CS3243: Introduction to Artificial Intelligence
Semester 2, 2017/2018
CS3243: Introduction to Artificial Intelligence Semester 2, - - PowerPoint PPT Presentation
CS3243: Introduction to Artificial Intelligence Semester 2, 2017/2018 Teaching Staff Lecturer: Yair Zick Email: zick@comp.nus.edu.sg Website: http://www.comp.nus.edu.sg/~zick Office: COM2-02-60 Consultation hours: By appointment
Semester 2, 2017/2018
Email: zick@comp.nus.edu.sg Website: http://www.comp.nus.edu.sg/~zick Office: COM2-02-60 Consultation hours: By appointment
Research: Algorithmic Game Theory, Computational Fair Division, Algorithmic Fairness/Accountability/Transparency
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Consultation hours: By appointment
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http://ivle.nus.edu.sg/
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Foundational concepts
Who?
students.
permission.
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Machine Learning
CS3244 CS5242 CS5339 CS5340 CS5344
Search & Planning
CS4246 CS5338, TBA
Logic
CS4248 CS6207 CS4244
... And more!
CS4261, TBA CS6208 CS6281
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Artificial Intelligence: A Modern Approach (3rd Edition ← Important!)
http://aima.cs.berkeley.edu/
makes for an interesting read…
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What When Grade Percentage Midterm Exam (during lecture, NO make-up) 5 March 2018 20% Final Exam 9 May 2018 (afternoon) 50% Term Project TBA 25% Tutorials + Attendance
encouraged
collaborators on your assignment.
you claim is your own contribution.
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assignments.
during the meeting; however, you may not take any written (electronic or otherwise) record away from the meeting.
a while, ensure you can reconstruct solution by yourself!
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AIMA Chapter 1
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call for help.
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Think like a human Think rationally Act rationally Act like a human
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Philosophy
Mind Computer Science
Computing
Systems Mathematics
representation
Economics
Psychology
motor control
Linguistics
representation
1943 McCulloch & Pitts: Boolean circuit model of brain 1950 Turing’s “Computing Machinery and Intelligence” 1950s Early AI programs, 1956 Dartmouth meeting: the term “Artificial Intelligence” is adopted 1952–69 Look, Ma, no hands! “A computer could never do X…” Show solution to X.
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1965 Robinson's complete algorithm for logical reasoning 1966–73 AI discovers computational complexity Neural network research nearly disappears 1969–79 Early knowledge-based systems
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1980– AI becomes an industry 1986– Neural networks return to popularity 1987– AI becomes a science 1995– The emergence
agents 2008- Widespread use
networks
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“A computer once beat me at chess, but it was no match for me in kickboxing” – Emo Philips
Year Game Program Developer Techniques 1994 Checkers Chinook
Rule Based + search 1997 Chess Deep Blue IBM Search + randomization 2008 LimitTexas Hold’em Polaris (Cepheus 2015)
Agent based modeling, game theory 2011 Jeopardy Watson IBM NLP, Information retrieval, data analytics 2015 No Limit Texas Hold’em Claudico (later Libratus) Carnegie Mellon Univ. Game Theory, Reinforcement Learning 2016 Atari Games DeepMind Google Deep Learning 2016 Go AlphaGo Google Deep Learning, search
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Deepmind + Blizzard released an API for designing AI playing SC II: fun idea for FYP!
“Can machines think?” à “Can machines behave intelligently?”
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Man or Machine?
psychology (materialistic view of the mind)
(1) Predicting and testing behavior of human subjects, or (2) Direct identification from neurological data
Neuroscience) are now distinct from AI
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to mathematical reasoning)
computational issues!
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achieve best outcome
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cup of coffee
deactivate robot
percept histories to actions, i.e., 𝑔: 𝑄∗ → 𝐵
certain task; must consider computation limits!
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design best program given resources
AIMA Chapter 2
environment through sensors; acting upon that environment through actuators
hands, legs, mouth, and other body parts are actuators
sensors; various motors for actuators
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percept histories/sequences to actions, i.e., 𝑔: 𝑄∗ → 𝐵
architecture to perform 𝑔 agent = architecture + program
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Environment
sensor
Percepts
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Agent
Actions
Actuators
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Percept Sequence Action [𝐵, Clean] Right [𝐵, Dirty] Suck [𝐶, Clean] Left [𝐶, Dirty] Suck 𝐵, Clean , [𝐵, Clean] Right 𝐵, Clean , [𝐵, Dirty] Suck
based on what it can perceive and the actions it can perform. The right action: maximize agent success.
measuring success of an agent's behavior
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Perhaps a bit of everything?
action that is expected to maximize its performance measure…
sequence and whatever built-in knowledge the agent has.
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infinite knowledge)
gather useful information (exploration)
determined by its own experience (with ability to learn and adapt)
Sensors
driver:
Performance Measure
Environment
Actuators
Sensors
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Performance Measure
bins
Environment
Actuators
Sensors
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Performance measure
Environment
Actuators
tests, diagnoses, treatments, referrals)
Sensors
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Performance measure
Environment
Actuators
(exercises, suggestions, corrections)
Sensors
Fully observable (vs. partially observable):
environment at each point in time.
Deterministic (vs. stochastic)
by the current state and the action executed by the agent.
Episodic (vs. sequential)
episode consists of the agent perceiving and then performing a single action)
actions in past episodes.
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Static (vs. dynamic)
deliberating.
Discrete (vs. continuous)
actions.
Single agent (vs. multi-agent)
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Task Environment Crossword puzzle Part-picking robot Taxi driving Fully observable Deterministic Episodic Static Discrete Single agent Yes No Yes No No No Yes Yes Yes No No No No No No Yes No Yes
Properties of task environment largely determine agent
stochastic, sequential, dynamic, continuous, multi-agent.
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agent function mapping percept sequences to actions
class) is rational
agent function concisely
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from experience
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generality:
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Agent Environment
Sensors What action I should do now Condition-action rules Actuators What the world is like now
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Agent Environment
Sensors State How the world evolves What my actions do Condition-action rules Actuators What the world is like now What action I should do now
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Agent Environment
Sensors What action I should do now State How the world evolves What my actions do Actuators What the world is like now What it will be like if I do action A Goals
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Agent Environment
Sensors How happy I will be in such a state State How the world evolves What my actions do Utility Actuators What action I should do now What it will be like if I do action A What the world is like now
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Performance standard
Agent Environment
Sensors Performance element changes knowledge learning goals Problem generator feedback Learning element Critic Actuators
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better
doing
that will lead to new, informative (but not necessarily better) experiences
current knowledge about the world; and
may improve its future gains.
between exploitation and exploration
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