Artificial Intelligence

References
  1. Rich, Knight and NAIR
  2. Patterson
  3. Janakiraman

Coverage

  1. Introduction
  2. State-space search
  3. Game playing
  4. Predicate logic
  5. Other logics
  6. Structured knowledge representations
  7. Expert systems
  8. Planning
  9. Natural language processing
  10. Learning
 
 introduction
Contents
  • Definition
  • History
  • Applications
  • AI technique
  • Some problems

Definition
  • Study of how to make computers do things at which, at the moment, people are better
  • Examples:
  • Perception, Natural language understanding …
  • The computer is made better at some tasks such as:
  • A game playing, Computing, Theorem proving, Expert problem solving … 

History 

  • Began around 1960
  • Logic Theorist – Novell 1963
    • Was able to prove several theorems from the first chapter of Russell’s Principia (1950)
  • Game playing and theorem proving was considered as a sign of intelligence – involves thinking and intelligent planning
  • Computers do it by their inherent power of searching quickly the innumerable solution paths
    • The search process is not intelligent act and can be easily programmed
  • Samuel’s checker playing program released in 1960s
    • This was able to learn and become more proficient as more games are played
  • GPS built by Newell, Shaw and Simon in 1963
    • Could do simple routine tasks as we do when we go to the office every day
    • Solved using logic expressions
    • Not a lot of knowledge built-in
  • Some natural language processing programs
    • ELIZA (Weizenbaum 1966) PARRY (COLBY 1975)
    • Superficial understanding
    • STUDENT (Bobrow 1968)
    • Could solve high school word problems
    • SHRDLU (Winogard 1973)
    • All these operate on simplified worlds
  • Expert systems
    • MYCIN, PROSPECTUS, DENDRAL …
    • Solve problems (make decisions like an expert) in a specific domain