically reduced by the use of heuristic. Generally two categories of problems are heuristic
- Problem for which no exact algorithms are known and one needs to find an approximation and satisfying solution
- Problem for which exact solution is known but computationally in fusible.
                The heuristic which are needed for serving problems are generally represented as a heuristic function which maps the problem state in to numbers. This numbers are then approximately used to guide search. The following algorithm make use a drastic evaluation function
- Hill Climbing Search: - This algorithm is also called discrete optimization algorithm which uses a simple heuristic function to calculate the amount of distance the node is from the goal. In fact there is no different between hill climbing search and deft search except that the children of the node that has been expended are shorted by remaining distant


Algorithm
- Put the initial list on start
- If start = empty or start = goal terminate search
- Remove the first node from the start called this node A
- If A = goal terminate search with success
- If node has a successor generate all of them. Find out how far they are from the goal node sort they by remaining distance from the goal and at them to the
- Best First Search: - This is also heuristic search the heuristic function used here are called evaluation function each and indicates how far the node is from the goal node. Goal node have an evaluation function value of O (Zero)




                It is explained using a search give above. First the start node is expended. It has three children A, B and C with evaluation function 3, 6 and 5 respectively. These values approximately indicate how far they are from the goal node. The child with minimum value ‘A’ is chosen. The children’s of ‘A’ are generated. They are ‘D’ and ‘E’ with evaluation function 9 and 8 with evaluation at. The search process has how four node to search that is the node ‘D’ with evaluation function 9, ‘E’ with 8, ‘B’ with 6 and ‘C’ with 5 where ‘C’ has got the minimum value which is expanded to give node ‘H’ which value is 7. At this point the node available for search are (D: 9), (E: 6) (H: 7)
Algorithm
- Put the initial node on a list START
- If START empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successes generate all of them find out how far they are from the goal node. Short all the child generated so far by the remaining distance from the goal
- Replace start with START
- Go to step 2
- A* Search (Aversa Search): - In best first search we brought in a heuristic value called evaluation function value. It is a value that estimates how far a particular estimate node is from the goal node. A part from the evaluation function value one can also bring that is cost function. Cost function indicates how much resources take time energy money etc. has been spent in reading a particular node from the start. If it is possible for one to obtain the evaluation values and cost function values the A* algorithm can be used.
Algorithm
- Put the initial node unless START
- If START = empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successor generate all of them. Estimate the fitness number (The sum of evaluation function and cost along the reading to that state is called fitness number) of the successes by totaling the evaluation function values and cost function value. Short the list by fitness number
- Need the new list as START 1
- Replace start with START 1
- Go to step 2
AO* Search






Game Playing in AI: - There are two major components in game playing they are
i) Plausible Move Generator: - If we are to employee a simple move generator then it might not be possible to examine all the states. Has it is essential that only very selected moves or pats the examine for this purpose only one has a flexible move generator that expends are generates only selected moves
ii) Static Evaluation Function
Generator: - This is the most important components of the game playing program. Based on heuristic this generates the static evaluation function value for each and every move that is being made. The study evaluation function gives a snapshot of a particular move. More the static evaluation function value more in the possibility for victory. The basic method available for game playing are
- Min – Max Strategy: - Min – max strategy is a simple strategy for two person gene playing. Here players are called maximizer and minimizer both are opponent to each other. Maximizer and minimizer fights it out to see that the opponent get minimum benefit and they get the maximum benefit. The play sable move generator generate necessary for the farther evaluation and the static evaluation function ranks each of the position

Figure

                Let AB the initial state of the game, the plausible move generator generates children’s for that move and the static evaluation function generate assign the value given along with each of the state. It is assume that that the static evaluation function generators returns a value from – 20 to +20 where a value of +20 indicates a win for maximizer and a value of -20 indicates a wine for minimizer makes first move the maximizer always tries to go the position where the static evaluation function value is maximizer positive value.
                The maximizer being the player to make the first move will to node D because static evaluation function value of that maximum node. If the minimizer has to move he will go node be because the static evaluation function value for that node is minimum

Figure


Fig: - game tree explained by two level their association static evaluation function value but a game playing strategy never stops with one level but loops a head that is move a couple of levels down ward to those the optimal movies
                Let’s examines this with the help of above fig: Let’s assume that it is the maximizer who will to play first floated by minimizer. Before the maximizer move to N, O, P he will have to thing which move would be highly beneficial to him. It maximizer move to N next will be minimizer term. The minimizer always this to other and he will move to are (static evaluation function value = -6) this value is backed off to N.
                If M move to O, then the minimizer will move to V, which is the minimum of +4, +7 and 0 so, the value of 0 is backed up as 0. Similarly the value of P will backed of -3.
                The maximizer will know have to choose between M, N, O, and P with the value of -6, 0 and -3. Being a maximizer he will choose node 0 because if provides the maximize value corresponding to other
- Min – Max Strategy with alphabet cut – offs: -

Figure: -


                This is the modified version of min max strategy algorithm where two threshold value are maintain for features expansion. One threshold value is called alpha, which is lower bound on the value the maximizer can be originated and other is beta (P) which represent the upper bound of the value the minimizer can be assigned.
                In this figure the maximizer has to play first floated by the minimizer as done in min – max strategy. The maximizer assign A value of 6 at Q (minimum at the values sand t). This values is backed up P so the maximizer as assured of A value of 6 when he move to Q. Now let see what happened at R. The value at V is -2 and U is unknown. Since, the move is minimizing 1 by moving to R, P can get only A value of -2 or less that is unacceptable for P because by moving to Q he is assured of value up 6 hence he will never tries move other than children of R
Role of Alpha (α)

Figure: -

                For P the maximizer A value of 6 is assured by moving a node Q. this value P is compared with that of value at R, P be the maximizer could flow any path which value is greater than 6. Hence, this value of 6 being the least at a maximizing move and set as value of α. This value of alpha is now used as reference point. Any node which value is greater than alpha is acceptable and all the node which values are less than alpha is rejected.
Role of Beta (β)

Figure: -



                In this figure is the minimizer and the path for extension are chosen from values at the leaf node. Since 5 and T are maximizer the maximum value of their children are back up as static evaluation function value. Node Q being minimizer always moves to 5 rather than T. the value at 5 (6) is not we used by Q as a reference point. The value is called β is acceptable and values more than β are seldom.
Bayesian Networks
- Bayesian networks also known as Bayes Nets, Belief Nets cause nets and probability nets, are a space efficient data structure for encoding all of the information in the full joint probability distribution for the set of random variables defining a domain
- Represents all of the direct causal relationships between variables
- In punitively to construct a Bayesian net for a given set of variables draw are from cause variables to immediate effects.
- Space efficient because it exploits the fact that in many real world problem domains the dependencies between variables are generally local, so there are a lot of conditionally independent variables
- Captures both qualitative and quantitative relationships between variables
- Can be used to reason: -
i) Forward (top – down) from causes to effects predictive reasoning (aka causal reasoning)
ii) Backward (bottom – up) from effects to causes diagnostic reasoning
- Formally a Bayesian Net is a directed a cyclic graph (DAG) where is a node for each random variable and a directed are from A to B whenever A is a direct causal influence
- Each node A in a net is conditionally independent of any subset of nodes that are not descendant of a given the parents of A.
Case based Reasoning: - In case based reasoning the cases are stored and accessed to solve a new problem. To get a prediction for a new example, these cases that are similar or close to the new example this is at one extreme of the learning problem where unlike decision trees and neural networks relatively little work must be done offline and virtually all of the work is performed at query time.
                Case based reasoning can be used for classification and regression. It is also applicable when the cases are complicated, such as in legal cases where the cases are complex legal rulings and in planning, where the cases are previous solutions to complex problems
                If the cases are simple one algorithm that works well is to use the k – nearest neighbors for some given number K. given a new example the K training examples that have the input features closest to that example are used to predict the forget value for the new example.
                The prediction can be the mode average or some interpolation between the predication of these k. training examples perhaps weighting closer examples more than distant examples.
                For this method to work a distance metric is required that measures the closeness of two examples. First define a metric for the domain of each feature in which the values of the features are converted to a numerical scale that can be used to compare values.
Unit 5
Machine Learning
Learning: - The process of knowledge as equation is called learning. There are various types of learning.
- Rote Learning (Learning by Memorizations): - Knowledge a equation itself includes many different activities. Simple storing of computing information or rote learning is the most basic learning activities may computer programs examples database systems can be used to learn in this sense slough most people could not called such simple storage as learning however many IT programs rote learning techniques. When a computer stored a paces of data it is performing a rote learning such learning are used full for improving the performance of the systems.
- Learning by Analogy
a) Transformational Analogy


                Suppose we are asked to prove theorem in plane geometry we might look for a previous theorem that is very similar and copies its proof, making substitution when necessary. The idea is to transform a solutions to a previous problem into a solutions for the current problem such learning is called learning by transformation analogy.
                The example for transformational analogy is five below

Figure: -

b) Derivational Analogy

Figure: -

                Transformation analogy if does not look at how the old problem was solved it look at the final solution after the twist and terms in solving an old problem are relevant to solving a new problem. The detail history of problem solving is called its derivation analogical reasoning that tables these histories in to account is called derivational analogy.
Explanation Based Learning (EBL): - An explanation based learning system accepts and example (i.e. training example) an explains what it learns from the example. The EBL system takes only the relevant aspects of the training. These explanations is translated in to particular form that a problem solving program can understand so that it can used to solve other problem
                We can think EBL program as specifying the following input.
- A training example: - what the training program size in the world.
- A goal concept: - A high level description of which the problem is supposed to known
- A operationally (                           ): - A description of which concept are useable
- A domain theory: - A set of groups that gives the relationship between the activities between domains






Inductive Bias Learning: - A major problem in machine learning is that of inductive bias how to choose a learners hypothesis space so that it is large enough to contain a solution to the problem being learnt yet small enough to ensure reliable generalization from reasonably sized training sets. Typically such bias is supplied by hand through the skill and insights of experts. In this paper a model for automatically learning bias is investigated. The central assumption of the model is that the learner is embedded within an environment of related learning tasks.
                Within such an environment the learner can sample from multiple tasks and hence it can search for a hypothec is space that contains good solutions to many of the contains on the set of all hypothesis spaces available to the learners we show that a hypothesis space that performs well on a sufficiently large number of training tasks novel task in the same environment. Explicit bounds are also derived demonstrating that learning multiple tasks can potentially give much better generalization than learning a single task.
Genetic Algorithms: - This is an introduction to genetic algorithm methods for optimization. The continuing price/performance improvements of computational systems has made them attractive for some types of optimization. In particular genetic algorithms work very well on mixed. Combinational problems. But they tend to be computationally expensive. To use a genetic algorithm you must represent a solution to your problem as a genome. This presentation outlines some of the basics of genetic algorithms. The three most important aspects of using genetic algorithms are
- Definition of the objective function
- Definition and implementation of the genetic representation and
- Definition and implementation of the genetic operators
                Once these three have been defined the generic algorithm should work fairly well. Beyond that you can try many different variations to improve performance find multiple optima or parallelize the algorithms.
Application of AI
Export System: - Export system are knowledge intensive programs that solve problem in a domain that require considerable amount of technical information the Brattice computer society community of the specialist prove on export system as formed the following generation
- The embodiment within a computer of a knowledge based component from on export skill in such a form that the machine can offers that intelligence take intelligence design about of the specification.
                A desirable additional characteristics which may regard fundamental each the capability of the system on demand to justified its own line of reasoning in a manner directly to the enquire
Characteristics Expert System (CES)
                Following are the different characteristics expert system
- They should solve difficult problem in a domain as good as or better than on expert
- They should process vast quantities of domain specific knowledge in the detail
- These system promote the use of heuristic search process. It must be cleared that brought search techniques are in practical and to managed the problem heuristic search procedure process the management
- They explain why they question and justify their confusion. Explanation facilities enhance treatability system in the mind of human
- They accept advice modify update and expand
- They communicate with the users in their own natural language
- They provides extensive facility part simply processing greater than numeric processing     













 Unit 1
Goal in Problem Solving
Introduction: - "Developing computers programs to solve complex problems by the application of processes that are analogous to human resourcing process"
                AI is the ability of a program to perform the same kinds of functions that characterize human thoughts which includes.
i) Systems that thinks like human
ii) Systems that thinks acts like human
iii) Systems that thinks think rationally
iv) Systems that thinks acts rationally
i) Systems that thinks like humans: - This requires getting inside of the human mind to see how it works and then comparing our computer programs to this. This is what cognitive science afferents to do. An others way to do this is to observe a human problems solving and rogue that one's programs go about problem solving in similar way.
ii) Systems that act like human: - To be considered intelligent a program must be able to act sufficiently like a human to fool an interrogator. The machine and the human are isolated from the person carrying out the test and messages are exchanged via a keyboard and screen. If the person cannot distinguish between the computer and the human being then the computer must be intelligent.
iii) System that think rationally: - For example all computers use energy. Using energy always generates heat. Therefore all computers generate heat. This initiates the field of logic. Formal logic was developed in the lot nineteen century. This was the first step forwards enabling computer programs to reason logically.
iv) System that act rationally: - Acting rationally means acting so as to achieve one's goals given one's beliefs. An agent is just something that perceives and acts. In the logical approach to AI the emphasis is on correct inferences.
Function of AI
- Philosophy: - Logic methods of reasoning mind as physical system foundations of Learning, Language, and Rationality.
- Mathematics: - Formal representation and proof algorithm, computation, decidability, tractability, probability. Philosophers staked out most of the important ideas of AI but to move to a formal science requires a level of mathematics formulism in three main areas computation logic and probability.
- Economics: - Utility decision theory
- Neap Science: - Physical substrate for mental activity
- Psychology: - Phenomena of perception and motor control, experimental techniques. The principle characteristic of cognitive. Psychology is the brain processes and process information.
- Computer Engineering: - Building fast computers
- Control Theory: - Design systems that maximize an objective function over time
- Linguistics: - Knowledge representation grammar having a theory of how human successfully process natural language is an AI complete problem if we could solve this problem then we would have created a model of intelligence.
Application area of an AI: - Today's AI systems have been able to active limited success in some of these tasks.
- In computer vision the systems are capable of face recognition
- In Robotics we have been able to make vehicles that are mostly automats.
- In natural language processing we have systems that are capable of simple machine translation
- Today's Expert systems can carry out medical diagnosis in a narrow domain
- Speech understanding systems are capable of recognizing several thousand words continuous speech
- Planning and scheduling systems had been employed in scheduling experiments with the Hubble Telescope.
- The Learning systems are capable of doing text categorization into about a 1000 topics
- In games AI systems can play at the Grand Master level in chess (World Champion) checkers etc.
What can AI system NOT do yet?
- Understand natural language robustly (e.g. read and understand articles in a newspaper)
- Surf the web
- Interpret an arbitrary visual science
- Learn a natural language
- Construct plans in dynamic real time domains
- Exhibit true autonomy and intelligence
Goal Schemas: - To build a system to solve a particular problem we need to do four things.
- Define the problem precisely. This definition must include precise specifications of what the initial situations will be as well as what final situations constitute acceptable solutions to the problem.
- Analyze the problem. A few very important features can have an immense impact on the appropriateness of various possible techniques for solving the problem
- Isolate and represent the task knowledge that is necessary to solve the problem.
- Choose the best problem solving techniques and apply them to the particular problem
i) Search Problem: - It is characterized by an initial state and a goal state description. The guesses are called the operators where a single operator transforms a state into another state which is expected to be closer to a goal state. Here the objective may be to find a goal state or to find a sequence of operators to a goal state. Additionally the problem may require finding just any solution or an optimum solution.
ii) Planning: - The purpose of planning is to find a sequence of actions that achieves a given goal when performed starting in a given state. In other words given a set of operator instances (defining the possible primitive actions by the agent) an initial state description and a goal state description or predicate the planning agent computers a plan.
Simple Planning Agent: - The problem – solving agents are able to plan a head to consider the consequences of sequences of actions before acting. And a knowledge – based agents can select actions based on explicit, logical representations of the current state and the effects of actions
Problem Solving Agents + Knowledge – based Agents = Planning Agents
Linear Planning: - Basic idea work and one goal until completely solved before moving on to the next goal planning algorithm maintains goal stack
i) Implications
- No inter leaving of goal achievement
- Efficient search if goals do not interact
ii) Advantages
- Reduced search space since goals are solved one at a time
- Advantageous if goals are (mainly) independent
- Linear planning is sound
Iii) Disadvantages
- Linear planning may produce sub optional solutions
- Linear planning is incomplete
Concept of non – linear planning
                Use goal set instead of goal stack. Include in the search space all possible sub goal ordering. Handles goal interactions by interleaving.
Advantages
- Non – linear planning is sound
- Non – linear planning is complete
- Non – linear planning may be optimal with respect to plan length (depending on search strategy employed)
Disadvantage
- Larger search space since all possible goal orderings may have to be considered
- Somewhat more complex algorithm more bookkeeping
Means – Ends Analysis: - The means – ends analysis concentrates around the detection of differences between the current state and the goal state. Once such difference is isolated an operator that can reduce the difference must be found. However perhaps that operator cannot be applied to the current state. Hence, we setup a sub – problem of getting to a state in which it can be applied. The kind of backward chaining in which the operators are selected and then sub goals are setup to establish the preconditions of the operators is known as operator sub – goal.
                Just like the other problem solving techniques, means – ends analysis relies on a set of rules that can transform one problem state into another. However these rules usually are not represented with complete state descriptions on each side. Instead, they are represented as left side, which describes the conditions that must be met for the rule to be applicable and a right side, which describes those aspects of the problem state that will be changed by the application of rule. A separate data structure called a difference table indexes the rules by the differences that they can be used to reduce.
Algorithm: Means – Ends Analysis
- Compare CURRENT to GOAL. If there are no differences between them, then return.
- Otherwise, select the most important difference are reduce it by doing the following until success or failure is signaled
a) Select a new operator O, which is applicable to the current difference. If there are no such operators then signal failure.
b) Apply O to CURRENT. Generate descriptions of two states, O – START a state in which O's preconditions are satisfied and O – RESULT, the state that would result if O were applied in O – START
Production Rules Systems: - Since search is a very important process in the solution of hard problems for which no more direct techniques are available, it is useful to structure AI programs in a way that enables describing and performing the search process. Production systems provide such structures. A production systems consists of:
- A set of rules each consisting of a left side that determines the applicability of the rule and a right side that describes the operation to be performed if the rule is applied.
- One or more knowledge or databases that contain whatever information is appropriate for the particular task.
- A control strategy that specifies the order in which the rules way of resolving the conflicts that arise when several rules match at once.
i) Forward Chaining Systems: - In a forward chaining system the facts in the system are represented in a working memory which is continually updated. Rules in the system represent possible actions to take when specified conditions hold on items in the working memory they are sometimes called condition – action rules. The conditions are usually patterns that must match items in the working memory while the actions usually involve adding or deleting items from the working memory.
                The interpreter controls the application of the rules, given the working memory, thus controlling the system's activity. It is based on a cycle of activity sometimes known as a recognize act cycle. The system first checks to find all the rules whose conditions hold, given the current state of working memory. It then selects one and performs the actions in the action part of the rule. The actions will result in a new working memory and the cycle begins again. This cycle will be repeated until either no rules fine or some specified goal state is satisfied.
ii) Backward Chaining Systems: - So far we have looked at how rule based systems can be used to draw new conclusions from existing data adding these conclusions to a working memory. This approach is most use full when you know all the initial facts, but don't have much idea what the conclusion might be.
                If we do know what the conclusion might be, or have some specific hypothesis to test forward chaining systems may be inefficient. We could keep on forward chaining until no more rules apply or you have added your hypothesis to the working memory. But in the process the system is likely to do a lot of irrelevant work adding uninteresting conclusions to working memory.
iii) My CIN Style Probability and its Application: - In artificial intelligence, My CIN was an early expert system designed to identify bacteria causing severe in factions, such as bacteremia and meningitis, and to recommend antibiotics, with the amount adjusted for patient's body weight the name derived from the antibiotics themselves, as many antibiotics have the suffix "MYCIN". The MYCIN system was also used for the diagnosis of blood clotting diseases.
                MYCIN was developed over five or six years in the early 1970s at Stanford University in Lisp by Edward short life. MYCIN was never actually used in practice but research indicated that it proposed an acceptable therapy in about 69% of cases, which was better than the performance of infectious disease experts who were judged using the same criteria. MYCIN operated using a fairly simple inference engine, and a knowledge base rules. It would query the physician running the program via a long series of simple Yes/No or textual question. At the end it provided a list of possible culprit bacteria ranked from high to low based on the probability of each diagnosis, its confidence in each diagnosis probability, the reasoning behind each diagnosis and its recommended course of drug treatment.
Practical use/Application: - MYCIN was never actually used in practice. This wasn't because of any weakness in its performance. As mentioned in tests it output formed members of the Stanford medical school faculty. Some observers raised ethical and legal issues related to the use of computers in medicine if a program gives the wrong diagnosis or recommends the wrong therapy, who should be held responsible?
Unit 2    Intelligence
Introduction of Intelligence: - Artificial intelligence is concerned with the design of intelligence in and artificial device. The turn was invented by MC Cathy in 1956.
                Artificial intelligence is about designing system that are as intelligent as human. This view involves trying to understand human through and an effort to build machines that emulate the human though process. This view is the cognitive science approach to AI.
Common Sense Reasoning: - Common sense is ability to analyze the situation best on it context, using millions of integrated pieces of common knowledge depends on being able to do common sense resining central part of intelligent behavior.
                Example every know that drawing a glass of water the glass will break and water will spill. However this information is not obtained by formula or equation. Common sense knowledge means what everyone knows. Example: -
- Every person is younger then the person's mother
- People don't like being repeatedly interrupted
- If you hold a knife by its blade then the blade may cut you.
- People generally sleep at right
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, 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 agents and environments

Figure: - Personality of Agent
Environment Type
- Fully observable (Vs. partially observable): An agents sensors give it access to the complete state of the environment at each point in time
- Deterministic (Vs. stochastic): The next state of the environment is completely determined by the current state and the action executed by the agent.
- Episodic (Vs. sequential): The gent's experience is divided into atomic "episodes", and the choice of action in each episodes depends only on the episode itself
- Static (Vs. dynamic): The environment in unchanged while an agent is deliberating. (The environment is semi dynamic if the environment itself does not change with the passage of time but the agent's performance score does)
- Discrete (Vs. continuous): A limited number of distinct clearly defined percepts and actions.
Agent Types
                Four basic types in order of increasing generality
- Simple reflex agents
- Model based reflex agents
- Goal based agents
- Utility based agents
- Simple Reflex Agents: - The agent select an action best on the current precept ignoring the rest of the precept history

Figure: - Simple Reflex Agent
- Model Based Reflex Agent: - The agent decides its actions best on of predefined set of condition action rules. For e.g.: - a telephone operator answering machine

Figure: - Model based reflex agent
- Goal based Agent: - The agent decides its action best on a known a goal. For e.g.: - a GPS system finding a path to certain destination

Figure: - Goal Based Agent
Unit 3
Knowledge Representation
Knowledge Representation and Reasoning: - Intelligent should have capacity for
- Receiving: - That is representing its understanding of the world
- Knowledge Representation: - That is representing its understanding of the world
- Reasoning: - That is inferring the implications of what it knows and of the choices ithas.
- Acting: - That is choosing what it want to do and carry it out.
                Representation of knowledge and the reasoning process are central to the entire field of artificial intelligent. The primary component of a knowledge best agent is its knowledge base. A knowledge best is a set of sentences. Each sentence is expressed in a language. Sentences represent some assertion about the world. There must be mechanisms to derive new sentences from old sentences. This process is known as inference or reasoning. Inference must obey primary requirement that the new sentences should follow logically from the previous one.
Approaches to knowledge Representation: - A good system for the representation knowledge in a particular dement should possess the following properties
-Representational Adequacy: - The ability to represent all of the kinds of knowledge that are needed in that domain.
-Inferential Adequacy: - The ability to manipulate the representation structures in such a way as to derive new structure cross ponding to new knowledge inferred from old.
- Inferential Efficiency: - The ability to incorporate in to the knowledge structure additional information that can be used to focus the attention of the inference mechanism in the most promising direction.
- Inquisitional Efficiency: - The ability to acquire new information easily. The simplest case involve direct instruction of new knowledge into the database.
Logic: - Logic is the primary vehicle for representing and resuming about knowledge. The advantage of using formal logic as a language of AI is that it is price and deferent. These allows program to be written which are declarative. This however leads to seven limitation. Clearly a large person of the reasoning carried out by human depended on handling knowledge that is on certain. Logic cannot represent this uncertainty well. Similarly natural language resurging require inferring hidden state like the intention of the speaker.
                A logic consist of two parts, a language and method of measuring. The logical language intern as two aspects, syntax and semantics. They are
- Syntax: - The atomic symbols of the logical language and the rules for constructing well formed a non-atomic expression of the logic. Syntax specifies the symbols in the language and how they can be combined to form sentences.
- Semantics: - The meanings of the symbol of the logic, and rules there for demining the meaning of non – atomic expression of the logic. It specifics what facts in the world a syntax refers to. A fact is a claim about the world and may be true or false some popular logics are propositional logic, first order predicate logic high order predicate logic and fuzzy logic.
- Propositional Logic: - In PropositionalLogical (PL) and user defines a set of propositional symbols like P&Q. User defines the semantics for each of these symbol. For e.g.: -
P means "It is hot"
Q means "It is humid"
R means "It is raining"
- A symbol
- If S is a sentence than "~" is a sentence, where "~" is the not logical operator?
- If sand PR sentences then (S˅T), (S˄T) (S→T) and (S<→T) are also sentences for e.g.: - (P˄Q)→R
It is hot and humid then it is raining
Q→P
If it is humid then it is hot R It is raining
- Given the truth value of all of the constituent symbol in a sentence that sentence can be content the value true or fails. This is called an inter pretention of the sentence
- A model is an inter pretention of a set of sentences such that each sentence is true. A model is just a formal mathematical structure that stands in for the world.
- A valid sentence (also called as tautology) is a sentence that is true under all inter pretention. Hence no matter what the world is actually like or what the semantic is the sentence is true.
- An inconstant sentence (called on satisfy able or a contradiction) is a sentence that is false under all inter reaction. Hence the world is never like that it describes
First Order Logic
Syntax: - Syntax are symbol users the symbols or alphabet be aware that there are all sorts of solidly different ways to define first order logic
a) Alphabet: - There are different types of symbols they are
- Logical Symbol: - These are symbols that have a standard meaning like AND, OR, NOT, ALL, EXIT, IMPLIES if FALSE, TRUE etc.
- Non Logical Symbol: - They are one dimensional array two dimensional array N dimensional array functions (1 ary 2 array …….. n …….ary) variables etc.
b) Terms: - A term is either and individual constant or a variable are any function applied to a terms.
c) Atomic Formula: - An atomic formulae is either false are an n dimensional array predicate applied to ‘n’ terms
d) Literals: - A literals is either an atomic formula (Positive literal) or the negation of an atomic formula (a negative literals) a ground literal is avariable free literal
e) Clauses: - Clause is a disjunction of literals a ground cause is a variable free clause a Horn clause is a clause with at most one +ve literal a definite is a hornclause with exactly one +ve literal
Logical Agents
                In logical agents we design agents that can form representation of the world, use a process of in France to derive new representation about the world and use these new representations to reduce what to do?
- Knowledge base agent the central component of knowledge base agent is its knowledge base. A knowledge base is a set of sentences. Each sentence is expressed in a language called a knowledge presentation language and represents some accretion about the world.
Function: - KB – AGENT (percepts) return an action
Static: - KB, a knowledge base t, a counter initially 0.
TELL (KB, MAKE – PERCEPT – SENTENCE (Percept t)
Action ← ASK (KB, MAKE – ACTION – QUERY (  ))
TELL (KB MAKE – ACTION – SENTENCE (action t))
T = ++1
Return action

- There must be a way to add new sentences to the knowledge base and the way to query what is known. The stander names for these task are TELL and ASK respectively







Fig: - A generic knowledge base agent
                Figure shows the outline of a knowledge best agent program. Like all our agents it text a percept as I/P and returns an action. The agent Montana a Knowledge Base (KB) which may initially content some background knowledge base what it perceives, second, it asks the knowledge base what action should perform. In the process of answering this query, extensive reasoning may be done about the current state of the world, about the outcomes of possible action sequences and so on. Third, the agent recorders its choice with tell and executed the action.
Formal Logic Connectives Syntax, Semantics
Syntax
- Rules for constructing legal sentences in the logic
- Which symbol we can use
- How we are allowed to combine symbols
- Propositions
- Connective  and, or, not, implies, if ( )
Semantics
- How we interpret (read) sentences in the logic
- Assign a meaning to each sentences
- Use true the table to work out the truth of statement
Semantic Network

Figure:



                The idea behind the semantic network is that knowledge is often best understood as a set of concept that are related to one another. The meaning of a concept is defined by its relationship to another concept. A semantic network consist of a set of node that are connected by labeled arcs. The nodes represent concepts and the arcs represents relations between concepts.
Common Sematic Relations
INSTANCE
                X is an INSTANCE of Y, if X is a specific example of the general concept Y.
ISA
                X ISA Y, if X is a subset of the more general concept Y e.g.: - sparrow ISA bird.
Haspart
                X has part Y, if the concept Y is a part of the concept X. e.g.: sparrow has part tail.
- Semantic Tree
                A semantic tree is a representation that is a semantic net I which shorten links are called branches. Each branch connects two node. The head node is called parent node and tail node is called child node. One node has no parent; it is called the root node. Other nodes have exactly one parents. Some nodes have no children; they are leaf node when two nodes are connected to each other by a chain of two or more branches one is set to be the ancestor; the other is set to be the descendent.
- Inheritance
                Inheritance is a key concept in semantic n/w and can be represented naturally by following ISA link. In general, if concept X has property P, then all concepts that are a subset of X should also have property P. In practice, inherited properties are usually treated has default values. If a node has direct link that contradicts inherited property, then the default is over rider.
- Multiple Inheritance
Ø  Multiple inheritance allows an object to inherit properties from multiple concept
Ø  Multiple inheritance can sometime allow an object to inherit conflicting properties.
Ø  Conflicts are potentiallyunatonable so conflict resolution strategies are needed
Predicate Calculus (Predicate Logic)
                In mathematical logic, predicate logic is generic turn for symbolic formal systems like first order logic, second order logic or many sorted logic. This formal system is distinguished from other system in that its formula content variables which can be quantified. Two common quantifies are existential ᴲ (“There exist”) and universal U (“for all”) quantifies. Predicate calculus symbols may represent either Constance variable, function, predicate. Constance name specific objects are properties in the domain of this coursed. Thus tree tall and blue are examples of well form constant symbols. The constant true and false are included. Functions denote mapping of one or more elements in a set called the domain of the function. In to a unique element of another set. Elements of the domain and range are objects in the old of discourse. Every function symbols have an associated entity indicating the number of element in the domain mapped on to each element of range.
Predicate logic uses three additional notation they are
i) Predicate
                A predicate is a relation that binds two items together for example: Krishna like apple. Know we can write like (Krishna, like apple) where like is predicate that links two items Krishna and Apple.
                Thus predicate can be generalized as like X, Y where X and Y are the variable it means X likes Y
ii) Terms (Literals)
                Terms are arguments in a predicate logic example Ravi’s father is Ranis father that is father (father
iii) Quantifiers
                A quantifiers is a symbol that permits to declare or identify the range or scope of variables in a logical expression. There are two types of quantifiers they are
- Universal quantifiers
- Existential quantifiers
- Universal Quantifiers
                If A is a variable the ¥a is read as
i)                    for all A
ii)                   for each A
iii)                 for every
- Existential Quantifiers
                If B is a variable then ϶b is read as
i)                    there exist B
ii)                   for some B
iii)                 for at histone B
Resolution
                Robinson in 1965 introduce the resolution principle which can be directly apply to any set of clues. The principle is given any two clues A and B, if there is lateral Bin A and which has complementary term >p in B, delete P from A and B an construct a new close of the remaining clues. The clues so constructed is called “resolving of A and B”.
Substitution
                Resolution works on the principle of identifying complementary literals in two clues a deleting then there by forming a new literal. The process is simple an state forward where are variables the problem becomes complicated and there is necessary to make proper substitution.
There are three major types of substitution
- Substitution of variable by a constant
- Substitution of variable by another variable
- Substitution of variable by function that does not have same variable
Unification
                In prepositional logic it is easy to determine that how literals cannot both be tree at the same time for example: man (John) &Ʌ man (john) thus in order to determine contradiction win need a machine procedure that compares two literals at discourse where their exist a set of substitution that made them identical there is a state forward recursive procedure called unification algorithm. The basic idea of unified two literals we fast check if their initial predicate symbols are the same. If so we can processed otherwise there is no way to unified regard less of their arguments.Suppose we want to unify an expressions P(K,Y) & P(K,Z) here the predicate is same so we can unify by substituting Z by Y.
Frame
                Frame is a collection of attribute slots and associated values that describe some real word entity. Frames on their own are not particularly help full but frames systems are powerful way of encoding information to reasoning process. A frame structure provides facilities for describing objects facts over situation procedure on what to do when a situation is encounter.
Types of Frames
- Declaration Frame: - A frame that contains description about an object is called a declarative frame. The computer center frame describable it a typical example of subscribe frame
- Procedural Frame: - It is possible to have procedural knowledge represented in a frame. Such frame which have procedural knowledge embedded in it are called procedurals frames. The procedural frames as following slots
a) Actor Slots: - It holds information about who is performing the activity
b) Object Slots: - This slots as information about the item to perform on
c) Source Slots: - Source slots holds information from where the action as to end
e) Task Slots: - This generates the necessary sub slots required to perform the operation


Approach to Knowledge Representation: - A good system for knowledge representation should passes the following property
- Representation Adequacy: - The ability to represent all kinds of knowledge that are needed in that domain
- Interracial Adequacy: - The ability to manipulate the representation structure in such a way as to derive new structures of new knowledge inference form old.
- Acquisitioned Efficiency: - The ability to acquire the new information easily. The simplex case involves direct insertion by a person as new knowledge in to the knowledge base.
- Inferential Efficiency: - The ability to incorporate into the knowledge structure additional information that can use to fours the attention of the inference mechanism in most per mistingdirection
Knowledge Representation Technique
(a) Simple relational knowledge: - The simple way of storing facts page to use a simple relational method where each fact about a set of object which set at systematically in columns. This representation gives little opportunityfor inference but it can be used as knowledge bases for inference engine.
(b)Inheritable knowledge: - Relational knowledge is made up of constitute of institute and cross ponding associated values we extend the base more by allowing inference mechanism for property in heritance is used. In property inheritance of a class.
(c)Inferential knowledge: - In inferential knowledge logic knowledge is represented as formal for example all dogs have tell an in formal logic it is return as
Advantage
- A set of strict rule
- Can be used to derive
- Make
- Popular in AI system
(d) Procedural knowledge: -It is also called operational knowledge which specifies what to do when. In this control information is necessary to use the knowledge in embedded in the knowledge base itself
Unit 4
Inference and Reasoning
State Space Representation Technique: - A set of all possible states for a give problem is known as state space of the problem. For example let us consider us consider an 8 tiles puzzle game. The puzzle consist of a squire frame contenting at tiles and an empty slot. The tiles are number from 1 to 8. It is possible to move the tiles in the squire field by moving a tile in to the empty slot. The objective is to get the squire in a numerical order
Rules: - The operator for this problems are
Up: - If the heal is not touching the top frame move it up.
Down: - If the heal is not touching the bottom frame move it down.
Left: - If the heal is not touching the left frame move it left.
Right: - If the heal is not touching the Right frame move it right.

Figure


                The state space is a directed graph with all the state has nodes. A node is set to be existed if it is possible to up tent it form the initial state by application of a set of operators. A small fragment of state space for the 8 tile puzzle game as soon above.
                State space representation are highly perinatal in AI because they provide all possible states operations and the goal. If the entire state space representation for a problem it’s given it is possible trace the part from the initial state to the goal state and identifies the sequence of operators. The major disadvantage of this method is that it is not possible to visualize all states for a given problem. More ever, the resources of the computer system are limited to handle huge state space representation.
Heuristic Search
                Breath first searching is a uniforms search because they do not have any domain specific knowledge. Heuristics are approximations use to minimize the searching process. The process of searching can be drastically reduced by the use of heuristic. Generally two categories of problems are heuristic
- Problem for which no exact algorithms are known and one needs to find an approximation and satisfying solution
- Problem for which exact solution is known but computationally in fusible.
                The heuristic which are needed for serving problems are generally represented as a heuristic function which maps the problem state in to numbers. This numbers are then approximately used to guide search. The following algorithm make use a drastic evaluation function
- Hill Climbing Search: - This algorithm is also called discrete optimization algorithm which uses a simple heuristic function to calculate the amount of distance the node is from the goal. In fact there is no different between hill climbing search and deft search except that the children of the node that has been expended are shorted by remaining distant


Algorithm
- Put the initial list on start
- If start = empty or start = goal terminate search
- Remove the first node from the start called this node A
- If A = goal terminate search with success
- If node has a successor generate all of them. Find out how far they are from the goal node sort they by remaining distance from the goal and at them to the
- Best First Search: - This is also heuristic search the heuristic function used here are called evaluation function each and indicates how far the node is from the goal node. Goal node have an evaluation function value of O (Zero)




                It is explained using a search give above. First the start node is expended. It has three children A, B and C with evaluation function 3, 6 and 5 respectively. These values approximately indicate how far they are from the goal node. The child with minimum value ‘A’ is chosen. The children’s of ‘A’ are generated. They are ‘D’ and ‘E’ with evaluation function 9 and 8 with evaluation at. The search process has how four node to search that is the node ‘D’ with evaluation function 9, ‘E’ with 8, ‘B’ with 6 and ‘C’ with 5 where ‘C’ has got the minimum value which is expanded to give node ‘H’ which value is 7. At this point the node available for search are (D: 9), (E: 6) (H: 7)
Algorithm
- Put the initial node on a list START
- If START empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successes generate all of them find out how far they are from the goal node. Short all the child generated so far by the remaining distance from the goal
- Replace start with START
- Go to step 2
- A* Search (Aversa Search): - In best first search we brought in a heuristic value called evaluation function value. It is a value that estimates how far a particular estimate node is from the goal node. A part from the evaluation function value one can also bring that is cost function. Cost function indicates how much resources take time energy money etc. has been spent in reading a particular node from the start. If it is possible for one to obtain the evaluation values and cost function values the A* algorithm can be used.
Algorithm
- Put the initial node unless START
- If START = empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successor generate all of them. Estimate the fitness number (The sum of evaluation function and cost along the reading to that state is called fitness number) of the successes by totaling the evaluation function values and cost function value. Short the list by fitness number
- Need the new list as START 1
- Replace start with START 1
- Go to step 2
AO* Search






Game Playing in AI: - There are two major components in game playing they are
i) Plausible Move Generator: - If we are to employee a simple move generator then it might not be possible to examine all the states. Has it is essential that only very selected moves or pats the examine for this purpose only one has a flexible move generator that expends are generates only selected moves
ii) Static Evaluation Function
Generator: - This is the most important components of the game playing program. Based on heuristic this generates the static evaluation function value for each and every move that is being made. The study evaluation function gives a snapshot of a particular move. More the static evaluation function value more in the possibility for victory. The basic method available for game playing are
- Min – Max Strategy: - Min – max strategy is a simple strategy for two person gene playing. Here players are called maximizer and minimizer both are opponent to each other. Maximizer and minimizer fights it out to see that the opponent get minimum benefit and they get the maximum benefit. The play sable move generator generate necessary for the farther evaluation and the static evaluation function ranks each of the position

Figure

                Let AB the initial state of the game, the plausible move generator generates children’s for that move and the static evaluation function generate assign the value given along with each of the state. It is assume that that the static evaluation function generators returns a value from – 20 to +20 where a value of +20 indicates a win for maximizer and a value of -20 indicates a wine for minimizer makes first move the maximizer always tries to go the position where the static evaluation function value is maximizer positive value.
                The maximizer being the player to make the first move will to node D because static evaluation function value of that maximum node. If the minimizer has to move he will go node be because the static evaluation function value for that node is minimum

Figure


Fig: - game tree explained by two level their association static evaluation function value but a game playing strategy never stops with one level but loops a head that is move a couple of levels down ward to those the optimal movies
                Let’s examines this with the help of above fig: Let’s assume that it is the maximizer who will to play first floated by minimizer. Before the maximizer move to N, O, P he will have to thing which move would be highly beneficial to him. It maximizer move to N next will be minimizer term. The minimizer always this to other and he will move to are (static evaluation function value = -6) this value is backed off to N.
                If M move to O, then the minimizer will move to V, which is the minimum of +4, +7 and 0 so, the value of 0 is backed up as 0. Similarly the value of P will backed of -3.
                The maximizer will know have to choose between M, N, O, and P with the value of -6, 0 and -3. Being a maximizer he will choose node 0 because if provides the maximize value corresponding to other
- Min – Max Strategy with alphabet cut – offs: -

Figure: -


                This is the modified version of min max strategy algorithm where two threshold value are maintain for features expansion. One threshold value is called alpha, which is lower bound on the value the maximizer can be originated and other is beta (P) which represent the upper bound of the value the minimizer can be assigned.
                In this figure the maximizer has to play first floated by the minimizer as done in min – max strategy. The maximizer assign A value of 6 at Q (minimum at the values sand t). This values is backed up P so the maximizer as assured of A value of 6 when he move to Q. Now let see what happened at R. The value at V is -2 and U is unknown. Since, the move is minimizing 1 by moving to R, P can get only A value of -2 or less that is unacceptable for P because by moving to Q he is assured of value up 6 hence he will never tries move other than children of R
Role of Alpha (α)

Figure: -

                For P the maximizer A value of 6 is assured by moving a node Q. this value P is compared with that of value at R, P be the maximizer could flow any path which value is greater than 6. Hence, this value of 6 being the least at a maximizing move and set as value of α. This value of alpha is now used as reference point. Any node which value is greater than alpha is acceptable and all the node which values are less than alpha is rejected.
Role of Beta (β)

Figure: -



                In this figure is the minimizer and the path for extension are chosen from values at the leaf node. Since 5 and T are maximizer the maximum value of their children are back up as static evaluation function value. Node Q being minimizer always moves to 5 rather than T. the value at 5 (6) is not we used by Q as a reference point. The value is called β is acceptable and values more than β are seldom.
Bayesian Networks
- Bayesian networks also known as Bayes Nets, Belief Nets cause nets and probability nets, are a space efficient data structure for encoding all of the information in the full joint probability distribution for the set of random variables defining a domain
- Represents all of the direct causal relationships between variables
- In punitively to construct a Bayesian net for a given set of variables draw are from cause variables to immediate effects.
- Space efficient because it exploits the fact that in many real world problem domains the dependencies between variables are generally local, so there are a lot of conditionally independent variables
- Captures both qualitative and quantitative relationships between variables
- Can be used to reason: -
i) Forward (top – down) from causes to effects predictive reasoning (aka causal reasoning)
ii) Backward (bottom – up) from effects to causes diagnostic reasoning
- Formally a Bayesian Net is a directed a cyclic graph (DAG) where is a node for each random variable and a directed are from A to B whenever A is a direct causal influence
- Each node A in a net is conditionally independent of any subset of nodes that are not descendant of a given the parents of A.
Case based Reasoning: - In case based reasoning the cases are stored and accessed to solve a new problem. To get a prediction for a new example, these cases that are similar or close to the new example this is at one extreme of the learning problem where unlike decision trees and neural networks relatively little work must be done offline and virtually all of the work is performed at query time.
                Case based reasoning can be used for classification and regression. It is also applicable when the cases are complicated, such as in legal cases where the cases are complex legal rulings and in planning, where the cases are previous solutions to complex problems
                If the cases are simple one algorithm that works well is to use the k – nearest neighbors for some given number K. given a new example the K training examples that have the input features closest to that example are used to predict the forget value for the new example.
                The prediction can be the mode average or some interpolation between the predication of these k. training examples perhaps weighting closer examples more than distant examples.
                For this method to work a distance metric is required that measures the closeness of two examples. First define a metric for the domain of each feature in which the values of the features are converted to a numerical scale that can be used to compare values.
Unit 5
Machine Learning
Learning: - The process of knowledge as equation is called learning. There are various types of learning.
- Rote Learning (Learning by Memorizations): - Knowledge a equation itself includes many different activities. Simple storing of computing information or rote learning is the most basic learning activities may computer programs examples database systems can be used to learn in this sense slough most people could not called such simple storage as learning however many IT programs rote learning techniques. When a computer stored a paces of data it is performing a rote learning such learning are used full for improving the performance of the systems.
- Learning by Analogy
a) Transformational Analogy


                Suppose we are asked to prove theorem in plane geometry we might look for a previous theorem that is very similar and copies its proof, making substitution when necessary. The idea is to transform a solutions to a previous problem into a solutions for the current problem such learning is called learning by transformation analogy.
                The example for transformational analogy is five below

Figure: -

b) Derivational Analogy

Figure: -

                Transformation analogy if does not look at how the old problem was solved it look at the final solution after the twist and terms in solving an old problem are relevant to solving a new problem. The detail history of problem solving is called its derivation analogical reasoning that tables these histories in to account is called derivational analogy.
Explanation Based Learning (EBL): - An explanation based learning system accepts and example (i.e. training example) an explains what it learns from the example. The EBL system takes only the relevant aspects of the training. These explanations is translated in to particular form that a problem solving program can understand so that it can used to solve other problem
                We can think EBL program as specifying the following input.
- A training example: - what the training program size in the world.
- A goal concept: - A high level description of which the problem is supposed to known
- A operationally (                           ): - A description of which concept are useable
- A domain theory: - A set of groups that gives the relationship between the activities between domains






Inductive Bias Learning: - A major problem in machine learning is that of inductive bias how to choose a learners hypothesis space so that it is large enough to contain a solution to the problem being learnt yet small enough to ensure reliable generalization from reasonably sized training sets. Typically such bias is supplied by hand through the skill and insights of experts. In this paper a model for automatically learning bias is investigated. The central assumption of the model is that the learner is embedded within an environment of related learning tasks.
                Within such an environment the learner can sample from multiple tasks and hence it can search for a hypothec is space that contains good solutions to many of the contains on the set of all hypothesis spaces available to the learners we show that a hypothesis space that performs well on a sufficiently large number of training tasks novel task in the same environment. Explicit bounds are also derived demonstrating that learning multiple tasks can potentially give much better generalization than learning a single task.
Genetic Algorithms: - This is an introduction to genetic algorithm methods for optimization. The continuing price/performance improvements of computational systems has made them attractive for some types of optimization. In particular genetic algorithms work very well on mixed. Combinational problems. But they tend to be computationally expensive. To use a genetic algorithm you must represent a solution to your problem as a genome. This presentation outlines some of the basics of genetic algorithms. The three most important aspects of using genetic algorithms are
- Definition of the objective function
- Definition and implementation of the genetic representation and
- Definition and implementation of the genetic operators
                Once these three have been defined the generic algorithm should work fairly well. Beyond that you can try many different variations to improve performance find multiple optima or parallelize the algorithms.
Application of AI
Export System: - Export system are knowledge intensive programs that solve problem in a domain that require considerable amount of technical information the Brattice computer society community of the specialist prove on export system as formed the following generation
- The embodiment within a computer of a knowledge based component from on export skill in such a form that the machine can offers that intelligence take intelligence design about of the specification.
                A desirable additional characteristics which may regard fundamental each the capability of the system on demand to justified its own line of reasoning in a manner directly to the enquire
Characteristics Expert System (CES)
                Following are the different characteristics expert system
- They should solve difficult problem in a domain as good as or better than on expert
- They should process vast quantities of domain specific knowledge in the detail
- These system promote the use of heuristic search process. It must be cleared that brought search techniques are in practical and to managed the problem heuristic search procedure process the management
- They explain why they question and justify their confusion. Explanation facilities enhance treatability system in the mind of human
- They accept advice modify update and expand
- They communicate with the users in their own natural language
- They provides extensive facility part simply processing greater than numeric processing     













 Unit 1
Goal in Problem Solving
Introduction: - "Developing computers programs to solve complex problems by the application of processes that are analogous to human resourcing process"
                AI is the ability of a program to perform the same kinds of functions that characterize human thoughts which includes.
i) Systems that thinks like human
ii) Systems that thinks acts like human
iii) Systems that thinks think rationally
iv) Systems that thinks acts rationally
i) Systems that thinks like humans: - This requires getting inside of the human mind to see how it works and then comparing our computer programs to this. This is what cognitive science afferents to do. An others way to do this is to observe a human problems solving and rogue that one's programs go about problem solving in similar way.
ii) Systems that act like human: - To be considered intelligent a program must be able to act sufficiently like a human to fool an interrogator. The machine and the human are isolated from the person carrying out the test and messages are exchanged via a keyboard and screen. If the person cannot distinguish between the computer and the human being then the computer must be intelligent.
iii) System that think rationally: - For example all computers use energy. Using energy always generates heat. Therefore all computers generate heat. This initiates the field of logic. Formal logic was developed in the lot nineteen century. This was the first step forwards enabling computer programs to reason logically.
iv) System that act rationally: - Acting rationally means acting so as to achieve one's goals given one's beliefs. An agent is just something that perceives and acts. In the logical approach to AI the emphasis is on correct inferences.
Function of AI
- Philosophy: - Logic methods of reasoning mind as physical system foundations of Learning, Language, and Rationality.
- Mathematics: - Formal representation and proof algorithm, computation, decidability, tractability, probability. Philosophers staked out most of the important ideas of AI but to move to a formal science requires a level of mathematics formulism in three main areas computation logic and probability.
- Economics: - Utility decision theory
- Neap Science: - Physical substrate for mental activity
- Psychology: - Phenomena of perception and motor control, experimental techniques. The principle characteristic of cognitive. Psychology is the brain processes and process information.
- Computer Engineering: - Building fast computers
- Control Theory: - Design systems that maximize an objective function over time
- Linguistics: - Knowledge representation grammar having a theory of how human successfully process natural language is an AI complete problem if we could solve this problem then we would have created a model of intelligence.
Application area of an AI: - Today's AI systems have been able to active limited success in some of these tasks.
- In computer vision the systems are capable of face recognition
- In Robotics we have been able to make vehicles that are mostly automats.
- In natural language processing we have systems that are capable of simple machine translation
- Today's Expert systems can carry out medical diagnosis in a narrow domain
- Speech understanding systems are capable of recognizing several thousand words continuous speech
- Planning and scheduling systems had been employed in scheduling experiments with the Hubble Telescope.
- The Learning systems are capable of doing text categorization into about a 1000 topics
- In games AI systems can play at the Grand Master level in chess (World Champion) checkers etc.
What can AI system NOT do yet?
- Understand natural language robustly (e.g. read and understand articles in a newspaper)
- Surf the web
- Interpret an arbitrary visual science
- Learn a natural language
- Construct plans in dynamic real time domains
- Exhibit true autonomy and intelligence
Goal Schemas: - To build a system to solve a particular problem we need to do four things.
- Define the problem precisely. This definition must include precise specifications of what the initial situations will be as well as what final situations constitute acceptable solutions to the problem.
- Analyze the problem. A few very important features can have an immense impact on the appropriateness of various possible techniques for solving the problem
- Isolate and represent the task knowledge that is necessary to solve the problem.
- Choose the best problem solving techniques and apply them to the particular problem
i) Search Problem: - It is characterized by an initial state and a goal state description. The guesses are called the operators where a single operator transforms a state into another state which is expected to be closer to a goal state. Here the objective may be to find a goal state or to find a sequence of operators to a goal state. Additionally the problem may require finding just any solution or an optimum solution.
ii) Planning: - The purpose of planning is to find a sequence of actions that achieves a given goal when performed starting in a given state. In other words given a set of operator instances (defining the possible primitive actions by the agent) an initial state description and a goal state description or predicate the planning agent computers a plan.
Simple Planning Agent: - The problem – solving agents are able to plan a head to consider the consequences of sequences of actions before acting. And a knowledge – based agents can select actions based on explicit, logical representations of the current state and the effects of actions
Problem Solving Agents + Knowledge – based Agents = Planning Agents
Linear Planning: - Basic idea work and one goal until completely solved before moving on to the next goal planning algorithm maintains goal stack
i) Implications
- No inter leaving of goal achievement
- Efficient search if goals do not interact
ii) Advantages
- Reduced search space since goals are solved one at a time
- Advantageous if goals are (mainly) independent
- Linear planning is sound
Iii) Disadvantages
- Linear planning may produce sub optional solutions
- Linear planning is incomplete
Concept of non – linear planning
                Use goal set instead of goal stack. Include in the search space all possible sub goal ordering. Handles goal interactions by interleaving.
Advantages
- Non – linear planning is sound
- Non – linear planning is complete
- Non – linear planning may be optimal with respect to plan length (depending on search strategy employed)
Disadvantage
- Larger search space since all possible goal orderings may have to be considered
- Somewhat more complex algorithm more bookkeeping
Means – Ends Analysis: - The means – ends analysis concentrates around the detection of differences between the current state and the goal state. Once such difference is isolated an operator that can reduce the difference must be found. However perhaps that operator cannot be applied to the current state. Hence, we setup a sub – problem of getting to a state in which it can be applied. The kind of backward chaining in which the operators are selected and then sub goals are setup to establish the preconditions of the operators is known as operator sub – goal.
                Just like the other problem solving techniques, means – ends analysis relies on a set of rules that can transform one problem state into another. However these rules usually are not represented with complete state descriptions on each side. Instead, they are represented as left side, which describes the conditions that must be met for the rule to be applicable and a right side, which describes those aspects of the problem state that will be changed by the application of rule. A separate data structure called a difference table indexes the rules by the differences that they can be used to reduce.
Algorithm: Means – Ends Analysis
- Compare CURRENT to GOAL. If there are no differences between them, then return.
- Otherwise, select the most important difference are reduce it by doing the following until success or failure is signaled
a) Select a new operator O, which is applicable to the current difference. If there are no such operators then signal failure.
b) Apply O to CURRENT. Generate descriptions of two states, O – START a state in which O's preconditions are satisfied and O – RESULT, the state that would result if O were applied in O – START
Production Rules Systems: - Since search is a very important process in the solution of hard problems for which no more direct techniques are available, it is useful to structure AI programs in a way that enables describing and performing the search process. Production systems provide such structures. A production systems consists of:
- A set of rules each consisting of a left side that determines the applicability of the rule and a right side that describes the operation to be performed if the rule is applied.
- One or more knowledge or databases that contain whatever information is appropriate for the particular task.
- A control strategy that specifies the order in which the rules way of resolving the conflicts that arise when several rules match at once.
i) Forward Chaining Systems: - In a forward chaining system the facts in the system are represented in a working memory which is continually updated. Rules in the system represent possible actions to take when specified conditions hold on items in the working memory they are sometimes called condition – action rules. The conditions are usually patterns that must match items in the working memory while the actions usually involve adding or deleting items from the working memory.
                The interpreter controls the application of the rules, given the working memory, thus controlling the system's activity. It is based on a cycle of activity sometimes known as a recognize act cycle. The system first checks to find all the rules whose conditions hold, given the current state of working memory. It then selects one and performs the actions in the action part of the rule. The actions will result in a new working memory and the cycle begins again. This cycle will be repeated until either no rules fine or some specified goal state is satisfied.
ii) Backward Chaining Systems: - So far we have looked at how rule based systems can be used to draw new conclusions from existing data adding these conclusions to a working memory. This approach is most use full when you know all the initial facts, but don't have much idea what the conclusion might be.
                If we do know what the conclusion might be, or have some specific hypothesis to test forward chaining systems may be inefficient. We could keep on forward chaining until no more rules apply or you have added your hypothesis to the working memory. But in the process the system is likely to do a lot of irrelevant work adding uninteresting conclusions to working memory.
iii) My CIN Style Probability and its Application: - In artificial intelligence, My CIN was an early expert system designed to identify bacteria causing severe in factions, such as bacteremia and meningitis, and to recommend antibiotics, with the amount adjusted for patient's body weight the name derived from the antibiotics themselves, as many antibiotics have the suffix "MYCIN". The MYCIN system was also used for the diagnosis of blood clotting diseases.
                MYCIN was developed over five or six years in the early 1970s at Stanford University in Lisp by Edward short life. MYCIN was never actually used in practice but research indicated that it proposed an acceptable therapy in about 69% of cases, which was better than the performance of infectious disease experts who were judged using the same criteria. MYCIN operated using a fairly simple inference engine, and a knowledge base rules. It would query the physician running the program via a long series of simple Yes/No or textual question. At the end it provided a list of possible culprit bacteria ranked from high to low based on the probability of each diagnosis, its confidence in each diagnosis probability, the reasoning behind each diagnosis and its recommended course of drug treatment.
Practical use/Application: - MYCIN was never actually used in practice. This wasn't because of any weakness in its performance. As mentioned in tests it output formed members of the Stanford medical school faculty. Some observers raised ethical and legal issues related to the use of computers in medicine if a program gives the wrong diagnosis or recommends the wrong therapy, who should be held responsible?
Unit 2    Intelligence
Introduction of Intelligence: - Artificial intelligence is concerned with the design of intelligence in and artificial device. The turn was invented by MC Cathy in 1956.
                Artificial intelligence is about designing system that are as intelligent as human. This view involves trying to understand human through and an effort to build machines that emulate the human though process. This view is the cognitive science approach to AI.
Common Sense Reasoning: - Common sense is ability to analyze the situation best on it context, using millions of integrated pieces of common knowledge depends on being able to do common sense resining central part of intelligent behavior.
                Example every know that drawing a glass of water the glass will break and water will spill. However this information is not obtained by formula or equation. Common sense knowledge means what everyone knows. Example: -
- Every person is younger then the person's mother
- People don't like being repeatedly interrupted
- If you hold a knife by its blade then the blade may cut you.
- People generally sleep at right
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, 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 agents and environments

Figure: - Personality of Agent
Environment Type
- Fully observable (Vs. partially observable): An agents sensors give it access to the complete state of the environment at each point in time
- Deterministic (Vs. stochastic): The next state of the environment is completely determined by the current state and the action executed by the agent.
- Episodic (Vs. sequential): The gent's experience is divided into atomic "episodes", and the choice of action in each episodes depends only on the episode itself
- Static (Vs. dynamic): The environment in unchanged while an agent is deliberating. (The environment is semi dynamic if the environment itself does not change with the passage of time but the agent's performance score does)
- Discrete (Vs. continuous): A limited number of distinct clearly defined percepts and actions.
Agent Types
                Four basic types in order of increasing generality
- Simple reflex agents
- Model based reflex agents
- Goal based agents
- Utility based agents
- Simple Reflex Agents: - The agent select an action best on the current precept ignoring the rest of the precept history

Figure: - Simple Reflex Agent
- Model Based Reflex Agent: - The agent decides its actions best on of predefined set of condition action rules. For e.g.: - a telephone operator answering machine

Figure: - Model based reflex agent
- Goal based Agent: - The agent decides its action best on a known a goal. For e.g.: - a GPS system finding a path to certain destination

Figure: - Goal Based Agent
Unit 3
Knowledge Representation
Knowledge Representation and Reasoning: - Intelligent should have capacity for
- Receiving: - That is representing its understanding of the world
- Knowledge Representation: - That is representing its understanding of the world
- Reasoning: - That is inferring the implications of what it knows and of the choices ithas.
- Acting: - That is choosing what it want to do and carry it out.
                Representation of knowledge and the reasoning process are central to the entire field of artificial intelligent. The primary component of a knowledge best agent is its knowledge base. A knowledge best is a set of sentences. Each sentence is expressed in a language. Sentences represent some assertion about the world. There must be mechanisms to derive new sentences from old sentences. This process is known as inference or reasoning. Inference must obey primary requirement that the new sentences should follow logically from the previous one.
Approaches to knowledge Representation: - A good system for the representation knowledge in a particular dement should possess the following properties
-Representational Adequacy: - The ability to represent all of the kinds of knowledge that are needed in that domain.
-Inferential Adequacy: - The ability to manipulate the representation structures in such a way as to derive new structure cross ponding to new knowledge inferred from old.
- Inferential Efficiency: - The ability to incorporate in to the knowledge structure additional information that can be used to focus the attention of the inference mechanism in the most promising direction.
- Inquisitional Efficiency: - The ability to acquire new information easily. The simplest case involve direct instruction of new knowledge into the database.
Logic: - Logic is the primary vehicle for representing and resuming about knowledge. The advantage of using formal logic as a language of AI is that it is price and deferent. These allows program to be written which are declarative. This however leads to seven limitation. Clearly a large person of the reasoning carried out by human depended on handling knowledge that is on certain. Logic cannot represent this uncertainty well. Similarly natural language resurging require inferring hidden state like the intention of the speaker.
                A logic consist of two parts, a language and method of measuring. The logical language intern as two aspects, syntax and semantics. They are
- Syntax: - The atomic symbols of the logical language and the rules for constructing well formed a non-atomic expression of the logic. Syntax specifies the symbols in the language and how they can be combined to form sentences.
- Semantics: - The meanings of the symbol of the logic, and rules there for demining the meaning of non – atomic expression of the logic. It specifics what facts in the world a syntax refers to. A fact is a claim about the world and may be true or false some popular logics are propositional logic, first order predicate logic high order predicate logic and fuzzy logic.
- Propositional Logic: - In PropositionalLogical (PL) and user defines a set of propositional symbols like P&Q. User defines the semantics for each of these symbol. For e.g.: -
P means "It is hot"
Q means "It is humid"
R means "It is raining"
- A symbol
- If S is a sentence than "~" is a sentence, where "~" is the not logical operator?
- If sand PR sentences then (S˅T), (S˄T) (S→T) and (S<→T) are also sentences for e.g.: - (P˄Q)→R
It is hot and humid then it is raining
Q→P
If it is humid then it is hot R It is raining
- Given the truth value of all of the constituent symbol in a sentence that sentence can be content the value true or fails. This is called an inter pretention of the sentence
- A model is an inter pretention of a set of sentences such that each sentence is true. A model is just a formal mathematical structure that stands in for the world.
- A valid sentence (also called as tautology) is a sentence that is true under all inter pretention. Hence no matter what the world is actually like or what the semantic is the sentence is true.
- An inconstant sentence (called on satisfy able or a contradiction) is a sentence that is false under all inter reaction. Hence the world is never like that it describes
First Order Logic
Syntax: - Syntax are symbol users the symbols or alphabet be aware that there are all sorts of solidly different ways to define first order logic
a) Alphabet: - There are different types of symbols they are
- Logical Symbol: - These are symbols that have a standard meaning like AND, OR, NOT, ALL, EXIT, IMPLIES if FALSE, TRUE etc.
- Non Logical Symbol: - They are one dimensional array two dimensional array N dimensional array functions (1 ary 2 array …….. n …….ary) variables etc.
b) Terms: - A term is either and individual constant or a variable are any function applied to a terms.
c) Atomic Formula: - An atomic formulae is either false are an n dimensional array predicate applied to ‘n’ terms
d) Literals: - A literals is either an atomic formula (Positive literal) or the negation of an atomic formula (a negative literals) a ground literal is avariable free literal
e) Clauses: - Clause is a disjunction of literals a ground cause is a variable free clause a Horn clause is a clause with at most one +ve literal a definite is a hornclause with exactly one +ve literal
Logical Agents
                In logical agents we design agents that can form representation of the world, use a process of in France to derive new representation about the world and use these new representations to reduce what to do?
- Knowledge base agent the central component of knowledge base agent is its knowledge base. A knowledge base is a set of sentences. Each sentence is expressed in a language called a knowledge presentation language and represents some accretion about the world.
Function: - KB – AGENT (percepts) return an action
Static: - KB, a knowledge base t, a counter initially 0.
TELL (KB, MAKE – PERCEPT – SENTENCE (Percept t)
Action ← ASK (KB, MAKE – ACTION – QUERY (  ))
TELL (KB MAKE – ACTION – SENTENCE (action t))
T = ++1
Return action

- There must be a way to add new sentences to the knowledge base and the way to query what is known. The stander names for these task are TELL and ASK respectively







Fig: - A generic knowledge base agent
                Figure shows the outline of a knowledge best agent program. Like all our agents it text a percept as I/P and returns an action. The agent Montana a Knowledge Base (KB) which may initially content some background knowledge base what it perceives, second, it asks the knowledge base what action should perform. In the process of answering this query, extensive reasoning may be done about the current state of the world, about the outcomes of possible action sequences and so on. Third, the agent recorders its choice with tell and executed the action.
Formal Logic Connectives Syntax, Semantics
Syntax
- Rules for constructing legal sentences in the logic
- Which symbol we can use
- How we are allowed to combine symbols
- Propositions
- Connective  and, or, not, implies, if ( )
Semantics
- How we interpret (read) sentences in the logic
- Assign a meaning to each sentences
- Use true the table to work out the truth of statement
Semantic Network

Figure:



                The idea behind the semantic network is that knowledge is often best understood as a set of concept that are related to one another. The meaning of a concept is defined by its relationship to another concept. A semantic network consist of a set of node that are connected by labeled arcs. The nodes represent concepts and the arcs represents relations between concepts.
Common Sematic Relations
INSTANCE
                X is an INSTANCE of Y, if X is a specific example of the general concept Y.
ISA
                X ISA Y, if X is a subset of the more general concept Y e.g.: - sparrow ISA bird.
Haspart
                X has part Y, if the concept Y is a part of the concept X. e.g.: sparrow has part tail.
- Semantic Tree
                A semantic tree is a representation that is a semantic net I which shorten links are called branches. Each branch connects two node. The head node is called parent node and tail node is called child node. One node has no parent; it is called the root node. Other nodes have exactly one parents. Some nodes have no children; they are leaf node when two nodes are connected to each other by a chain of two or more branches one is set to be the ancestor; the other is set to be the descendent.
- Inheritance
                Inheritance is a key concept in semantic n/w and can be represented naturally by following ISA link. In general, if concept X has property P, then all concepts that are a subset of X should also have property P. In practice, inherited properties are usually treated has default values. If a node has direct link that contradicts inherited property, then the default is over rider.
- Multiple Inheritance
Ø  Multiple inheritance allows an object to inherit properties from multiple concept
Ø  Multiple inheritance can sometime allow an object to inherit conflicting properties.
Ø  Conflicts are potentiallyunatonable so conflict resolution strategies are needed
Predicate Calculus (Predicate Logic)
                In mathematical logic, predicate logic is generic turn for symbolic formal systems like first order logic, second order logic or many sorted logic. This formal system is distinguished from other system in that its formula content variables which can be quantified. Two common quantifies are existential ᴲ (“There exist”) and universal U (“for all”) quantifies. Predicate calculus symbols may represent either Constance variable, function, predicate. Constance name specific objects are properties in the domain of this coursed. Thus tree tall and blue are examples of well form constant symbols. The constant true and false are included. Functions denote mapping of one or more elements in a set called the domain of the function. In to a unique element of another set. Elements of the domain and range are objects in the old of discourse. Every function symbols have an associated entity indicating the number of element in the domain mapped on to each element of range.
Predicate logic uses three additional notation they are
i) Predicate
                A predicate is a relation that binds two items together for example: Krishna like apple. Know we can write like (Krishna, like apple) where like is predicate that links two items Krishna and Apple.
                Thus predicate can be generalized as like X, Y where X and Y are the variable it means X likes Y
ii) Terms (Literals)
                Terms are arguments in a predicate logic example Ravi’s father is Ranis father that is father (father
iii) Quantifiers
                A quantifiers is a symbol that permits to declare or identify the range or scope of variables in a logical expression. There are two types of quantifiers they are
- Universal quantifiers
- Existential quantifiers
- Universal Quantifiers
                If A is a variable the ¥a is read as
i)                    for all A
ii)                   for each A
iii)                 for every
- Existential Quantifiers
                If B is a variable then ϶b is read as
i)                    there exist B
ii)                   for some B
iii)                 for at histone B
Resolution
                Robinson in 1965 introduce the resolution principle which can be directly apply to any set of clues. The principle is given any two clues A and B, if there is lateral Bin A and which has complementary term >p in B, delete P from A and B an construct a new close of the remaining clues. The clues so constructed is called “resolving of A and B”.
Substitution
                Resolution works on the principle of identifying complementary literals in two clues a deleting then there by forming a new literal. The process is simple an state forward where are variables the problem becomes complicated and there is necessary to make proper substitution.
There are three major types of substitution
- Substitution of variable by a constant
- Substitution of variable by another variable
- Substitution of variable by function that does not have same variable
Unification
                In prepositional logic it is easy to determine that how literals cannot both be tree at the same time for example: man (John) &Ʌ man (john) thus in order to determine contradiction win need a machine procedure that compares two literals at discourse where their exist a set of substitution that made them identical there is a state forward recursive procedure called unification algorithm. The basic idea of unified two literals we fast check if their initial predicate symbols are the same. If so we can processed otherwise there is no way to unified regard less of their arguments.Suppose we want to unify an expressions P(K,Y) & P(K,Z) here the predicate is same so we can unify by substituting Z by Y.
Frame
                Frame is a collection of attribute slots and associated values that describe some real word entity. Frames on their own are not particularly help full but frames systems are powerful way of encoding information to reasoning process. A frame structure provides facilities for describing objects facts over situation procedure on what to do when a situation is encounter.
Types of Frames
- Declaration Frame: - A frame that contains description about an object is called a declarative frame. The computer center frame describable it a typical example of subscribe frame
- Procedural Frame: - It is possible to have procedural knowledge represented in a frame. Such frame which have procedural knowledge embedded in it are called procedurals frames. The procedural frames as following slots
a) Actor Slots: - It holds information about who is performing the activity
b) Object Slots: - This slots as information about the item to perform on
c) Source Slots: - Source slots holds information from where the action as to end
e) Task Slots: - This generates the necessary sub slots required to perform the operation


Approach to Knowledge Representation: - A good system for knowledge representation should passes the following property
- Representation Adequacy: - The ability to represent all kinds of knowledge that are needed in that domain
- Interracial Adequacy: - The ability to manipulate the representation structure in such a way as to derive new structures of new knowledge inference form old.
- Acquisitioned Efficiency: - The ability to acquire the new information easily. The simplex case involves direct insertion by a person as new knowledge in to the knowledge base.
- Inferential Efficiency: - The ability to incorporate into the knowledge structure additional information that can use to fours the attention of the inference mechanism in most per mistingdirection
Knowledge Representation Technique
(a) Simple relational knowledge: - The simple way of storing facts page to use a simple relational method where each fact about a set of object which set at systematically in columns. This representation gives little opportunityfor inference but it can be used as knowledge bases for inference engine.
(b)Inheritable knowledge: - Relational knowledge is made up of constitute of institute and cross ponding associated values we extend the base more by allowing inference mechanism for property in heritance is used. In property inheritance of a class.
(c)Inferential knowledge: - In inferential knowledge logic knowledge is represented as formal for example all dogs have tell an in formal logic it is return as
Advantage
- A set of strict rule
- Can be used to derive
- Make
- Popular in AI system
(d) Procedural knowledge: -It is also called operational knowledge which specifies what to do when. In this control information is necessary to use the knowledge in embedded in the knowledge base itself
Unit 4
Inference and Reasoning
State Space Representation Technique: - A set of all possible states for a give problem is known as state space of the problem. For example let us consider us consider an 8 tiles puzzle game. The puzzle consist of a squire frame contenting at tiles and an empty slot. The tiles are number from 1 to 8. It is possible to move the tiles in the squire field by moving a tile in to the empty slot. The objective is to get the squire in a numerical order
Rules: - The operator for this problems are
Up: - If the heal is not touching the top frame move it up.
Down: - If the heal is not touching the bottom frame move it down.
Left: - If the heal is not touching the left frame move it left.
Right: - If the heal is not touching the Right frame move it right.

Figure


                The state space is a directed graph with all the state has nodes. A node is set to be existed if it is possible to up tent it form the initial state by application of a set of operators. A small fragment of state space for the 8 tile puzzle game as soon above.
                State space representation are highly perinatal in AI because they provide all possible states operations and the goal. If the entire state space representation for a problem it’s given it is possible trace the part from the initial state to the goal state and identifies the sequence of operators. The major disadvantage of this method is that it is not possible to visualize all states for a given problem. More ever, the resources of the computer system are limited to handle huge state space representation.
Heuristic Search
                Breath first searching is a uniforms search because they do not have any domain specific knowledge. Heuristics are approximations use to minimize the searching process. The process of searching can be drastically reduced by the use of heuristic. Generally two categories of problems are heuristic
- Problem for which no exact algorithms are known and one needs to find an approximation and satisfying solution
- Problem for which exact solution is known but computationally in fusible.
                The heuristic which are needed for serving problems are generally represented as a heuristic function which maps the problem state in to numbers. This numbers are then approximately used to guide search. The following algorithm make use a drastic evaluation function
- Hill Climbing Search: - This algorithm is also called discrete optimization algorithm which uses a simple heuristic function to calculate the amount of distance the node is from the goal. In fact there is no different between hill climbing search and deft search except that the children of the node that has been expended are shorted by remaining distant


Algorithm
- Put the initial list on start
- If start = empty or start = goal terminate search
- Remove the first node from the start called this node A
- If A = goal terminate search with success
- If node has a successor generate all of them. Find out how far they are from the goal node sort they by remaining distance from the goal and at them to the
- Best First Search: - This is also heuristic search the heuristic function used here are called evaluation function each and indicates how far the node is from the goal node. Goal node have an evaluation function value of O (Zero)




                It is explained using a search give above. First the start node is expended. It has three children A, B and C with evaluation function 3, 6 and 5 respectively. These values approximately indicate how far they are from the goal node. The child with minimum value ‘A’ is chosen. The children’s of ‘A’ are generated. They are ‘D’ and ‘E’ with evaluation function 9 and 8 with evaluation at. The search process has how four node to search that is the node ‘D’ with evaluation function 9, ‘E’ with 8, ‘B’ with 6 and ‘C’ with 5 where ‘C’ has got the minimum value which is expanded to give node ‘H’ which value is 7. At this point the node available for search are (D: 9), (E: 6) (H: 7)
Algorithm
- Put the initial node on a list START
- If START empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successes generate all of them find out how far they are from the goal node. Short all the child generated so far by the remaining distance from the goal
- Replace start with START
- Go to step 2
- A* Search (Aversa Search): - In best first search we brought in a heuristic value called evaluation function value. It is a value that estimates how far a particular estimate node is from the goal node. A part from the evaluation function value one can also bring that is cost function. Cost function indicates how much resources take time energy money etc. has been spent in reading a particular node from the start. If it is possible for one to obtain the evaluation values and cost function values the A* algorithm can be used.
Algorithm
- Put the initial node unless START
- If START = empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successor generate all of them. Estimate the fitness number (The sum of evaluation function and cost along the reading to that state is called fitness number) of the successes by totaling the evaluation function values and cost function value. Short the list by fitness number
- Need the new list as START 1
- Replace start with START 1
- Go to step 2
AO* Search






Game Playing in AI: - There are two major components in game playing they are
i) Plausible Move Generator: - If we are to employee a simple move generator then it might not be possible to examine all the states. Has it is essential that only very selected moves or pats the examine for this purpose only one has a flexible move generator that expends are generates only selected moves
ii) Static Evaluation Function
Generator: - This is the most important components of the game playing program. Based on heuristic this generates the static evaluation function value for each and every move that is being made. The study evaluation function gives a snapshot of a particular move. More the static evaluation function value more in the possibility for victory. The basic method available for game playing are
- Min – Max Strategy: - Min – max strategy is a simple strategy for two person gene playing. Here players are called maximizer and minimizer both are opponent to each other. Maximizer and minimizer fights it out to see that the opponent get minimum benefit and they get the maximum benefit. The play sable move generator generate necessary for the farther evaluation and the static evaluation function ranks each of the position

Figure

                Let AB the initial state of the game, the plausible move generator generates children’s for that move and the static evaluation function generate assign the value given along with each of the state. It is assume that that the static evaluation function generators returns a value from – 20 to +20 where a value of +20 indicates a win for maximizer and a value of -20 indicates a wine for minimizer makes first move the maximizer always tries to go the position where the static evaluation function value is maximizer positive value.
                The maximizer being the player to make the first move will to node D because static evaluation function value of that maximum node. If the minimizer has to move he will go node be because the static evaluation function value for that node is minimum

Figure


Fig: - game tree explained by two level their association static evaluation function value but a game playing strategy never stops with one level but loops a head that is move a couple of levels down ward to those the optimal movies
                Let’s examines this with the help of above fig: Let’s assume that it is the maximizer who will to play first floated by minimizer. Before the maximizer move to N, O, P he will have to thing which move would be highly beneficial to him. It maximizer move to N next will be minimizer term. The minimizer always this to other and he will move to are (static evaluation function value = -6) this value is backed off to N.
                If M move to O, then the minimizer will move to V, which is the minimum of +4, +7 and 0 so, the value of 0 is backed up as 0. Similarly the value of P will backed of -3.
                The maximizer will know have to choose between M, N, O, and P with the value of -6, 0 and -3. Being a maximizer he will choose node 0 because if provides the maximize value corresponding to other
- Min – Max Strategy with alphabet cut – offs: -

Figure: -


                This is the modified version of min max strategy algorithm where two threshold value are maintain for features expansion. One threshold value is called alpha, which is lower bound on the value the maximizer can be originated and other is beta (P) which represent the upper bound of the value the minimizer can be assigned.
                In this figure the maximizer has to play first floated by the minimizer as done in min – max strategy. The maximizer assign A value of 6 at Q (minimum at the values sand t). This values is backed up P so the maximizer as assured of A value of 6 when he move to Q. Now let see what happened at R. The value at V is -2 and U is unknown. Since, the move is minimizing 1 by moving to R, P can get only A value of -2 or less that is unacceptable for P because by moving to Q he is assured of value up 6 hence he will never tries move other than children of R
Role of Alpha (α)

Figure: -

                For P the maximizer A value of 6 is assured by moving a node Q. this value P is compared with that of value at R, P be the maximizer could flow any path which value is greater than 6. Hence, this value of 6 being the least at a maximizing move and set as value of α. This value of alpha is now used as reference point. Any node which value is greater than alpha is acceptable and all the node which values are less than alpha is rejected.
Role of Beta (β)

Figure: -



                In this figure is the minimizer and the path for extension are chosen from values at the leaf node. Since 5 and T are maximizer the maximum value of their children are back up as static evaluation function value. Node Q being minimizer always moves to 5 rather than T. the value at 5 (6) is not we used by Q as a reference point. The value is called β is acceptable and values more than β are seldom.
Bayesian Networks
- Bayesian networks also known as Bayes Nets, Belief Nets cause nets and probability nets, are a space efficient data structure for encoding all of the information in the full joint probability distribution for the set of random variables defining a domain
- Represents all of the direct causal relationships between variables
- In punitively to construct a Bayesian net for a given set of variables draw are from cause variables to immediate effects.
- Space efficient because it exploits the fact that in many real world problem domains the dependencies between variables are generally local, so there are a lot of conditionally independent variables
- Captures both qualitative and quantitative relationships between variables
- Can be used to reason: -
i) Forward (top – down) from causes to effects predictive reasoning (aka causal reasoning)
ii) Backward (bottom – up) from effects to causes diagnostic reasoning
- Formally a Bayesian Net is a directed a cyclic graph (DAG) where is a node for each random variable and a directed are from A to B whenever A is a direct causal influence
- Each node A in a net is conditionally independent of any subset of nodes that are not descendant of a given the parents of A.
Case based Reasoning: - In case based reasoning the cases are stored and accessed to solve a new problem. To get a prediction for a new example, these cases that are similar or close to the new example this is at one extreme of the learning problem where unlike decision trees and neural networks relatively little work must be done offline and virtually all of the work is performed at query time.
                Case based reasoning can be used for classification and regression. It is also applicable when the cases are complicated, such as in legal cases where the cases are complex legal rulings and in planning, where the cases are previous solutions to complex problems
                If the cases are simple one algorithm that works well is to use the k – nearest neighbors for some given number K. given a new example the K training examples that have the input features closest to that example are used to predict the forget value for the new example.
                The prediction can be the mode average or some interpolation between the predication of these k. training examples perhaps weighting closer examples more than distant examples.
                For this method to work a distance metric is required that measures the closeness of two examples. First define a metric for the domain of each feature in which the values of the features are converted to a numerical scale that can be used to compare values.
Unit 5
Machine Learning
Learning: - The process of knowledge as equation is called learning. There are various types of learning.
- Rote Learning (Learning by Memorizations): - Knowledge a equation itself includes many different activities. Simple storing of computing information or rote learning is the most basic learning activities may computer programs examples database systems can be used to learn in this sense slough most people could not called such simple storage as learning however many IT programs rote learning techniques. When a computer stored a paces of data it is performing a rote learning such learning are used full for improving the performance of the systems.
- Learning by Analogy
a) Transformational Analogy


                Suppose we are asked to prove theorem in plane geometry we might look for a previous theorem that is very similar and copies its proof, making substitution when necessary. The idea is to transform a solutions to a previous problem into a solutions for the current problem such learning is called learning by transformation analogy.
                The example for transformational analogy is five below

Figure: -

b) Derivational Analogy

Figure: -

                Transformation analogy if does not look at how the old problem was solved it look at the final solution after the twist and terms in solving an old problem are relevant to solving a new problem. The detail history of problem solving is called its derivation analogical reasoning that tables these histories in to account is called derivational analogy.
Explanation Based Learning (EBL): - An explanation based learning system accepts and example (i.e. training example) an explains what it learns from the example. The EBL system takes only the relevant aspects of the training. These explanations is translated in to particular form that a problem solving program can understand so that it can used to solve other problem
                We can think EBL program as specifying the following input.
- A training example: - what the training program size in the world.
- A goal concept: - A high level description of which the problem is supposed to known
- A operationally (                           ): - A description of which concept are useable
- A domain theory: - A set of groups that gives the relationship between the activities between domains






Inductive Bias Learning: - A major problem in machine learning is that of inductive bias how to choose a learners hypothesis space so that it is large enough to contain a solution to the problem being learnt yet small enough to ensure reliable generalization from reasonably sized training sets. Typically such bias is supplied by hand through the skill and insights of experts. In this paper a model for automatically learning bias is investigated. The central assumption of the model is that the learner is embedded within an environment of related learning tasks.
                Within such an environment the learner can sample from multiple tasks and hence it can search for a hypothec is space that contains good solutions to many of the contains on the set of all hypothesis spaces available to the learners we show that a hypothesis space that performs well on a sufficiently large number of training tasks novel task in the same environment. Explicit bounds are also derived demonstrating that learning multiple tasks can potentially give much better generalization than learning a single task.
Genetic Algorithms: - This is an introduction to genetic algorithm methods for optimization. The continuing price/performance improvements of computational systems has made them attractive for some types of optimization. In particular genetic algorithms work very well on mixed. Combinational problems. But they tend to be computationally expensive. To use a genetic algorithm you must represent a solution to your problem as a genome. This presentation outlines some of the basics of genetic algorithms. The three most important aspects of using genetic algorithms are
- Definition of the objective function
- Definition and implementation of the genetic representation and
- Definition and implementation of the genetic operators
                Once these three have been defined the generic algorithm should work fairly well. Beyond that you can try many different variations to improve performance find multiple optima or parallelize the algorithms.
Application of AI
Export System: - Export system are knowledge intensive programs that solve problem in a domain that require considerable amount of technical information the Brattice computer society community of the specialist prove on export system as formed the following generation
- The embodiment within a computer of a knowledge based component from on export skill in such a form that the machine can offers that intelligence take intelligence design about of the specification.
                A desirable additional characteristics which may regard fundamental each the capability of the system on demand to justified its own line of reasoning in a manner directly to the enquire
Characteristics Expert System (CES)
                Following are the different characteristics expert system
- They should solve difficult problem in a domain as good as or better than on expert
- They should process vast quantities of domain specific knowledge in the detail
- These system promote the use of heuristic search process. It must be cleared that brought search techniques are in practical and to managed the problem heuristic search procedure process the management
- They explain why they question and justify their confusion. Explanation facilities enhance treatability system in the mind of human
- They accept advice modify update and expand
- They communicate with the users in their own natural language
- They provides extensive facility part simply processing greater than numeric processing     













 Unit 1
Goal in Problem Solving
Introduction: - "Developing computers programs to solve complex problems by the application of processes that are analogous to human resourcing process"
                AI is the ability of a program to perform the same kinds of functions that characterize human thoughts which includes.
i) Systems that thinks like human
ii) Systems that thinks acts like human
iii) Systems that thinks think rationally
iv) Systems that thinks acts rationally
i) Systems that thinks like humans: - This requires getting inside of the human mind to see how it works and then comparing our computer programs to this. This is what cognitive science afferents to do. An others way to do this is to observe a human problems solving and rogue that one's programs go about problem solving in similar way.
ii) Systems that act like human: - To be considered intelligent a program must be able to act sufficiently like a human to fool an interrogator. The machine and the human are isolated from the person carrying out the test and messages are exchanged via a keyboard and screen. If the person cannot distinguish between the computer and the human being then the computer must be intelligent.
iii) System that think rationally: - For example all computers use energy. Using energy always generates heat. Therefore all computers generate heat. This initiates the field of logic. Formal logic was developed in the lot nineteen century. This was the first step forwards enabling computer programs to reason logically.
iv) System that act rationally: - Acting rationally means acting so as to achieve one's goals given one's beliefs. An agent is just something that perceives and acts. In the logical approach to AI the emphasis is on correct inferences.
Function of AI
- Philosophy: - Logic methods of reasoning mind as physical system foundations of Learning, Language, and Rationality.
- Mathematics: - Formal representation and proof algorithm, computation, decidability, tractability, probability. Philosophers staked out most of the important ideas of AI but to move to a formal science requires a level of mathematics formulism in three main areas computation logic and probability.
- Economics: - Utility decision theory
- Neap Science: - Physical substrate for mental activity
- Psychology: - Phenomena of perception and motor control, experimental techniques. The principle characteristic of cognitive. Psychology is the brain processes and process information.
- Computer Engineering: - Building fast computers
- Control Theory: - Design systems that maximize an objective function over time
- Linguistics: - Knowledge representation grammar having a theory of how human successfully process natural language is an AI complete problem if we could solve this problem then we would have created a model of intelligence.
Application area of an AI: - Today's AI systems have been able to active limited success in some of these tasks.
- In computer vision the systems are capable of face recognition
- In Robotics we have been able to make vehicles that are mostly automats.
- In natural language processing we have systems that are capable of simple machine translation
- Today's Expert systems can carry out medical diagnosis in a narrow domain
- Speech understanding systems are capable of recognizing several thousand words continuous speech
- Planning and scheduling systems had been employed in scheduling experiments with the Hubble Telescope.
- The Learning systems are capable of doing text categorization into about a 1000 topics
- In games AI systems can play at the Grand Master level in chess (World Champion) checkers etc.
What can AI system NOT do yet?
- Understand natural language robustly (e.g. read and understand articles in a newspaper)
- Surf the web
- Interpret an arbitrary visual science
- Learn a natural language
- Construct plans in dynamic real time domains
- Exhibit true autonomy and intelligence
Goal Schemas: - To build a system to solve a particular problem we need to do four things.
- Define the problem precisely. This definition must include precise specifications of what the initial situations will be as well as what final situations constitute acceptable solutions to the problem.
- Analyze the problem. A few very important features can have an immense impact on the appropriateness of various possible techniques for solving the problem
- Isolate and represent the task knowledge that is necessary to solve the problem.
- Choose the best problem solving techniques and apply them to the particular problem
i) Search Problem: - It is characterized by an initial state and a goal state description. The guesses are called the operators where a single operator transforms a state into another state which is expected to be closer to a goal state. Here the objective may be to find a goal state or to find a sequence of operators to a goal state. Additionally the problem may require finding just any solution or an optimum solution.
ii) Planning: - The purpose of planning is to find a sequence of actions that achieves a given goal when performed starting in a given state. In other words given a set of operator instances (defining the possible primitive actions by the agent) an initial state description and a goal state description or predicate the planning agent computers a plan.
Simple Planning Agent: - The problem – solving agents are able to plan a head to consider the consequences of sequences of actions before acting. And a knowledge – based agents can select actions based on explicit, logical representations of the current state and the effects of actions
Problem Solving Agents + Knowledge – based Agents = Planning Agents
Linear Planning: - Basic idea work and one goal until completely solved before moving on to the next goal planning algorithm maintains goal stack
i) Implications
- No inter leaving of goal achievement
- Efficient search if goals do not interact
ii) Advantages
- Reduced search space since goals are solved one at a time
- Advantageous if goals are (mainly) independent
- Linear planning is sound
Iii) Disadvantages
- Linear planning may produce sub optional solutions
- Linear planning is incomplete
Concept of non – linear planning
                Use goal set instead of goal stack. Include in the search space all possible sub goal ordering. Handles goal interactions by interleaving.
Advantages
- Non – linear planning is sound
- Non – linear planning is complete
- Non – linear planning may be optimal with respect to plan length (depending on search strategy employed)
Disadvantage
- Larger search space since all possible goal orderings may have to be considered
- Somewhat more complex algorithm more bookkeeping
Means – Ends Analysis: - The means – ends analysis concentrates around the detection of differences between the current state and the goal state. Once such difference is isolated an operator that can reduce the difference must be found. However perhaps that operator cannot be applied to the current state. Hence, we setup a sub – problem of getting to a state in which it can be applied. The kind of backward chaining in which the operators are selected and then sub goals are setup to establish the preconditions of the operators is known as operator sub – goal.
                Just like the other problem solving techniques, means – ends analysis relies on a set of rules that can transform one problem state into another. However these rules usually are not represented with complete state descriptions on each side. Instead, they are represented as left side, which describes the conditions that must be met for the rule to be applicable and a right side, which describes those aspects of the problem state that will be changed by the application of rule. A separate data structure called a difference table indexes the rules by the differences that they can be used to reduce.
Algorithm: Means – Ends Analysis
- Compare CURRENT to GOAL. If there are no differences between them, then return.
- Otherwise, select the most important difference are reduce it by doing the following until success or failure is signaled
a) Select a new operator O, which is applicable to the current difference. If there are no such operators then signal failure.
b) Apply O to CURRENT. Generate descriptions of two states, O – START a state in which O's preconditions are satisfied and O – RESULT, the state that would result if O were applied in O – START
Production Rules Systems: - Since search is a very important process in the solution of hard problems for which no more direct techniques are available, it is useful to structure AI programs in a way that enables describing and performing the search process. Production systems provide such structures. A production systems consists of:
- A set of rules each consisting of a left side that determines the applicability of the rule and a right side that describes the operation to be performed if the rule is applied.
- One or more knowledge or databases that contain whatever information is appropriate for the particular task.
- A control strategy that specifies the order in which the rules way of resolving the conflicts that arise when several rules match at once.
i) Forward Chaining Systems: - In a forward chaining system the facts in the system are represented in a working memory which is continually updated. Rules in the system represent possible actions to take when specified conditions hold on items in the working memory they are sometimes called condition – action rules. The conditions are usually patterns that must match items in the working memory while the actions usually involve adding or deleting items from the working memory.
                The interpreter controls the application of the rules, given the working memory, thus controlling the system's activity. It is based on a cycle of activity sometimes known as a recognize act cycle. The system first checks to find all the rules whose conditions hold, given the current state of working memory. It then selects one and performs the actions in the action part of the rule. The actions will result in a new working memory and the cycle begins again. This cycle will be repeated until either no rules fine or some specified goal state is satisfied.
ii) Backward Chaining Systems: - So far we have looked at how rule based systems can be used to draw new conclusions from existing data adding these conclusions to a working memory. This approach is most use full when you know all the initial facts, but don't have much idea what the conclusion might be.
                If we do know what the conclusion might be, or have some specific hypothesis to test forward chaining systems may be inefficient. We could keep on forward chaining until no more rules apply or you have added your hypothesis to the working memory. But in the process the system is likely to do a lot of irrelevant work adding uninteresting conclusions to working memory.
iii) My CIN Style Probability and its Application: - In artificial intelligence, My CIN was an early expert system designed to identify bacteria causing severe in factions, such as bacteremia and meningitis, and to recommend antibiotics, with the amount adjusted for patient's body weight the name derived from the antibiotics themselves, as many antibiotics have the suffix "MYCIN". The MYCIN system was also used for the diagnosis of blood clotting diseases.
                MYCIN was developed over five or six years in the early 1970s at Stanford University in Lisp by Edward short life. MYCIN was never actually used in practice but research indicated that it proposed an acceptable therapy in about 69% of cases, which was better than the performance of infectious disease experts who were judged using the same criteria. MYCIN operated using a fairly simple inference engine, and a knowledge base rules. It would query the physician running the program via a long series of simple Yes/No or textual question. At the end it provided a list of possible culprit bacteria ranked from high to low based on the probability of each diagnosis, its confidence in each diagnosis probability, the reasoning behind each diagnosis and its recommended course of drug treatment.
Practical use/Application: - MYCIN was never actually used in practice. This wasn't because of any weakness in its performance. As mentioned in tests it output formed members of the Stanford medical school faculty. Some observers raised ethical and legal issues related to the use of computers in medicine if a program gives the wrong diagnosis or recommends the wrong therapy, who should be held responsible?
Unit 2    Intelligence
Introduction of Intelligence: - Artificial intelligence is concerned with the design of intelligence in and artificial device. The turn was invented by MC Cathy in 1956.
                Artificial intelligence is about designing system that are as intelligent as human. This view involves trying to understand human through and an effort to build machines that emulate the human though process. This view is the cognitive science approach to AI.
Common Sense Reasoning: - Common sense is ability to analyze the situation best on it context, using millions of integrated pieces of common knowledge depends on being able to do common sense resining central part of intelligent behavior.
                Example every know that drawing a glass of water the glass will break and water will spill. However this information is not obtained by formula or equation. Common sense knowledge means what everyone knows. Example: -
- Every person is younger then the person's mother
- People don't like being repeatedly interrupted
- If you hold a knife by its blade then the blade may cut you.
- People generally sleep at right
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, 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 agents and environments

Figure: - Personality of Agent
Environment Type
- Fully observable (Vs. partially observable): An agents sensors give it access to the complete state of the environment at each point in time
- Deterministic (Vs. stochastic): The next state of the environment is completely determined by the current state and the action executed by the agent.
- Episodic (Vs. sequential): The gent's experience is divided into atomic "episodes", and the choice of action in each episodes depends only on the episode itself
- Static (Vs. dynamic): The environment in unchanged while an agent is deliberating. (The environment is semi dynamic if the environment itself does not change with the passage of time but the agent's performance score does)
- Discrete (Vs. continuous): A limited number of distinct clearly defined percepts and actions.
Agent Types
                Four basic types in order of increasing generality
- Simple reflex agents
- Model based reflex agents
- Goal based agents
- Utility based agents
- Simple Reflex Agents: - The agent select an action best on the current precept ignoring the rest of the precept history

Figure: - Simple Reflex Agent
- Model Based Reflex Agent: - The agent decides its actions best on of predefined set of condition action rules. For e.g.: - a telephone operator answering machine

Figure: - Model based reflex agent
- Goal based Agent: - The agent decides its action best on a known a goal. For e.g.: - a GPS system finding a path to certain destination

Figure: - Goal Based Agent
Unit 3
Knowledge Representation
Knowledge Representation and Reasoning: - Intelligent should have capacity for
- Receiving: - That is representing its understanding of the world
- Knowledge Representation: - That is representing its understanding of the world
- Reasoning: - That is inferring the implications of what it knows and of the choices ithas.
- Acting: - That is choosing what it want to do and carry it out.
                Representation of knowledge and the reasoning process are central to the entire field of artificial intelligent. The primary component of a knowledge best agent is its knowledge base. A knowledge best is a set of sentences. Each sentence is expressed in a language. Sentences represent some assertion about the world. There must be mechanisms to derive new sentences from old sentences. This process is known as inference or reasoning. Inference must obey primary requirement that the new sentences should follow logically from the previous one.
Approaches to knowledge Representation: - A good system for the representation knowledge in a particular dement should possess the following properties
-Representational Adequacy: - The ability to represent all of the kinds of knowledge that are needed in that domain.
-Inferential Adequacy: - The ability to manipulate the representation structures in such a way as to derive new structure cross ponding to new knowledge inferred from old.
- Inferential Efficiency: - The ability to incorporate in to the knowledge structure additional information that can be used to focus the attention of the inference mechanism in the most promising direction.
- Inquisitional Efficiency: - The ability to acquire new information easily. The simplest case involve direct instruction of new knowledge into the database.
Logic: - Logic is the primary vehicle for representing and resuming about knowledge. The advantage of using formal logic as a language of AI is that it is price and deferent. These allows program to be written which are declarative. This however leads to seven limitation. Clearly a large person of the reasoning carried out by human depended on handling knowledge that is on certain. Logic cannot represent this uncertainty well. Similarly natural language resurging require inferring hidden state like the intention of the speaker.
                A logic consist of two parts, a language and method of measuring. The logical language intern as two aspects, syntax and semantics. They are
- Syntax: - The atomic symbols of the logical language and the rules for constructing well formed a non-atomic expression of the logic. Syntax specifies the symbols in the language and how they can be combined to form sentences.
- Semantics: - The meanings of the symbol of the logic, and rules there for demining the meaning of non – atomic expression of the logic. It specifics what facts in the world a syntax refers to. A fact is a claim about the world and may be true or false some popular logics are propositional logic, first order predicate logic high order predicate logic and fuzzy logic.
- Propositional Logic: - In PropositionalLogical (PL) and user defines a set of propositional symbols like P&Q. User defines the semantics for each of these symbol. For e.g.: -
P means "It is hot"
Q means "It is humid"
R means "It is raining"
- A symbol
- If S is a sentence than "~" is a sentence, where "~" is the not logical operator?
- If sand PR sentences then (S˅T), (S˄T) (S→T) and (S<→T) are also sentences for e.g.: - (P˄Q)→R
It is hot and humid then it is raining
Q→P
If it is humid then it is hot R It is raining
- Given the truth value of all of the constituent symbol in a sentence that sentence can be content the value true or fails. This is called an inter pretention of the sentence
- A model is an inter pretention of a set of sentences such that each sentence is true. A model is just a formal mathematical structure that stands in for the world.
- A valid sentence (also called as tautology) is a sentence that is true under all inter pretention. Hence no matter what the world is actually like or what the semantic is the sentence is true.
- An inconstant sentence (called on satisfy able or a contradiction) is a sentence that is false under all inter reaction. Hence the world is never like that it describes
First Order Logic
Syntax: - Syntax are symbol users the symbols or alphabet be aware that there are all sorts of solidly different ways to define first order logic
a) Alphabet: - There are different types of symbols they are
- Logical Symbol: - These are symbols that have a standard meaning like AND, OR, NOT, ALL, EXIT, IMPLIES if FALSE, TRUE etc.
- Non Logical Symbol: - They are one dimensional array two dimensional array N dimensional array functions (1 ary 2 array …….. n …….ary) variables etc.
b) Terms: - A term is either and individual constant or a variable are any function applied to a terms.
c) Atomic Formula: - An atomic formulae is either false are an n dimensional array predicate applied to ‘n’ terms
d) Literals: - A literals is either an atomic formula (Positive literal) or the negation of an atomic formula (a negative literals) a ground literal is avariable free literal
e) Clauses: - Clause is a disjunction of literals a ground cause is a variable free clause a Horn clause is a clause with at most one +ve literal a definite is a hornclause with exactly one +ve literal
Logical Agents
                In logical agents we design agents that can form representation of the world, use a process of in France to derive new representation about the world and use these new representations to reduce what to do?
- Knowledge base agent the central component of knowledge base agent is its knowledge base. A knowledge base is a set of sentences. Each sentence is expressed in a language called a knowledge presentation language and represents some accretion about the world.
Function: - KB – AGENT (percepts) return an action
Static: - KB, a knowledge base t, a counter initially 0.
TELL (KB, MAKE – PERCEPT – SENTENCE (Percept t)
Action ← ASK (KB, MAKE – ACTION – QUERY (  ))
TELL (KB MAKE – ACTION – SENTENCE (action t))
T = ++1
Return action

- There must be a way to add new sentences to the knowledge base and the way to query what is known. The stander names for these task are TELL and ASK respectively







Fig: - A generic knowledge base agent
                Figure shows the outline of a knowledge best agent program. Like all our agents it text a percept as I/P and returns an action. The agent Montana a Knowledge Base (KB) which may initially content some background knowledge base what it perceives, second, it asks the knowledge base what action should perform. In the process of answering this query, extensive reasoning may be done about the current state of the world, about the outcomes of possible action sequences and so on. Third, the agent recorders its choice with tell and executed the action.
Formal Logic Connectives Syntax, Semantics
Syntax
- Rules for constructing legal sentences in the logic
- Which symbol we can use
- How we are allowed to combine symbols
- Propositions
- Connective  and, or, not, implies, if ( )
Semantics
- How we interpret (read) sentences in the logic
- Assign a meaning to each sentences
- Use true the table to work out the truth of statement
Semantic Network

Figure:



                The idea behind the semantic network is that knowledge is often best understood as a set of concept that are related to one another. The meaning of a concept is defined by its relationship to another concept. A semantic network consist of a set of node that are connected by labeled arcs. The nodes represent concepts and the arcs represents relations between concepts.
Common Sematic Relations
INSTANCE
                X is an INSTANCE of Y, if X is a specific example of the general concept Y.
ISA
                X ISA Y, if X is a subset of the more general concept Y e.g.: - sparrow ISA bird.
Haspart
                X has part Y, if the concept Y is a part of the concept X. e.g.: sparrow has part tail.
- Semantic Tree
                A semantic tree is a representation that is a semantic net I which shorten links are called branches. Each branch connects two node. The head node is called parent node and tail node is called child node. One node has no parent; it is called the root node. Other nodes have exactly one parents. Some nodes have no children; they are leaf node when two nodes are connected to each other by a chain of two or more branches one is set to be the ancestor; the other is set to be the descendent.
- Inheritance
                Inheritance is a key concept in semantic n/w and can be represented naturally by following ISA link. In general, if concept X has property P, then all concepts that are a subset of X should also have property P. In practice, inherited properties are usually treated has default values. If a node has direct link that contradicts inherited property, then the default is over rider.
- Multiple Inheritance
Ø  Multiple inheritance allows an object to inherit properties from multiple concept
Ø  Multiple inheritance can sometime allow an object to inherit conflicting properties.
Ø  Conflicts are potentiallyunatonable so conflict resolution strategies are needed
Predicate Calculus (Predicate Logic)
                In mathematical logic, predicate logic is generic turn for symbolic formal systems like first order logic, second order logic or many sorted logic. This formal system is distinguished from other system in that its formula content variables which can be quantified. Two common quantifies are existential ᴲ (“There exist”) and universal U (“for all”) quantifies. Predicate calculus symbols may represent either Constance variable, function, predicate. Constance name specific objects are properties in the domain of this coursed. Thus tree tall and blue are examples of well form constant symbols. The constant true and false are included. Functions denote mapping of one or more elements in a set called the domain of the function. In to a unique element of another set. Elements of the domain and range are objects in the old of discourse. Every function symbols have an associated entity indicating the number of element in the domain mapped on to each element of range.
Predicate logic uses three additional notation they are
i) Predicate
                A predicate is a relation that binds two items together for example: Krishna like apple. Know we can write like (Krishna, like apple) where like is predicate that links two items Krishna and Apple.
                Thus predicate can be generalized as like X, Y where X and Y are the variable it means X likes Y
ii) Terms (Literals)
                Terms are arguments in a predicate logic example Ravi’s father is Ranis father that is father (father
iii) Quantifiers
                A quantifiers is a symbol that permits to declare or identify the range or scope of variables in a logical expression. There are two types of quantifiers they are
- Universal quantifiers
- Existential quantifiers
- Universal Quantifiers
                If A is a variable the ¥a is read as
i)                    for all A
ii)                   for each A
iii)                 for every
- Existential Quantifiers
                If B is a variable then ϶b is read as
i)                    there exist B
ii)                   for some B
iii)                 for at histone B
Resolution
                Robinson in 1965 introduce the resolution principle which can be directly apply to any set of clues. The principle is given any two clues A and B, if there is lateral Bin A and which has complementary term >p in B, delete P from A and B an construct a new close of the remaining clues. The clues so constructed is called “resolving of A and B”.
Substitution
                Resolution works on the principle of identifying complementary literals in two clues a deleting then there by forming a new literal. The process is simple an state forward where are variables the problem becomes complicated and there is necessary to make proper substitution.
There are three major types of substitution
- Substitution of variable by a constant
- Substitution of variable by another variable
- Substitution of variable by function that does not have same variable
Unification
                In prepositional logic it is easy to determine that how literals cannot both be tree at the same time for example: man (John) &Ʌ man (john) thus in order to determine contradiction win need a machine procedure that compares two literals at discourse where their exist a set of substitution that made them identical there is a state forward recursive procedure called unification algorithm. The basic idea of unified two literals we fast check if their initial predicate symbols are the same. If so we can processed otherwise there is no way to unified regard less of their arguments.Suppose we want to unify an expressions P(K,Y) & P(K,Z) here the predicate is same so we can unify by substituting Z by Y.
Frame
                Frame is a collection of attribute slots and associated values that describe some real word entity. Frames on their own are not particularly help full but frames systems are powerful way of encoding information to reasoning process. A frame structure provides facilities for describing objects facts over situation procedure on what to do when a situation is encounter.
Types of Frames
- Declaration Frame: - A frame that contains description about an object is called a declarative frame. The computer center frame describable it a typical example of subscribe frame
- Procedural Frame: - It is possible to have procedural knowledge represented in a frame. Such frame which have procedural knowledge embedded in it are called procedurals frames. The procedural frames as following slots
a) Actor Slots: - It holds information about who is performing the activity
b) Object Slots: - This slots as information about the item to perform on
c) Source Slots: - Source slots holds information from where the action as to end
e) Task Slots: - This generates the necessary sub slots required to perform the operation


Approach to Knowledge Representation: - A good system for knowledge representation should passes the following property
- Representation Adequacy: - The ability to represent all kinds of knowledge that are needed in that domain
- Interracial Adequacy: - The ability to manipulate the representation structure in such a way as to derive new structures of new knowledge inference form old.
- Acquisitioned Efficiency: - The ability to acquire the new information easily. The simplex case involves direct insertion by a person as new knowledge in to the knowledge base.
- Inferential Efficiency: - The ability to incorporate into the knowledge structure additional information that can use to fours the attention of the inference mechanism in most per mistingdirection
Knowledge Representation Technique
(a) Simple relational knowledge: - The simple way of storing facts page to use a simple relational method where each fact about a set of object which set at systematically in columns. This representation gives little opportunityfor inference but it can be used as knowledge bases for inference engine.
(b)Inheritable knowledge: - Relational knowledge is made up of constitute of institute and cross ponding associated values we extend the base more by allowing inference mechanism for property in heritance is used. In property inheritance of a class.
(c)Inferential knowledge: - In inferential knowledge logic knowledge is represented as formal for example all dogs have tell an in formal logic it is return as
Advantage
- A set of strict rule
- Can be used to derive
- Make
- Popular in AI system
(d) Procedural knowledge: -It is also called operational knowledge which specifies what to do when. In this control information is necessary to use the knowledge in embedded in the knowledge base itself
Unit 4
Inference and Reasoning
State Space Representation Technique: - A set of all possible states for a give problem is known as state space of the problem. For example let us consider us consider an 8 tiles puzzle game. The puzzle consist of a squire frame contenting at tiles and an empty slot. The tiles are number from 1 to 8. It is possible to move the tiles in the squire field by moving a tile in to the empty slot. The objective is to get the squire in a numerical order
Rules: - The operator for this problems are
Up: - If the heal is not touching the top frame move it up.
Down: - If the heal is not touching the bottom frame move it down.
Left: - If the heal is not touching the left frame move it left.
Right: - If the heal is not touching the Right frame move it right.

Figure


                The state space is a directed graph with all the state has nodes. A node is set to be existed if it is possible to up tent it form the initial state by application of a set of operators. A small fragment of state space for the 8 tile puzzle game as soon above.
                State space representation are highly perinatal in AI because they provide all possible states operations and the goal. If the entire state space representation for a problem it’s given it is possible trace the part from the initial state to the goal state and identifies the sequence of operators. The major disadvantage of this method is that it is not possible to visualize all states for a given problem. More ever, the resources of the computer system are limited to handle huge state space representation.
Heuristic Search
                Breath first searching is a uniforms search because they do not have any domain specific knowledge. Heuristics are approximations use to minimize the searching process. The process of searching can be drastically reduced by the use of heuristic. Generally two categories of problems are heuristic
- Problem for which no exact algorithms are known and one needs to find an approximation and satisfying solution
- Problem for which exact solution is known but computationally in fusible.
                The heuristic which are needed for serving problems are generally represented as a heuristic function which maps the problem state in to numbers. This numbers are then approximately used to guide search. The following algorithm make use a drastic evaluation function
- Hill Climbing Search: - This algorithm is also called discrete optimization algorithm which uses a simple heuristic function to calculate the amount of distance the node is from the goal. In fact there is no different between hill climbing search and deft search except that the children of the node that has been expended are shorted by remaining distant


Algorithm
- Put the initial list on start
- If start = empty or start = goal terminate search
- Remove the first node from the start called this node A
- If A = goal terminate search with success
- If node has a successor generate all of them. Find out how far they are from the goal node sort they by remaining distance from the goal and at them to the
- Best First Search: - This is also heuristic search the heuristic function used here are called evaluation function each and indicates how far the node is from the goal node. Goal node have an evaluation function value of O (Zero)




                It is explained using a search give above. First the start node is expended. It has three children A, B and C with evaluation function 3, 6 and 5 respectively. These values approximately indicate how far they are from the goal node. The child with minimum value ‘A’ is chosen. The children’s of ‘A’ are generated. They are ‘D’ and ‘E’ with evaluation function 9 and 8 with evaluation at. The search process has how four node to search that is the node ‘D’ with evaluation function 9, ‘E’ with 8, ‘B’ with 6 and ‘C’ with 5 where ‘C’ has got the minimum value which is expanded to give node ‘H’ which value is 7. At this point the node available for search are (D: 9), (E: 6) (H: 7)
Algorithm
- Put the initial node on a list START
- If START empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successes generate all of them find out how far they are from the goal node. Short all the child generated so far by the remaining distance from the goal
- Replace start with START
- Go to step 2
- A* Search (Aversa Search): - In best first search we brought in a heuristic value called evaluation function value. It is a value that estimates how far a particular estimate node is from the goal node. A part from the evaluation function value one can also bring that is cost function. Cost function indicates how much resources take time energy money etc. has been spent in reading a particular node from the start. If it is possible for one to obtain the evaluation values and cost function values the A* algorithm can be used.
Algorithm
- Put the initial node unless START
- If START = empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successor generate all of them. Estimate the fitness number (The sum of evaluation function and cost along the reading to that state is called fitness number) of the successes by totaling the evaluation function values and cost function value. Short the list by fitness number
- Need the new list as START 1
- Replace start with START 1
- Go to step 2
AO* Search






Game Playing in AI: - There are two major components in game playing they are
i) Plausible Move Generator: - If we are to employee a simple move generator then it might not be possible to examine all the states. Has it is essential that only very selected moves or pats the examine for this purpose only one has a flexible move generator that expends are generates only selected moves
ii) Static Evaluation Function
Generator: - This is the most important components of the game playing program. Based on heuristic this generates the static evaluation function value for each and every move that is being made. The study evaluation function gives a snapshot of a particular move. More the static evaluation function value more in the possibility for victory. The basic method available for game playing are
- Min – Max Strategy: - Min – max strategy is a simple strategy for two person gene playing. Here players are called maximizer and minimizer both are opponent to each other. Maximizer and minimizer fights it out to see that the opponent get minimum benefit and they get the maximum benefit. The play sable move generator generate necessary for the farther evaluation and the static evaluation function ranks each of the position

Figure

                Let AB the initial state of the game, the plausible move generator generates children’s for that move and the static evaluation function generate assign the value given along with each of the state. It is assume that that the static evaluation function generators returns a value from – 20 to +20 where a value of +20 indicates a win for maximizer and a value of -20 indicates a wine for minimizer makes first move the maximizer always tries to go the position where the static evaluation function value is maximizer positive value.
                The maximizer being the player to make the first move will to node D because static evaluation function value of that maximum node. If the minimizer has to move he will go node be because the static evaluation function value for that node is minimum

Figure


Fig: - game tree explained by two level their association static evaluation function value but a game playing strategy never stops with one level but loops a head that is move a couple of levels down ward to those the optimal movies
                Let’s examines this with the help of above fig: Let’s assume that it is the maximizer who will to play first floated by minimizer. Before the maximizer move to N, O, P he will have to thing which move would be highly beneficial to him. It maximizer move to N next will be minimizer term. The minimizer always this to other and he will move to are (static evaluation function value = -6) this value is backed off to N.
                If M move to O, then the minimizer will move to V, which is the minimum of +4, +7 and 0 so, the value of 0 is backed up as 0. Similarly the value of P will backed of -3.
                The maximizer will know have to choose between M, N, O, and P with the value of -6, 0 and -3. Being a maximizer he will choose node 0 because if provides the maximize value corresponding to other
- Min – Max Strategy with alphabet cut – offs: -

Figure: -


                This is the modified version of min max strategy algorithm where two threshold value are maintain for features expansion. One threshold value is called alpha, which is lower bound on the value the maximizer can be originated and other is beta (P) which represent the upper bound of the value the minimizer can be assigned.
                In this figure the maximizer has to play first floated by the minimizer as done in min – max strategy. The maximizer assign A value of 6 at Q (minimum at the values sand t). This values is backed up P so the maximizer as assured of A value of 6 when he move to Q. Now let see what happened at R. The value at V is -2 and U is unknown. Since, the move is minimizing 1 by moving to R, P can get only A value of -2 or less that is unacceptable for P because by moving to Q he is assured of value up 6 hence he will never tries move other than children of R
Role of Alpha (α)

Figure: -

                For P the maximizer A value of 6 is assured by moving a node Q. this value P is compared with that of value at R, P be the maximizer could flow any path which value is greater than 6. Hence, this value of 6 being the least at a maximizing move and set as value of α. This value of alpha is now used as reference point. Any node which value is greater than alpha is acceptable and all the node which values are less than alpha is rejected.
Role of Beta (β)

Figure: -



                In this figure is the minimizer and the path for extension are chosen from values at the leaf node. Since 5 and T are maximizer the maximum value of their children are back up as static evaluation function value. Node Q being minimizer always moves to 5 rather than T. the value at 5 (6) is not we used by Q as a reference point. The value is called β is acceptable and values more than β are seldom.
Bayesian Networks
- Bayesian networks also known as Bayes Nets, Belief Nets cause nets and probability nets, are a space efficient data structure for encoding all of the information in the full joint probability distribution for the set of random variables defining a domain
- Represents all of the direct causal relationships between variables
- In punitively to construct a Bayesian net for a given set of variables draw are from cause variables to immediate effects.
- Space efficient because it exploits the fact that in many real world problem domains the dependencies between variables are generally local, so there are a lot of conditionally independent variables
- Captures both qualitative and quantitative relationships between variables
- Can be used to reason: -
i) Forward (top – down) from causes to effects predictive reasoning (aka causal reasoning)
ii) Backward (bottom – up) from effects to causes diagnostic reasoning
- Formally a Bayesian Net is a directed a cyclic graph (DAG) where is a node for each random variable and a directed are from A to B whenever A is a direct causal influence
- Each node A in a net is conditionally independent of any subset of nodes that are not descendant of a given the parents of A.
Case based Reasoning: - In case based reasoning the cases are stored and accessed to solve a new problem. To get a prediction for a new example, these cases that are similar or close to the new example this is at one extreme of the learning problem where unlike decision trees and neural networks relatively little work must be done offline and virtually all of the work is performed at query time.
                Case based reasoning can be used for classification and regression. It is also applicable when the cases are complicated, such as in legal cases where the cases are complex legal rulings and in planning, where the cases are previous solutions to complex problems
                If the cases are simple one algorithm that works well is to use the k – nearest neighbors for some given number K. given a new example the K training examples that have the input features closest to that example are used to predict the forget value for the new example.
                The prediction can be the mode average or some interpolation between the predication of these k. training examples perhaps weighting closer examples more than distant examples.
                For this method to work a distance metric is required that measures the closeness of two examples. First define a metric for the domain of each feature in which the values of the features are converted to a numerical scale that can be used to compare values.
Unit 5
Machine Learning
Learning: - The process of knowledge as equation is called learning. There are various types of learning.
- Rote Learning (Learning by Memorizations): - Knowledge a equation itself includes many different activities. Simple storing of computing information or rote learning is the most basic learning activities may computer programs examples database systems can be used to learn in this sense slough most people could not called such simple storage as learning however many IT programs rote learning techniques. When a computer stored a paces of data it is performing a rote learning such learning are used full for improving the performance of the systems.
- Learning by Analogy
a) Transformational Analogy


                Suppose we are asked to prove theorem in plane geometry we might look for a previous theorem that is very similar and copies its proof, making substitution when necessary. The idea is to transform a solutions to a previous problem into a solutions for the current problem such learning is called learning by transformation analogy.
                The example for transformational analogy is five below

Figure: -

b) Derivational Analogy

Figure: -

                Transformation analogy if does not look at how the old problem was solved it look at the final solution after the twist and terms in solving an old problem are relevant to solving a new problem. The detail history of problem solving is called its derivation analogical reasoning that tables these histories in to account is called derivational analogy.
Explanation Based Learning (EBL): - An explanation based learning system accepts and example (i.e. training example) an explains what it learns from the example. The EBL system takes only the relevant aspects of the training. These explanations is translated in to particular form that a problem solving program can understand so that it can used to solve other problem
                We can think EBL program as specifying the following input.
- A training example: - what the training program size in the world.
- A goal concept: - A high level description of which the problem is supposed to known
- A operationally (                           ): - A description of which concept are useable
- A domain theory: - A set of groups that gives the relationship between the activities between domains






Inductive Bias Learning: - A major problem in machine learning is that of inductive bias how to choose a learners hypothesis space so that it is large enough to contain a solution to the problem being learnt yet small enough to ensure reliable generalization from reasonably sized training sets. Typically such bias is supplied by hand through the skill and insights of experts. In this paper a model for automatically learning bias is investigated. The central assumption of the model is that the learner is embedded within an environment of related learning tasks.
                Within such an environment the learner can sample from multiple tasks and hence it can search for a hypothec is space that contains good solutions to many of the contains on the set of all hypothesis spaces available to the learners we show that a hypothesis space that performs well on a sufficiently large number of training tasks novel task in the same environment. Explicit bounds are also derived demonstrating that learning multiple tasks can potentially give much better generalization than learning a single task.
Genetic Algorithms: - This is an introduction to genetic algorithm methods for optimization. The continuing price/performance improvements of computational systems has made them attractive for some types of optimization. In particular genetic algorithms work very well on mixed. Combinational problems. But they tend to be computationally expensive. To use a genetic algorithm you must represent a solution to your problem as a genome. This presentation outlines some of the basics of genetic algorithms. The three most important aspects of using genetic algorithms are
- Definition of the objective function
- Definition and implementation of the genetic representation and
- Definition and implementation of the genetic operators
                Once these three have been defined the generic algorithm should work fairly well. Beyond that you can try many different variations to improve performance find multiple optima or parallelize the algorithms.
Application of AI
Export System: - Export system are knowledge intensive programs that solve problem in a domain that require considerable amount of technical information the Brattice computer society community of the specialist prove on export system as formed the following generation
- The embodiment within a computer of a knowledge based component from on export skill in such a form that the machine can offers that intelligence take intelligence design about of the specification.
                A desirable additional characteristics which may regard fundamental each the capability of the system on demand to justified its own line of reasoning in a manner directly to the enquire
Characteristics Expert System (CES)
                Following are the different characteristics expert system
- They should solve difficult problem in a domain as good as or better than on expert
- They should process vast quantities of domain specific knowledge in the detail
- These system promote the use of heuristic search process. It must be cleared that brought search techniques are in practical and to managed the problem heuristic search procedure process the management
- They explain why they question and justify their confusion. Explanation facilities enhance treatability system in the mind of human
- They accept advice modify update and expand
- They communicate with the users in their own natural language
- They provides extensive facility part simply processing greater than numeric processing     













 Unit 1
Goal in Problem Solving
Introduction: - "Developing computers programs to solve complex problems by the application of processes that are analogous to human resourcing process"
                AI is the ability of a program to perform the same kinds of functions that characterize human thoughts which includes.
i) Systems that thinks like human
ii) Systems that thinks acts like human
iii) Systems that thinks think rationally
iv) Systems that thinks acts rationally
i) Systems that thinks like humans: - This requires getting inside of the human mind to see how it works and then comparing our computer programs to this. This is what cognitive science afferents to do. An others way to do this is to observe a human problems solving and rogue that one's programs go about problem solving in similar way.
ii) Systems that act like human: - To be considered intelligent a program must be able to act sufficiently like a human to fool an interrogator. The machine and the human are isolated from the person carrying out the test and messages are exchanged via a keyboard and screen. If the person cannot distinguish between the computer and the human being then the computer must be intelligent.
iii) System that think rationally: - For example all computers use energy. Using energy always generates heat. Therefore all computers generate heat. This initiates the field of logic. Formal logic was developed in the lot nineteen century. This was the first step forwards enabling computer programs to reason logically.
iv) System that act rationally: - Acting rationally means acting so as to achieve one's goals given one's beliefs. An agent is just something that perceives and acts. In the logical approach to AI the emphasis is on correct inferences.
Function of AI
- Philosophy: - Logic methods of reasoning mind as physical system foundations of Learning, Language, and Rationality.
- Mathematics: - Formal representation and proof algorithm, computation, decidability, tractability, probability. Philosophers staked out most of the important ideas of AI but to move to a formal science requires a level of mathematics formulism in three main areas computation logic and probability.
- Economics: - Utility decision theory
- Neap Science: - Physical substrate for mental activity
- Psychology: - Phenomena of perception and motor control, experimental techniques. The principle characteristic of cognitive. Psychology is the brain processes and process information.
- Computer Engineering: - Building fast computers
- Control Theory: - Design systems that maximize an objective function over time
- Linguistics: - Knowledge representation grammar having a theory of how human successfully process natural language is an AI complete problem if we could solve this problem then we would have created a model of intelligence.
Application area of an AI: - Today's AI systems have been able to active limited success in some of these tasks.
- In computer vision the systems are capable of face recognition
- In Robotics we have been able to make vehicles that are mostly automats.
- In natural language processing we have systems that are capable of simple machine translation
- Today's Expert systems can carry out medical diagnosis in a narrow domain
- Speech understanding systems are capable of recognizing several thousand words continuous speech
- Planning and scheduling systems had been employed in scheduling experiments with the Hubble Telescope.
- The Learning systems are capable of doing text categorization into about a 1000 topics
- In games AI systems can play at the Grand Master level in chess (World Champion) checkers etc.
What can AI system NOT do yet?
- Understand natural language robustly (e.g. read and understand articles in a newspaper)
- Surf the web
- Interpret an arbitrary visual science
- Learn a natural language
- Construct plans in dynamic real time domains
- Exhibit true autonomy and intelligence
Goal Schemas: - To build a system to solve a particular problem we need to do four things.
- Define the problem precisely. This definition must include precise specifications of what the initial situations will be as well as what final situations constitute acceptable solutions to the problem.
- Analyze the problem. A few very important features can have an immense impact on the appropriateness of various possible techniques for solving the problem
- Isolate and represent the task knowledge that is necessary to solve the problem.
- Choose the best problem solving techniques and apply them to the particular problem
i) Search Problem: - It is characterized by an initial state and a goal state description. The guesses are called the operators where a single operator transforms a state into another state which is expected to be closer to a goal state. Here the objective may be to find a goal state or to find a sequence of operators to a goal state. Additionally the problem may require finding just any solution or an optimum solution.
ii) Planning: - The purpose of planning is to find a sequence of actions that achieves a given goal when performed starting in a given state. In other words given a set of operator instances (defining the possible primitive actions by the agent) an initial state description and a goal state description or predicate the planning agent computers a plan.
Simple Planning Agent: - The problem – solving agents are able to plan a head to consider the consequences of sequences of actions before acting. And a knowledge – based agents can select actions based on explicit, logical representations of the current state and the effects of actions
Problem Solving Agents + Knowledge – based Agents = Planning Agents
Linear Planning: - Basic idea work and one goal until completely solved before moving on to the next goal planning algorithm maintains goal stack
i) Implications
- No inter leaving of goal achievement
- Efficient search if goals do not interact
ii) Advantages
- Reduced search space since goals are solved one at a time
- Advantageous if goals are (mainly) independent
- Linear planning is sound
Iii) Disadvantages
- Linear planning may produce sub optional solutions
- Linear planning is incomplete
Concept of non – linear planning
                Use goal set instead of goal stack. Include in the search space all possible sub goal ordering. Handles goal interactions by interleaving.
Advantages
- Non – linear planning is sound
- Non – linear planning is complete
- Non – linear planning may be optimal with respect to plan length (depending on search strategy employed)
Disadvantage
- Larger search space since all possible goal orderings may have to be considered
- Somewhat more complex algorithm more bookkeeping
Means – Ends Analysis: - The means – ends analysis concentrates around the detection of differences between the current state and the goal state. Once such difference is isolated an operator that can reduce the difference must be found. However perhaps that operator cannot be applied to the current state. Hence, we setup a sub – problem of getting to a state in which it can be applied. The kind of backward chaining in which the operators are selected and then sub goals are setup to establish the preconditions of the operators is known as operator sub – goal.
                Just like the other problem solving techniques, means – ends analysis relies on a set of rules that can transform one problem state into another. However these rules usually are not represented with complete state descriptions on each side. Instead, they are represented as left side, which describes the conditions that must be met for the rule to be applicable and a right side, which describes those aspects of the problem state that will be changed by the application of rule. A separate data structure called a difference table indexes the rules by the differences that they can be used to reduce.
Algorithm: Means – Ends Analysis
- Compare CURRENT to GOAL. If there are no differences between them, then return.
- Otherwise, select the most important difference are reduce it by doing the following until success or failure is signaled
a) Select a new operator O, which is applicable to the current difference. If there are no such operators then signal failure.
b) Apply O to CURRENT. Generate descriptions of two states, O – START a state in which O's preconditions are satisfied and O – RESULT, the state that would result if O were applied in O – START
Production Rules Systems: - Since search is a very important process in the solution of hard problems for which no more direct techniques are available, it is useful to structure AI programs in a way that enables describing and performing the search process. Production systems provide such structures. A production systems consists of:
- A set of rules each consisting of a left side that determines the applicability of the rule and a right side that describes the operation to be performed if the rule is applied.
- One or more knowledge or databases that contain whatever information is appropriate for the particular task.
- A control strategy that specifies the order in which the rules way of resolving the conflicts that arise when several rules match at once.
i) Forward Chaining Systems: - In a forward chaining system the facts in the system are represented in a working memory which is continually updated. Rules in the system represent possible actions to take when specified conditions hold on items in the working memory they are sometimes called condition – action rules. The conditions are usually patterns that must match items in the working memory while the actions usually involve adding or deleting items from the working memory.
                The interpreter controls the application of the rules, given the working memory, thus controlling the system's activity. It is based on a cycle of activity sometimes known as a recognize act cycle. The system first checks to find all the rules whose conditions hold, given the current state of working memory. It then selects one and performs the actions in the action part of the rule. The actions will result in a new working memory and the cycle begins again. This cycle will be repeated until either no rules fine or some specified goal state is satisfied.
ii) Backward Chaining Systems: - So far we have looked at how rule based systems can be used to draw new conclusions from existing data adding these conclusions to a working memory. This approach is most use full when you know all the initial facts, but don't have much idea what the conclusion might be.
                If we do know what the conclusion might be, or have some specific hypothesis to test forward chaining systems may be inefficient. We could keep on forward chaining until no more rules apply or you have added your hypothesis to the working memory. But in the process the system is likely to do a lot of irrelevant work adding uninteresting conclusions to working memory.
iii) My CIN Style Probability and its Application: - In artificial intelligence, My CIN was an early expert system designed to identify bacteria causing severe in factions, such as bacteremia and meningitis, and to recommend antibiotics, with the amount adjusted for patient's body weight the name derived from the antibiotics themselves, as many antibiotics have the suffix "MYCIN". The MYCIN system was also used for the diagnosis of blood clotting diseases.
                MYCIN was developed over five or six years in the early 1970s at Stanford University in Lisp by Edward short life. MYCIN was never actually used in practice but research indicated that it proposed an acceptable therapy in about 69% of cases, which was better than the performance of infectious disease experts who were judged using the same criteria. MYCIN operated using a fairly simple inference engine, and a knowledge base rules. It would query the physician running the program via a long series of simple Yes/No or textual question. At the end it provided a list of possible culprit bacteria ranked from high to low based on the probability of each diagnosis, its confidence in each diagnosis probability, the reasoning behind each diagnosis and its recommended course of drug treatment.
Practical use/Application: - MYCIN was never actually used in practice. This wasn't because of any weakness in its performance. As mentioned in tests it output formed members of the Stanford medical school faculty. Some observers raised ethical and legal issues related to the use of computers in medicine if a program gives the wrong diagnosis or recommends the wrong therapy, who should be held responsible?
Unit 2    Intelligence
Introduction of Intelligence: - Artificial intelligence is concerned with the design of intelligence in and artificial device. The turn was invented by MC Cathy in 1956.
                Artificial intelligence is about designing system that are as intelligent as human. This view involves trying to understand human through and an effort to build machines that emulate the human though process. This view is the cognitive science approach to AI.
Common Sense Reasoning: - Common sense is ability to analyze the situation best on it context, using millions of integrated pieces of common knowledge depends on being able to do common sense resining central part of intelligent behavior.
                Example every know that drawing a glass of water the glass will break and water will spill. However this information is not obtained by formula or equation. Common sense knowledge means what everyone knows. Example: -
- Every person is younger then the person's mother
- People don't like being repeatedly interrupted
- If you hold a knife by its blade then the blade may cut you.
- People generally sleep at right
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, 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 agents and environments

Figure: - Personality of Agent
Environment Type
- Fully observable (Vs. partially observable): An agents sensors give it access to the complete state of the environment at each point in time
- Deterministic (Vs. stochastic): The next state of the environment is completely determined by the current state and the action executed by the agent.
- Episodic (Vs. sequential): The gent's experience is divided into atomic "episodes", and the choice of action in each episodes depends only on the episode itself
- Static (Vs. dynamic): The environment in unchanged while an agent is deliberating. (The environment is semi dynamic if the environment itself does not change with the passage of time but the agent's performance score does)
- Discrete (Vs. continuous): A limited number of distinct clearly defined percepts and actions.
Agent Types
                Four basic types in order of increasing generality
- Simple reflex agents
- Model based reflex agents
- Goal based agents
- Utility based agents
- Simple Reflex Agents: - The agent select an action best on the current precept ignoring the rest of the precept history

Figure: - Simple Reflex Agent
- Model Based Reflex Agent: - The agent decides its actions best on of predefined set of condition action rules. For e.g.: - a telephone operator answering machine

Figure: - Model based reflex agent
- Goal based Agent: - The agent decides its action best on a known a goal. For e.g.: - a GPS system finding a path to certain destination

Figure: - Goal Based Agent
Unit 3
Knowledge Representation
Knowledge Representation and Reasoning: - Intelligent should have capacity for
- Receiving: - That is representing its understanding of the world
- Knowledge Representation: - That is representing its understanding of the world
- Reasoning: - That is inferring the implications of what it knows and of the choices ithas.
- Acting: - That is choosing what it want to do and carry it out.
                Representation of knowledge and the reasoning process are central to the entire field of artificial intelligent. The primary component of a knowledge best agent is its knowledge base. A knowledge best is a set of sentences. Each sentence is expressed in a language. Sentences represent some assertion about the world. There must be mechanisms to derive new sentences from old sentences. This process is known as inference or reasoning. Inference must obey primary requirement that the new sentences should follow logically from the previous one.
Approaches to knowledge Representation: - A good system for the representation knowledge in a particular dement should possess the following properties
-Representational Adequacy: - The ability to represent all of the kinds of knowledge that are needed in that domain.
-Inferential Adequacy: - The ability to manipulate the representation structures in such a way as to derive new structure cross ponding to new knowledge inferred from old.
- Inferential Efficiency: - The ability to incorporate in to the knowledge structure additional information that can be used to focus the attention of the inference mechanism in the most promising direction.
- Inquisitional Efficiency: - The ability to acquire new information easily. The simplest case involve direct instruction of new knowledge into the database.
Logic: - Logic is the primary vehicle for representing and resuming about knowledge. The advantage of using formal logic as a language of AI is that it is price and deferent. These allows program to be written which are declarative. This however leads to seven limitation. Clearly a large person of the reasoning carried out by human depended on handling knowledge that is on certain. Logic cannot represent this uncertainty well. Similarly natural language resurging require inferring hidden state like the intention of the speaker.
                A logic consist of two parts, a language and method of measuring. The logical language intern as two aspects, syntax and semantics. They are
- Syntax: - The atomic symbols of the logical language and the rules for constructing well formed a non-atomic expression of the logic. Syntax specifies the symbols in the language and how they can be combined to form sentences.
- Semantics: - The meanings of the symbol of the logic, and rules there for demining the meaning of non – atomic expression of the logic. It specifics what facts in the world a syntax refers to. A fact is a claim about the world and may be true or false some popular logics are propositional logic, first order predicate logic high order predicate logic and fuzzy logic.
- Propositional Logic: - In PropositionalLogical (PL) and user defines a set of propositional symbols like P&Q. User defines the semantics for each of these symbol. For e.g.: -
P means "It is hot"
Q means "It is humid"
R means "It is raining"
- A symbol
- If S is a sentence than "~" is a sentence, where "~" is the not logical operator?
- If sand PR sentences then (S˅T), (S˄T) (S→T) and (S<→T) are also sentences for e.g.: - (P˄Q)→R
It is hot and humid then it is raining
Q→P
If it is humid then it is hot R It is raining
- Given the truth value of all of the constituent symbol in a sentence that sentence can be content the value true or fails. This is called an inter pretention of the sentence
- A model is an inter pretention of a set of sentences such that each sentence is true. A model is just a formal mathematical structure that stands in for the world.
- A valid sentence (also called as tautology) is a sentence that is true under all inter pretention. Hence no matter what the world is actually like or what the semantic is the sentence is true.
- An inconstant sentence (called on satisfy able or a contradiction) is a sentence that is false under all inter reaction. Hence the world is never like that it describes
First Order Logic
Syntax: - Syntax are symbol users the symbols or alphabet be aware that there are all sorts of solidly different ways to define first order logic
a) Alphabet: - There are different types of symbols they are
- Logical Symbol: - These are symbols that have a standard meaning like AND, OR, NOT, ALL, EXIT, IMPLIES if FALSE, TRUE etc.
- Non Logical Symbol: - They are one dimensional array two dimensional array N dimensional array functions (1 ary 2 array …….. n …….ary) variables etc.
b) Terms: - A term is either and individual constant or a variable are any function applied to a terms.
c) Atomic Formula: - An atomic formulae is either false are an n dimensional array predicate applied to ‘n’ terms
d) Literals: - A literals is either an atomic formula (Positive literal) or the negation of an atomic formula (a negative literals) a ground literal is avariable free literal
e) Clauses: - Clause is a disjunction of literals a ground cause is a variable free clause a Horn clause is a clause with at most one +ve literal a definite is a hornclause with exactly one +ve literal
Logical Agents
                In logical agents we design agents that can form representation of the world, use a process of in France to derive new representation about the world and use these new representations to reduce what to do?
- Knowledge base agent the central component of knowledge base agent is its knowledge base. A knowledge base is a set of sentences. Each sentence is expressed in a language called a knowledge presentation language and represents some accretion about the world.
Function: - KB – AGENT (percepts) return an action
Static: - KB, a knowledge base t, a counter initially 0.
TELL (KB, MAKE – PERCEPT – SENTENCE (Percept t)
Action ← ASK (KB, MAKE – ACTION – QUERY (  ))
TELL (KB MAKE – ACTION – SENTENCE (action t))
T = ++1
Return action

- There must be a way to add new sentences to the knowledge base and the way to query what is known. The stander names for these task are TELL and ASK respectively







Fig: - A generic knowledge base agent
                Figure shows the outline of a knowledge best agent program. Like all our agents it text a percept as I/P and returns an action. The agent Montana a Knowledge Base (KB) which may initially content some background knowledge base what it perceives, second, it asks the knowledge base what action should perform. In the process of answering this query, extensive reasoning may be done about the current state of the world, about the outcomes of possible action sequences and so on. Third, the agent recorders its choice with tell and executed the action.
Formal Logic Connectives Syntax, Semantics
Syntax
- Rules for constructing legal sentences in the logic
- Which symbol we can use
- How we are allowed to combine symbols
- Propositions
- Connective  and, or, not, implies, if ( )
Semantics
- How we interpret (read) sentences in the logic
- Assign a meaning to each sentences
- Use true the table to work out the truth of statement
Semantic Network

Figure:



                The idea behind the semantic network is that knowledge is often best understood as a set of concept that are related to one another. The meaning of a concept is defined by its relationship to another concept. A semantic network consist of a set of node that are connected by labeled arcs. The nodes represent concepts and the arcs represents relations between concepts.
Common Sematic Relations
INSTANCE
                X is an INSTANCE of Y, if X is a specific example of the general concept Y.
ISA
                X ISA Y, if X is a subset of the more general concept Y e.g.: - sparrow ISA bird.
Haspart
                X has part Y, if the concept Y is a part of the concept X. e.g.: sparrow has part tail.
- Semantic Tree
                A semantic tree is a representation that is a semantic net I which shorten links are called branches. Each branch connects two node. The head node is called parent node and tail node is called child node. One node has no parent; it is called the root node. Other nodes have exactly one parents. Some nodes have no children; they are leaf node when two nodes are connected to each other by a chain of two or more branches one is set to be the ancestor; the other is set to be the descendent.
- Inheritance
                Inheritance is a key concept in semantic n/w and can be represented naturally by following ISA link. In general, if concept X has property P, then all concepts that are a subset of X should also have property P. In practice, inherited properties are usually treated has default values. If a node has direct link that contradicts inherited property, then the default is over rider.
- Multiple Inheritance
Ø  Multiple inheritance allows an object to inherit properties from multiple concept
Ø  Multiple inheritance can sometime allow an object to inherit conflicting properties.
Ø  Conflicts are potentiallyunatonable so conflict resolution strategies are needed
Predicate Calculus (Predicate Logic)
                In mathematical logic, predicate logic is generic turn for symbolic formal systems like first order logic, second order logic or many sorted logic. This formal system is distinguished from other system in that its formula content variables which can be quantified. Two common quantifies are existential ᴲ (“There exist”) and universal U (“for all”) quantifies. Predicate calculus symbols may represent either Constance variable, function, predicate. Constance name specific objects are properties in the domain of this coursed. Thus tree tall and blue are examples of well form constant symbols. The constant true and false are included. Functions denote mapping of one or more elements in a set called the domain of the function. In to a unique element of another set. Elements of the domain and range are objects in the old of discourse. Every function symbols have an associated entity indicating the number of element in the domain mapped on to each element of range.
Predicate logic uses three additional notation they are
i) Predicate
                A predicate is a relation that binds two items together for example: Krishna like apple. Know we can write like (Krishna, like apple) where like is predicate that links two items Krishna and Apple.
                Thus predicate can be generalized as like X, Y where X and Y are the variable it means X likes Y
ii) Terms (Literals)
                Terms are arguments in a predicate logic example Ravi’s father is Ranis father that is father (father
iii) Quantifiers
                A quantifiers is a symbol that permits to declare or identify the range or scope of variables in a logical expression. There are two types of quantifiers they are
- Universal quantifiers
- Existential quantifiers
- Universal Quantifiers
                If A is a variable the ¥a is read as
i)                    for all A
ii)                   for each A
iii)                 for every
- Existential Quantifiers
                If B is a variable then ϶b is read as
i)                    there exist B
ii)                   for some B
iii)                 for at histone B
Resolution
                Robinson in 1965 introduce the resolution principle which can be directly apply to any set of clues. The principle is given any two clues A and B, if there is lateral Bin A and which has complementary term >p in B, delete P from A and B an construct a new close of the remaining clues. The clues so constructed is called “resolving of A and B”.
Substitution
                Resolution works on the principle of identifying complementary literals in two clues a deleting then there by forming a new literal. The process is simple an state forward where are variables the problem becomes complicated and there is necessary to make proper substitution.
There are three major types of substitution
- Substitution of variable by a constant
- Substitution of variable by another variable
- Substitution of variable by function that does not have same variable
Unification
                In prepositional logic it is easy to determine that how literals cannot both be tree at the same time for example: man (John) &Ʌ man (john) thus in order to determine contradiction win need a machine procedure that compares two literals at discourse where their exist a set of substitution that made them identical there is a state forward recursive procedure called unification algorithm. The basic idea of unified two literals we fast check if their initial predicate symbols are the same. If so we can processed otherwise there is no way to unified regard less of their arguments.Suppose we want to unify an expressions P(K,Y) & P(K,Z) here the predicate is same so we can unify by substituting Z by Y.
Frame
                Frame is a collection of attribute slots and associated values that describe some real word entity. Frames on their own are not particularly help full but frames systems are powerful way of encoding information to reasoning process. A frame structure provides facilities for describing objects facts over situation procedure on what to do when a situation is encounter.
Types of Frames
- Declaration Frame: - A frame that contains description about an object is called a declarative frame. The computer center frame describable it a typical example of subscribe frame
- Procedural Frame: - It is possible to have procedural knowledge represented in a frame. Such frame which have procedural knowledge embedded in it are called procedurals frames. The procedural frames as following slots
a) Actor Slots: - It holds information about who is performing the activity
b) Object Slots: - This slots as information about the item to perform on
c) Source Slots: - Source slots holds information from where the action as to end
e) Task Slots: - This generates the necessary sub slots required to perform the operation


Approach to Knowledge Representation: - A good system for knowledge representation should passes the following property
- Representation Adequacy: - The ability to represent all kinds of knowledge that are needed in that domain
- Interracial Adequacy: - The ability to manipulate the representation structure in such a way as to derive new structures of new knowledge inference form old.
- Acquisitioned Efficiency: - The ability to acquire the new information easily. The simplex case involves direct insertion by a person as new knowledge in to the knowledge base.
- Inferential Efficiency: - The ability to incorporate into the knowledge structure additional information that can use to fours the attention of the inference mechanism in most per mistingdirection
Knowledge Representation Technique
(a) Simple relational knowledge: - The simple way of storing facts page to use a simple relational method where each fact about a set of object which set at systematically in columns. This representation gives little opportunityfor inference but it can be used as knowledge bases for inference engine.
(b)Inheritable knowledge: - Relational knowledge is made up of constitute of institute and cross ponding associated values we extend the base more by allowing inference mechanism for property in heritance is used. In property inheritance of a class.
(c)Inferential knowledge: - In inferential knowledge logic knowledge is represented as formal for example all dogs have tell an in formal logic it is return as
Advantage
- A set of strict rule
- Can be used to derive
- Make
- Popular in AI system
(d) Procedural knowledge: -It is also called operational knowledge which specifies what to do when. In this control information is necessary to use the knowledge in embedded in the knowledge base itself
Unit 4
Inference and Reasoning
State Space Representation Technique: - A set of all possible states for a give problem is known as state space of the problem. For example let us consider us consider an 8 tiles puzzle game. The puzzle consist of a squire frame contenting at tiles and an empty slot. The tiles are number from 1 to 8. It is possible to move the tiles in the squire field by moving a tile in to the empty slot. The objective is to get the squire in a numerical order
Rules: - The operator for this problems are
Up: - If the heal is not touching the top frame move it up.
Down: - If the heal is not touching the bottom frame move it down.
Left: - If the heal is not touching the left frame move it left.
Right: - If the heal is not touching the Right frame move it right.

Figure


                The state space is a directed graph with all the state has nodes. A node is set to be existed if it is possible to up tent it form the initial state by application of a set of operators. A small fragment of state space for the 8 tile puzzle game as soon above.
                State space representation are highly perinatal in AI because they provide all possible states operations and the goal. If the entire state space representation for a problem it’s given it is possible trace the part from the initial state to the goal state and identifies the sequence of operators. The major disadvantage of this method is that it is not possible to visualize all states for a given problem. More ever, the resources of the computer system are limited to handle huge state space representation.
Heuristic Search
                Breath first searching is a uniforms search because they do not have any domain specific knowledge. Heuristics are approximations use to minimize the searching process. The process of searching can be drastically reduced by the use of heuristic. Generally two categories of problems are heuristic
- Problem for which no exact algorithms are known and one needs to find an approximation and satisfying solution
- Problem for which exact solution is known but computationally in fusible.
                The heuristic which are needed for serving problems are generally represented as a heuristic function which maps the problem state in to numbers. This numbers are then approximately used to guide search. The following algorithm make use a drastic evaluation function
- Hill Climbing Search: - This algorithm is also called discrete optimization algorithm which uses a simple heuristic function to calculate the amount of distance the node is from the goal. In fact there is no different between hill climbing search and deft search except that the children of the node that has been expended are shorted by remaining distant


Algorithm
- Put the initial list on start
- If start = empty or start = goal terminate search
- Remove the first node from the start called this node A
- If A = goal terminate search with success
- If node has a successor generate all of them. Find out how far they are from the goal node sort they by remaining distance from the goal and at them to the
- Best First Search: - This is also heuristic search the heuristic function used here are called evaluation function each and indicates how far the node is from the goal node. Goal node have an evaluation function value of O (Zero)




                It is explained using a search give above. First the start node is expended. It has three children A, B and C with evaluation function 3, 6 and 5 respectively. These values approximately indicate how far they are from the goal node. The child with minimum value ‘A’ is chosen. The children’s of ‘A’ are generated. They are ‘D’ and ‘E’ with evaluation function 9 and 8 with evaluation at. The search process has how four node to search that is the node ‘D’ with evaluation function 9, ‘E’ with 8, ‘B’ with 6 and ‘C’ with 5 where ‘C’ has got the minimum value which is expanded to give node ‘H’ which value is 7. At this point the node available for search are (D: 9), (E: 6) (H: 7)
Algorithm
- Put the initial node on a list START
- If START empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successes generate all of them find out how far they are from the goal node. Short all the child generated so far by the remaining distance from the goal
- Replace start with START
- Go to step 2
- A* Search (Aversa Search): - In best first search we brought in a heuristic value called evaluation function value. It is a value that estimates how far a particular estimate node is from the goal node. A part from the evaluation function value one can also bring that is cost function. Cost function indicates how much resources take time energy money etc. has been spent in reading a particular node from the start. If it is possible for one to obtain the evaluation values and cost function values the A* algorithm can be used.
Algorithm
- Put the initial node unless START
- If START = empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successor generate all of them. Estimate the fitness number (The sum of evaluation function and cost along the reading to that state is called fitness number) of the successes by totaling the evaluation function values and cost function value. Short the list by fitness number
- Need the new list as START 1
- Replace start with START 1
- Go to step 2
AO* Search






Game Playing in AI: - There are two major components in game playing they are
i) Plausible Move Generator: - If we are to employee a simple move generator then it might not be possible to examine all the states. Has it is essential that only very selected moves or pats the examine for this purpose only one has a flexible move generator that expends are generates only selected moves
ii) Static Evaluation Function
Generator: - This is the most important components of the game playing program. Based on heuristic this generates the static evaluation function value for each and every move that is being made. The study evaluation function gives a snapshot of a particular move. More the static evaluation function value more in the possibility for victory. The basic method available for game playing are
- Min – Max Strategy: - Min – max strategy is a simple strategy for two person gene playing. Here players are called maximizer and minimizer both are opponent to each other. Maximizer and minimizer fights it out to see that the opponent get minimum benefit and they get the maximum benefit. The play sable move generator generate necessary for the farther evaluation and the static evaluation function ranks each of the position

Figure

                Let AB the initial state of the game, the plausible move generator generates children’s for that move and the static evaluation function generate assign the value given along with each of the state. It is assume that that the static evaluation function generators returns a value from – 20 to +20 where a value of +20 indicates a win for maximizer and a value of -20 indicates a wine for minimizer makes first move the maximizer always tries to go the position where the static evaluation function value is maximizer positive value.
                The maximizer being the player to make the first move will to node D because static evaluation function value of that maximum node. If the minimizer has to move he will go node be because the static evaluation function value for that node is minimum

Figure


Fig: - game tree explained by two level their association static evaluation function value but a game playing strategy never stops with one level but loops a head that is move a couple of levels down ward to those the optimal movies
                Let’s examines this with the help of above fig: Let’s assume that it is the maximizer who will to play first floated by minimizer. Before the maximizer move to N, O, P he will have to thing which move would be highly beneficial to him. It maximizer move to N next will be minimizer term. The minimizer always this to other and he will move to are (static evaluation function value = -6) this value is backed off to N.
                If M move to O, then the minimizer will move to V, which is the minimum of +4, +7 and 0 so, the value of 0 is backed up as 0. Similarly the value of P will backed of -3.
                The maximizer will know have to choose between M, N, O, and P with the value of -6, 0 and -3. Being a maximizer he will choose node 0 because if provides the maximize value corresponding to other
- Min – Max Strategy with alphabet cut – offs: -

Figure: -


                This is the modified version of min max strategy algorithm where two threshold value are maintain for features expansion. One threshold value is called alpha, which is lower bound on the value the maximizer can be originated and other is beta (P) which represent the upper bound of the value the minimizer can be assigned.
                In this figure the maximizer has to play first floated by the minimizer as done in min – max strategy. The maximizer assign A value of 6 at Q (minimum at the values sand t). This values is backed up P so the maximizer as assured of A value of 6 when he move to Q. Now let see what happened at R. The value at V is -2 and U is unknown. Since, the move is minimizing 1 by moving to R, P can get only A value of -2 or less that is unacceptable for P because by moving to Q he is assured of value up 6 hence he will never tries move other than children of R
Role of Alpha (α)

Figure: -

                For P the maximizer A value of 6 is assured by moving a node Q. this value P is compared with that of value at R, P be the maximizer could flow any path which value is greater than 6. Hence, this value of 6 being the least at a maximizing move and set as value of α. This value of alpha is now used as reference point. Any node which value is greater than alpha is acceptable and all the node which values are less than alpha is rejected.
Role of Beta (β)

Figure: -



                In this figure is the minimizer and the path for extension are chosen from values at the leaf node. Since 5 and T are maximizer the maximum value of their children are back up as static evaluation function value. Node Q being minimizer always moves to 5 rather than T. the value at 5 (6) is not we used by Q as a reference point. The value is called β is acceptable and values more than β are seldom.
Bayesian Networks
- Bayesian networks also known as Bayes Nets, Belief Nets cause nets and probability nets, are a space efficient data structure for encoding all of the information in the full joint probability distribution for the set of random variables defining a domain
- Represents all of the direct causal relationships between variables
- In punitively to construct a Bayesian net for a given set of variables draw are from cause variables to immediate effects.
- Space efficient because it exploits the fact that in many real world problem domains the dependencies between variables are generally local, so there are a lot of conditionally independent variables
- Captures both qualitative and quantitative relationships between variables
- Can be used to reason: -
i) Forward (top – down) from causes to effects predictive reasoning (aka causal reasoning)
ii) Backward (bottom – up) from effects to causes diagnostic reasoning
- Formally a Bayesian Net is a directed a cyclic graph (DAG) where is a node for each random variable and a directed are from A to B whenever A is a direct causal influence
- Each node A in a net is conditionally independent of any subset of nodes that are not descendant of a given the parents of A.
Case based Reasoning: - In case based reasoning the cases are stored and accessed to solve a new problem. To get a prediction for a new example, these cases that are similar or close to the new example this is at one extreme of the learning problem where unlike decision trees and neural networks relatively little work must be done offline and virtually all of the work is performed at query time.
                Case based reasoning can be used for classification and regression. It is also applicable when the cases are complicated, such as in legal cases where the cases are complex legal rulings and in planning, where the cases are previous solutions to complex problems
                If the cases are simple one algorithm that works well is to use the k – nearest neighbors for some given number K. given a new example the K training examples that have the input features closest to that example are used to predict the forget value for the new example.
                The prediction can be the mode average or some interpolation between the predication of these k. training examples perhaps weighting closer examples more than distant examples.
                For this method to work a distance metric is required that measures the closeness of two examples. First define a metric for the domain of each feature in which the values of the features are converted to a numerical scale that can be used to compare values.
Unit 5
Machine Learning
Learning: - The process of knowledge as equation is called learning. There are various types of learning.
- Rote Learning (Learning by Memorizations): - Knowledge a equation itself includes many different activities. Simple storing of computing information or rote learning is the most basic learning activities may computer programs examples database systems can be used to learn in this sense slough most people could not called such simple storage as learning however many IT programs rote learning techniques. When a computer stored a paces of data it is performing a rote learning such learning are used full for improving the performance of the systems.
- Learning by Analogy
a) Transformational Analogy


                Suppose we are asked to prove theorem in plane geometry we might look for a previous theorem that is very similar and copies its proof, making substitution when necessary. The idea is to transform a solutions to a previous problem into a solutions for the current problem such learning is called learning by transformation analogy.
                The example for transformational analogy is five below

Figure: -

b) Derivational Analogy

Figure: -

                Transformation analogy if does not look at how the old problem was solved it look at the final solution after the twist and terms in solving an old problem are relevant to solving a new problem. The detail history of problem solving is called its derivation analogical reasoning that tables these histories in to account is called derivational analogy.
Explanation Based Learning (EBL): - An explanation based learning system accepts and example (i.e. training example) an explains what it learns from the example. The EBL system takes only the relevant aspects of the training. These explanations is translated in to particular form that a problem solving program can understand so that it can used to solve other problem
                We can think EBL program as specifying the following input.
- A training example: - what the training program size in the world.
- A goal concept: - A high level description of which the problem is supposed to known
- A operationally (                           ): - A description of which concept are useable
- A domain theory: - A set of groups that gives the relationship between the activities between domains






Inductive Bias Learning: - A major problem in machine learning is that of inductive bias how to choose a learners hypothesis space so that it is large enough to contain a solution to the problem being learnt yet small enough to ensure reliable generalization from reasonably sized training sets. Typically such bias is supplied by hand through the skill and insights of experts. In this paper a model for automatically learning bias is investigated. The central assumption of the model is that the learner is embedded within an environment of related learning tasks.
                Within such an environment the learner can sample from multiple tasks and hence it can search for a hypothec is space that contains good solutions to many of the contains on the set of all hypothesis spaces available to the learners we show that a hypothesis space that performs well on a sufficiently large number of training tasks novel task in the same environment. Explicit bounds are also derived demonstrating that learning multiple tasks can potentially give much better generalization than learning a single task.
Genetic Algorithms: - This is an introduction to genetic algorithm methods for optimization. The continuing price/performance improvements of computational systems has made them attractive for some types of optimization. In particular genetic algorithms work very well on mixed. Combinational problems. But they tend to be computationally expensive. To use a genetic algorithm you must represent a solution to your problem as a genome. This presentation outlines some of the basics of genetic algorithms. The three most important aspects of using genetic algorithms are
- Definition of the objective function
- Definition and implementation of the genetic representation and
- Definition and implementation of the genetic operators
                Once these three have been defined the generic algorithm should work fairly well. Beyond that you can try many different variations to improve performance find multiple optima or parallelize the algorithms.
Application of AI
Export System: - Export system are knowledge intensive programs that solve problem in a domain that require considerable amount of technical information the Brattice computer society community of the specialist prove on export system as formed the following generation
- The embodiment within a computer of a knowledge based component from on export skill in such a form that the machine can offers that intelligence take intelligence design about of the specification.
                A desirable additional characteristics which may regard fundamental each the capability of the system on demand to justified its own line of reasoning in a manner directly to the enquire
Characteristics Expert System (CES)
                Following are the different characteristics expert system
- They should solve difficult problem in a domain as good as or better than on expert
- They should process vast quantities of domain specific knowledge in the detail
- These system promote the use of heuristic search process. It must be cleared that brought search techniques are in practical and to managed the problem heuristic search procedure process the management
- They explain why they question and justify their confusion. Explanation facilities enhance treatability system in the mind of human
- They accept advice modify update and expand
- They communicate with the users in their own natural language
- They provides extensive facility part simply processing greater than numeric processing     













 Unit 1
Goal in Problem Solving
Introduction: - "Developing computers programs to solve complex problems by the application of processes that are analogous to human resourcing process"
                AI is the ability of a program to perform the same kinds of functions that characterize human thoughts which includes.
i) Systems that thinks like human
ii) Systems that thinks acts like human
iii) Systems that thinks think rationally
iv) Systems that thinks acts rationally
i) Systems that thinks like humans: - This requires getting inside of the human mind to see how it works and then comparing our computer programs to this. This is what cognitive science afferents to do. An others way to do this is to observe a human problems solving and rogue that one's programs go about problem solving in similar way.
ii) Systems that act like human: - To be considered intelligent a program must be able to act sufficiently like a human to fool an interrogator. The machine and the human are isolated from the person carrying out the test and messages are exchanged via a keyboard and screen. If the person cannot distinguish between the computer and the human being then the computer must be intelligent.
iii) System that think rationally: - For example all computers use energy. Using energy always generates heat. Therefore all computers generate heat. This initiates the field of logic. Formal logic was developed in the lot nineteen century. This was the first step forwards enabling computer programs to reason logically.
iv) System that act rationally: - Acting rationally means acting so as to achieve one's goals given one's beliefs. An agent is just something that perceives and acts. In the logical approach to AI the emphasis is on correct inferences.
Function of AI
- Philosophy: - Logic methods of reasoning mind as physical system foundations of Learning, Language, and Rationality.
- Mathematics: - Formal representation and proof algorithm, computation, decidability, tractability, probability. Philosophers staked out most of the important ideas of AI but to move to a formal science requires a level of mathematics formulism in three main areas computation logic and probability.
- Economics: - Utility decision theory
- Neap Science: - Physical substrate for mental activity
- Psychology: - Phenomena of perception and motor control, experimental techniques. The principle characteristic of cognitive. Psychology is the brain processes and process information.
- Computer Engineering: - Building fast computers
- Control Theory: - Design systems that maximize an objective function over time
- Linguistics: - Knowledge representation grammar having a theory of how human successfully process natural language is an AI complete problem if we could solve this problem then we would have created a model of intelligence.
Application area of an AI: - Today's AI systems have been able to active limited success in some of these tasks.
- In computer vision the systems are capable of face recognition
- In Robotics we have been able to make vehicles that are mostly automats.
- In natural language processing we have systems that are capable of simple machine translation
- Today's Expert systems can carry out medical diagnosis in a narrow domain
- Speech understanding systems are capable of recognizing several thousand words continuous speech
- Planning and scheduling systems had been employed in scheduling experiments with the Hubble Telescope.
- The Learning systems are capable of doing text categorization into about a 1000 topics
- In games AI systems can play at the Grand Master level in chess (World Champion) checkers etc.
What can AI system NOT do yet?
- Understand natural language robustly (e.g. read and understand articles in a newspaper)
- Surf the web
- Interpret an arbitrary visual science
- Learn a natural language
- Construct plans in dynamic real time domains
- Exhibit true autonomy and intelligence
Goal Schemas: - To build a system to solve a particular problem we need to do four things.
- Define the problem precisely. This definition must include precise specifications of what the initial situations will be as well as what final situations constitute acceptable solutions to the problem.
- Analyze the problem. A few very important features can have an immense impact on the appropriateness of various possible techniques for solving the problem
- Isolate and represent the task knowledge that is necessary to solve the problem.
- Choose the best problem solving techniques and apply them to the particular problem
i) Search Problem: - It is characterized by an initial state and a goal state description. The guesses are called the operators where a single operator transforms a state into another state which is expected to be closer to a goal state. Here the objective may be to find a goal state or to find a sequence of operators to a goal state. Additionally the problem may require finding just any solution or an optimum solution.
ii) Planning: - The purpose of planning is to find a sequence of actions that achieves a given goal when performed starting in a given state. In other words given a set of operator instances (defining the possible primitive actions by the agent) an initial state description and a goal state description or predicate the planning agent computers a plan.
Simple Planning Agent: - The problem – solving agents are able to plan a head to consider the consequences of sequences of actions before acting. And a knowledge – based agents can select actions based on explicit, logical representations of the current state and the effects of actions
Problem Solving Agents + Knowledge – based Agents = Planning Agents
Linear Planning: - Basic idea work and one goal until completely solved before moving on to the next goal planning algorithm maintains goal stack
i) Implications
- No inter leaving of goal achievement
- Efficient search if goals do not interact
ii) Advantages
- Reduced search space since goals are solved one at a time
- Advantageous if goals are (mainly) independent
- Linear planning is sound
Iii) Disadvantages
- Linear planning may produce sub optional solutions
- Linear planning is incomplete
Concept of non – linear planning
                Use goal set instead of goal stack. Include in the search space all possible sub goal ordering. Handles goal interactions by interleaving.
Advantages
- Non – linear planning is sound
- Non – linear planning is complete
- Non – linear planning may be optimal with respect to plan length (depending on search strategy employed)
Disadvantage
- Larger search space since all possible goal orderings may have to be considered
- Somewhat more complex algorithm more bookkeeping
Means – Ends Analysis: - The means – ends analysis concentrates around the detection of differences between the current state and the goal state. Once such difference is isolated an operator that can reduce the difference must be found. However perhaps that operator cannot be applied to the current state. Hence, we setup a sub – problem of getting to a state in which it can be applied. The kind of backward chaining in which the operators are selected and then sub goals are setup to establish the preconditions of the operators is known as operator sub – goal.
                Just like the other problem solving techniques, means – ends analysis relies on a set of rules that can transform one problem state into another. However these rules usually are not represented with complete state descriptions on each side. Instead, they are represented as left side, which describes the conditions that must be met for the rule to be applicable and a right side, which describes those aspects of the problem state that will be changed by the application of rule. A separate data structure called a difference table indexes the rules by the differences that they can be used to reduce.
Algorithm: Means – Ends Analysis
- Compare CURRENT to GOAL. If there are no differences between them, then return.
- Otherwise, select the most important difference are reduce it by doing the following until success or failure is signaled
a) Select a new operator O, which is applicable to the current difference. If there are no such operators then signal failure.
b) Apply O to CURRENT. Generate descriptions of two states, O – START a state in which O's preconditions are satisfied and O – RESULT, the state that would result if O were applied in O – START
Production Rules Systems: - Since search is a very important process in the solution of hard problems for which no more direct techniques are available, it is useful to structure AI programs in a way that enables describing and performing the search process. Production systems provide such structures. A production systems consists of:
- A set of rules each consisting of a left side that determines the applicability of the rule and a right side that describes the operation to be performed if the rule is applied.
- One or more knowledge or databases that contain whatever information is appropriate for the particular task.
- A control strategy that specifies the order in which the rules way of resolving the conflicts that arise when several rules match at once.
i) Forward Chaining Systems: - In a forward chaining system the facts in the system are represented in a working memory which is continually updated. Rules in the system represent possible actions to take when specified conditions hold on items in the working memory they are sometimes called condition – action rules. The conditions are usually patterns that must match items in the working memory while the actions usually involve adding or deleting items from the working memory.
                The interpreter controls the application of the rules, given the working memory, thus controlling the system's activity. It is based on a cycle of activity sometimes known as a recognize act cycle. The system first checks to find all the rules whose conditions hold, given the current state of working memory. It then selects one and performs the actions in the action part of the rule. The actions will result in a new working memory and the cycle begins again. This cycle will be repeated until either no rules fine or some specified goal state is satisfied.
ii) Backward Chaining Systems: - So far we have looked at how rule based systems can be used to draw new conclusions from existing data adding these conclusions to a working memory. This approach is most use full when you know all the initial facts, but don't have much idea what the conclusion might be.
                If we do know what the conclusion might be, or have some specific hypothesis to test forward chaining systems may be inefficient. We could keep on forward chaining until no more rules apply or you have added your hypothesis to the working memory. But in the process the system is likely to do a lot of irrelevant work adding uninteresting conclusions to working memory.
iii) My CIN Style Probability and its Application: - In artificial intelligence, My CIN was an early expert system designed to identify bacteria causing severe in factions, such as bacteremia and meningitis, and to recommend antibiotics, with the amount adjusted for patient's body weight the name derived from the antibiotics themselves, as many antibiotics have the suffix "MYCIN". The MYCIN system was also used for the diagnosis of blood clotting diseases.
                MYCIN was developed over five or six years in the early 1970s at Stanford University in Lisp by Edward short life. MYCIN was never actually used in practice but research indicated that it proposed an acceptable therapy in about 69% of cases, which was better than the performance of infectious disease experts who were judged using the same criteria. MYCIN operated using a fairly simple inference engine, and a knowledge base rules. It would query the physician running the program via a long series of simple Yes/No or textual question. At the end it provided a list of possible culprit bacteria ranked from high to low based on the probability of each diagnosis, its confidence in each diagnosis probability, the reasoning behind each diagnosis and its recommended course of drug treatment.
Practical use/Application: - MYCIN was never actually used in practice. This wasn't because of any weakness in its performance. As mentioned in tests it output formed members of the Stanford medical school faculty. Some observers raised ethical and legal issues related to the use of computers in medicine if a program gives the wrong diagnosis or recommends the wrong therapy, who should be held responsible?
Unit 2    Intelligence
Introduction of Intelligence: - Artificial intelligence is concerned with the design of intelligence in and artificial device. The turn was invented by MC Cathy in 1956.
                Artificial intelligence is about designing system that are as intelligent as human. This view involves trying to understand human through and an effort to build machines that emulate the human though process. This view is the cognitive science approach to AI.
Common Sense Reasoning: - Common sense is ability to analyze the situation best on it context, using millions of integrated pieces of common knowledge depends on being able to do common sense resining central part of intelligent behavior.
                Example every know that drawing a glass of water the glass will break and water will spill. However this information is not obtained by formula or equation. Common sense knowledge means what everyone knows. Example: -
- Every person is younger then the person's mother
- People don't like being repeatedly interrupted
- If you hold a knife by its blade then the blade may cut you.
- People generally sleep at right
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, 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 agents and environments

Figure: - Personality of Agent
Environment Type
- Fully observable (Vs. partially observable): An agents sensors give it access to the complete state of the environment at each point in time
- Deterministic (Vs. stochastic): The next state of the environment is completely determined by the current state and the action executed by the agent.
- Episodic (Vs. sequential): The gent's experience is divided into atomic "episodes", and the choice of action in each episodes depends only on the episode itself
- Static (Vs. dynamic): The environment in unchanged while an agent is deliberating. (The environment is semi dynamic if the environment itself does not change with the passage of time but the agent's performance score does)
- Discrete (Vs. continuous): A limited number of distinct clearly defined percepts and actions.
Agent Types
                Four basic types in order of increasing generality
- Simple reflex agents
- Model based reflex agents
- Goal based agents
- Utility based agents
- Simple Reflex Agents: - The agent select an action best on the current precept ignoring the rest of the precept history

Figure: - Simple Reflex Agent
- Model Based Reflex Agent: - The agent decides its actions best on of predefined set of condition action rules. For e.g.: - a telephone operator answering machine

Figure: - Model based reflex agent
- Goal based Agent: - The agent decides its action best on a known a goal. For e.g.: - a GPS system finding a path to certain destination

Figure: - Goal Based Agent
Unit 3
Knowledge Representation
Knowledge Representation and Reasoning: - Intelligent should have capacity for
- Receiving: - That is representing its understanding of the world
- Knowledge Representation: - That is representing its understanding of the world
- Reasoning: - That is inferring the implications of what it knows and of the choices ithas.
- Acting: - That is choosing what it want to do and carry it out.
                Representation of knowledge and the reasoning process are central to the entire field of artificial intelligent. The primary component of a knowledge best agent is its knowledge base. A knowledge best is a set of sentences. Each sentence is expressed in a language. Sentences represent some assertion about the world. There must be mechanisms to derive new sentences from old sentences. This process is known as inference or reasoning. Inference must obey primary requirement that the new sentences should follow logically from the previous one.
Approaches to knowledge Representation: - A good system for the representation knowledge in a particular dement should possess the following properties
-Representational Adequacy: - The ability to represent all of the kinds of knowledge that are needed in that domain.
-Inferential Adequacy: - The ability to manipulate the representation structures in such a way as to derive new structure cross ponding to new knowledge inferred from old.
- Inferential Efficiency: - The ability to incorporate in to the knowledge structure additional information that can be used to focus the attention of the inference mechanism in the most promising direction.
- Inquisitional Efficiency: - The ability to acquire new information easily. The simplest case involve direct instruction of new knowledge into the database.
Logic: - Logic is the primary vehicle for representing and resuming about knowledge. The advantage of using formal logic as a language of AI is that it is price and deferent. These allows program to be written which are declarative. This however leads to seven limitation. Clearly a large person of the reasoning carried out by human depended on handling knowledge that is on certain. Logic cannot represent this uncertainty well. Similarly natural language resurging require inferring hidden state like the intention of the speaker.
                A logic consist of two parts, a language and method of measuring. The logical language intern as two aspects, syntax and semantics. They are
- Syntax: - The atomic symbols of the logical language and the rules for constructing well formed a non-atomic expression of the logic. Syntax specifies the symbols in the language and how they can be combined to form sentences.
- Semantics: - The meanings of the symbol of the logic, and rules there for demining the meaning of non – atomic expression of the logic. It specifics what facts in the world a syntax refers to. A fact is a claim about the world and may be true or false some popular logics are propositional logic, first order predicate logic high order predicate logic and fuzzy logic.
- Propositional Logic: - In PropositionalLogical (PL) and user defines a set of propositional symbols like P&Q. User defines the semantics for each of these symbol. For e.g.: -
P means "It is hot"
Q means "It is humid"
R means "It is raining"
- A symbol
- If S is a sentence than "~" is a sentence, where "~" is the not logical operator?
- If sand PR sentences then (S˅T), (S˄T) (S→T) and (S<→T) are also sentences for e.g.: - (P˄Q)→R
It is hot and humid then it is raining
Q→P
If it is humid then it is hot R It is raining
- Given the truth value of all of the constituent symbol in a sentence that sentence can be content the value true or fails. This is called an inter pretention of the sentence
- A model is an inter pretention of a set of sentences such that each sentence is true. A model is just a formal mathematical structure that stands in for the world.
- A valid sentence (also called as tautology) is a sentence that is true under all inter pretention. Hence no matter what the world is actually like or what the semantic is the sentence is true.
- An inconstant sentence (called on satisfy able or a contradiction) is a sentence that is false under all inter reaction. Hence the world is never like that it describes
First Order Logic
Syntax: - Syntax are symbol users the symbols or alphabet be aware that there are all sorts of solidly different ways to define first order logic
a) Alphabet: - There are different types of symbols they are
- Logical Symbol: - These are symbols that have a standard meaning like AND, OR, NOT, ALL, EXIT, IMPLIES if FALSE, TRUE etc.
- Non Logical Symbol: - They are one dimensional array two dimensional array N dimensional array functions (1 ary 2 array …….. n …….ary) variables etc.
b) Terms: - A term is either and individual constant or a variable are any function applied to a terms.
c) Atomic Formula: - An atomic formulae is either false are an n dimensional array predicate applied to ‘n’ terms
d) Literals: - A literals is either an atomic formula (Positive literal) or the negation of an atomic formula (a negative literals) a ground literal is avariable free literal
e) Clauses: - Clause is a disjunction of literals a ground cause is a variable free clause a Horn clause is a clause with at most one +ve literal a definite is a hornclause with exactly one +ve literal
Logical Agents
                In logical agents we design agents that can form representation of the world, use a process of in France to derive new representation about the world and use these new representations to reduce what to do?
- Knowledge base agent the central component of knowledge base agent is its knowledge base. A knowledge base is a set of sentences. Each sentence is expressed in a language called a knowledge presentation language and represents some accretion about the world.
Function: - KB – AGENT (percepts) return an action
Static: - KB, a knowledge base t, a counter initially 0.
TELL (KB, MAKE – PERCEPT – SENTENCE (Percept t)
Action ← ASK (KB, MAKE – ACTION – QUERY (  ))
TELL (KB MAKE – ACTION – SENTENCE (action t))
T = ++1
Return action

- There must be a way to add new sentences to the knowledge base and the way to query what is known. The stander names for these task are TELL and ASK respectively







Fig: - A generic knowledge base agent
                Figure shows the outline of a knowledge best agent program. Like all our agents it text a percept as I/P and returns an action. The agent Montana a Knowledge Base (KB) which may initially content some background knowledge base what it perceives, second, it asks the knowledge base what action should perform. In the process of answering this query, extensive reasoning may be done about the current state of the world, about the outcomes of possible action sequences and so on. Third, the agent recorders its choice with tell and executed the action.
Formal Logic Connectives Syntax, Semantics
Syntax
- Rules for constructing legal sentences in the logic
- Which symbol we can use
- How we are allowed to combine symbols
- Propositions
- Connective  and, or, not, implies, if ( )
Semantics
- How we interpret (read) sentences in the logic
- Assign a meaning to each sentences
- Use true the table to work out the truth of statement
Semantic Network

Figure:



                The idea behind the semantic network is that knowledge is often best understood as a set of concept that are related to one another. The meaning of a concept is defined by its relationship to another concept. A semantic network consist of a set of node that are connected by labeled arcs. The nodes represent concepts and the arcs represents relations between concepts.
Common Sematic Relations
INSTANCE
                X is an INSTANCE of Y, if X is a specific example of the general concept Y.
ISA
                X ISA Y, if X is a subset of the more general concept Y e.g.: - sparrow ISA bird.
Haspart
                X has part Y, if the concept Y is a part of the concept X. e.g.: sparrow has part tail.
- Semantic Tree
                A semantic tree is a representation that is a semantic net I which shorten links are called branches. Each branch connects two node. The head node is called parent node and tail node is called child node. One node has no parent; it is called the root node. Other nodes have exactly one parents. Some nodes have no children; they are leaf node when two nodes are connected to each other by a chain of two or more branches one is set to be the ancestor; the other is set to be the descendent.
- Inheritance
                Inheritance is a key concept in semantic n/w and can be represented naturally by following ISA link. In general, if concept X has property P, then all concepts that are a subset of X should also have property P. In practice, inherited properties are usually treated has default values. If a node has direct link that contradicts inherited property, then the default is over rider.
- Multiple Inheritance
Ø  Multiple inheritance allows an object to inherit properties from multiple concept
Ø  Multiple inheritance can sometime allow an object to inherit conflicting properties.
Ø  Conflicts are potentiallyunatonable so conflict resolution strategies are needed
Predicate Calculus (Predicate Logic)
                In mathematical logic, predicate logic is generic turn for symbolic formal systems like first order logic, second order logic or many sorted logic. This formal system is distinguished from other system in that its formula content variables which can be quantified. Two common quantifies are existential ᴲ (“There exist”) and universal U (“for all”) quantifies. Predicate calculus symbols may represent either Constance variable, function, predicate. Constance name specific objects are properties in the domain of this coursed. Thus tree tall and blue are examples of well form constant symbols. The constant true and false are included. Functions denote mapping of one or more elements in a set called the domain of the function. In to a unique element of another set. Elements of the domain and range are objects in the old of discourse. Every function symbols have an associated entity indicating the number of element in the domain mapped on to each element of range.
Predicate logic uses three additional notation they are
i) Predicate
                A predicate is a relation that binds two items together for example: Krishna like apple. Know we can write like (Krishna, like apple) where like is predicate that links two items Krishna and Apple.
                Thus predicate can be generalized as like X, Y where X and Y are the variable it means X likes Y
ii) Terms (Literals)
                Terms are arguments in a predicate logic example Ravi’s father is Ranis father that is father (father
iii) Quantifiers
                A quantifiers is a symbol that permits to declare or identify the range or scope of variables in a logical expression. There are two types of quantifiers they are
- Universal quantifiers
- Existential quantifiers
- Universal Quantifiers
                If A is a variable the ¥a is read as
i)                    for all A
ii)                   for each A
iii)                 for every
- Existential Quantifiers
                If B is a variable then ϶b is read as
i)                    there exist B
ii)                   for some B
iii)                 for at histone B
Resolution
                Robinson in 1965 introduce the resolution principle which can be directly apply to any set of clues. The principle is given any two clues A and B, if there is lateral Bin A and which has complementary term >p in B, delete P from A and B an construct a new close of the remaining clues. The clues so constructed is called “resolving of A and B”.
Substitution
                Resolution works on the principle of identifying complementary literals in two clues a deleting then there by forming a new literal. The process is simple an state forward where are variables the problem becomes complicated and there is necessary to make proper substitution.
There are three major types of substitution
- Substitution of variable by a constant
- Substitution of variable by another variable
- Substitution of variable by function that does not have same variable
Unification
                In prepositional logic it is easy to determine that how literals cannot both be tree at the same time for example: man (John) &Ʌ man (john) thus in order to determine contradiction win need a machine procedure that compares two literals at discourse where their exist a set of substitution that made them identical there is a state forward recursive procedure called unification algorithm. The basic idea of unified two literals we fast check if their initial predicate symbols are the same. If so we can processed otherwise there is no way to unified regard less of their arguments.Suppose we want to unify an expressions P(K,Y) & P(K,Z) here the predicate is same so we can unify by substituting Z by Y.
Frame
                Frame is a collection of attribute slots and associated values that describe some real word entity. Frames on their own are not particularly help full but frames systems are powerful way of encoding information to reasoning process. A frame structure provides facilities for describing objects facts over situation procedure on what to do when a situation is encounter.
Types of Frames
- Declaration Frame: - A frame that contains description about an object is called a declarative frame. The computer center frame describable it a typical example of subscribe frame
- Procedural Frame: - It is possible to have procedural knowledge represented in a frame. Such frame which have procedural knowledge embedded in it are called procedurals frames. The procedural frames as following slots
a) Actor Slots: - It holds information about who is performing the activity
b) Object Slots: - This slots as information about the item to perform on
c) Source Slots: - Source slots holds information from where the action as to end
e) Task Slots: - This generates the necessary sub slots required to perform the operation


Approach to Knowledge Representation: - A good system for knowledge representation should passes the following property
- Representation Adequacy: - The ability to represent all kinds of knowledge that are needed in that domain
- Interracial Adequacy: - The ability to manipulate the representation structure in such a way as to derive new structures of new knowledge inference form old.
- Acquisitioned Efficiency: - The ability to acquire the new information easily. The simplex case involves direct insertion by a person as new knowledge in to the knowledge base.
- Inferential Efficiency: - The ability to incorporate into the knowledge structure additional information that can use to fours the attention of the inference mechanism in most per mistingdirection
Knowledge Representation Technique
(a) Simple relational knowledge: - The simple way of storing facts page to use a simple relational method where each fact about a set of object which set at systematically in columns. This representation gives little opportunityfor inference but it can be used as knowledge bases for inference engine.
(b)Inheritable knowledge: - Relational knowledge is made up of constitute of institute and cross ponding associated values we extend the base more by allowing inference mechanism for property in heritance is used. In property inheritance of a class.
(c)Inferential knowledge: - In inferential knowledge logic knowledge is represented as formal for example all dogs have tell an in formal logic it is return as
Advantage
- A set of strict rule
- Can be used to derive
- Make
- Popular in AI system
(d) Procedural knowledge: -It is also called operational knowledge which specifies what to do when. In this control information is necessary to use the knowledge in embedded in the knowledge base itself
Unit 4
Inference and Reasoning
State Space Representation Technique: - A set of all possible states for a give problem is known as state space of the problem. For example let us consider us consider an 8 tiles puzzle game. The puzzle consist of a squire frame contenting at tiles and an empty slot. The tiles are number from 1 to 8. It is possible to move the tiles in the squire field by moving a tile in to the empty slot. The objective is to get the squire in a numerical order
Rules: - The operator for this problems are
Up: - If the heal is not touching the top frame move it up.
Down: - If the heal is not touching the bottom frame move it down.
Left: - If the heal is not touching the left frame move it left.
Right: - If the heal is not touching the Right frame move it right.

Figure


                The state space is a directed graph with all the state has nodes. A node is set to be existed if it is possible to up tent it form the initial state by application of a set of operators. A small fragment of state space for the 8 tile puzzle game as soon above.
                State space representation are highly perinatal in AI because they provide all possible states operations and the goal. If the entire state space representation for a problem it’s given it is possible trace the part from the initial state to the goal state and identifies the sequence of operators. The major disadvantage of this method is that it is not possible to visualize all states for a given problem. More ever, the resources of the computer system are limited to handle huge state space representation.
Heuristic Search
                Breath first searching is a uniforms search because they do not have any domain specific knowledge. Heuristics are approximations use to minimize the searching process. The process of searching can be drastically reduced by the use of heuristic. Generally two categories of problems are heuristic
- Problem for which no exact algorithms are known and one needs to find an approximation and satisfying solution
- Problem for which exact solution is known but computationally in fusible.
                The heuristic which are needed for serving problems are generally represented as a heuristic function which maps the problem state in to numbers. This numbers are then approximately used to guide search. The following algorithm make use a drastic evaluation function
- Hill Climbing Search: - This algorithm is also called discrete optimization algorithm which uses a simple heuristic function to calculate the amount of distance the node is from the goal. In fact there is no different between hill climbing search and deft search except that the children of the node that has been expended are shorted by remaining distant


Algorithm
- Put the initial list on start
- If start = empty or start = goal terminate search
- Remove the first node from the start called this node A
- If A = goal terminate search with success
- If node has a successor generate all of them. Find out how far they are from the goal node sort they by remaining distance from the goal and at them to the
- Best First Search: - This is also heuristic search the heuristic function used here are called evaluation function each and indicates how far the node is from the goal node. Goal node have an evaluation function value of O (Zero)




                It is explained using a search give above. First the start node is expended. It has three children A, B and C with evaluation function 3, 6 and 5 respectively. These values approximately indicate how far they are from the goal node. The child with minimum value ‘A’ is chosen. The children’s of ‘A’ are generated. They are ‘D’ and ‘E’ with evaluation function 9 and 8 with evaluation at. The search process has how four node to search that is the node ‘D’ with evaluation function 9, ‘E’ with 8, ‘B’ with 6 and ‘C’ with 5 where ‘C’ has got the minimum value which is expanded to give node ‘H’ which value is 7. At this point the node available for search are (D: 9), (E: 6) (H: 7)
Algorithm
- Put the initial node on a list START
- If START empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successes generate all of them find out how far they are from the goal node. Short all the child generated so far by the remaining distance from the goal
- Replace start with START
- Go to step 2
- A* Search (Aversa Search): - In best first search we brought in a heuristic value called evaluation function value. It is a value that estimates how far a particular estimate node is from the goal node. A part from the evaluation function value one can also bring that is cost function. Cost function indicates how much resources take time energy money etc. has been spent in reading a particular node from the start. If it is possible for one to obtain the evaluation values and cost function values the A* algorithm can be used.
Algorithm
- Put the initial node unless START
- If START = empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successor generate all of them. Estimate the fitness number (The sum of evaluation function and cost along the reading to that state is called fitness number) of the successes by totaling the evaluation function values and cost function value. Short the list by fitness number
- Need the new list as START 1
- Replace start with START 1
- Go to step 2
AO* Search






Game Playing in AI: - There are two major components in game playing they are
i) Plausible Move Generator: - If we are to employee a simple move generator then it might not be possible to examine all the states. Has it is essential that only very selected moves or pats the examine for this purpose only one has a flexible move generator that expends are generates only selected moves
ii) Static Evaluation Function
Generator: - This is the most important components of the game playing program. Based on heuristic this generates the static evaluation function value for each and every move that is being made. The study evaluation function gives a snapshot of a particular move. More the static evaluation function value more in the possibility for victory. The basic method available for game playing are
- Min – Max Strategy: - Min – max strategy is a simple strategy for two person gene playing. Here players are called maximizer and minimizer both are opponent to each other. Maximizer and minimizer fights it out to see that the opponent get minimum benefit and they get the maximum benefit. The play sable move generator generate necessary for the farther evaluation and the static evaluation function ranks each of the position

Figure

                Let AB the initial state of the game, the plausible move generator generates children’s for that move and the static evaluation function generate assign the value given along with each of the state. It is assume that that the static evaluation function generators returns a value from – 20 to +20 where a value of +20 indicates a win for maximizer and a value of -20 indicates a wine for minimizer makes first move the maximizer always tries to go the position where the static evaluation function value is maximizer positive value.
                The maximizer being the player to make the first move will to node D because static evaluation function value of that maximum node. If the minimizer has to move he will go node be because the static evaluation function value for that node is minimum

Figure


Fig: - game tree explained by two level their association static evaluation function value but a game playing strategy never stops with one level but loops a head that is move a couple of levels down ward to those the optimal movies
                Let’s examines this with the help of above fig: Let’s assume that it is the maximizer who will to play first floated by minimizer. Before the maximizer move to N, O, P he will have to thing which move would be highly beneficial to him. It maximizer move to N next will be minimizer term. The minimizer always this to other and he will move to are (static evaluation function value = -6) this value is backed off to N.
                If M move to O, then the minimizer will move to V, which is the minimum of +4, +7 and 0 so, the value of 0 is backed up as 0. Similarly the value of P will backed of -3.
                The maximizer will know have to choose between M, N, O, and P with the value of -6, 0 and -3. Being a maximizer he will choose node 0 because if provides the maximize value corresponding to other
- Min – Max Strategy with alphabet cut – offs: -

Figure: -


                This is the modified version of min max strategy algorithm where two threshold value are maintain for features expansion. One threshold value is called alpha, which is lower bound on the value the maximizer can be originated and other is beta (P) which represent the upper bound of the value the minimizer can be assigned.
                In this figure the maximizer has to play first floated by the minimizer as done in min – max strategy. The maximizer assign A value of 6 at Q (minimum at the values sand t). This values is backed up P so the maximizer as assured of A value of 6 when he move to Q. Now let see what happened at R. The value at V is -2 and U is unknown. Since, the move is minimizing 1 by moving to R, P can get only A value of -2 or less that is unacceptable for P because by moving to Q he is assured of value up 6 hence he will never tries move other than children of R
Role of Alpha (α)

Figure: -

                For P the maximizer A value of 6 is assured by moving a node Q. this value P is compared with that of value at R, P be the maximizer could flow any path which value is greater than 6. Hence, this value of 6 being the least at a maximizing move and set as value of α. This value of alpha is now used as reference point. Any node which value is greater than alpha is acceptable and all the node which values are less than alpha is rejected.
Role of Beta (β)

Figure: -



                In this figure is the minimizer and the path for extension are chosen from values at the leaf node. Since 5 and T are maximizer the maximum value of their children are back up as static evaluation function value. Node Q being minimizer always moves to 5 rather than T. the value at 5 (6) is not we used by Q as a reference point. The value is called β is acceptable and values more than β are seldom.
Bayesian Networks
- Bayesian networks also known as Bayes Nets, Belief Nets cause nets and probability nets, are a space efficient data structure for encoding all of the information in the full joint probability distribution for the set of random variables defining a domain
- Represents all of the direct causal relationships between variables
- In punitively to construct a Bayesian net for a given set of variables draw are from cause variables to immediate effects.
- Space efficient because it exploits the fact that in many real world problem domains the dependencies between variables are generally local, so there are a lot of conditionally independent variables
- Captures both qualitative and quantitative relationships between variables
- Can be used to reason: -
i) Forward (top – down) from causes to effects predictive reasoning (aka causal reasoning)
ii) Backward (bottom – up) from effects to causes diagnostic reasoning
- Formally a Bayesian Net is a directed a cyclic graph (DAG) where is a node for each random variable and a directed are from A to B whenever A is a direct causal influence
- Each node A in a net is conditionally independent of any subset of nodes that are not descendant of a given the parents of A.
Case based Reasoning: - In case based reasoning the cases are stored and accessed to solve a new problem. To get a prediction for a new example, these cases that are similar or close to the new example this is at one extreme of the learning problem where unlike decision trees and neural networks relatively little work must be done offline and virtually all of the work is performed at query time.
                Case based reasoning can be used for classification and regression. It is also applicable when the cases are complicated, such as in legal cases where the cases are complex legal rulings and in planning, where the cases are previous solutions to complex problems
                If the cases are simple one algorithm that works well is to use the k – nearest neighbors for some given number K. given a new example the K training examples that have the input features closest to that example are used to predict the forget value for the new example.
                The prediction can be the mode average or some interpolation between the predication of these k. training examples perhaps weighting closer examples more than distant examples.
                For this method to work a distance metric is required that measures the closeness of two examples. First define a metric for the domain of each feature in which the values of the features are converted to a numerical scale that can be used to compare values.
Unit 5
Machine Learning
Learning: - The process of knowledge as equation is called learning. There are various types of learning.
- Rote Learning (Learning by Memorizations): - Knowledge a equation itself includes many different activities. Simple storing of computing information or rote learning is the most basic learning activities may computer programs examples database systems can be used to learn in this sense slough most people could not called such simple storage as learning however many IT programs rote learning techniques. When a computer stored a paces of data it is performing a rote learning such learning are used full for improving the performance of the systems.
- Learning by Analogy
a) Transformational Analogy


                Suppose we are asked to prove theorem in plane geometry we might look for a previous theorem that is very similar and copies its proof, making substitution when necessary. The idea is to transform a solutions to a previous problem into a solutions for the current problem such learning is called learning by transformation analogy.
                The example for transformational analogy is five below

Figure: -

b) Derivational Analogy

Figure: -

                Transformation analogy if does not look at how the old problem was solved it look at the final solution after the twist and terms in solving an old problem are relevant to solving a new problem. The detail history of problem solving is called its derivation analogical reasoning that tables these histories in to account is called derivational analogy.
Explanation Based Learning (EBL): - An explanation based learning system accepts and example (i.e. training example) an explains what it learns from the example. The EBL system takes only the relevant aspects of the training. These explanations is translated in to particular form that a problem solving program can understand so that it can used to solve other problem
                We can think EBL program as specifying the following input.
- A training example: - what the training program size in the world.
- A goal concept: - A high level description of which the problem is supposed to known
- A operationally (                           ): - A description of which concept are useable
- A domain theory: - A set of groups that gives the relationship between the activities between domains






Inductive Bias Learning: - A major problem in machine learning is that of inductive bias how to choose a learners hypothesis space so that it is large enough to contain a solution to the problem being learnt yet small enough to ensure reliable generalization from reasonably sized training sets. Typically such bias is supplied by hand through the skill and insights of experts. In this paper a model for automatically learning bias is investigated. The central assumption of the model is that the learner is embedded within an environment of related learning tasks.
                Within such an environment the learner can sample from multiple tasks and hence it can search for a hypothec is space that contains good solutions to many of the contains on the set of all hypothesis spaces available to the learners we show that a hypothesis space that performs well on a sufficiently large number of training tasks novel task in the same environment. Explicit bounds are also derived demonstrating that learning multiple tasks can potentially give much better generalization than learning a single task.
Genetic Algorithms: - This is an introduction to genetic algorithm methods for optimization. The continuing price/performance improvements of computational systems has made them attractive for some types of optimization. In particular genetic algorithms work very well on mixed. Combinational problems. But they tend to be computationally expensive. To use a genetic algorithm you must represent a solution to your problem as a genome. This presentation outlines some of the basics of genetic algorithms. The three most important aspects of using genetic algorithms are
- Definition of the objective function
- Definition and implementation of the genetic representation and
- Definition and implementation of the genetic operators
                Once these three have been defined the generic algorithm should work fairly well. Beyond that you can try many different variations to improve performance find multiple optima or parallelize the algorithms.
Application of AI
Export System: - Export system are knowledge intensive programs that solve problem in a domain that require considerable amount of technical information the Brattice computer society community of the specialist prove on export system as formed the following generation
- The embodiment within a computer of a knowledge based component from on export skill in such a form that the machine can offers that intelligence take intelligence design about of the specification.
                A desirable additional characteristics which may regard fundamental each the capability of the system on demand to justified its own line of reasoning in a manner directly to the enquire
Characteristics Expert System (CES)
                Following are the different characteristics expert system
- They should solve difficult problem in a domain as good as or better than on expert
- They should process vast quantities of domain specific knowledge in the detail
- These system promote the use of heuristic search process. It must be cleared that brought search techniques are in practical and to managed the problem heuristic search procedure process the management
- They explain why they question and justify their confusion. Explanation facilities enhance treatability system in the mind of human
- They accept advice modify update and expand
- They communicate with the users in their own natural language
- They provides extensive facility part simply processing greater than numeric processing     













 Unit 1
Goal in Problem Solving
Introduction: - "Developing computers programs to solve complex problems by the application of processes that are analogous to human resourcing process"
                AI is the ability of a program to perform the same kinds of functions that characterize human thoughts which includes.
i) Systems that thinks like human
ii) Systems that thinks acts like human
iii) Systems that thinks think rationally
iv) Systems that thinks acts rationally
i) Systems that thinks like humans: - This requires getting inside of the human mind to see how it works and then comparing our computer programs to this. This is what cognitive science afferents to do. An others way to do this is to observe a human problems solving and rogue that one's programs go about problem solving in similar way.
ii) Systems that act like human: - To be considered intelligent a program must be able to act sufficiently like a human to fool an interrogator. The machine and the human are isolated from the person carrying out the test and messages are exchanged via a keyboard and screen. If the person cannot distinguish between the computer and the human being then the computer must be intelligent.
iii) System that think rationally: - For example all computers use energy. Using energy always generates heat. Therefore all computers generate heat. This initiates the field of logic. Formal logic was developed in the lot nineteen century. This was the first step forwards enabling computer programs to reason logically.
iv) System that act rationally: - Acting rationally means acting so as to achieve one's goals given one's beliefs. An agent is just something that perceives and acts. In the logical approach to AI the emphasis is on correct inferences.
Function of AI
- Philosophy: - Logic methods of reasoning mind as physical system foundations of Learning, Language, and Rationality.
- Mathematics: - Formal representation and proof algorithm, computation, decidability, tractability, probability. Philosophers staked out most of the important ideas of AI but to move to a formal science requires a level of mathematics formulism in three main areas computation logic and probability.
- Economics: - Utility decision theory
- Neap Science: - Physical substrate for mental activity
- Psychology: - Phenomena of perception and motor control, experimental techniques. The principle characteristic of cognitive. Psychology is the brain processes and process information.
- Computer Engineering: - Building fast computers
- Control Theory: - Design systems that maximize an objective function over time
- Linguistics: - Knowledge representation grammar having a theory of how human successfully process natural language is an AI complete problem if we could solve this problem then we would have created a model of intelligence.
Application area of an AI: - Today's AI systems have been able to active limited success in some of these tasks.
- In computer vision the systems are capable of face recognition
- In Robotics we have been able to make vehicles that are mostly automats.
- In natural language processing we have systems that are capable of simple machine translation
- Today's Expert systems can carry out medical diagnosis in a narrow domain
- Speech understanding systems are capable of recognizing several thousand words continuous speech
- Planning and scheduling systems had been employed in scheduling experiments with the Hubble Telescope.
- The Learning systems are capable of doing text categorization into about a 1000 topics
- In games AI systems can play at the Grand Master level in chess (World Champion) checkers etc.
What can AI system NOT do yet?
- Understand natural language robustly (e.g. read and understand articles in a newspaper)
- Surf the web
- Interpret an arbitrary visual science
- Learn a natural language
- Construct plans in dynamic real time domains
- Exhibit true autonomy and intelligence
Goal Schemas: - To build a system to solve a particular problem we need to do four things.
- Define the problem precisely. This definition must include precise specifications of what the initial situations will be as well as what final situations constitute acceptable solutions to the problem.
- Analyze the problem. A few very important features can have an immense impact on the appropriateness of various possible techniques for solving the problem
- Isolate and represent the task knowledge that is necessary to solve the problem.
- Choose the best problem solving techniques and apply them to the particular problem
i) Search Problem: - It is characterized by an initial state and a goal state description. The guesses are called the operators where a single operator transforms a state into another state which is expected to be closer to a goal state. Here the objective may be to find a goal state or to find a sequence of operators to a goal state. Additionally the problem may require finding just any solution or an optimum solution.
ii) Planning: - The purpose of planning is to find a sequence of actions that achieves a given goal when performed starting in a given state. In other words given a set of operator instances (defining the possible primitive actions by the agent) an initial state description and a goal state description or predicate the planning agent computers a plan.
Simple Planning Agent: - The problem – solving agents are able to plan a head to consider the consequences of sequences of actions before acting. And a knowledge – based agents can select actions based on explicit, logical representations of the current state and the effects of actions
Problem Solving Agents + Knowledge – based Agents = Planning Agents
Linear Planning: - Basic idea work and one goal until completely solved before moving on to the next goal planning algorithm maintains goal stack
i) Implications
- No inter leaving of goal achievement
- Efficient search if goals do not interact
ii) Advantages
- Reduced search space since goals are solved one at a time
- Advantageous if goals are (mainly) independent
- Linear planning is sound
Iii) Disadvantages
- Linear planning may produce sub optional solutions
- Linear planning is incomplete
Concept of non – linear planning
                Use goal set instead of goal stack. Include in the search space all possible sub goal ordering. Handles goal interactions by interleaving.
Advantages
- Non – linear planning is sound
- Non – linear planning is complete
- Non – linear planning may be optimal with respect to plan length (depending on search strategy employed)
Disadvantage
- Larger search space since all possible goal orderings may have to be considered
- Somewhat more complex algorithm more bookkeeping
Means – Ends Analysis: - The means – ends analysis concentrates around the detection of differences between the current state and the goal state. Once such difference is isolated an operator that can reduce the difference must be found. However perhaps that operator cannot be applied to the current state. Hence, we setup a sub – problem of getting to a state in which it can be applied. The kind of backward chaining in which the operators are selected and then sub goals are setup to establish the preconditions of the operators is known as operator sub – goal.
                Just like the other problem solving techniques, means – ends analysis relies on a set of rules that can transform one problem state into another. However these rules usually are not represented with complete state descriptions on each side. Instead, they are represented as left side, which describes the conditions that must be met for the rule to be applicable and a right side, which describes those aspects of the problem state that will be changed by the application of rule. A separate data structure called a difference table indexes the rules by the differences that they can be used to reduce.
Algorithm: Means – Ends Analysis
- Compare CURRENT to GOAL. If there are no differences between them, then return.
- Otherwise, select the most important difference are reduce it by doing the following until success or failure is signaled
a) Select a new operator O, which is applicable to the current difference. If there are no such operators then signal failure.
b) Apply O to CURRENT. Generate descriptions of two states, O – START a state in which O's preconditions are satisfied and O – RESULT, the state that would result if O were applied in O – START
Production Rules Systems: - Since search is a very important process in the solution of hard problems for which no more direct techniques are available, it is useful to structure AI programs in a way that enables describing and performing the search process. Production systems provide such structures. A production systems consists of:
- A set of rules each consisting of a left side that determines the applicability of the rule and a right side that describes the operation to be performed if the rule is applied.
- One or more knowledge or databases that contain whatever information is appropriate for the particular task.
- A control strategy that specifies the order in which the rules way of resolving the conflicts that arise when several rules match at once.
i) Forward Chaining Systems: - In a forward chaining system the facts in the system are represented in a working memory which is continually updated. Rules in the system represent possible actions to take when specified conditions hold on items in the working memory they are sometimes called condition – action rules. The conditions are usually patterns that must match items in the working memory while the actions usually involve adding or deleting items from the working memory.
                The interpreter controls the application of the rules, given the working memory, thus controlling the system's activity. It is based on a cycle of activity sometimes known as a recognize act cycle. The system first checks to find all the rules whose conditions hold, given the current state of working memory. It then selects one and performs the actions in the action part of the rule. The actions will result in a new working memory and the cycle begins again. This cycle will be repeated until either no rules fine or some specified goal state is satisfied.
ii) Backward Chaining Systems: - So far we have looked at how rule based systems can be used to draw new conclusions from existing data adding these conclusions to a working memory. This approach is most use full when you know all the initial facts, but don't have much idea what the conclusion might be.
                If we do know what the conclusion might be, or have some specific hypothesis to test forward chaining systems may be inefficient. We could keep on forward chaining until no more rules apply or you have added your hypothesis to the working memory. But in the process the system is likely to do a lot of irrelevant work adding uninteresting conclusions to working memory.
iii) My CIN Style Probability and its Application: - In artificial intelligence, My CIN was an early expert system designed to identify bacteria causing severe in factions, such as bacteremia and meningitis, and to recommend antibiotics, with the amount adjusted for patient's body weight the name derived from the antibiotics themselves, as many antibiotics have the suffix "MYCIN". The MYCIN system was also used for the diagnosis of blood clotting diseases.
                MYCIN was developed over five or six years in the early 1970s at Stanford University in Lisp by Edward short life. MYCIN was never actually used in practice but research indicated that it proposed an acceptable therapy in about 69% of cases, which was better than the performance of infectious disease experts who were judged using the same criteria. MYCIN operated using a fairly simple inference engine, and a knowledge base rules. It would query the physician running the program via a long series of simple Yes/No or textual question. At the end it provided a list of possible culprit bacteria ranked from high to low based on the probability of each diagnosis, its confidence in each diagnosis probability, the reasoning behind each diagnosis and its recommended course of drug treatment.
Practical use/Application: - MYCIN was never actually used in practice. This wasn't because of any weakness in its performance. As mentioned in tests it output formed members of the Stanford medical school faculty. Some observers raised ethical and legal issues related to the use of computers in medicine if a program gives the wrong diagnosis or recommends the wrong therapy, who should be held responsible?
Unit 2    Intelligence
Introduction of Intelligence: - Artificial intelligence is concerned with the design of intelligence in and artificial device. The turn was invented by MC Cathy in 1956.
                Artificial intelligence is about designing system that are as intelligent as human. This view involves trying to understand human through and an effort to build machines that emulate the human though process. This view is the cognitive science approach to AI.
Common Sense Reasoning: - Common sense is ability to analyze the situation best on it context, using millions of integrated pieces of common knowledge depends on being able to do common sense resining central part of intelligent behavior.
                Example every know that drawing a glass of water the glass will break and water will spill. However this information is not obtained by formula or equation. Common sense knowledge means what everyone knows. Example: -
- Every person is younger then the person's mother
- People don't like being repeatedly interrupted
- If you hold a knife by its blade then the blade may cut you.
- People generally sleep at right
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, 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 agents and environments

Figure: - Personality of Agent
Environment Type
- Fully observable (Vs. partially observable): An agents sensors give it access to the complete state of the environment at each point in time
- Deterministic (Vs. stochastic): The next state of the environment is completely determined by the current state and the action executed by the agent.
- Episodic (Vs. sequential): The gent's experience is divided into atomic "episodes", and the choice of action in each episodes depends only on the episode itself
- Static (Vs. dynamic): The environment in unchanged while an agent is deliberating. (The environment is semi dynamic if the environment itself does not change with the passage of time but the agent's performance score does)
- Discrete (Vs. continuous): A limited number of distinct clearly defined percepts and actions.
Agent Types
                Four basic types in order of increasing generality
- Simple reflex agents
- Model based reflex agents
- Goal based agents
- Utility based agents
- Simple Reflex Agents: - The agent select an action best on the current precept ignoring the rest of the precept history

Figure: - Simple Reflex Agent
- Model Based Reflex Agent: - The agent decides its actions best on of predefined set of condition action rules. For e.g.: - a telephone operator answering machine

Figure: - Model based reflex agent
- Goal based Agent: - The agent decides its action best on a known a goal. For e.g.: - a GPS system finding a path to certain destination

Figure: - Goal Based Agent
Unit 3
Knowledge Representation
Knowledge Representation and Reasoning: - Intelligent should have capacity for
- Receiving: - That is representing its understanding of the world
- Knowledge Representation: - That is representing its understanding of the world
- Reasoning: - That is inferring the implications of what it knows and of the choices ithas.
- Acting: - That is choosing what it want to do and carry it out.
                Representation of knowledge and the reasoning process are central to the entire field of artificial intelligent. The primary component of a knowledge best agent is its knowledge base. A knowledge best is a set of sentences. Each sentence is expressed in a language. Sentences represent some assertion about the world. There must be mechanisms to derive new sentences from old sentences. This process is known as inference or reasoning. Inference must obey primary requirement that the new sentences should follow logically from the previous one.
Approaches to knowledge Representation: - A good system for the representation knowledge in a particular dement should possess the following properties
-Representational Adequacy: - The ability to represent all of the kinds of knowledge that are needed in that domain.
-Inferential Adequacy: - The ability to manipulate the representation structures in such a way as to derive new structure cross ponding to new knowledge inferred from old.
- Inferential Efficiency: - The ability to incorporate in to the knowledge structure additional information that can be used to focus the attention of the inference mechanism in the most promising direction.
- Inquisitional Efficiency: - The ability to acquire new information easily. The simplest case involve direct instruction of new knowledge into the database.
Logic: - Logic is the primary vehicle for representing and resuming about knowledge. The advantage of using formal logic as a language of AI is that it is price and deferent. These allows program to be written which are declarative. This however leads to seven limitation. Clearly a large person of the reasoning carried out by human depended on handling knowledge that is on certain. Logic cannot represent this uncertainty well. Similarly natural language resurging require inferring hidden state like the intention of the speaker.
                A logic consist of two parts, a language and method of measuring. The logical language intern as two aspects, syntax and semantics. They are
- Syntax: - The atomic symbols of the logical language and the rules for constructing well formed a non-atomic expression of the logic. Syntax specifies the symbols in the language and how they can be combined to form sentences.
- Semantics: - The meanings of the symbol of the logic, and rules there for demining the meaning of non – atomic expression of the logic. It specifics what facts in the world a syntax refers to. A fact is a claim about the world and may be true or false some popular logics are propositional logic, first order predicate logic high order predicate logic and fuzzy logic.
- Propositional Logic: - In PropositionalLogical (PL) and user defines a set of propositional symbols like P&Q. User defines the semantics for each of these symbol. For e.g.: -
P means "It is hot"
Q means "It is humid"
R means "It is raining"
- A symbol
- If S is a sentence than "~" is a sentence, where "~" is the not logical operator?
- If sand PR sentences then (S˅T), (S˄T) (S→T) and (S<→T) are also sentences for e.g.: - (P˄Q)→R
It is hot and humid then it is raining
Q→P
If it is humid then it is hot R It is raining
- Given the truth value of all of the constituent symbol in a sentence that sentence can be content the value true or fails. This is called an inter pretention of the sentence
- A model is an inter pretention of a set of sentences such that each sentence is true. A model is just a formal mathematical structure that stands in for the world.
- A valid sentence (also called as tautology) is a sentence that is true under all inter pretention. Hence no matter what the world is actually like or what the semantic is the sentence is true.
- An inconstant sentence (called on satisfy able or a contradiction) is a sentence that is false under all inter reaction. Hence the world is never like that it describes
First Order Logic
Syntax: - Syntax are symbol users the symbols or alphabet be aware that there are all sorts of solidly different ways to define first order logic
a) Alphabet: - There are different types of symbols they are
- Logical Symbol: - These are symbols that have a standard meaning like AND, OR, NOT, ALL, EXIT, IMPLIES if FALSE, TRUE etc.
- Non Logical Symbol: - They are one dimensional array two dimensional array N dimensional array functions (1 ary 2 array …….. n …….ary) variables etc.
b) Terms: - A term is either and individual constant or a variable are any function applied to a terms.
c) Atomic Formula: - An atomic formulae is either false are an n dimensional array predicate applied to ‘n’ terms
d) Literals: - A literals is either an atomic formula (Positive literal) or the negation of an atomic formula (a negative literals) a ground literal is avariable free literal
e) Clauses: - Clause is a disjunction of literals a ground cause is a variable free clause a Horn clause is a clause with at most one +ve literal a definite is a hornclause with exactly one +ve literal
Logical Agents
                In logical agents we design agents that can form representation of the world, use a process of in France to derive new representation about the world and use these new representations to reduce what to do?
- Knowledge base agent the central component of knowledge base agent is its knowledge base. A knowledge base is a set of sentences. Each sentence is expressed in a language called a knowledge presentation language and represents some accretion about the world.
Function: - KB – AGENT (percepts) return an action
Static: - KB, a knowledge base t, a counter initially 0.
TELL (KB, MAKE – PERCEPT – SENTENCE (Percept t)
Action ← ASK (KB, MAKE – ACTION – QUERY (  ))
TELL (KB MAKE – ACTION – SENTENCE (action t))
T = ++1
Return action

- There must be a way to add new sentences to the knowledge base and the way to query what is known. The stander names for these task are TELL and ASK respectively







Fig: - A generic knowledge base agent
                Figure shows the outline of a knowledge best agent program. Like all our agents it text a percept as I/P and returns an action. The agent Montana a Knowledge Base (KB) which may initially content some background knowledge base what it perceives, second, it asks the knowledge base what action should perform. In the process of answering this query, extensive reasoning may be done about the current state of the world, about the outcomes of possible action sequences and so on. Third, the agent recorders its choice with tell and executed the action.
Formal Logic Connectives Syntax, Semantics
Syntax
- Rules for constructing legal sentences in the logic
- Which symbol we can use
- How we are allowed to combine symbols
- Propositions
- Connective  and, or, not, implies, if ( )
Semantics
- How we interpret (read) sentences in the logic
- Assign a meaning to each sentences
- Use true the table to work out the truth of statement
Semantic Network

Figure:



                The idea behind the semantic network is that knowledge is often best understood as a set of concept that are related to one another. The meaning of a concept is defined by its relationship to another concept. A semantic network consist of a set of node that are connected by labeled arcs. The nodes represent concepts and the arcs represents relations between concepts.
Common Sematic Relations
INSTANCE
                X is an INSTANCE of Y, if X is a specific example of the general concept Y.
ISA
                X ISA Y, if X is a subset of the more general concept Y e.g.: - sparrow ISA bird.
Haspart
                X has part Y, if the concept Y is a part of the concept X. e.g.: sparrow has part tail.
- Semantic Tree
                A semantic tree is a representation that is a semantic net I which shorten links are called branches. Each branch connects two node. The head node is called parent node and tail node is called child node. One node has no parent; it is called the root node. Other nodes have exactly one parents. Some nodes have no children; they are leaf node when two nodes are connected to each other by a chain of two or more branches one is set to be the ancestor; the other is set to be the descendent.
- Inheritance
                Inheritance is a key concept in semantic n/w and can be represented naturally by following ISA link. In general, if concept X has property P, then all concepts that are a subset of X should also have property P. In practice, inherited properties are usually treated has default values. If a node has direct link that contradicts inherited property, then the default is over rider.
- Multiple Inheritance
Ø  Multiple inheritance allows an object to inherit properties from multiple concept
Ø  Multiple inheritance can sometime allow an object to inherit conflicting properties.
Ø  Conflicts are potentiallyunatonable so conflict resolution strategies are needed
Predicate Calculus (Predicate Logic)
                In mathematical logic, predicate logic is generic turn for symbolic formal systems like first order logic, second order logic or many sorted logic. This formal system is distinguished from other system in that its formula content variables which can be quantified. Two common quantifies are existential ᴲ (“There exist”) and universal U (“for all”) quantifies. Predicate calculus symbols may represent either Constance variable, function, predicate. Constance name specific objects are properties in the domain of this coursed. Thus tree tall and blue are examples of well form constant symbols. The constant true and false are included. Functions denote mapping of one or more elements in a set called the domain of the function. In to a unique element of another set. Elements of the domain and range are objects in the old of discourse. Every function symbols have an associated entity indicating the number of element in the domain mapped on to each element of range.
Predicate logic uses three additional notation they are
i) Predicate
                A predicate is a relation that binds two items together for example: Krishna like apple. Know we can write like (Krishna, like apple) where like is predicate that links two items Krishna and Apple.
                Thus predicate can be generalized as like X, Y where X and Y are the variable it means X likes Y
ii) Terms (Literals)
                Terms are arguments in a predicate logic example Ravi’s father is Ranis father that is father (father
iii) Quantifiers
                A quantifiers is a symbol that permits to declare or identify the range or scope of variables in a logical expression. There are two types of quantifiers they are
- Universal quantifiers
- Existential quantifiers
- Universal Quantifiers
                If A is a variable the ¥a is read as
i)                    for all A
ii)                   for each A
iii)                 for every
- Existential Quantifiers
                If B is a variable then ϶b is read as
i)                    there exist B
ii)                   for some B
iii)                 for at histone B
Resolution
                Robinson in 1965 introduce the resolution principle which can be directly apply to any set of clues. The principle is given any two clues A and B, if there is lateral Bin A and which has complementary term >p in B, delete P from A and B an construct a new close of the remaining clues. The clues so constructed is called “resolving of A and B”.
Substitution
                Resolution works on the principle of identifying complementary literals in two clues a deleting then there by forming a new literal. The process is simple an state forward where are variables the problem becomes complicated and there is necessary to make proper substitution.
There are three major types of substitution
- Substitution of variable by a constant
- Substitution of variable by another variable
- Substitution of variable by function that does not have same variable
Unification
                In prepositional logic it is easy to determine that how literals cannot both be tree at the same time for example: man (John) &Ʌ man (john) thus in order to determine contradiction win need a machine procedure that compares two literals at discourse where their exist a set of substitution that made them identical there is a state forward recursive procedure called unification algorithm. The basic idea of unified two literals we fast check if their initial predicate symbols are the same. If so we can processed otherwise there is no way to unified regard less of their arguments.Suppose we want to unify an expressions P(K,Y) & P(K,Z) here the predicate is same so we can unify by substituting Z by Y.
Frame
                Frame is a collection of attribute slots and associated values that describe some real word entity. Frames on their own are not particularly help full but frames systems are powerful way of encoding information to reasoning process. A frame structure provides facilities for describing objects facts over situation procedure on what to do when a situation is encounter.
Types of Frames
- Declaration Frame: - A frame that contains description about an object is called a declarative frame. The computer center frame describable it a typical example of subscribe frame
- Procedural Frame: - It is possible to have procedural knowledge represented in a frame. Such frame which have procedural knowledge embedded in it are called procedurals frames. The procedural frames as following slots
a) Actor Slots: - It holds information about who is performing the activity
b) Object Slots: - This slots as information about the item to perform on
c) Source Slots: - Source slots holds information from where the action as to end
e) Task Slots: - This generates the necessary sub slots required to perform the operation


Approach to Knowledge Representation: - A good system for knowledge representation should passes the following property
- Representation Adequacy: - The ability to represent all kinds of knowledge that are needed in that domain
- Interracial Adequacy: - The ability to manipulate the representation structure in such a way as to derive new structures of new knowledge inference form old.
- Acquisitioned Efficiency: - The ability to acquire the new information easily. The simplex case involves direct insertion by a person as new knowledge in to the knowledge base.
- Inferential Efficiency: - The ability to incorporate into the knowledge structure additional information that can use to fours the attention of the inference mechanism in most per mistingdirection
Knowledge Representation Technique
(a) Simple relational knowledge: - The simple way of storing facts page to use a simple relational method where each fact about a set of object which set at systematically in columns. This representation gives little opportunityfor inference but it can be used as knowledge bases for inference engine.
(b)Inheritable knowledge: - Relational knowledge is made up of constitute of institute and cross ponding associated values we extend the base more by allowing inference mechanism for property in heritance is used. In property inheritance of a class.
(c)Inferential knowledge: - In inferential knowledge logic knowledge is represented as formal for example all dogs have tell an in formal logic it is return as
Advantage
- A set of strict rule
- Can be used to derive
- Make
- Popular in AI system
(d) Procedural knowledge: -It is also called operational knowledge which specifies what to do when. In this control information is necessary to use the knowledge in embedded in the knowledge base itself
Unit 4
Inference and Reasoning
State Space Representation Technique: - A set of all possible states for a give problem is known as state space of the problem. For example let us consider us consider an 8 tiles puzzle game. The puzzle consist of a squire frame contenting at tiles and an empty slot. The tiles are number from 1 to 8. It is possible to move the tiles in the squire field by moving a tile in to the empty slot. The objective is to get the squire in a numerical order
Rules: - The operator for this problems are
Up: - If the heal is not touching the top frame move it up.
Down: - If the heal is not touching the bottom frame move it down.
Left: - If the heal is not touching the left frame move it left.
Right: - If the heal is not touching the Right frame move it right.

Figure


                The state space is a directed graph with all the state has nodes. A node is set to be existed if it is possible to up tent it form the initial state by application of a set of operators. A small fragment of state space for the 8 tile puzzle game as soon above.
                State space representation are highly perinatal in AI because they provide all possible states operations and the goal. If the entire state space representation for a problem it’s given it is possible trace the part from the initial state to the goal state and identifies the sequence of operators. The major disadvantage of this method is that it is not possible to visualize all states for a given problem. More ever, the resources of the computer system are limited to handle huge state space representation.
Heuristic Search
                Breath first searching is a uniforms search because they do not have any domain specific knowledge. Heuristics are approximations use to minimize the searching process. The process of searching can be drastically reduced by the use of heuristic. Generally two categories of problems are heuristic
- Problem for which no exact algorithms are known and one needs to find an approximation and satisfying solution
- Problem for which exact solution is known but computationally in fusible.
                The heuristic which are needed for serving problems are generally represented as a heuristic function which maps the problem state in to numbers. This numbers are then approximately used to guide search. The following algorithm make use a drastic evaluation function
- Hill Climbing Search: - This algorithm is also called discrete optimization algorithm which uses a simple heuristic function to calculate the amount of distance the node is from the goal. In fact there is no different between hill climbing search and deft search except that the children of the node that has been expended are shorted by remaining distant


Algorithm
- Put the initial list on start
- If start = empty or start = goal terminate search
- Remove the first node from the start called this node A
- If A = goal terminate search with success
- If node has a successor generate all of them. Find out how far they are from the goal node sort they by remaining distance from the goal and at them to the
- Best First Search: - This is also heuristic search the heuristic function used here are called evaluation function each and indicates how far the node is from the goal node. Goal node have an evaluation function value of O (Zero)




                It is explained using a search give above. First the start node is expended. It has three children A, B and C with evaluation function 3, 6 and 5 respectively. These values approximately indicate how far they are from the goal node. The child with minimum value ‘A’ is chosen. The children’s of ‘A’ are generated. They are ‘D’ and ‘E’ with evaluation function 9 and 8 with evaluation at. The search process has how four node to search that is the node ‘D’ with evaluation function 9, ‘E’ with 8, ‘B’ with 6 and ‘C’ with 5 where ‘C’ has got the minimum value which is expanded to give node ‘H’ which value is 7. At this point the node available for search are (D: 9), (E: 6) (H: 7)
Algorithm
- Put the initial node on a list START
- If START empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successes generate all of them find out how far they are from the goal node. Short all the child generated so far by the remaining distance from the goal
- Replace start with START
- Go to step 2
- A* Search (Aversa Search): - In best first search we brought in a heuristic value called evaluation function value. It is a value that estimates how far a particular estimate node is from the goal node. A part from the evaluation function value one can also bring that is cost function. Cost function indicates how much resources take time energy money etc. has been spent in reading a particular node from the start. If it is possible for one to obtain the evaluation values and cost function values the A* algorithm can be used.
Algorithm
- Put the initial node unless START
- If START = empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successor generate all of them. Estimate the fitness number (The sum of evaluation function and cost along the reading to that state is called fitness number) of the successes by totaling the evaluation function values and cost function value. Short the list by fitness number
- Need the new list as START 1
- Replace start with START 1
- Go to step 2
AO* Search






Game Playing in AI: - There are two major components in game playing they are
i) Plausible Move Generator: - If we are to employee a simple move generator then it might not be possible to examine all the states. Has it is essential that only very selected moves or pats the examine for this purpose only one has a flexible move generator that expends are generates only selected moves
ii) Static Evaluation Function
Generator: - This is the most important components of the game playing program. Based on heuristic this generates the static evaluation function value for each and every move that is being made. The study evaluation function gives a snapshot of a particular move. More the static evaluation function value more in the possibility for victory. The basic method available for game playing are
- Min – Max Strategy: - Min – max strategy is a simple strategy for two person gene playing. Here players are called maximizer and minimizer both are opponent to each other. Maximizer and minimizer fights it out to see that the opponent get minimum benefit and they get the maximum benefit. The play sable move generator generate necessary for the farther evaluation and the static evaluation function ranks each of the position

Figure

                Let AB the initial state of the game, the plausible move generator generates children’s for that move and the static evaluation function generate assign the value given along with each of the state. It is assume that that the static evaluation function generators returns a value from – 20 to +20 where a value of +20 indicates a win for maximizer and a value of -20 indicates a wine for minimizer makes first move the maximizer always tries to go the position where the static evaluation function value is maximizer positive value.
                The maximizer being the player to make the first move will to node D because static evaluation function value of that maximum node. If the minimizer has to move he will go node be because the static evaluation function value for that node is minimum

Figure


Fig: - game tree explained by two level their association static evaluation function value but a game playing strategy never stops with one level but loops a head that is move a couple of levels down ward to those the optimal movies
                Let’s examines this with the help of above fig: Let’s assume that it is the maximizer who will to play first floated by minimizer. Before the maximizer move to N, O, P he will have to thing which move would be highly beneficial to him. It maximizer move to N next will be minimizer term. The minimizer always this to other and he will move to are (static evaluation function value = -6) this value is backed off to N.
                If M move to O, then the minimizer will move to V, which is the minimum of +4, +7 and 0 so, the value of 0 is backed up as 0. Similarly the value of P will backed of -3.
                The maximizer will know have to choose between M, N, O, and P with the value of -6, 0 and -3. Being a maximizer he will choose node 0 because if provides the maximize value corresponding to other
- Min – Max Strategy with alphabet cut – offs: -

Figure: -


                This is the modified version of min max strategy algorithm where two threshold value are maintain for features expansion. One threshold value is called alpha, which is lower bound on the value the maximizer can be originated and other is beta (P) which represent the upper bound of the value the minimizer can be assigned.
                In this figure the maximizer has to play first floated by the minimizer as done in min – max strategy. The maximizer assign A value of 6 at Q (minimum at the values sand t). This values is backed up P so the maximizer as assured of A value of 6 when he move to Q. Now let see what happened at R. The value at V is -2 and U is unknown. Since, the move is minimizing 1 by moving to R, P can get only A value of -2 or less that is unacceptable for P because by moving to Q he is assured of value up 6 hence he will never tries move other than children of R
Role of Alpha (α)

Figure: -

                For P the maximizer A value of 6 is assured by moving a node Q. this value P is compared with that of value at R, P be the maximizer could flow any path which value is greater than 6. Hence, this value of 6 being the least at a maximizing move and set as value of α. This value of alpha is now used as reference point. Any node which value is greater than alpha is acceptable and all the node which values are less than alpha is rejected.
Role of Beta (β)

Figure: -



                In this figure is the minimizer and the path for extension are chosen from values at the leaf node. Since 5 and T are maximizer the maximum value of their children are back up as static evaluation function value. Node Q being minimizer always moves to 5 rather than T. the value at 5 (6) is not we used by Q as a reference point. The value is called β is acceptable and values more than β are seldom.
Bayesian Networks
- Bayesian networks also known as Bayes Nets, Belief Nets cause nets and probability nets, are a space efficient data structure for encoding all of the information in the full joint probability distribution for the set of random variables defining a domain
- Represents all of the direct causal relationships between variables
- In punitively to construct a Bayesian net for a given set of variables draw are from cause variables to immediate effects.
- Space efficient because it exploits the fact that in many real world problem domains the dependencies between variables are generally local, so there are a lot of conditionally independent variables
- Captures both qualitative and quantitative relationships between variables
- Can be used to reason: -
i) Forward (top – down) from causes to effects predictive reasoning (aka causal reasoning)
ii) Backward (bottom – up) from effects to causes diagnostic reasoning
- Formally a Bayesian Net is a directed a cyclic graph (DAG) where is a node for each random variable and a directed are from A to B whenever A is a direct causal influence
- Each node A in a net is conditionally independent of any subset of nodes that are not descendant of a given the parents of A.
Case based Reasoning: - In case based reasoning the cases are stored and accessed to solve a new problem. To get a prediction for a new example, these cases that are similar or close to the new example this is at one extreme of the learning problem where unlike decision trees and neural networks relatively little work must be done offline and virtually all of the work is performed at query time.
                Case based reasoning can be used for classification and regression. It is also applicable when the cases are complicated, such as in legal cases where the cases are complex legal rulings and in planning, where the cases are previous solutions to complex problems
                If the cases are simple one algorithm that works well is to use the k – nearest neighbors for some given number K. given a new example the K training examples that have the input features closest to that example are used to predict the forget value for the new example.
                The prediction can be the mode average or some interpolation between the predication of these k. training examples perhaps weighting closer examples more than distant examples.
                For this method to work a distance metric is required that measures the closeness of two examples. First define a metric for the domain of each feature in which the values of the features are converted to a numerical scale that can be used to compare values.
Unit 5
Machine Learning
Learning: - The process of knowledge as equation is called learning. There are various types of learning.
- Rote Learning (Learning by Memorizations): - Knowledge a equation itself includes many different activities. Simple storing of computing information or rote learning is the most basic learning activities may computer programs examples database systems can be used to learn in this sense slough most people could not called such simple storage as learning however many IT programs rote learning techniques. When a computer stored a paces of data it is performing a rote learning such learning are used full for improving the performance of the systems.
- Learning by Analogy
a) Transformational Analogy


                Suppose we are asked to prove theorem in plane geometry we might look for a previous theorem that is very similar and copies its proof, making substitution when necessary. The idea is to transform a solutions to a previous problem into a solutions for the current problem such learning is called learning by transformation analogy.
                The example for transformational analogy is five below

Figure: -

b) Derivational Analogy

Figure: -

                Transformation analogy if does not look at how the old problem was solved it look at the final solution after the twist and terms in solving an old problem are relevant to solving a new problem. The detail history of problem solving is called its derivation analogical reasoning that tables these histories in to account is called derivational analogy.
Explanation Based Learning (EBL): - An explanation based learning system accepts and example (i.e. training example) an explains what it learns from the example. The EBL system takes only the relevant aspects of the training. These explanations is translated in to particular form that a problem solving program can understand so that it can used to solve other problem
                We can think EBL program as specifying the following input.
- A training example: - what the training program size in the world.
- A goal concept: - A high level description of which the problem is supposed to known
- A operationally (                           ): - A description of which concept are useable
- A domain theory: - A set of groups that gives the relationship between the activities between domains






Inductive Bias Learning: - A major problem in machine learning is that of inductive bias how to choose a learners hypothesis space so that it is large enough to contain a solution to the problem being learnt yet small enough to ensure reliable generalization from reasonably sized training sets. Typically such bias is supplied by hand through the skill and insights of experts. In this paper a model for automatically learning bias is investigated. The central assumption of the model is that the learner is embedded within an environment of related learning tasks.
                Within such an environment the learner can sample from multiple tasks and hence it can search for a hypothec is space that contains good solutions to many of the contains on the set of all hypothesis spaces available to the learners we show that a hypothesis space that performs well on a sufficiently large number of training tasks novel task in the same environment. Explicit bounds are also derived demonstrating that learning multiple tasks can potentially give much better generalization than learning a single task.
Genetic Algorithms: - This is an introduction to genetic algorithm methods for optimization. The continuing price/performance improvements of computational systems has made them attractive for some types of optimization. In particular genetic algorithms work very well on mixed. Combinational problems. But they tend to be computationally expensive. To use a genetic algorithm you must represent a solution to your problem as a genome. This presentation outlines some of the basics of genetic algorithms. The three most important aspects of using genetic algorithms are
- Definition of the objective function
- Definition and implementation of the genetic representation and
- Definition and implementation of the genetic operators
                Once these three have been defined the generic algorithm should work fairly well. Beyond that you can try many different variations to improve performance find multiple optima or parallelize the algorithms.
Application of AI
Export System: - Export system are knowledge intensive programs that solve problem in a domain that require considerable amount of technical information the Brattice computer society community of the specialist prove on export system as formed the following generation
- The embodiment within a computer of a knowledge based component from on export skill in such a form that the machine can offers that intelligence take intelligence design about of the specification.
                A desirable additional characteristics which may regard fundamental each the capability of the system on demand to justified its own line of reasoning in a manner directly to the enquire
Characteristics Expert System (CES)
                Following are the different characteristics expert system
- They should solve difficult problem in a domain as good as or better than on expert
- They should process vast quantities of domain specific knowledge in the detail
- These system promote the use of heuristic search process. It must be cleared that brought search techniques are in practical and to managed the problem heuristic search procedure process the management
- They explain why they question and justify their confusion. Explanation facilities enhance treatability system in the mind of human
- They accept advice modify update and expand
- They communicate with the users in their own natural language
- They provides extensive facility part simply processing greater than numeric processing     













 Unit 1
Goal in Problem Solving
Introduction: - "Developing computers programs to solve complex problems by the application of processes that are analogous to human resourcing process"
                AI is the ability of a program to perform the same kinds of functions that characterize human thoughts which includes.
i) Systems that thinks like human
ii) Systems that thinks acts like human
iii) Systems that thinks think rationally
iv) Systems that thinks acts rationally
i) Systems that thinks like humans: - This requires getting inside of the human mind to see how it works and then comparing our computer programs to this. This is what cognitive science afferents to do. An others way to do this is to observe a human problems solving and rogue that one's programs go about problem solving in similar way.
ii) Systems that act like human: - To be considered intelligent a program must be able to act sufficiently like a human to fool an interrogator. The machine and the human are isolated from the person carrying out the test and messages are exchanged via a keyboard and screen. If the person cannot distinguish between the computer and the human being then the computer must be intelligent.
iii) System that think rationally: - For example all computers use energy. Using energy always generates heat. Therefore all computers generate heat. This initiates the field of logic. Formal logic was developed in the lot nineteen century. This was the first step forwards enabling computer programs to reason logically.
iv) System that act rationally: - Acting rationally means acting so as to achieve one's goals given one's beliefs. An agent is just something that perceives and acts. In the logical approach to AI the emphasis is on correct inferences.
Function of AI
- Philosophy: - Logic methods of reasoning mind as physical system foundations of Learning, Language, and Rationality.
- Mathematics: - Formal representation and proof algorithm, computation, decidability, tractability, probability. Philosophers staked out most of the important ideas of AI but to move to a formal science requires a level of mathematics formulism in three main areas computation logic and probability.
- Economics: - Utility decision theory
- Neap Science: - Physical substrate for mental activity
- Psychology: - Phenomena of perception and motor control, experimental techniques. The principle characteristic of cognitive. Psychology is the brain processes and process information.
- Computer Engineering: - Building fast computers
- Control Theory: - Design systems that maximize an objective function over time
- Linguistics: - Knowledge representation grammar having a theory of how human successfully process natural language is an AI complete problem if we could solve this problem then we would have created a model of intelligence.
Application area of an AI: - Today's AI systems have been able to active limited success in some of these tasks.
- In computer vision the systems are capable of face recognition
- In Robotics we have been able to make vehicles that are mostly automats.
- In natural language processing we have systems that are capable of simple machine translation
- Today's Expert systems can carry out medical diagnosis in a narrow domain
- Speech understanding systems are capable of recognizing several thousand words continuous speech
- Planning and scheduling systems had been employed in scheduling experiments with the Hubble Telescope.
- The Learning systems are capable of doing text categorization into about a 1000 topics
- In games AI systems can play at the Grand Master level in chess (World Champion) checkers etc.
What can AI system NOT do yet?
- Understand natural language robustly (e.g. read and understand articles in a newspaper)
- Surf the web
- Interpret an arbitrary visual science
- Learn a natural language
- Construct plans in dynamic real time domains
- Exhibit true autonomy and intelligence
Goal Schemas: - To build a system to solve a particular problem we need to do four things.
- Define the problem precisely. This definition must include precise specifications of what the initial situations will be as well as what final situations constitute acceptable solutions to the problem.
- Analyze the problem. A few very important features can have an immense impact on the appropriateness of various possible techniques for solving the problem
- Isolate and represent the task knowledge that is necessary to solve the problem.
- Choose the best problem solving techniques and apply them to the particular problem
i) Search Problem: - It is characterized by an initial state and a goal state description. The guesses are called the operators where a single operator transforms a state into another state which is expected to be closer to a goal state. Here the objective may be to find a goal state or to find a sequence of operators to a goal state. Additionally the problem may require finding just any solution or an optimum solution.
ii) Planning: - The purpose of planning is to find a sequence of actions that achieves a given goal when performed starting in a given state. In other words given a set of operator instances (defining the possible primitive actions by the agent) an initial state description and a goal state description or predicate the planning agent computers a plan.
Simple Planning Agent: - The problem – solving agents are able to plan a head to consider the consequences of sequences of actions before acting. And a knowledge – based agents can select actions based on explicit, logical representations of the current state and the effects of actions
Problem Solving Agents + Knowledge – based Agents = Planning Agents
Linear Planning: - Basic idea work and one goal until completely solved before moving on to the next goal planning algorithm maintains goal stack
i) Implications
- No inter leaving of goal achievement
- Efficient search if goals do not interact
ii) Advantages
- Reduced search space since goals are solved one at a time
- Advantageous if goals are (mainly) independent
- Linear planning is sound
Iii) Disadvantages
- Linear planning may produce sub optional solutions
- Linear planning is incomplete
Concept of non – linear planning
                Use goal set instead of goal stack. Include in the search space all possible sub goal ordering. Handles goal interactions by interleaving.
Advantages
- Non – linear planning is sound
- Non – linear planning is complete
- Non – linear planning may be optimal with respect to plan length (depending on search strategy employed)
Disadvantage
- Larger search space since all possible goal orderings may have to be considered
- Somewhat more complex algorithm more bookkeeping
Means – Ends Analysis: - The means – ends analysis concentrates around the detection of differences between the current state and the goal state. Once such difference is isolated an operator that can reduce the difference must be found. However perhaps that operator cannot be applied to the current state. Hence, we setup a sub – problem of getting to a state in which it can be applied. The kind of backward chaining in which the operators are selected and then sub goals are setup to establish the preconditions of the operators is known as operator sub – goal.
                Just like the other problem solving techniques, means – ends analysis relies on a set of rules that can transform one problem state into another. However these rules usually are not represented with complete state descriptions on each side. Instead, they are represented as left side, which describes the conditions that must be met for the rule to be applicable and a right side, which describes those aspects of the problem state that will be changed by the application of rule. A separate data structure called a difference table indexes the rules by the differences that they can be used to reduce.
Algorithm: Means – Ends Analysis
- Compare CURRENT to GOAL. If there are no differences between them, then return.
- Otherwise, select the most important difference are reduce it by doing the following until success or failure is signaled
a) Select a new operator O, which is applicable to the current difference. If there are no such operators then signal failure.
b) Apply O to CURRENT. Generate descriptions of two states, O – START a state in which O's preconditions are satisfied and O – RESULT, the state that would result if O were applied in O – START
Production Rules Systems: - Since search is a very important process in the solution of hard problems for which no more direct techniques are available, it is useful to structure AI programs in a way that enables describing and performing the search process. Production systems provide such structures. A production systems consists of:
- A set of rules each consisting of a left side that determines the applicability of the rule and a right side that describes the operation to be performed if the rule is applied.
- One or more knowledge or databases that contain whatever information is appropriate for the particular task.
- A control strategy that specifies the order in which the rules way of resolving the conflicts that arise when several rules match at once.
i) Forward Chaining Systems: - In a forward chaining system the facts in the system are represented in a working memory which is continually updated. Rules in the system represent possible actions to take when specified conditions hold on items in the working memory they are sometimes called condition – action rules. The conditions are usually patterns that must match items in the working memory while the actions usually involve adding or deleting items from the working memory.
                The interpreter controls the application of the rules, given the working memory, thus controlling the system's activity. It is based on a cycle of activity sometimes known as a recognize act cycle. The system first checks to find all the rules whose conditions hold, given the current state of working memory. It then selects one and performs the actions in the action part of the rule. The actions will result in a new working memory and the cycle begins again. This cycle will be repeated until either no rules fine or some specified goal state is satisfied.
ii) Backward Chaining Systems: - So far we have looked at how rule based systems can be used to draw new conclusions from existing data adding these conclusions to a working memory. This approach is most use full when you know all the initial facts, but don't have much idea what the conclusion might be.
                If we do know what the conclusion might be, or have some specific hypothesis to test forward chaining systems may be inefficient. We could keep on forward chaining until no more rules apply or you have added your hypothesis to the working memory. But in the process the system is likely to do a lot of irrelevant work adding uninteresting conclusions to working memory.
iii) My CIN Style Probability and its Application: - In artificial intelligence, My CIN was an early expert system designed to identify bacteria causing severe in factions, such as bacteremia and meningitis, and to recommend antibiotics, with the amount adjusted for patient's body weight the name derived from the antibiotics themselves, as many antibiotics have the suffix "MYCIN". The MYCIN system was also used for the diagnosis of blood clotting diseases.
                MYCIN was developed over five or six years in the early 1970s at Stanford University in Lisp by Edward short life. MYCIN was never actually used in practice but research indicated that it proposed an acceptable therapy in about 69% of cases, which was better than the performance of infectious disease experts who were judged using the same criteria. MYCIN operated using a fairly simple inference engine, and a knowledge base rules. It would query the physician running the program via a long series of simple Yes/No or textual question. At the end it provided a list of possible culprit bacteria ranked from high to low based on the probability of each diagnosis, its confidence in each diagnosis probability, the reasoning behind each diagnosis and its recommended course of drug treatment.
Practical use/Application: - MYCIN was never actually used in practice. This wasn't because of any weakness in its performance. As mentioned in tests it output formed members of the Stanford medical school faculty. Some observers raised ethical and legal issues related to the use of computers in medicine if a program gives the wrong diagnosis or recommends the wrong therapy, who should be held responsible?
Unit 2    Intelligence
Introduction of Intelligence: - Artificial intelligence is concerned with the design of intelligence in and artificial device. The turn was invented by MC Cathy in 1956.
                Artificial intelligence is about designing system that are as intelligent as human. This view involves trying to understand human through and an effort to build machines that emulate the human though process. This view is the cognitive science approach to AI.
Common Sense Reasoning: - Common sense is ability to analyze the situation best on it context, using millions of integrated pieces of common knowledge depends on being able to do common sense resining central part of intelligent behavior.
                Example every know that drawing a glass of water the glass will break and water will spill. However this information is not obtained by formula or equation. Common sense knowledge means what everyone knows. Example: -
- Every person is younger then the person's mother
- People don't like being repeatedly interrupted
- If you hold a knife by its blade then the blade may cut you.
- People generally sleep at right
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, 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 agents and environments

Figure: - Personality of Agent
Environment Type
- Fully observable (Vs. partially observable): An agents sensors give it access to the complete state of the environment at each point in time
- Deterministic (Vs. stochastic): The next state of the environment is completely determined by the current state and the action executed by the agent.
- Episodic (Vs. sequential): The gent's experience is divided into atomic "episodes", and the choice of action in each episodes depends only on the episode itself
- Static (Vs. dynamic): The environment in unchanged while an agent is deliberating. (The environment is semi dynamic if the environment itself does not change with the passage of time but the agent's performance score does)
- Discrete (Vs. continuous): A limited number of distinct clearly defined percepts and actions.
Agent Types
                Four basic types in order of increasing generality
- Simple reflex agents
- Model based reflex agents
- Goal based agents
- Utility based agents
- Simple Reflex Agents: - The agent select an action best on the current precept ignoring the rest of the precept history

Figure: - Simple Reflex Agent
- Model Based Reflex Agent: - The agent decides its actions best on of predefined set of condition action rules. For e.g.: - a telephone operator answering machine

Figure: - Model based reflex agent
- Goal based Agent: - The agent decides its action best on a known a goal. For e.g.: - a GPS system finding a path to certain destination

Figure: - Goal Based Agent
Unit 3
Knowledge Representation
Knowledge Representation and Reasoning: - Intelligent should have capacity for
- Receiving: - That is representing its understanding of the world
- Knowledge Representation: - That is representing its understanding of the world
- Reasoning: - That is inferring the implications of what it knows and of the choices ithas.
- Acting: - That is choosing what it want to do and carry it out.
                Representation of knowledge and the reasoning process are central to the entire field of artificial intelligent. The primary component of a knowledge best agent is its knowledge base. A knowledge best is a set of sentences. Each sentence is expressed in a language. Sentences represent some assertion about the world. There must be mechanisms to derive new sentences from old sentences. This process is known as inference or reasoning. Inference must obey primary requirement that the new sentences should follow logically from the previous one.
Approaches to knowledge Representation: - A good system for the representation knowledge in a particular dement should possess the following properties
-Representational Adequacy: - The ability to represent all of the kinds of knowledge that are needed in that domain.
-Inferential Adequacy: - The ability to manipulate the representation structures in such a way as to derive new structure cross ponding to new knowledge inferred from old.
- Inferential Efficiency: - The ability to incorporate in to the knowledge structure additional information that can be used to focus the attention of the inference mechanism in the most promising direction.
- Inquisitional Efficiency: - The ability to acquire new information easily. The simplest case involve direct instruction of new knowledge into the database.
Logic: - Logic is the primary vehicle for representing and resuming about knowledge. The advantage of using formal logic as a language of AI is that it is price and deferent. These allows program to be written which are declarative. This however leads to seven limitation. Clearly a large person of the reasoning carried out by human depended on handling knowledge that is on certain. Logic cannot represent this uncertainty well. Similarly natural language resurging require inferring hidden state like the intention of the speaker.
                A logic consist of two parts, a language and method of measuring. The logical language intern as two aspects, syntax and semantics. They are
- Syntax: - The atomic symbols of the logical language and the rules for constructing well formed a non-atomic expression of the logic. Syntax specifies the symbols in the language and how they can be combined to form sentences.
- Semantics: - The meanings of the symbol of the logic, and rules there for demining the meaning of non – atomic expression of the logic. It specifics what facts in the world a syntax refers to. A fact is a claim about the world and may be true or false some popular logics are propositional logic, first order predicate logic high order predicate logic and fuzzy logic.
- Propositional Logic: - In PropositionalLogical (PL) and user defines a set of propositional symbols like P&Q. User defines the semantics for each of these symbol. For e.g.: -
P means "It is hot"
Q means "It is humid"
R means "It is raining"
- A symbol
- If S is a sentence than "~" is a sentence, where "~" is the not logical operator?
- If sand PR sentences then (S˅T), (S˄T) (S→T) and (S<→T) are also sentences for e.g.: - (P˄Q)→R
It is hot and humid then it is raining
Q→P
If it is humid then it is hot R It is raining
- Given the truth value of all of the constituent symbol in a sentence that sentence can be content the value true or fails. This is called an inter pretention of the sentence
- A model is an inter pretention of a set of sentences such that each sentence is true. A model is just a formal mathematical structure that stands in for the world.
- A valid sentence (also called as tautology) is a sentence that is true under all inter pretention. Hence no matter what the world is actually like or what the semantic is the sentence is true.
- An inconstant sentence (called on satisfy able or a contradiction) is a sentence that is false under all inter reaction. Hence the world is never like that it describes
First Order Logic
Syntax: - Syntax are symbol users the symbols or alphabet be aware that there are all sorts of solidly different ways to define first order logic
a) Alphabet: - There are different types of symbols they are
- Logical Symbol: - These are symbols that have a standard meaning like AND, OR, NOT, ALL, EXIT, IMPLIES if FALSE, TRUE etc.
- Non Logical Symbol: - They are one dimensional array two dimensional array N dimensional array functions (1 ary 2 array …….. n …….ary) variables etc.
b) Terms: - A term is either and individual constant or a variable are any function applied to a terms.
c) Atomic Formula: - An atomic formulae is either false are an n dimensional array predicate applied to ‘n’ terms
d) Literals: - A literals is either an atomic formula (Positive literal) or the negation of an atomic formula (a negative literals) a ground literal is avariable free literal
e) Clauses: - Clause is a disjunction of literals a ground cause is a variable free clause a Horn clause is a clause with at most one +ve literal a definite is a hornclause with exactly one +ve literal
Logical Agents
                In logical agents we design agents that can form representation of the world, use a process of in France to derive new representation about the world and use these new representations to reduce what to do?
- Knowledge base agent the central component of knowledge base agent is its knowledge base. A knowledge base is a set of sentences. Each sentence is expressed in a language called a knowledge presentation language and represents some accretion about the world.
Function: - KB – AGENT (percepts) return an action
Static: - KB, a knowledge base t, a counter initially 0.
TELL (KB, MAKE – PERCEPT – SENTENCE (Percept t)
Action ← ASK (KB, MAKE – ACTION – QUERY (  ))
TELL (KB MAKE – ACTION – SENTENCE (action t))
T = ++1
Return action

- There must be a way to add new sentences to the knowledge base and the way to query what is known. The stander names for these task are TELL and ASK respectively







Fig: - A generic knowledge base agent
                Figure shows the outline of a knowledge best agent program. Like all our agents it text a percept as I/P and returns an action. The agent Montana a Knowledge Base (KB) which may initially content some background knowledge base what it perceives, second, it asks the knowledge base what action should perform. In the process of answering this query, extensive reasoning may be done about the current state of the world, about the outcomes of possible action sequences and so on. Third, the agent recorders its choice with tell and executed the action.
Formal Logic Connectives Syntax, Semantics
Syntax
- Rules for constructing legal sentences in the logic
- Which symbol we can use
- How we are allowed to combine symbols
- Propositions
- Connective  and, or, not, implies, if ( )
Semantics
- How we interpret (read) sentences in the logic
- Assign a meaning to each sentences
- Use true the table to work out the truth of statement
Semantic Network

Figure:



                The idea behind the semantic network is that knowledge is often best understood as a set of concept that are related to one another. The meaning of a concept is defined by its relationship to another concept. A semantic network consist of a set of node that are connected by labeled arcs. The nodes represent concepts and the arcs represents relations between concepts.
Common Sematic Relations
INSTANCE
                X is an INSTANCE of Y, if X is a specific example of the general concept Y.
ISA
                X ISA Y, if X is a subset of the more general concept Y e.g.: - sparrow ISA bird.
Haspart
                X has part Y, if the concept Y is a part of the concept X. e.g.: sparrow has part tail.
- Semantic Tree
                A semantic tree is a representation that is a semantic net I which shorten links are called branches. Each branch connects two node. The head node is called parent node and tail node is called child node. One node has no parent; it is called the root node. Other nodes have exactly one parents. Some nodes have no children; they are leaf node when two nodes are connected to each other by a chain of two or more branches one is set to be the ancestor; the other is set to be the descendent.
- Inheritance
                Inheritance is a key concept in semantic n/w and can be represented naturally by following ISA link. In general, if concept X has property P, then all concepts that are a subset of X should also have property P. In practice, inherited properties are usually treated has default values. If a node has direct link that contradicts inherited property, then the default is over rider.
- Multiple Inheritance
Ø  Multiple inheritance allows an object to inherit properties from multiple concept
Ø  Multiple inheritance can sometime allow an object to inherit conflicting properties.
Ø  Conflicts are potentiallyunatonable so conflict resolution strategies are needed
Predicate Calculus (Predicate Logic)
                In mathematical logic, predicate logic is generic turn for symbolic formal systems like first order logic, second order logic or many sorted logic. This formal system is distinguished from other system in that its formula content variables which can be quantified. Two common quantifies are existential ᴲ (“There exist”) and universal U (“for all”) quantifies. Predicate calculus symbols may represent either Constance variable, function, predicate. Constance name specific objects are properties in the domain of this coursed. Thus tree tall and blue are examples of well form constant symbols. The constant true and false are included. Functions denote mapping of one or more elements in a set called the domain of the function. In to a unique element of another set. Elements of the domain and range are objects in the old of discourse. Every function symbols have an associated entity indicating the number of element in the domain mapped on to each element of range.
Predicate logic uses three additional notation they are
i) Predicate
                A predicate is a relation that binds two items together for example: Krishna like apple. Know we can write like (Krishna, like apple) where like is predicate that links two items Krishna and Apple.
                Thus predicate can be generalized as like X, Y where X and Y are the variable it means X likes Y
ii) Terms (Literals)
                Terms are arguments in a predicate logic example Ravi’s father is Ranis father that is father (father
iii) Quantifiers
                A quantifiers is a symbol that permits to declare or identify the range or scope of variables in a logical expression. There are two types of quantifiers they are
- Universal quantifiers
- Existential quantifiers
- Universal Quantifiers
                If A is a variable the ¥a is read as
i)                    for all A
ii)                   for each A
iii)                 for every
- Existential Quantifiers
                If B is a variable then ϶b is read as
i)                    there exist B
ii)                   for some B
iii)                 for at histone B
Resolution
                Robinson in 1965 introduce the resolution principle which can be directly apply to any set of clues. The principle is given any two clues A and B, if there is lateral Bin A and which has complementary term >p in B, delete P from A and B an construct a new close of the remaining clues. The clues so constructed is called “resolving of A and B”.
Substitution
                Resolution works on the principle of identifying complementary literals in two clues a deleting then there by forming a new literal. The process is simple an state forward where are variables the problem becomes complicated and there is necessary to make proper substitution.
There are three major types of substitution
- Substitution of variable by a constant
- Substitution of variable by another variable
- Substitution of variable by function that does not have same variable
Unification
                In prepositional logic it is easy to determine that how literals cannot both be tree at the same time for example: man (John) &Ʌ man (john) thus in order to determine contradiction win need a machine procedure that compares two literals at discourse where their exist a set of substitution that made them identical there is a state forward recursive procedure called unification algorithm. The basic idea of unified two literals we fast check if their initial predicate symbols are the same. If so we can processed otherwise there is no way to unified regard less of their arguments.Suppose we want to unify an expressions P(K,Y) & P(K,Z) here the predicate is same so we can unify by substituting Z by Y.
Frame
                Frame is a collection of attribute slots and associated values that describe some real word entity. Frames on their own are not particularly help full but frames systems are powerful way of encoding information to reasoning process. A frame structure provides facilities for describing objects facts over situation procedure on what to do when a situation is encounter.
Types of Frames
- Declaration Frame: - A frame that contains description about an object is called a declarative frame. The computer center frame describable it a typical example of subscribe frame
- Procedural Frame: - It is possible to have procedural knowledge represented in a frame. Such frame which have procedural knowledge embedded in it are called procedurals frames. The procedural frames as following slots
a) Actor Slots: - It holds information about who is performing the activity
b) Object Slots: - This slots as information about the item to perform on
c) Source Slots: - Source slots holds information from where the action as to end
e) Task Slots: - This generates the necessary sub slots required to perform the operation


Approach to Knowledge Representation: - A good system for knowledge representation should passes the following property
- Representation Adequacy: - The ability to represent all kinds of knowledge that are needed in that domain
- Interracial Adequacy: - The ability to manipulate the representation structure in such a way as to derive new structures of new knowledge inference form old.
- Acquisitioned Efficiency: - The ability to acquire the new information easily. The simplex case involves direct insertion by a person as new knowledge in to the knowledge base.
- Inferential Efficiency: - The ability to incorporate into the knowledge structure additional information that can use to fours the attention of the inference mechanism in most per mistingdirection
Knowledge Representation Technique
(a) Simple relational knowledge: - The simple way of storing facts page to use a simple relational method where each fact about a set of object which set at systematically in columns. This representation gives little opportunityfor inference but it can be used as knowledge bases for inference engine.
(b)Inheritable knowledge: - Relational knowledge is made up of constitute of institute and cross ponding associated values we extend the base more by allowing inference mechanism for property in heritance is used. In property inheritance of a class.
(c)Inferential knowledge: - In inferential knowledge logic knowledge is represented as formal for example all dogs have tell an in formal logic it is return as
Advantage
- A set of strict rule
- Can be used to derive
- Make
- Popular in AI system
(d) Procedural knowledge: -It is also called operational knowledge which specifies what to do when. In this control information is necessary to use the knowledge in embedded in the knowledge base itself
Unit 4
Inference and Reasoning
State Space Representation Technique: - A set of all possible states for a give problem is known as state space of the problem. For example let us consider us consider an 8 tiles puzzle game. The puzzle consist of a squire frame contenting at tiles and an empty slot. The tiles are number from 1 to 8. It is possible to move the tiles in the squire field by moving a tile in to the empty slot. The objective is to get the squire in a numerical order
Rules: - The operator for this problems are
Up: - If the heal is not touching the top frame move it up.
Down: - If the heal is not touching the bottom frame move it down.
Left: - If the heal is not touching the left frame move it left.
Right: - If the heal is not touching the Right frame move it right.

Figure


                The state space is a directed graph with all the state has nodes. A node is set to be existed if it is possible to up tent it form the initial state by application of a set of operators. A small fragment of state space for the 8 tile puzzle game as soon above.
                State space representation are highly perinatal in AI because they provide all possible states operations and the goal. If the entire state space representation for a problem it’s given it is possible trace the part from the initial state to the goal state and identifies the sequence of operators. The major disadvantage of this method is that it is not possible to visualize all states for a given problem. More ever, the resources of the computer system are limited to handle huge state space representation.
Heuristic Search
                Breath first searching is a uniforms search because they do not have any domain specific knowledge. Heuristics are approximations use to minimize the searching process. The process of searching can be drastically reduced by the use of heuristic. Generally two categories of problems are heuristic
- Problem for which no exact algorithms are known and one needs to find an approximation and satisfying solution
- Problem for which exact solution is known but computationally in fusible.
                The heuristic which are needed for serving problems are generally represented as a heuristic function which maps the problem state in to numbers. This numbers are then approximately used to guide search. The following algorithm make use a drastic evaluation function
- Hill Climbing Search: - This algorithm is also called discrete optimization algorithm which uses a simple heuristic function to calculate the amount of distance the node is from the goal. In fact there is no different between hill climbing search and deft search except that the children of the node that has been expended are shorted by remaining distant


Algorithm
- Put the initial list on start
- If start = empty or start = goal terminate search
- Remove the first node from the start called this node A
- If A = goal terminate search with success
- If node has a successor generate all of them. Find out how far they are from the goal node sort they by remaining distance from the goal and at them to the
- Best First Search: - This is also heuristic search the heuristic function used here are called evaluation function each and indicates how far the node is from the goal node. Goal node have an evaluation function value of O (Zero)




                It is explained using a search give above. First the start node is expended. It has three children A, B and C with evaluation function 3, 6 and 5 respectively. These values approximately indicate how far they are from the goal node. The child with minimum value ‘A’ is chosen. The children’s of ‘A’ are generated. They are ‘D’ and ‘E’ with evaluation function 9 and 8 with evaluation at. The search process has how four node to search that is the node ‘D’ with evaluation function 9, ‘E’ with 8, ‘B’ with 6 and ‘C’ with 5 where ‘C’ has got the minimum value which is expanded to give node ‘H’ which value is 7. At this point the node available for search are (D: 9), (E: 6) (H: 7)
Algorithm
- Put the initial node on a list START
- If START empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successes generate all of them find out how far they are from the goal node. Short all the child generated so far by the remaining distance from the goal
- Replace start with START
- Go to step 2
- A* Search (Aversa Search): - In best first search we brought in a heuristic value called evaluation function value. It is a value that estimates how far a particular estimate node is from the goal node. A part from the evaluation function value one can also bring that is cost function. Cost function indicates how much resources take time energy money etc. has been spent in reading a particular node from the start. If it is possible for one to obtain the evaluation values and cost function values the A* algorithm can be used.
Algorithm
- Put the initial node unless START
- If START = empty or START = goal terminate the search
- Removed the first node first node from start called this node ‘A’
- If A = goal terminate search with success
- Else if node ‘A’ has successor generate all of them. Estimate the fitness number (The sum of evaluation function and cost along the reading to that state is called fitness number) of the successes by totaling the evaluation function values and cost function value. Short the list by fitness number
- Need the new list as START 1
- Replace start with START 1
- Go to step 2
AO* Search






Game Playing in AI: - There are two major components in game playing they are
i) Plausible Move Generator: - If we are to employee a simple move generator then it might not be possible to examine all the states. Has it is essential that only very selected moves or pats the examine for this purpose only one has a flexible move generator that expends are generates only selected moves
ii) Static Evaluation Function
Generator: - This is the most important components of the game playing program. Based on heuristic this generates the static evaluation function value for each and every move that is being made. The study evaluation function gives a snapshot of a particular move. More the static evaluation function value more in the possibility for victory. The basic method available for game playing are
- Min – Max Strategy: - Min – max strategy is a simple strategy for two person gene playing. Here players are called maximizer and minimizer both are opponent to each other. Maximizer and minimizer fights it out to see that the opponent get minimum benefit and they get the maximum benefit. The play sable move generator generate necessary for the farther evaluation and the static evaluation function ranks each of the position

Figure

                Let AB the initial state of the game, the plausible move generator generates children’s for that move and the static evaluation function generate assign the value given along with each of the state. It is assume that that the static evaluation function generators returns a value from – 20 to +20 where a value of +20 indicates a win for maximizer and a value of -20 indicates a wine for minimizer makes first move the maximizer always tries to go the position where the static evaluation function value is maximizer positive value.
                The maximizer being the player to make the first move will to node D because static evaluation function value of that maximum node. If the minimizer has to move he will go node be because the static evaluation function value for that node is minimum

Figure


Fig: - game tree explained by two level their association static evaluation function value but a game playing strategy never stops with one level but loops a head that is move a couple of levels down ward to those the optimal movies
                Let’s examines this with the help of above fig: Let’s assume that it is the maximizer who will to play first floated by minimizer. Before the maximizer move to N, O, P he will have to thing which move would be highly beneficial to him. It maximizer move to N next will be minimizer term. The minimizer always this to other and he will move to are (static evaluation function value = -6) this value is backed off to N.
                If M move to O, then the minimizer will move to V, which is the minimum of +4, +7 and 0 so, the value of 0 is backed up as 0. Similarly the value of P will backed of -3.
                The maximizer will know have to choose between M, N, O, and P with the value of -6, 0 and -3. Being a maximizer he will choose node 0 because if provides the maximize value corresponding to other
- Min – Max Strategy with alphabet cut – offs: -

Figure: -


                This is the modified version of min max strategy algorithm where two threshold value are maintain for features expansion. One threshold value is called alpha, which is lower bound on the value the maximizer can be originated and other is beta (P) which represent the upper bound of the value the minimizer can be assigned.
                In this figure the maximizer has to play first floated by the minimizer as done in min – max strategy. The maximizer assign A value of 6 at Q (minimum at the values sand t). This values is backed up P so the maximizer as assured of A value of 6 when he move to Q. Now let see what happened at R. The value at V is -2 and U is unknown. Since, the move is minimizing 1 by moving to R, P can get only A value of -2 or less that is unacceptable for P because by moving to Q he is assured of value up 6 hence he will never tries move other than children of R
Role of Alpha (α)

Figure: -

                For P the maximizer A value of 6 is assured by moving a node Q. this value P is compared with that of value at R, P be the maximizer could flow any path which value is greater than 6. Hence, this value of 6 being the least at a maximizing move and set as value of α. This value of alpha is now used as reference point. Any node which value is greater than alpha is acceptable and all the node which values are less than alpha is rejected.
Role of Beta (β)

Figure: -



                In this figure is the minimizer and the path for extension are chosen from values at the leaf node. Since 5 and T are maximizer the maximum value of their children are back up as static evaluation function value. Node Q being minimizer always moves to 5 rather than T. the value at 5 (6) is not we used by Q as a reference point. The value is called β is acceptable and values more than β are seldom.
Bayesian Networks
- Bayesian networks also known as Bayes Nets, Belief Nets cause nets and probability nets, are a space efficient data structure for encoding all of the information in the full joint probability distribution for the set of random variables defining a domain
- Represents all of the direct causal relationships between variables
- In punitively to construct a Bayesian net for a given set of variables draw are from cause variables to immediate effects.
- Space efficient because it exploits the fact that in many real world problem domains the dependencies between variables are generally local, so there are a lot of conditionally independent variables
- Captures both qualitative and quantitative relationships between variables
- Can be used to reason: -
i) Forward (top – down) from causes to effects predictive reasoning (aka causal reasoning)
ii) Backward (bottom – up) from effects to causes diagnostic reasoning
- Formally a Bayesian Net is a directed a cyclic graph (DAG) where is a node for each random variable and a directed are from A to B whenever A is a direct causal influence
- Each node A in a net is conditionally independent of any subset of nodes that are not descendant of a given the parents of A.
Case based Reasoning: - In case based reasoning the cases are stored and accessed to solve a new problem. To get a prediction for a new example, these cases that are similar or close to the new example this is at one extreme of the learning problem where unlike decision trees and neural networks relatively little work must be done offline and virtually all of the work is performed at query time.
                Case based reasoning can be used for classification and regression. It is also applicable when the cases are complicated, such as in legal cases where the cases are complex legal rulings and in planning, where the cases are previous solutions to complex problems
                If the cases are simple one algorithm that works well is to use the k – nearest neighbors for some given number K. given a new example the K training examples that have the input features closest to that example are used to predict the forget value for the new example.
                The prediction can be the mode average or some interpolation between the predication of these k. training examples perhaps weighting closer examples more than distant examples.
                For this method to work a distance metric is required that measures the closeness of two examples. First define a metric for the domain of each feature in which the values of the features are converted to a numerical scale that can be used to compare values.
Unit 5
Machine Learning
Learning: - The process of knowledge as equation is called learning. There are various types of learning.
- Rote Learning (Learning by Memorizations): - Knowledge a equation itself includes many different activities. Simple storing of computing information or rote learning is the most basic learning activities may computer programs examples database systems can be used to learn in this sense slough most people could not called such simple storage as learning however many IT programs rote learning techniques. When a computer stored a paces of data it is performing a rote learning such learning are used full for improving the performance of the systems.
- Learning by Analogy
a) Transformational Analogy


                Suppose we are asked to prove theorem in plane geometry we might look for a previous theorem that is very similar and copies its proof, making substitution when necessary. The idea is to transform a solutions to a previous problem into a solutions for the current problem such learning is called learning by transformation analogy.
                The example for transformational analogy is five below

Figure: -

b) Derivational Analogy

Figure: -

                Transformation analogy if does not look at how the old problem was solved it look at the final solution after the twist and terms in solving an old problem are relevant to solving a new problem. The detail history of problem solving is called its derivation analogical reasoning that tables these histories in to account is called derivational analogy.
Explanation Based Learning (EBL): - An explanation based learning system accepts and example (i.e. training example) an explains what it learns from the example. The EBL system takes only the relevant aspects of the training. These explanations is translated in to particular form that a problem solving program can understand so that it can used to solve other problem
                We can think EBL program as specifying the following input.
- A training example: - what the training program size in the world.
- A goal concept: - A high level description of which the problem is supposed to known
- A operationally (                           ): - A description of which concept are useable
- A domain theory: - A set of groups that gives the relationship between the activities between domains






Inductive Bias Learning: - A major problem in machine learning is that of inductive bias how to choose a learners hypothesis space so that it is large enough to contain a solution to the problem being learnt yet small enough to ensure reliable generalization from reasonably sized training sets. Typically such bias is supplied by hand through the skill and insights of experts. In this paper a model for automatically learning bias is investigated. The central assumption of the model is that the learner is embedded within an environment of related learning tasks.
                Within such an environment the learner can sample from multiple tasks and hence it can search for a hypothec is space that contains good solutions to many of the contains on the set of all hypothesis spaces available to the learners we show that a hypothesis space that performs well on a sufficiently large number of training tasks novel task in the same environment. Explicit bounds are also derived demonstrating that learning multiple tasks can potentially give much better generalization than learning a single task.
Genetic Algorithms: - This is an introduction to genetic algorithm methods for optimization. The continuing price/performance improvements of computational systems has made them attractive for some types of optimization. In particular genetic algorithms work very well on mixed. Combinational problems. But they tend to be computationally expensive. To use a genetic algorithm you must represent a solution to your problem as a genome. This presentation outlines some of the basics of genetic algorithms. The three most important aspects of using genetic algorithms are
- Definition of the objective function
- Definition and implementation of the genetic representation and
- Definition and implementation of the genetic operators
                Once these three have been defined the generic algorithm should work fairly well. Beyond that you can try many different variations to improve performance find multiple optima or parallelize the algorithms.
Application of AI
Export System: - Export system are knowledge intensive programs that solve problem in a domain that require considerable amount of technical information the Brattice computer society community of the specialist prove on export system as formed the following generation
- The embodiment within a computer of a knowledge based component from on export skill in such a form that the machine can offers that intelligence take intelligence design about of the specification.
                A desirable additional characteristics which may regard fundamental each the capability of the system on demand to justified its own line of reasoning in a manner directly to the enquire
Characteristics Expert System (CES)
                Following are the different characteristics expert system
- They should solve difficult problem in a domain as good as or better than on expert
- They should process vast quantities of domain specific knowledge in the detail
- These system promote the use of heuristic search process. It must be cleared that brought search techniques are in practical and to managed the problem heuristic search procedure process the management
- They explain why they question and justify their confusion. Explanation facilities enhance treatability system in the mind of human
- They accept advice modify update and expand
- They communicate with the users in their own natural language
- They provides extensive facility part simply processing greater than numeric processing     



























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