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Block II, Unit III, Symbolic AI in the world

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Title: Block II, Unit III, Symbolic AI in the world


1
Block II, Unit III, Symbolic AI in the world
  • This unit has four main sections
  • Planning
  • Robots
  • Learning adaptation and heuristics
  • Uncertainty

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  • Planning
  • Planning might appear to be just another form of
    problem solving.
  • In Symbolic AI, problem solving consists of
    setting a system to an initial state, defining a
    goal state and then defining all of the possible
    actions our system can take.
  • The system will search through the space of
    possible states looking for a solution.

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  • Planning
  • To take a simple example, consider solving the
    problem of buying apples from a shop.
  • The initial state is being at home with no
    apples, the goal state is being back at home with
    some apples.
  • Between the two lies a state space that may be
    something like the one shown in following figure

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Block II, Unit III, Symbolic AI in the world
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  • Planning
  • This is an oversimplified picture of the problem
  • In reality, each level of the tree must have
    thousands, if not millions, of branches and the
    tree itself might have hundreds of levels.
  • Exhaustive search of such a space is clearly
    infeasible, so heuristic techniques have to been
    brought in to speed up searches
  • A good heuristic would tell the system that
    shopping is a good way of acquiring new items
    (including apples).

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  • Planning
  • The search could then be directed along the
    shopping branch.
  • A further heuristic might then guide the search
    towards shops that sell fruit.
  • But a more serious difficulty is that it forces
    the system to start either at the initial state
    or at the goal state and work towards the other
    the search program must examine each of the
    initial actions before moving on to the next.

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  • Planning
  • By comparison, planning relies on making direct
    connections between states and actions.
  • Computers describe plans which are composed of
    states, goals and actions using a system of
    formal logic. Have some apples is an English
    language description of a goal
  • The logical expression Have(apples) is its
    equivalent.
  • Actions are described in the same manner

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  • Planning
  • Humans use their knowledge base to solve
    problems.
  • Figure out a computer program attempting to solve
    this simple problem buying apples.
  • With all the possible input and the encountered
    constraints, this will not be an easy job!!

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  • Planning
  • General actions Buy(x), which results having x

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  • Sub-Planning
  • The planning process allows for the problem to be
    broken into independent chunks known as sub-plans
  • An example of the success and failure of
    sub-planning is illustrated in the following
    sections Blocks world.

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  • Blocks world
  • The real world is an incredibly complex and
    chaotic place.
  • However, considering all of these fine details
    can obscure the detail of how planning (and other
    tasks) is done.
  • One answer might be to eliminate all the messy
    details by constructing a very simple world in
    which the planner can operate
  • The attention can be focused on the core problem,
    the construction of the plan.

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  • Blocks world
  • One such simplified world has played a leading
    part in the development of AI systems. It is
    usually known as Blocks World.
  • Blocks World was used as an environment for early
    natural language understanding systems and robots
  • Blocks World is closely linked with the problem
    of planning and with the early planning system,
    STRIPS.

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  • Blocks world
  • Blocks World is a tiny world comprising an
    (infinitely large) flat table on which sit a set
    of childrens building blocks.
  • The blocks can be moved around and stacked on top
    of one another by a single robot hand.
  • The hand can only hold one block at a time.
  • Blocks world is most often simulated inside a
    computer, so all blocks are presumed to be
    perfectly regular, the movements of the arm
    infinitely precise.

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  • Blocks world
  • Planning in Blocks World means deciding the steps
    required to move blocks from an initial
    configuration (the start state) to another
    configuration (the goal state).
  • On(B,C) OnTable(C) OnTable(A) HandEmpty

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  • Blocks world
  • The robot hand manipulates the world by picking
    up blocks and moving them around.
  • A block x may only be picked up if both of the
    following are satisfied
  • The robot hand is empty (HandEmpty).
  • There is no block sitting on top of the selected
    block (Clear(x)).

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  • Blocks world
  • The hand can execute simple commands
  • PickUp(A) picks up Block A, provided that the
    block is clear and the hand is empty whilst
  • PutDown(A) places Block A on the table provided
    that the hand is holding the block.
  • Stack(A,B) places Block A on top of Block B
    provided the hand is holding A and that the top
    face of B is clear
  • UnStack(A,B) removes Block A from Block B
    provided that the hand is empty and that the top
    of A is clear.

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  • Blocks world

To describe the state
On(x,y)
OnTable(x)
HandEmpty()
Clear(x)
Process/command
PickUp(x)
PutDown(x)
Stack(x,y)
UnStack(x,y)
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  • Planning in the Blocks world
  • Describe the initial state and the goal state of
    the following

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  • Planning in the Blocks world divide the problem
  • From the initial state we want to end up with
    Block A on the table, Block C on the table and
    Block B on top of Block A

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  • Planning in the Blocks world
  • The planner knows what actions it can perform,
    and the consequences of those actions.
  • Actions are expressed as operators. Each operator
    has four parts its name, a set of preconditions,
    an add list and a delete list.
  • The world changes with the execution of the
    operator, by specifying which facts are added to
    and deleted from the world state.

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  • Planning in the Blocks world

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  • Planning using means-end analysis STRIPS
  • First, the goal conditions are added to the
    agenda.
  • Planning then proceeds by popping the first
    condition from the agenda and, if its not
    already true, finding an operator that can
    achieve it.
  • The operators action is then pushed on the
    agenda, as is each of the operators precondition
    terms.
  • Achieving each of these preconditions requires
    its own sub-plan.
  • The process continues until the only things left
    on the agenda are actions.
  • If these are performed, in sequence, the goals
    will be achieved

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  • STRIPS it starts with the three goals
    conditions being added to the agenda
  • OnTable(A)
  • On(B,A)
  • OnTable(C)
  • the topmost element, OnTable(A) is already true,
    so there is nothing to be done to achieve it, it
    is popped from the agenda and discarded
  • The second term is not already true, so the
    system finds the Stack operator to achieve it.
    Stack(B,A) is pushed onto the agenda and the
    operators preconditions (Clear(A) and
    Holding(B)) are pushed on the agenda
  • Clear(A)
  • Holding(B)
  • Stack(B,A)
  • OnTable(C)

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  • The process begins again.
  • Clear(A) is already true, so that goal is
    discarded without action. Holding(B) will become
    true after an Unstack(B,C) operation, so that
    operator is pushed on the stack together with its
    preconditions, at this stage the agenda is
  • Clear(B)
  • On(B,C)
  • UnStack(B,C)
  • Stack(B,A)
  • OnTable(C)

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  • The top two goals in the stack are true, so are
    popped from the agenda
  • The two operations (Unstack(B,C) and Stack(B,A))
    are performed in that order
  • The final goal (OnTable(C)) is already true and
    so is removed.
  • As the agenda is empty, all the goals have been
    achieved and the planning has succeeded.

Clear(B) On(B,C) UnStack(B,C) Stack(B,A) OnTable(C
)
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Example
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Goal state On(A,B) and On(B,C) and OnTable(C)
It is not always successful
  • Sub-plans goals are achieved
  • Plan is not achieved (sussman anomaly)
  • The cause of the problem is the implementation
    order and the dependencies between sub-plans

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  • Planning using means-end analysis STRIPS
    partial-order planning systems
  • The technical term for when completing one
    sub-plan undoes the achievements of another is
    Clobbering
  • Solution partial-order planning systems. The
    planner in this case commits itself to ensuring
    that the operations for each sub-plan occur in
    order, but they can be preceded, followed or
    interleaved with steps from other sub-plans
  • Once all the actions for each sub-plan have been
    described, the planner attempts to combine the
    actions in such a way as to minimize clobbering.

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  • Robots
  • Purpose
  • Categories/domains
  • Medical
  • Security
  • Services
  • Sub-marines work
  • Manufacturing
  • Mars missions
  • Examples

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  • Shakey (Stanford Robotics institute)
  • 1966
  • Lived in an indoor environment
  • Can perform simple tasks, such as going from one
    room to another
  • Nowadays, shakey is retired at the Computer
    History Museum in Mountain View, California, USA

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  • Shakey the robot

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  • The Soviet Union moon probe Lunokhod
  • On November 1970, Lunokhod entered the moon orbit
  • The first remotely operated vehicle to explore
    another world
  • Its length was 2.3 meters, its weight is around
    750Kg
  • The rover would run during the lunar day,
    stopping occasionally to recharge its batteries
    via the solar panels.
  • At night the rover hibernated until the next
    sunrise, heated by the radioactive source.
  • Controllers finished the last communications
    session with Lunokhod 1 at 1305 UT on September
    14, 1971
  • Lunokhod has been located by a research team from
    the University of California at San Diego in 2010

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  • The Soviet Union moon rover Lunokhod

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  • Spirit and Opportunity Mars exploration rovers
  • Launched from earth in 2003
  • Landed on Mars early 2004
  • Opportunity robot standing 1.5 m, high, 2.3 m
    wide and 1.6 m long and weighing 180 kg
  • Both rovers still alive, transferring images and
    Mars soil test on daily basis, in addition to
    other scientific results about Mars

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  • Opportunity Mars exploration rover

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  • Beagle 2 Mars exploration rovers (laboratory)
  • Beagle 2 was an unsuccessful British landing
    spacecraft that formed part of the European Space
    Agency's 2003 Mars Express mission.
  • It is not known for certain whether the lander
    reached the Martian surface
  • All contact with it was lost upon its separation
    from the Mars Express six days before its
    scheduled entry into the atmosphere.
  • It may have missed Mars altogether, skipped off
    the atmosphere and entered an orbit around the
    sun, or burned up during its descent.
  • If it reached the surface, it may have hit too
    hard or else failed to contact Earth due to a
    fault.
  • It was a promising mission, Beagle 2 held
    advanced laboratory

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  • Learning, Adaptation and Heuristics
  • One characteristic that we would surely associate
    with an intelligent individual, natural or
    artificial, is the ability to learn from its
    environment, whether this means widening the
    range of tasks it can perform or performing the
    same tasks better.
  • If we really want to understand the nature of
    intelligence, we have to understand learning.
  • Another reason for investigating learning is to
    make the development of intelligent systems
    easier
  • Rather than equipping a system with all the
    knowledge it needs, we can develop a system that
    begins with adequate behavior, but learns to
    become more competent.
  • The ability to learn is also the ability to adapt
    to changing circumstances, a vital feature of any
    system.

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  • Learning, Adaptation and Heuristics
  • In Symbolic AI systems, behavior is governed by
    the processes defined for that system.
  • If a system is to learn, it must alter these, by
    either modifying existing processes or adding new
    ones.
  • Many existing learning systems have the task of
    classification the system is presented with a
    set of examples and learns to classify these into
    different categories.
  • The learning can be either supervised (where the
    correct classifications are known to the learner)
    or unsupervised (where the learner has to work
    out the classifications for itself).

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  • Learning, Adaptation and Heuristics
  • Other approaches to automated learning include
  • speed-up learning In speed-up learning a system
    remembers situations it has been in before and
    the actions it took then. When it encounters a
    similar situation later, it decides on an action
    by remembering what it did last time, rather than
    determining it from first principles all over
    again
  • inductive programming A learning system is
    presented with the inputs and desired outputs of
    a program or procedure. The system has to derive
    the program that satisfies these constraints.

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  • Decision trees
  • A decision tree is a way of classifying objects
    or situations.
  • Each leaf node of the tree represents a class the
    object could belong to
  • Each internal node represents a test to get the
    value of an attribute of the object.
  • As each attribute is tested, we move down the
    tree until we reach a correct classification.
  • So a decision tree is a way of representing an
    order in which to ask questions about an object
    (or directly observe its attributes) in order to
    place it in the right class.

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  • Decision trees, an example

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  • Training data

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  • Training data and learning
  • A decision tree is a way of classifying objects
    or situations.
  • We identify the most discriminating attribute for
    the decision and to split the data on the value
    of that attribute.
  • For instance, in the data shown in Table 3.4, the
    most discriminating attribute seems to be
    Schedule? if the student is behind schedule,
    the student will always study if she is on
    schedule, she studies more often than not
    otherwise she will often watch TV.
  • The next most important attribute appears to be
    Good TV? if there is nothing good on the TV
    she will nearly always study M366.
  • Building the tree up level by level leads to the
    following partial tree

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  • Decision tree learned from the data table

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  • Decision tree learned from the data table

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  • Uncertainty
  • AI systems are expected to move outside the
    laboratory so they must face a world that is
    complex and, above all, uncertain
  • They will have to cope with that uncertainty.
  • As we all know, most human judgments are
    provisional. For instance
  • when a weather forecaster informs us that it is
    going to rain tomorrow, we know that she is not
    really expressing definite knowledge she is only
    offering a probability.
  • AI community has developed strategies for
    reasoning about situations where precise
    information is either unavailable or unnecessary.

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  • Uncertainty
  • The issue of uncertainty first came to prominence
    in diagnostic expert systems such as MYCIN, a
    program for diagnosing bacterial blood
    infections.
  • Such systems have to account for imprecision in
    the results of tests and non-certain reasoning
    steps, for example
  • IF the stain of the organism is gram-positive
  • AND the morphology of the organism is coccus
  • AND the growth conformation of the organism is
    clump
  • THEN (0.7) the identity of the organism is
    staphylococcus
  • Here, the 0.7 is the certainty factor of this
    conclusion given the antecedents.
  • The certainty factors of each deduction enabled
    MYCIN to track how reliable it believed each
    conclusion to be, and to report a final, combined
    certainty for the reliability of its diagnosis
    back to the user.

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  • Uncertainty Bayesian probability statistics
  • An AI approach that is widely used, is based on
    mathematical probability theory and Bayesian
    probability statistics.
  • In the Bayesian view of probability, the
    probability of a propositions being true
    reflects the strength of our belief in that
    proposition, generally in the light of some
    supporting information.
  • The prior probability of a proposition h (such as
    the battery is flat) is written P ( h ) .
  • If we have some evidence e that can influence the
    probability of h (i.e. the lights are dim), we
    can deduce the posterior or conditional
    probability of the proposition h given e , which
    we denote as P ( h e ) .

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  • Uncertainty Bayesian probability statistics
  • P(e h) is the probability of e being true if h
    is true
  • Example page146
  • The results is the probability of having fire
    given that the alarm sounds is 0.0094

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  • Fuzzy logic
  • fuzzy logic deals with the situation where we
    know all about an entity but it belongs to more
    than one category.
  • Consider this question am I (are you) very tall,
    tall, medium or short? Which category do I (do
    you) belong to?
  • Theres no cut-and-dried answer to this question.
    Im fairly tall taller than most of my
    colleagues but a dwarf compared to the average
    American basketball player.
  • Im much taller than, say, the landlady of my
    house.
  • Illustration are presented on the next figure

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  • Fuzzy logic
  • fuzzy logic the boundaries are fuzzy, this means
    that a person might be tall in some contexts but
    short in others .
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