Title: Artificial Intelligence and Modeling the Human State
1Artificial Intelligence and Modeling the Human
State
- Are computers smart enough to replace people?
- In this chapter
- Does looking intelligent mean that intelligence
is present? - How does the human brain differ from a computer?
- How does a computer gain and retrieve knowledge
as compared to how a human gains and retrieves
knowledge? - How is it that a computer can recognize text,
speech, or a human face? - How are computer scientists making computers
smarter?
2What is IntelligenceArtificial or Not?
- Chapters Purpose
- To show the attempts at creating intelligent
systems using the computer. - To get some very small insight into the working
of the human brain.
3What is IntelligenceArtificial or Not?
- The search for intelligence
- Plato (400 BC) - This Greek philosopher believed
that ethereal spirits were rained down from
heaven and entered the body. - Aristotle (Platos student) - The heart must
contain the soul and the brains function was to
cool the blood. - Galen - Treated fallen gladiators with spinal
cord injuries. Noted that feeling lost in certain
limbs sometimes came back. - Galvani - Used Benjamin Franklins findings about
static electricity to show that static
electricity stimulated the nerves causing a frog
to jump. - Subsequently - Human nervous system found to be a
complex network of billions of neurons.
4What is IntelligenceArtificial or Not?
- Does looking intelligent mean that intelligence
is present? - Maillardets Automaton (1805)
- Object having human form.
- Disguised as a young boy.
- Complex drawing machine containing levers,
ratchets, cams and other mechanical devices. - Could draw several complex images.
- Because it had human form and could draw complex
images, a certain feeling of intelligence was
ascribed to the machine.
5What is IntelligenceArtificial or Not?
- Sailing vessel drawn by Maillardets Automaton.
6What is IntelligenceArtificial or Not?
- Alan Turing (1912 - 1954)
- Proposed a test - Turings Imitation Game
- Tests the intelligence of the computer.
- Phase 1
- Man and woman separated from an interrogator
- The interrogator types in a question to either
party - By observing responses, the interrogators goal
was to identify which was the man and which was
the woman
7What is IntelligenceArtificial or Not?
- Phase one of the Turings test in operation.
Interrogator
Honest Woman
Lying Man
8What is IntelligenceArtificial or Not?
Interrogator
- Phase 2 of the Turings test
- The man was replaced by the computer.
- If the computer could fool the interrogator as
often as the man did, it could be said that the
computer had displayed intelligence.
Human
Computer
9What is IntelligenceArtificial or Not?
- Claude Shannons comparison of the human brain
and the computer - Difference in size The brain has a million more
parts. - Difference in structural organization The
seemingly random local structure of nerve
networks differ vastly from the precise wiring of
a computer. - Differences in reliability The brain can operate
reliably for decades. - Differences in logical organization The brain is
largely self-organizing. Digital computers do
only a few narrowly defined tasks well. - Differences in input-output equipment Brain is
designed with input organs and output muscles and
glands. Computers operate in an abstract
environment of numbers and operations on numbers.
10Fundamental Concepts in Artificial Intelligence
- How do humans keep the vast amounts of knowledge
and how do they access it? - One way to study complex systems is to build a
working model of the system, and observe it in
action. - Approaches used to model the human knowledge
system - Semantic networks - Designed after human
associative memory. - Frames and Scripts -
- Frames attempt to create descriptions of objects
and events. - Scripts describe activities and supply possible
outcomes. - Rule-based or Expert systems - Consists of rules
of the form IF (condition) THEN (action).
11Fundamental Concepts in Artificial Intelligence
- Semantic networks - Designed after human
associative memory.
Is a
Is a
John
Plumber
Worker
Owner
Is a
Ownee
Owner
Ford
Car
Is a
Start-time
May 97
Time
Is a
End-time
Oct 98
Is a
Ownership
Situation
12Fundamental Concepts in Artificial Intelligence
- Frames attempt to create descriptions of objects
and events.
Generic RESTAURANT Frame Specialization of
Business-establishment Types Range (Cafeteri
a, Seat-yourself, Wait-to-be-seated) Default Wa
it-to-be-seated If needed IF
plastic-orange-counter THEN fast-food IF
stack-of-trays THEN cafeteria IF
wait-for-waitress-sign OR reservations-made
THEN wait-to-be-seated OTHERWISE
seat-yourself Location Range an address If
needed (Look-at-the-menu) Name If
needed (Look-at-the-menu) continues...
13Fundamental Concepts in Artificial Intelligence
- Scripts describe activities and supply possible
outcomes.
EAT-AT-RESTAURANT Script Props (Restaurant,
Money, Food, Menu, Tables, Chairs) Roles (Hungry
-persons, Wait-persons, Chef-persons) Point-of-v
iew Hungry-persons Time-of-occurrence (Times-of
-operation-of-restaurant) Place-of-occurrence (L
ocation-of-restaurant) Event-sequence First Ent
er-restaurant script Then if
(Wait-to-be-seated-sign or Reservations) then
(Get-maitre-ds-attention script) Then Please-b
e-seated script Then Order-food
script Then (Eat-food script) unless
(Long-wait) then (Exit-restaurant-angry
script) Then Pay-for-it script Finally Leave
-restaurant script
14Fundamental Concepts in Artificial Intelligence
- Rule-based or Expert systems - Consists of rules
of the form IF (condition) THEN (action). - IF (it is raining AND you must go outside)
- THEN (put on your raincoat)
15Fundamental Concepts in Artificial Intelligence
- For any of these models of the human knowledge
system to work, it must be able to make use of
this knowledge in three different ways - Knowledge acquisition - Must be some way of
putting information or knowledge into the system. - Knowledge retrieval - Must be able to find
knowledge when it is wanted or needed. - Reasoning with knowledge - Must be able to use
that knowledge through thinking or reasoning.
16Fundamental Concepts in Artificial Intelligence
- Knowledge acquisition
- Chair A thing with four legs, a back, and a flat
surface that you can sit on.
17Fundamental Concepts in Artificial Intelligence
- Chair A thing with four legs, a back, and a flat
surface that one person can sit on at a time. - Chair A piece of furniture consisting of a seat,
legs, and a back, and often arms, designed for
one person.
18Fundamental Concepts in Artificial Intelligence
- Knowledge retrieval (by searching)
- Brute-force search - Searching all possible
moves, and then selecting the best. - Looking for a museum in a small town example
- Drive around, down every street, until you find
one! - Heuristic search - Uses rules of thumb,
intuition. (The solution is not always
guaranteed.) - Looking for a museum in a small town example
- Look for the museum down the towns main street
(museums are usually on the main street in
small towns!)
19Fundamental Concepts in Artificial Intelligence
- Reasoning with knowledge (what we humans do to
solve problems) - Two types usually used in the field of Artificial
Intelligence - Shallow reasoning - based on heuristics
(intuition), or rule-based knowledge. - Deep reasoning - analyzing the structure and
function of component parts of the problem. - Humans commonly apply deep reasoning.
- Computers, for the most part, use shallow
reasoning.
20Fundamental Concepts in Artificial Intelligence
- Learning systems For computers to become truly
intelligent, they must be capable of learning on
their own. - A commonly accepted classification scheme for
learning - Rote learning - memorization of facts.
- Learning by instruction - similar to
student/teacher relationship found in classrooms. - Learning by deduction - drawing conclusions from
certain premises (This is a cat. All cats are
animals. Therefore, this is an animal.) - Learning by induction - Includes subcategories
learning by example, experimentation,
observation, and by discovery. - Learning by analogy - combines both deductive and
inductive learning. (Being bitten by a teased dog
may make an individual not tease bees.)
21Fundamental Concepts in Artificial Intelligence
- Machine learning Writing intelligent computer
programs that are capable of learning. - Example Teaching a computer to play a game. The
more the computer plays, the more strategies it
will learn. - Common sense
- The computer must be able to make inferences from
the knowledge base. - Answers to problems might not be listed.
- The computer will need to come up with its own
answers! - This has been a very difficult area in Artificial
Intelligence.
22Pattern Recognition
- Humans have the ability to understand or
recognize the relationship among various parts of
patterns in visual object, sound patterns,
smells, and taste. - Pattern recognition using computers has been
applied in many areas including - Robot vision
- Speech recognition
- Fingerprint identification
- Handwriting identification
- Optical character recognition (OCR)
- Weather data analysis and satellite data analysis
23Pattern Recognition
- Recognizing printed letters
- Problems - The letters needs to be in some
standard position and size. - Some commercial products - fax modems and
scanners.
Letter positions and orientations
Letter fonts and styles
24Pattern Recognition
- Speech-pattern recognition
- Problems - Accents, continuous speech, words that
sound the same but are spelled differently. - Some commercial products - Some commercial
products do recognize continuous speech. (not yet
perfect) - He walked to the store.
- He walked to this door.
25Game Playing
- Early days of AI - Researchers thought that
teaching computers to play games such as chess
would enable them to understand something about
human intelligence. - Found it easy to have computers play games.
- Found it difficult to go beyond game playing and
into the realm of human intelligence.
26Game Playing
- Major problem in game playing How to make the
moves? - Involves
- Processing or searching many moves (see game
tree) - By adding heuristics (rules of thumb /
intuition), decisions can be made by the computer
as to what is the best move.
27Game Playing
28Game Playing
- A particular Hexapawn game situation.
Black Wins
White Wins
29Game Playing
- Chess
- MacHack (1974) by Richard Greenblatt of MIT -
First program to compete in a chess tournament. - Deep Blue (1996) by IBM - Garry Kasparov,
world-champion chess player, won over Deep Blue 4
points to 2. - Deep Blue (1997) by IBM - Garry Kasparov conceded
victory to Deep Blue, 3.5 points to 2.5. - The fastest chess-playing program processes
200,000 positions per second. - (Thousands of moves more than a human is capable
of.) - Still, the best chess players beat most computer
programs.
30Natural Language Communication
- The semantics (meaning of the words) is the goal
in communication with the computer. - Eliza (1965) by Joseph Weizenbaum of MIT
- Simulation of a therapist mirroring a patients
conversation in a positive manner. - The program fooled people into believing it was a
therapist.
31Natural Language Communication
- All men are alike.
- IN WHAT WAY
- Theyre always bugging us about something or
other. - CAN YOU THINK OF A SPECIFIC EXAMPLE
- Well, my boyfriend made me come here.
- YOUR BOYFRIEND MADE YOU COME HERE
- He says Im depressed much of the time.
- I AM SORRY TO HEAR YOU ARE DEPRESSED
- Its true, I am unhappy.
- DO YOU THINK COMING HERE WILL HELP YOU NOT TO BE
UNHAPPY - I need some help, that much seems certain.
- WHAT WOULD IT MEAN TO YOU IF YOU GOT SOME HELP
- Perhaps I could learn to get along with my
mother. - TELL ME MORE ABOUT YOUR FAMILY
- Eliza conversation
32Natural Language Communication
- Early failures in natural language translation
- Translation of English to Russian
- Typed in English (sentence to be translated...)
- The spirit is willing, but the flesh is weak.
- Translated by the program into Russian
- The vodka is strong, but the meat is rotten.
- Translation programs have come a long way since
then!
33Expert Systems
- Expert systems are commercially the most
successful domain in Artificial Intelligence. - IF (some condition) THEN (some action)
- These programs mimic the experts in whatever
field.
Auto mechanic Telephone networking Cardiologist De
livery routing Organic compounds Professional
auditor Mineral prospecting Manufacturing Infectio
us diseases Pulmonary function Diagnostic
internal medicine Weather forecasting VAX
computer configuration Battlefield
tactician Engineering structural
analysis Space-station life support
Audiologist Civil law
34Expert Systems
- Bots
- Bots are precursors of Intelligent Agents that
roam the World Wide Web looking for things like
new web pages and email addresses. - Different forms of Bots
Web robots Userbots Clonebots Gossipbots Spiders
Taskbots Crashbots Gamebots Wanderers Chatterbots
Floodbots Conceptbots Worms Knowbots Annoybots Rov
erbots Cancelbots Mailbots Hackbots Skeletonbots M
odbots Bolo bots Vladbots Spybots Softbots Warbots
Turing bots Spambots
35Expert Systems
- Intelligent Agents
- Computerized agents that might...
- respond to verbal commands as if it were human.
- be a personal assistant that would access
electronic communications. - take phone calls.
- make appointments.
- locate individuals by phone.
- find research material.
36Neural Networks
- Neuron Basic building-block of the brain.
- There are several specialized types, but all have
the same basic structure - The basic structure of an animal neuron.
37Neural Networks
- Artificial models of the brain are of two
distinct types - Electronic Has electronic circuits that act like
neurons. - Software This version runs a program on the
computer that simulates the action of the neurons.
38Neural Networks
- Artificial neurons
- Commonly called processing elements.
- Modeled after real neurons of humans and other
animals. - Has many inputs and one output.
- The inputs are signals that are strengthened or
weakened (weighted). - If the sum of all the signals is strong enough,
the neuron will put out a signal to the output.
Output
Inputs
Artificial Neuron
39Neural Networks
- Neural Network
- A collection of neurons which are interconnected.
- The output of one connects to several others with
different strength connections. - Initially, neural networks have no knowledge.
(All information is learned from experience using
the network.)
Neuron 1
Input 1 Input 2 Input 3
Output from Neuron 1
Output from Neuron 2
Neuron 2
40Neural Networks
- Training a Neural Network
- Supervised training
- Occurs when the neural network is given input
data. - The resulting output is compared to the correct
input. - The strengths of the connections are then
modified so as to minimize errors in succeeding
input/output pairs.
41Complex Adaptive Systems
- Complex adaptive systems
- They are nonlinear systems. Very small changes
can result in different outcomes. - They are parallel rather than serial. They have
many things happening at the same time that
affect outcomes. - They are evolutionary with natural selection
involved. - They have emergent behavior. Totally
unpredictable results can occur. - The basis of the complex system contains some
very simple rules. - They are self-organizing.
- Examples Ant colonies, economies of nations, the
world economy, political systems, cultural
systems, the ecological system.
42Complex Adaptive Systems
- Chaos
- Described as a situation where things seem
unorganized and unpredictable. - Tiny changes in the starting point produce
solutions to a problem that seem to have almost
random results. - Butterfly affect A tiny flip of a butterflys
wings could start a hurricane.
43Complex Adaptive Systems
- Artificial life (a-life)
- A phenomena in computers that has attributes of
life. - Some argue that computer viruses are a form of
a-life.
44Complex Adaptive Systems
- Genetic Algorithm (simulated evolution)
- Mimics the processes in the genetics of living
systems. - Created by John Holland (mid-1960s) U. of
Michigan - The human puts together the system and specifies
the desired results, but the details on how it is
done are left to evolve. - Genetic Programming
- A technique that follows Darwinian evolution.
- The evolution takes place directly on the
programs in the population that are striving to
reach the goal specified by the programmer.