ดร.วิภาดา เวทย์ประสิทธิ์ 344-471 ปัญญาประดิษฐ์และระบบชำนาญการ (Artificial Intelligence & Expert Systems) ดร.วิภาดา เวทย์ประสิทธิ์ ภาควิชาวิทยาการคอมพิวเตอร์ คณะวิทยาศาสตร์ มหาวิทยาลัยสงขลานครินทร์ ห้องทำงาน : M100/3 โทรศัพท์ : 074-288702 E-mail : wwettayaprasit@yahoo.com Web site : http:// www.cs.psu.ac.th/wiphada
วัตถุประสงค์ 1. ให้นักศึกษามีความรู้ความเข้าใจเกี่ยวกับปัญญาประดิษฐ์และสาขาต่างๆของปัญญาประดิษฐ์ 2. ให้นักศึกษาสามารถพัฒนางานทางด้านปัญญาประดิษฐ์ได้ 3. ให้นักศึกษาสามารถค้นคว้าเพิ่มเติมด้วยตนเองได้ วิธีการเรียนการสอน : การบรรยาย การสัมมนา การศึกษาค้นคว้าด้วยตัวเอง การวัดผล : สอบกลางภาค 30% สอบปลายภาค 30% สัมมนา/การบ้าน 10% Assignment 20% เวลาเรียน : จันทร์ 10 - 11 ห้อง วท1 พุธ 9 –10 ห้อง M.309 พฤหัส 9 –10 ห้อง M.309 และ 10-11 ห้อง L5 344-471 AI & ES Chapter 1
เนื้อหาวิชา Homework 1 Homework 2 Homework 3 งาน Chapter 1 : What is Artificial Intelligence? Homework 1 Chapter 2 : Heuristic Search techniques Homework 2 Chapter 3 : Knowledge Representation Homework 3 Chapter 4 : Predicate Logics Chapter 5 : Expert Systems Lab 1 : สัมมนา Chapter 6 : Natural Language Processing Lab 2 : สัมมนา Chapter 7 : Robotics Lab 3 : สัมมนา Chapter 8 : Computer vision Lab 4 : สัมมนา Chapter 9 : Neural Networks Lab 5 : สัมมนา Chapter 10 : Machine Learning Lab 6 : สัมมนา 344-471 AI & ES Chapter 1
เอกสารอ้างอิง 1. Artificial Intelligence second edition, Elaine Rich and Kevin Knight, McGraw-Hill Inc., 1991. 2. Neural Networks : A Comprehensive Foundation, Simon Haykin, Macmillan College Publishing Company Inc. 1994. 2. Artificial Intelligence : Structures and Strategies for Complex Problem Solving, Second Edition, 1993. 3. Expert Systems and Applied Artificial Intelligence, Efraim Turban, Macmillan Publishing Company, 1992. 4. Understanding Decision Support Systems and Expert Systems, Efrem G. Mallach, Richard D. Irwin, Inc. 1994 5. Introduction to Natural Language Processing, Mary Dee Harries, 1985. 344-471 AI & ES Chapter 1
Chapter 1 What is Artificial Intelligence?
Artificial Intelligence (AI) : 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 344-471 AI & ES Chapter 1
Task Domain of AI Mundane Tasks Perception : Vision, Speech Natural language :Understanding, Generation, Translation Commonsense reasoning Robot control Formal Tasks Games: Chess Mathematics : Logic, Geometry Expert Tasks Engineering : Design, Fault finding, Manufacturing planning Scientific analysis Medical diagnosis Financial analysis 344-471 AI & ES Chapter 1
Intelligence require knowledge It is voluminous. Is it shard to characterize accurately. It is constantly changing. It differs from data by being organized in a way that corresponds to the ways it will be used. 344-471 AI & ES Chapter 1
Knowledge Representation and Search for AI The knowledge captures generalizations. It can be understood by people who must provide it. It can easily be modified to correct errors and to reflect changes in the world. It can be used in many situations even if it is not totally accurate or complete. It can use to narrow the range of possibilities that must usually be considered. 344-471 AI & ES Chapter 1
Common Features of AI Problems The use of computer to do the symbolic reasoning. A focus on problems that do not respond to algorithmic solutions. Heuristic search. Manipulate the significant quantitative features of a situation rather than relying on numeric methods. Dealing with semantic meaning. Answer that are neither exact nor optimal but “sufficient”. Domain specific knowledge in solving problems. Use meta-level knowledge. 344-471 AI & ES Chapter 1
Tic-Tac-Toe : Program 1 344-471 AI & ES Chapter 1
Tic-Tac-Toe : Program 1 344-471 AI & ES Chapter 1
Tic-Tac-Toe : Program 1 1 2 3 7 8 9 4 5 6 Board : nine element vector representation. 0 = blank, 1 =X, 2 = O Moveable : Their Complexity = 39 = 19,683 view vector board as a ternary number (base three) 344-471 AI & ES Chapter 1
Tic-Tac-Toe : Program 2 344-471 AI & ES Chapter 1
Tic-Tac-Toe : Program 2 344-471 AI & ES Chapter 1
Tic-Tac-Toe : Program 2 Board : nine element vector representation. 1 2 3 7 8 9 4 5 6 Board : nine element vector representation. 2 = blank, 3 =X, 5 = O an integer indicating which move of the game is about to played. 1 indicate the first move. 9 indicate the last move. Board[5] = 2 mean blank Poswin(p) : If it produce (3*3*2) =18 X can win p = 0 if the player can not win on his next move. Poswin(p) : If it produce (5*5*2) =50 O can win Go(n) : Make a move on square n. TURN is odd if it is playing X TURN is even if it is playing O More efficient in term of space. 344-471 AI & ES Chapter 1
Tic-Tac-Toe : Program 2’ 344-471 AI & ES Chapter 1
Tic-Tac-Toe : Program 2’ 344-471 AI & ES Chapter 1
Tic-Tac-Toe : Program 2’ 8 3 4 6 7 2 1 5 9 Board : nine element vector representation. 2 = blank, 3 =X, 5 = O an integer indicating which move of the game is about to played. 1 indicate the first move. 9 indicate the last move. Board[5] = 2 mean blank Poswin(p) : If it produce MAGIC SQUARE (8 + 3 + 4) =15 p = 0 if the player can not win on his next move. Go(n) : Make a move on square n. TURN is odd if it is playing X TURN is even if it is playing O More efficient in term of space. 344-471 AI & ES Chapter 1
Tic-Tac-Toe : Program 3 344-471 AI & ES Chapter 1
Tic-Tac-Toe : Program 3 344-471 AI & ES Chapter 1
Tic-Tac-Toe : Program 3 1 2 3 7 8 9 4 5 6 Board_Position : nine element vector representing the board, a list of board positions that could result from the next move, and a number representing as estimate of how likely the board position is lead to an ultimate win for the player to move. Minimax Procedure : in chapter 12. Search tree : need more time Use AI technique : Decide which of a set of board positions is best. find highest possible rating. consider all the moves the component could make next. See which move is worst for us.... (Assume the opponent will make that move) 344-471 AI & ES Chapter 1
Question Answering 1 Russia massed troops on the Czech border. POLITICS program [Corbonell,1980) Q1: Why did Russia do this? A1: รัสเซียต้องการเข้าแทรกแซงการเมืองในเชคโกสโลวาเกีย..... Q1: What should the United States do? A2: ส่งทหารไปช่วยรบกับเชคโกสโลวาเกีย OR A2:ประณามการกระทำของรัสเซีย 344-471 AI & ES Chapter 1
Question Answering 2 ELIZA Q1:What did Mary go shopping for? Mary went shopping for a new coat. She found a red one she really liked. When she got it home, she discovered that it went perfectly with her favorite dress. ELIZA Q1:What did Mary go shopping for? A1: ............................................. Q2:What did Mary find she liked? A2:............................................. Q3: Did Mary buy anything ? A3:............................................. 344-471 AI & ES Chapter 1
The level of the model What is the goal in trying to produce programs that do intelligent things that people do? Are we trying to produce programs that do the tasks the same way people do? Are we attempting to produce programs that simply do the tasks in whatever way appears easiest? 344-471 AI & ES Chapter 1
Model human performance To test psychological theories of human performance. วิเคราะห์นิสัยเกเรของคนไข้ PAPPY {Colby, 1975] 2. To enable computers to understand human reasoning. อ่านหนังสือพิมพ์และวิเคราะห์ข่าวได้ To enable computers to understand computer reasoning. เข้าใจว่า คอมพิวเตอร์ประมวลผลลัพธ์ต่างๆมาได้อย่างไร 344-471 AI & ES Chapter 1
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 344-471 AI & ES Chapter 1
Homework 1 (2%) Given the meaning of Artificial Intelligence from your point of view. You may add citation from searching documents in the web or from the text book. Given all AI fields with some explanations. Due date : Wednesday 17 November 2004 in class 344-471 AI & ES Chapter 1