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Robotics Versus Artificial Intelligence. Search

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Title: Robotics Versus Artificial Intelligence. Search


1
Robotics VersusArtificial Intelligence. Search
2
Search
  • All AI is search
  • Game theory
  • Problem spaces
  • Every problem is a feature space of all possible
    (successful or unsuccessful) solutions.
  • The trick is to find an efficient search strategy
    in this space.

3
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4
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5
Example of an Intelligent Action
  • Getting ready to come to class
  • Describe so a machine could do it
  • search among alternatives (car or bus)
  • represent the knowledge

This requires a lot of knowledge!
6
Search
  • Example Four three-letter crossword puzzle
  • Search problem is find correct puzzle
  • Approaches
  • word fill
  • take word,
  • put it to space,
  • if contradiction, backtrack
  • space fill
  • take vertical or horizontal space
  • select a word with this length
  • put it into space,
  • if contradiction, backtrack
  • Many other strategies homework, find space and
    operators in it, discuss backtracking strategy

Cat dog cam may mom sit mit
C A M
A O
T O M
This is a mapping problem belongs to CSP
family of problems
7
Blind Search
  • Search depends only on nodes position in the
    search tree
  • Two basic blind searches
  • depth-first
  • breadth-first
  • Problem define depth-first search for the above
    problem
  • Problem define breadth-first algorithm for the
    above problem.
  • Repeat both for each of the approaches outlined
    above in the previous slide.

Called also search strategies
General problem solving method
8
Depth-First Search Pseudo-Code
  • 1. Set L to list of initial nodes
  • 2. n head(L), Empty(L) gt fail
  • 3. If ngoal, stop, return it and return the path
    leading to it
  • 4. pop(L), push(L) all ns children,
  • 5. go to step 2

Depth First is based on a stack, L
Head car in LISP
empty null in LISP
push(L)
9
Breadth-First Search
  • 1. Set L to list of initial nodes
  • 2. nhead(L), Empty(L)gt fail
  • 3. If ngoal then stop and return it and path
  • 4. Dequeue(L), Enqueue(L) all ns children
  • 5. Go to step 2

Depth First is based on a queue, L
Means, remove from queue
Means, add to queue
10
Heuristic Search
  • Meta-level reasoning
  • heuristic function aids in selecting which part
    of search tree to expand
  • trade-off between time to compute heuristic
    function and to expand the tree

11
Other Issues
  • Backtracking
  • chronological backtracking as in Prolog
  • dependency-directed backtracking
  • Search direction
  • forward (toward goal)
  • backward (from goal)
  • and math proving problems
  • Bi-directional
  • and building tunnel story

12
Search Examples I
  • Game playing
  • chess
  • backgammon
  • Finding path to goal
  • Missionaries and cannibals
  • Towers of Hanoi
  • Sliding Tile games (15, 8) , puzzles

13
Search Examples II
  • finding a goal
  • cryptoarithmetic
  • n-queens
  • mutilated checkboard or tough nut of McCarthy
    problem.

14
Example Applications of search
  • Expert Systems
  • Natural Language Processing
  • Vision
  • Robotics
  • Robot in labyrinth
  • Robot-human interaction hands movements
  • Natural language communication
  • Imitation of human movement
  • Robot vision recognizing boxes in space
  • Speech processing.

15
Search Game Theory
tic-tac-toe,
9!1 362,880
Robot interaction with humans, other robots and
environment can be described in terms of a game
16
Application Game playing programs
  • Programs that
  • take advantage of the computer's ability to
    examine a large number of possible moves in a
    short period of time and
  • logically assess their probable success or
    failure
  • have been already developed
  • They were used for game playing in
  • tic-tac-toe,
  • checkers,
  • chess,
  • and the Oriental game called Go.

17
Recent Trends in Artificial Intelligence
  • Intelligent agents
  • Experimental AI software designed to sift through
    masses of information made available on the
    evolving Information Superhighway of cyberspace
    to suggest topics of interest or importance for
    an individual.
  • Artificial life
  • A field of AI research that studies the adaptive
    control systems of insects and other ecological
    systems and reproduces them in robotic
    insectoids.
  • More recently researchers have been working on
    robots with the intelligence of a two-year-old
    child.
  • Intelligent Agents and Artificial Life are now
    part of robotics

18
Typical tasks in mobile robotics, as related to
your projects
  • Search give an example of search problem that
    can be solved using Lisp and that has not been
    presented so far in the class
  • Robot in free space with chairs and people
  • Robot in maze
  • Robots arm in reaching in space with obstacles
  • Blind and informed search for your problem, give
    an example of blind search and informed search.
    Create a powerful heuristic to solve it.
  • Games
  • examples of games include tic-tac-toe, checkers,
    chess, go, othello, etc.
  • What kind of game can be a good choice for our
    robot-guard in the FAB building environment?
  • Robot plays scissors-paper-rock game with a human
  • What other games can be adapted to our mobile
    robots with hands and heads. These games must be
    short and visual. Not chess or checkers.

19
Typical tasks in mobile robotics, as related to
your projects
  • Expert system for robot guiding PSU visitors to
    offices of ECE faculty
  • what kind of expert knowledge is needed for our
    walking guard, in addition to knowledge about the
    FAB building geometry, distances from room to
    room?
  • who sits in which office?
  • structure of ECE department and its people, etc.?
  • How is this knowledge stored and accessed?

20
Possible Programming Problems
  • 1. Mouse in Labyrinth design an algorithm that
    will be able to go out of every labyrinth.
    Discuss the program strategy versus some
    knowledge of the labyrinth geometry. What kind of
    concepts introduced so far in the class may be
    useful? Discuss using depth-first, breadth-first
    search and other search strategies.
  • 2. Obstacle Avoiding robot design a program
    that will simulate a turtle avoiding obstacles.
    In contrast to your homework 2, however, the
    turtle can recognize type of the obstacle and
    select the best strategy. The best strategy is
    not necessarily to follow the outline of the
    obstacle, but to go straight between two
    obstacles, sometimes closer to one of them. This
    is a useful sub-problem of avoiding stationary
    obstacles in the corridor or room for our robot.
  • A program like this was written in class. Read
    about Voronoi diagrams and their uses in
    robotics.
  • Think how these diagrams can be improved if you
    have more knowledge of obstacles.
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