cs.462 artificial intelligence somchai thangsathityangkul lecture 01 : what is ai
TRANSCRIPT
CS.462Artificial Intelligence
SOMCHAI THANGSATHITYANGKUL
Lecture 01 : What is AI
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Class Attendance 10 %Quiz 10 %Midterm 20 %Project 20 %Final 40 %
Text Book: “Artificial Intelligence: A Modern Approach,” (2nd or 3rd Edition) Stuart Russel
l and Peter Norvig, Prentice Hall, 2003
Course Structure
What is Artificial Intelligence?
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Artificial Intelligence
• Computer Encyclopedia • (Artificial Intelligence) Devices and
applications that exhibit human intelligence and behavior including robots, expert systems, voice recognition, natural and foreign language processing. It also implies the ability to learn and adapt through experience.
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Artificial Intelligence
WikipediaThe term Artificial Intelligence (AI)
was first used by John McCarthy who considers it to mean "the science and engineering of making intelligent machines".[1]
It can also refer to intelligence as exhibited by an artificial (man-made, non-natural, manufactured) entity.
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Artificial Intelligence
WikipediaAI is studied in overlapping fields
of computer science, psychology, neuroscience and engineering, dealing with intelligent behavior, learning and adaptation and usually developed using customized machines or computers.
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TURING TEST
Alan Mathison Turing
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TURING TEST
• Columbia Encyclopedia • Turing test, a procedure to test
whether a computer is capable of humanlike thought. As proposed (1950) by the British mathematician Alan Turing, a person (the interrogator) sits with a teletype machine isolated from two correspondents—one is another person, one is a computer.
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Criteria for success
• How will we know if we have succeeded?
• Turing test. Human Computer Person asking?
• DENDRAL : is a program that analyzes organic compounds to determine their structure.
• HUMAN CHEMIST COMPUTER
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History of Artificial Intelligence
1950
Alan Turing introduces the Turing test intended to test a machine's capability to participate in human-like conversation.
1951
The first working AI programs were written to run on the Ferranti Mark I machine of the University of Manchester: a checkers-playing program written by Christopher Strachey and a chess-playing program written by Dietrich Prinz.
1956
John McCarthy coined the term "artificial intelligence" as the topic of the Dartmouth Conference.
1958
John McCarthy invented the Lisp programming language.
1965
Joseph Weizenbaum built ELIZA, an interactive program that carries on a dialogue in English language on any topic.
1965
Edward Feigenbaum initiated DENDRAL, a 10-yr effort to develop software to deduce the molecular structure of organic compounds using scientific instrument data. It was the first expert system.
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1966
Machine Intelligence workshop at Edinburgh - the first of an influential annual series organized by Donald Michie and others.
1968
HAL 9000 made its appearance in the science fiction movie 2001: A Space Odyssey.
1972
The Prolog programming language was developed by Alain Colmerauer.
1973
Edinburgh Freddy Assembly Robot: a versatile computer-controlled assembly system.
1974
Ted Shortliffe's PhD dissertation on the MYCIN program (Stanford) demonstrated a very practical rule-based approach to medical diagnoses, even in the presence of uncertainty. While it borrowed from DENDRAL, its own contributions strongly influenced the future of expert system development, especially commercial systems.
1997
The Deep Blue chess program (IBM) beats the world chess champion, Garry Kasparov.
1999
Sony introduces the AIBO, an artificially intelligent pet.
2004
DARPA introduces the DARPA Grand Challenge requiring competitors to produce autonomous vehicles for prize money.
History of Artificial Intelligence
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Artificial IntelligenceTypical problems to which AI methods are
applied
Pattern recognition
Computer vision, Virtual reality and Image processing
Optical character recognition
Diagnosis (artificial intelligence)
Handwriting recognition
Game theory and Strategic planning
Speech recognition
Game artificial intelligence and Computer game bot
Face recognition
Natural language processing, Translation and Chatterbots
Artificial Creativity
Non-linear control and Robotics
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AI Areas• Artificial Intelligence (AI) :
•the branch o f computer science that is concerned with the automation of intelligent behavior.
• AI Areas :• Game Playing• Automated Reasoning and Theorem Proving• Expert Systems• Natural Language Understanding and Semantics Modeling• Modeling Human Performance• Planning and Robotics• Machine Leaning • Neural Networks
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Robotics
• Shakey the Robot Developed in 1969 by the Stanford Research Institute, Shakey was the first fully mobile robot with artificial intelligence. Seven feet tall, Shakey was named after its rather unstable movements. (Image courtesy of The Computer History Museum, www.computerhistory.org)
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Robotics
• A legged game from RoboCup 2004 in Lisbon, Portugal
• Team ENSCO's entry in the first Grand Challenge, DAVID
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Robotics• The DARPA Grand Challenge is
a race for a $2 million prize where cars drive themselves across several hundred miles of challenging desert terrain without any communication with humans, using GPS, computers and a sophisticated array of sensors. In 2005 the winning vehicles completed all 132 miles of the course in just under 7 hours.
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Robotics
• Huey, Dewey and Louie• Named after Donald
Duck's famous nephews, robots at this Wayne, Michigan plant apply sealant to prevent possible water leakage into the car. Huey (top) seals the drip rails while Dewey (right) seals the interior weld seams. Louie is outside of the view of this picture. (Image courtesy of Ford Motor Company.)
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Robotics• ASIMO,• a humanoid robot
manufactured by Honda.
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Computer Vision Vision based
biological species identification systems
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Computer Vision
• Artist's Concept of Rover on Mars,
• an example of an unmanned land-based vehicle. Notice the stereo cameras mounted on top of the Rover. (credit: Maas Digital LLC)
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Captcha• Completely Automated Public Turing
Test to tell Computers and Humans Apart = Captcha
• A CAPTCHA is a program that can gene rate and grade tests that most humans can pass, but current computer progra
ms can't pass.• Developed by Carnegie Mellon School
of Computer Science
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Captcha
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Captcha
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Captcha
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Captcha
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Machine Learning• Wikipedia • machine learning is concerned
with the development of algorithms and techniques that allow computers to "learn".
• At a general level, there are two types of learning: inductive, and deductive. Inductive machine learning methods extract rules and patterns out of massive data sets.
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Expert System• Expertise consists of knowledge about a
particular domain, understanding of domain problems, and skill at solving some of these problems.
• Knowledge in any specialty is of two types, public and private.
• Public knowledge includes the published definitions, facts, and theories which are contained in textbooks and references in the domain of study. But expertise usually requires more than just public knowledge.
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Natural Language Processing • Wikipedia
• Natural language processing (NLP) is a subfield of artificial intelligence and linguistics. It studies the problems of automated generation and understanding of natural human languages.
• Natural language generation systems convert information from computer databases into normal-sounding human language, and natural language understanding systems convert samples of human language into more formal representations that are easier for computer programs to manipulate.
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Natural Language Processing
• have the same surface grammatical structure. However, in one of them the word they refers to the monkeys, in the other it refers to the bananas:
• the sentence cannot be understood properly without knowledge of the properties and behaviour of monkeys
• We gave the monkeys the bananas because they were hungry and We gave the monkeys the bananas because they were over-ripe.
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Heuristic
• Computer Encyclopedia • heuristic • A method of problem solving using
exploration and trial and error methods. Heuristic program design provides a framework for solving the problem in contrast with a fixed set of rules (algorithmic) that cannot vary.
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tic tac toe
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Tic Tac Toe