Paper solution of your mid sem exam**
Answer 1
Artificial
intelligence is the search for a way to map intelligence into
mechanical hardware and enable a structure into that system to
formalize thought.
Artificial
Intelligence is the study of human intelligence and actions
replicated artificially, such that the resultant bears to its design
a reasonable level of rationality.
There
are numerous definitions of what artificial intelligence is
- Systems that think like humans (focus on reasoning and human framework)
- Systems that think rationally (focus on reasoning and a general concept of intelligence)
- Systems that act like humans (focus on behavior and human framework)
- Systems that act rationally (focus on behavior and a general concept of intelligence)
Artificial
intelligence is a branch of computer science that aims to create
intelligent machines. It has become an essential part of the
technology industry.
Research associated with artificial intelligence is highly technical and specialized. The core problems of artificial intelligence include programming computers for certain traits such as:
Machine learning is another core part of AI. Learning without any kind of supervision requires an ability to identify patterns in streams of inputs, whereas learning with adequate supervision involves classification and numerical regressions. Classification determines the category an object belongs to and regression deals with obtaining a set of numerical input or output examples, thereby discovering functions enabling the generation of suitable outputs from respective inputs. Mathematical analysis of machine learning algorithms and their performance is a well-defined branch of theoretical computer science often referred to as computational learning theory.
Machine perception deals with the capability to use sensory inputs to deduce the different aspects of the world, while computer vision is the power to analyze visual inputs with few sub-problems such as facial, object and speech recognition.
Robotics is also a major field related to AI. Robots require intelligence to handle tasks such as object manipulation and navigation, along with sub-problems of localization, motion planning and mapping.
- Knowledge
- Reasoning
- Problem solving
- Perception
- Learning
- Planning
- Ability to manipulate and move objects
Knowledge
engineering is a core part of AI research. Machines can often act and
react like humans only if they have abundant information relating to
the world. Artificial intelligence must have access to objects,
categories, properties and relations between all of them to implement
knowledge engineering. Initiating common sense, reasoning and
problem-solving power in machines is a difficult and tedious
approach.
For
further read this article http://www.ucs.louisiana.edu/~isb9112/dept/phil341/wisai/WhatisAI.html
Answer-2
Water
– Jug problem
The
state space for this problem can be described as the set of ordered
pairs of
integers
(x, y) such that x = 0, 1,2, 3 or 4 and y = 0,1,2 or 3; x represents
the number of
gallons
of water in the 4-gallon jug and y represents the quantity of water
in 3-gallon jug
• The
start state is (0,0)
• The
goal state is (2,n)
Production
rules for Water Jug Problem
The
operators to be used to solve the problem can be described as
follows:
Sr.
No Current state Next State Description
1
(x, y) if x < 4 (4,y) Fill the 4 gallon jug
2
(x, y) if y <3 (x,3) Fill the 3 gallon jug
3
(x, y) if x > 0 (x-d, y) Pour some water out of the 4 gallon jug
4
(x, y) if y > 0 (x, y-d) Pour some water out of the 3-gallon jug
5
(x, y) if x>0 (0, y) Empty the 4 gallon jug
6
(x, y) if y >0 (x,0) Empty the 3 gallon jug on the ground
7
(x, y) if x + y
>=
4 and y >0
(4,
y-(4-x)) Pour water from the 3 –gallon jug into the 4 –
gallon
jug until the 4-gallon jug is full
8
(x, y) if x + y
>=
3 and x>0
(x-(3-y),
3) Pour water from the 4-gallon jug into the 3-
gallon
jug until the 3-gallon jug is full
9
(x, y) if x + y
<=4
and y>0
(x
+ y, 0) Pour all the water from the 3-gallon jug into the
4-gallon
jug
10
(x, y) if x + y
<=
3 and x>0
(0,
x + y) Pour all the water from the 4-gallon jug into the
3-gallon
jug
11
(0,2) (2,0) Pour the 2 gallons from 3-gallon jug into the 4-
gallon
jug
12
(2,y) (0,y) Empty the 2 gallons in the 4-gallon jug on the
ground
To
solve the water jug problem
• Required
a control structure that loops through a simple cycle in which some
rule
whose left side matches the current state is chosen, the appropriate
change
to
the state is made as described in the corresponding right side, and
the
resulting
state is checked to see if it corresponds to goal state. • One
solution to the water jug problem
• Shortest
such sequence will have a impact on the choice of appropriate
mechanism
to guide the search for solution.
Gallons
in the 4-gallon jug||| Gallons in the 3-gallon jug|||Rule applied
0 0 2
0 3 9
3 0 2
3 3 7
4 2 5 or 12
0 2 9 0r 11
2 0
Answer-3
Hill
climbing is a variant of generate-and-test in which feedback from the
test
procedure
is used to help the generator decide which direction to move in the
search
space. In a pure generate-and-test procedure, the test function
responds
with only a yes or no. But if the test function is augmented with a
heuristic
function2
that
provides an estimate of how close a given state is to a
goal
state, the generate procedure can exploit it .as shown in the
procedure
below.
This is particularly nice because often the computation of the
heuristic
function
can be done at almost no cost at the same time that the test for a
solution
is being performed. Hill climbing is often used when a good heuristic
function
is available for evaluating state. For example, suppose you are in an
unfamiliar city
without
a map and you want to get downtown. You simply aim for the tall
buildings.
The heuristic function is just distance between the current location
and
the location of the tall buildings and the desirablestates are those
in which
this
distance is minimized.
variants
simple, steepest,simulated etc
Problems
of hill climbing
1.
LOCAL MAXIMUM
A
local maximum is a state i.e. better than all its neighbor but not
better than some other state further away
At
local maximum all moves appear to make thing worse.
Remedy
for Local Maximum
Back
track to some earlier node and try to go in some different direction.
2.
PLATEAU
A
flat area of the search space in which all neighbouring states have
the same value.
On
a plateau it is not possible to determine the best direction in which
to move by making a local comparison.
Remedy
Make
a big jump in some direction and try to get a new section of search
space.
3.RIDGE
It
is a special kind of local maximum.
The
orientation of the high region, compared to the set of available
moves, makes it impossible to climb up.
Remedy
Apply
two or more rules before doing the test.
Answer-4
A*
uses a best-first search and finds a least-cost path from a
given initial node to one goal node (out of one
or more possible goals). As A* traverses the graph, it follows a path
of the lowest expected total cost or distance, keeping a
sorted priority queue of alternate path segments along the
way.
It
uses a knowledge-plus-heuristic cost function of node x (usually
denoted f(x)) to determine the order in which the search visits
nodes in the tree. The cost function is a sum of two functions:
- the past path-cost function, which is the known distance from the starting node to the current node x (usually denoted g(x))
- a future path-cost function, which is an admissible "heuristic estimate" of the distance from x to the goal (usually denoted h(x)).
The h(x) part
of the f(x) function must be an admissible heuristic;
that is, it must not overestimate the distance to the goal. Thus, for
an application like routing, h(x) might represent the
straight-line distance to the goal, since that is physically the
smallest possible distance between any two points or nodes.
If
the heuristic h satisfies the additional
condition for
every edge (x, y) of the graph (where d denotes the length
of that edge), then h is called monotone, or consistent. In
such a case, A* can be implemented more efficiently—roughly
speaking, no node needs to be processed more than once (see closed
set below)—and A* is equivalent to running Dijkstra's
algorithm with the reduced cost d'(x, y) := d(x,
y) + h(y) – h(x)
Starting
with the initial node, it maintains a priority queue of
nodes to be traversed, known as the open set or fringe.
The lower f(x) for a given node x, the higher its
priority. At each step of the algorithm, the node with the
lowest f(x) value is removed from the queue,
the f and g values of its neighbors are updated
accordingly, and these neighbors are added to the queue. The
algorithm continues until a goal node has a lower f value
than any node in the queue (or until the queue is empty). (Goal nodes
may be passed over multiple times if there remain other nodes with
lower f values, as they may lead to a shorter path to a
goal.) The f value of the goal is then the length of the
shortest path, since hat the goal is zero in an admissible
heuristic.
The
algorithm described so far gives us only the length of the shortest
path. To find the actual sequence of steps, the algorithm can be
easily revised so that each node on the path keeps track of its
predecessor. After this algorithm is run, the ending node will point
to its predecessor, and so on, until some node's predecessor is the
start node.
Additionally,
if the heuristic is monotonic (or consistent, see
below), a closed set of nodes already traversed may be used
to make the search more efficient
Algorithm
- Put the initial node on a list START
- If (START is empty) or (START == GOAL) terminate search
- Remove the first node from START. Call this node ‘a‘.
- If (a == GOAL) terminate search with success.
- Else if node ‘a‘ has successors generate all of them. Estimate the fitness number by the successors by totaling the evaluation function value and cost function value. Sort the list by fitness number.
- Name this list as START1.
- Replace START with START1.
- Goto step 2
Answer-4
(i)
Monkey – Banana problem
A
monkey is in a cage and bananas are suspended from the ceiling, the
monkey
wants
to eat a banana but cannot reach them
– in
the room are a chair and a stick
– if
the monkey stands on the chair and waves the stick, he can knock a
banana
down
to eat it
what
are the actions the monkey should take?
Initial
state:
monkey
on ground with empty hand bananas suspended
Goal
state:
monkey
eating bananas.
Actions:
climb
chair/get off
grab
X
wave
X
eat
X
Answer-5
Will explain in class.
Answer-6
Topic
3.3 and 3.4 in the book Artificial Intelligence
by
Elaine rich
Answer-7
Topic
3.3 and 3.4 in the book Artificial Intelligence
by
Elaine rich
Thanks for sharing information about Artificial Intelligence.
ReplyDeleteArtificial Intelligence Solutions