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Midterm Review

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Title: Midterm Review


1
Midterm Review
  • Dr. Bernard Chen Ph.D.
  • University of Central Arkansas
  • Spring 2011

2
Outline
  • Ch3 Structures and Strategies for State Space
    Search
  • Ch4 Heuristic Search
  • Ch5 Stochastic Search

3
Introduction to Representation
  • The representation function is to capture the
    critical features of a problem and make that
    information accessible to a problem solving
    procedure
  • Expressiveness (the result of the feature
    abstracted) and efficiency (the computational
    complexity) are major dimensions for evaluating
    knowledge representation

4
Introduction to Search
  • Given a representation, the second component of
    intelligent problem solving is search
  • Human generally consider a number of alternatives
    strategies on their way to solve a problem
  • Such as chess
  • Player reviews alternative moves, select the
    best move
  • A player can also consider a short term gain

5
Introduction to Search
  • We can represent this collection of possible
    moves by regarding each board as a state in a
    graph
  • The link of the graph represent legal move
  • The resulting structure is a state space graph

6
tic-tac-toe state space graph
7
State Space Representation
  • State space search characterizes problem solving
    as the process of finding a solution path form
    the start state to a goal
  • A goal may describe a state, such as winning
    board in tic-tac-toe

8
State Space Representation
  • A goal in configuration in the 8-puzzle

9
State Space Representation
  • The Traveling salesperson problem
  • Suppose a salesperson has five cities to visit
    and then must return home
  • The goal of the problem is to find the shortest
    path for the salesperson to travel

10
State Space Representation
11
BFS and DFS
  • In addition to specifying a search direction
    (data-driven or goal-driven), a search algorithm
    must determine the order in which states are
    examined in the graph
  • Two possibilities
  • Depth-first search
  • Breadth-first search

12
8-puzzle BFS
13
8-puzzle DFS
14
Outline
  • Ch3 Structures and Strategies for State Space
    Search
  • Ch4 Heuristic Search
  • Ch5 Stochastic Search

15
Introduction
  • George Polya defines heuristic as
  • the study of the methods and rules of discovery
    and invention
  • This meaning can be traced to the terms Greek
    root, the verb eurisco, which means I discover
  • When Archimedes emerged from his famous bath
    clutching the golden crown, he shouted
    Eureka!!, meaning I have found it
  • IN AI, heuristics are formalized as
  • Rules for choosing those branches in a state
    space that are most likely to lead to an
    acceptable problem solution

16
Introduction
  • Consider heuristic in the game of tic-tac-toe
  • A simple analysis put the total number of states
    for 9!
  • Symmetry reduction decrease the search space
  • Thus, there are not 9 but 3 initial moves
  • to a corner
  • to the center of a side
  • to the center of the grid

17
Introduction
18
Introduction
  • Use of symmetry on the second level further
    reduces the number of path to 3 12 7!
  • A simple heuristic, can almost eliminate search
    entirely we may move to the state in which X has
    the most winning opportunity
  • In this case, X takes the center of the grid as
    the first step

19
Introduction
20
Introduction
21
Hill-Climbing
  • The simplest way to implement heuristic search is
    through a procedure called hill-climbing
  • It expend the current state of the search and
    evaluate its children
  • The Best child is selected for further expansion
  • Neither it sibling nor its parent are retained
  • Tic-Tac-Toe we just saw is an example

22
Dynamic Programming (DP)
  • DP keeps track of and reuses of multiple
    interacting and interrelated subproblems
  • An example might be reuse the subseries solutions
    within the solution of the Fibonacci series
  • The technique of subproblem caching for reuse is
    sometimes called memorizing partial subgoal
    solutions

23
Dynamic Programming (DP)

_ B A A D D C A B D D A
_ 0 1 2 3 4 5 6 7 8 9 10 11
B 1 0 1 2 3 4 5 6 7 8 9 10
B 2 1 2 3 4 5 6 7 6 7 8 9
A 3 2 1 2 3 4 5 6 7 8 9 8
D 4 3 2 3 2 3 4 5 6 7 8 9
C 5 4 3 4 3 4 3 4 5 6 7 8
B 6 5 4 5 4 5 4 5 4 5 6 7
A 7 6 5 4 5 6 5 4 5 6 7 6
24
Dynamic Programming (DP)
BAADDCABDDA BBA_DC_B_ _A
25
Best First Search
  • For the 8-puzzle game, we may add 3 different
    types of information into the code
  • The simplest heuristic counts the tiles out of
    space in each state
  • A better heuristic would sum all the distances
    by which the tiles are out of space

26
Best First Search
27
Best First Search
28
(No Transcript)
29
Minimax Procedure on Exhaustively Search Graphs
  • Lets consider a variant of the game nim
  • To play this game, a number of tokens are placed
    on a table between the two players
  • At each move, the player must divide a pile of
    tokens into two nonempty piles of different sizes
  • Thus, 6 tokens my be divided into piles of 51 or
    42 but not 33
  • The first player who can no longer make a move
    loses the game

30
Minimax Procedure on Exhaustively Search Graphs
State space for a variant of nim. Each state
partitions the seven matches into one or more
piles.
31
Minimax Procedure on Exhaustively Search Graphs
32
Minimax Procedure on Exhaustively Search Graphs
  • Minimax propagates these values up the graph
    through successive parent nodes according to the
    rule
  • If the parent is a MAX node, give it the maximum
    value among its children
  • If the parent is a MIN node, give it the minimum
    value among its children

33
Minimax Procedure on Exhaustively Search Graphs

34
Exercises
  • Perform MINIMAX on the tree shown in Figure 4.30.

35
Exercises

36
Exercises
  • Consider 3D tic-tac-toe.
  • How to represent state search space?
  • Analysis the complexity of the state space?
  • Propose a heuristic for playing this game

37
Outline
  • Ch3 Structures and Strategies for State Space
    Search
  • Ch4 Heuristic Search
  • Ch5 Stochastic Search

38
Bayes Theorem
  • P(A), P(B) is the prior probability
  • P(AB) is the conditional probability of A, given
    B.
  • P(BA) is the conditional probability of B, given
    A.

39
Exercises
  • Suppose an automobile insurance company
    classifies a driver as good, average, or bad.
  • Of all their insured drivers, 25 are classified
    good, 50 are average, and 25 are bad.
  • Suppose for the coming year, a good driver has a
    5 chance of having an accident, and average
    driver has 15 chance of having an accident, and
    a bad driver has a 25 chance.
  • If John had an accident in the past year what is
    the probability that John are a good driver?

40
Exercises

41
Naïve Bayesian Classifier Training Dataset
Class C1buys_computer yes C2buys_computer
no Data sample X (age lt30, Income
medium, Student yes Credit_rating Fair)
42
Naïve Bayesian Classifier An Example
  • P(Ci) P(buys_computer yes) 9/14
    0.643
  • P(buys_computer no)
    5/14 0.357
  • Compute P(XCi) for each class
  • P(age lt30 buys_computer yes)
    2/9 0.222
  • P(age lt 30 buys_computer no)
    3/5 0.6
  • P(income medium buys_computer yes)
    4/9 0.444
  • P(income medium buys_computer no)
    2/5 0.4
  • P(student yes buys_computer yes)
    6/9 0.667
  • P(student yes buys_computer no)
    1/5 0.2
  • P(credit_rating fair buys_computer
    yes) 6/9 0.667
  • P(credit_rating fair buys_computer
    no) 2/5 0.4

43
Naïve Bayesian Classifier An Example
  • X (age lt 30 , income medium, student yes,
    credit_rating fair)
  • P(XCi)
  • P(Xbuys_computer yes) 0.222 x 0.444 x
    0.667 x 0.667 0.044
  • P(Xbuys_computer no) 0.6 x 0.4 x 0.2 x 0.4
    0.019
  • P(XCi)P(Ci) P(Xbuys_computer yes)
    P(buys_computer yes) 0.028
  • P(Xbuys_computer no)
    P(buys_computer no) 0.007
  • Therefore, X belongs to class (buys_computer
    yes)

44
Naïve Bayesian Classifier An Example
  • Test on the following example
  • X (age gt 30,
  • Income Low,
  • Student yes
  • Credit_rating Excellent)

45
So how is Tomato pronounced
  • A probabilistic finite state acceptor for the
    pronunciation of tomato, adapted from Jurafsky
    and Martin (2000).

46
Outline
  • Expert System introduction
  • Rule-Based Expert System
  • Goal Driven Approach
  • Data Driven Approach
  • Model-Based Expert System

47
The Design of Rule-Based Expert System
  • architecture of a typical expert system for a
    particular problem domain.

48
Strategies for state space search
  • In data driven search, also called forward
    chaining, the problem solver begins with the
    given facts of the problem and set of legal moves
    for changing state
  • This process continues until (we hope!!) it
    generates a path that satisfies the goal
    condition

49
Strategies for state space search
  • An alternative approach (Goal Driven) is start
    with the goal that we want to solve
  • See what rules can generate this goal and
    determine what conditions must be true to use
    them
  • These conditions become the new goals
  • Working backward through successive subgoals
    until (we hope again!) it work back to

50
A unreal Expert System Example
  • Rule 1 if
  • the engine is getting gas, and
  • the engine will turn over,
  • then
  • the problem is spark plugs.
  • Rule 2 if
  • the engine does not turn over, and
  • the lights do not come on
  • then
  • the problem is battery or cables.
  • Rule 3 if
  • the engine does not turn over, and
  • the lights do come on
  • then
  • the problem is the starter motor.
  • Rule 4 if
  • there is gas in the fuel tank, and
  • there is gas in the carburetor
  • then

51
The production system at the start of a
consultation in the car diagnostic example.

52
The production system after Rule 1 has fired.

53
The system after Rule 4 has fired. Note the
stack-based approach to goal reduction.

54
The and/or graph searched in the car diagnosis
example, with the conclusion of Rule 4 matching
the first premise of Rule 1.

55
Data-Driven Reasoning
56
The production system after evaluating the first
premise of Rule 2, which then fails.

57
The data-driven production system after
considering Rule 4, beginning its second pass
through the rules.

58
Model-Based Expert System
  • A more robust, deeply explanatory approach would
    begin with a detailed model of the physical
    structure of the circuit and equations describing
    the expected behavior of each component and their
    interactions.
  • A knowledge based reasoner whose analysis is
    founded directly on the specification and
    functionality of a physical system is called a
    MODEL-BASED System

59
NASA Example
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