Title: Midterm Review
1Midterm Review
- Dr. Bernard Chen Ph.D.
- University of Central Arkansas
- Spring 2011
2Outline
- Ch3 Structures and Strategies for State Space
Search - Ch4 Heuristic Search
- Ch5 Stochastic Search
3Introduction 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
4Introduction 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
5Introduction 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
6tic-tac-toe state space graph
7State 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
8State Space Representation
- A goal in configuration in the 8-puzzle
9State 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
10State Space Representation
11BFS 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
128-puzzle BFS
138-puzzle DFS
14Outline
- Ch3 Structures and Strategies for State Space
Search - Ch4 Heuristic Search
- Ch5 Stochastic Search
15Introduction
- 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
16Introduction
- 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
17Introduction
18Introduction
- 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
19Introduction
20Introduction
21Hill-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
22Dynamic 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
23Dynamic 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
24Dynamic Programming (DP)
BAADDCABDDA BBA_DC_B_ _A
25Best 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
26Best First Search
27Best First Search
28(No Transcript)
29Minimax 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
30Minimax Procedure on Exhaustively Search Graphs
State space for a variant of nim. Each state
partitions the seven matches into one or more
piles.
31Minimax Procedure on Exhaustively Search Graphs
32Minimax 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
33Minimax Procedure on Exhaustively Search Graphs
34Exercises
- Perform MINIMAX on the tree shown in Figure 4.30.
35Exercises
36Exercises
- 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
37Outline
- Ch3 Structures and Strategies for State Space
Search - Ch4 Heuristic Search
- Ch5 Stochastic Search
38Bayes 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.
39Exercises
- 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?
40Exercises
41Naïve Bayesian Classifier Training Dataset
Class C1buys_computer yes C2buys_computer
no Data sample X (age lt30, Income
medium, Student yes Credit_rating Fair)
42Naïve 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
43Naïve 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)
44Naïve Bayesian Classifier An Example
- Test on the following example
- X (age gt 30,
- Income Low,
- Student yes
- Credit_rating Excellent)
45So how is Tomato pronounced
- A probabilistic finite state acceptor for the
pronunciation of tomato, adapted from Jurafsky
and Martin (2000).
46Outline
- Expert System introduction
- Rule-Based Expert System
- Goal Driven Approach
- Data Driven Approach
- Model-Based Expert System
47The Design of Rule-Based Expert System
- architecture of a typical expert system for a
particular problem domain.
48Strategies 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
49Strategies 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
50A 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
51The production system at the start of a
consultation in the car diagnostic example.
52The production system after Rule 1 has fired.
53The system after Rule 4 has fired. Note the
stack-based approach to goal reduction.
54The and/or graph searched in the car diagnosis
example, with the conclusion of Rule 4 matching
the first premise of Rule 1.
55Data-Driven Reasoning
56The production system after evaluating the first
premise of Rule 2, which then fails.
57The data-driven production system after
considering Rule 4, beginning its second pass
through the rules.
58Model-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
59NASA Example