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Ati Harmoni
Artificial Intelligence
Definition:
The activity of providing such machines as computers with the ability to display behavior that would be regarded as intelligent if it were observed in humans.
History
1956, Dartmouth College. John McCarthy coined term. Same year, Logic Theorist (first AI program. Herbert Simon played a part) Past 20 or so years, DOD and NSF have funded AI research at top schools (Stanford, Carnegie Mellon, etc.) Desert Storm opened up new funding (smart bombs, night vision)
AI hardware
Learning
Artificial Intelligence
User
Knowledge
Inference engine
Problem Domain
Expert system
Development engine
User Interface
User enters:
Instructions Information
Menus, commands, natural language, GUI Menus, commands, natural language, GUI
Knowledge Base
Description of problem domain Rules: A knowledge representation technique
such as IF:THEN logic networks of rules
Lowest levels provide evidence Top levels produce 1 or more conclusions A conclusion is called a Goal variable.
Conclusion
Conclusion
Conclusion
Evidence
Evidence
Evidence
Evidence
Evidence
Evidence
Evidence
Evidence
Cheetah
R9 And And Tawny color
Albatross
Ungulate
Or Mammal Or R1 Hair R2 Gives milk Carnivore Or R5 milk Eats milk R6 Hoofs Chews cud And R7 R8 And
Bird
Or R3 R4 And Flies LEGEND: Lays eggs
Feathers
A Rule Set That Can Produce More Than One Final Conclusion
And
Pointed teeth Forward Eyes
Rules
Claws Conditions
Action (conclusions)
Rule Selection
Selecting rules to efficiently solve a problem is difficult Some goals can be reached with only a few rules; rules 3 and 4 identify bird
Inference Engine
Two basic approaches to using rules
1. Forward reasoning (data driven) 2. Reverse reasoning (goal driven)
Rule evaluation is an iterative process When no more rules can fire, the reasoning process stops even if a goal has not been reached
Rule 1
IF A THEN B
Rule 7
F
IF B OR D THEN K
Rule 2
IF C THEN D
Rule 10
IF K AND L THEN N
Rule 3
IF M THEN E
Rule 8
IF E THEN L
Rule 4
IF K THEN F
T Legend: Rule 9 T
IF (F AND H) OR J THEN M T First pass
Rule 5
IF G THEN H
Rule 11
IF M THEN O
T
Second pass
Rule 6
IF I THEN J
Third pass
Subproblem
Subproblem
Step 3
Rule 7 IF B OR D THEN K
Rule 2 IF C THEN D
Rule 3 IF M THEN E
Legend:
Problems to be solved
If K Then F
Rule 5
If N Or O Then P T
T Step 7 Step 6
Step 9
If G Then H
T
If M Then O
Rule 6
Rule 11
Legend:
Problems to be solved
If I Then J
Handling Uncertainty
Two types of uncertainty
Rules Conditions
Development Engine
Programming languages Lisp, Prolog, and recently C++ Expert system shells
Prototyping Approach
A new player: the expert Delayed user involvement Need for maintenance
Expert
User
step 2
step 3
step 4
step 5
Neural Networks
Expert systems should be able to learn, and improve their performance Neural net design -- a bottom-up approach to modeling human intuition
Synapse Axon
Dendrites (input)
Current Methodology
Mathematical models Complex networks Repetitious training -- the ANS learns by example. An ANS can learn; an expert system cannot.
y2 y3
wn-1 yn-1
OUT1
Input Layer
OUTn
Y1
Yn2
OutputL ayer
IN1
INn
Analysis of organization
EIS