AI Flashcards

(74 cards)

1
Q

LLMs

A

(Large Language Models

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2
Q

AGI

A

Artificial General Intelligence

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3
Q

AI winter Thoughts?

A

Dry spell

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4
Q

Name 3 reasons of why Ai probably replace everything

A

AI still not suitable to replace humans for a number of tasks
Primarily because trustis a major issue with current AI systems and
those for foreseeable future
Science-fiction: widely argue AI is dangerous, although there are
some examples of good AI
Can AI systems actually be fair, just, and ethical, or will they simply
appear to be?
- Definitions of those terms vary from person to person
Still an open problem

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5
Q

Ai vs Game Ai

A

AI in general has more to do with knowledge
representation and taking reasonable actions based on
available data. In AI, “Available Data” tends to be limited
to sensory input and previously learned or experienced
examples.
In Game AI, we can break a lot of rules regarding what
“intelligence” is and give lots more information about the
world to agents than they normally would have based on
sensory inputs alone.
Still, there can be lots of overlap between the two.

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6
Q

Is AI a subset of machien learning

A

No, Machine learning is a subset of ai!

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7
Q

Define Machine Learning

A

In Machine Learning the general goal is find ways to get values that
separate different classes of data or produce an accurate prediction
based on some data

In Deep Learning we use massive datasets to train complex neural
networks to output text or recognize objects

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8
Q

The Turing test

A

A test to see if a AI can successfully pretend to be a human

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9
Q

Rational Agents

A

Artificial intelligence is the synthesis and analysis of
computational agents that act intelligently.
An agent is something that acts in an environment.

An agent acts intelligently if:
its actions are appropriate for its goals and
circumstances
it is flexible to changing environments and goals
it learns from experience
it makes appropriate choices given perceptual and
computational limitations

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10
Q

Provide some examples of rational Agents

A

Organizations Microsoft, European Union, Real Madrid FC,
an ant colony,…

People teacher, physician, stock trader, engineer, researcher,
travel agent, farmer, waiter…

Computers/devices thermostat, user interface, airplane
controller, network controller, game, advising system, tutoring
system, diagnostic assistant, robot, Google car, Mars rover…

Animals dog, mouse, bird, insect, worm, bacterium, bacteria…
book(?), sentence(?), word(?), letter(?)

Can a book or article do things?
Convince? Argue? Inspire? Cause people to act differently?

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11
Q

List the scientific and Engineering goal behind rational agents

A

Scientific goal: to understand the principles that make
intelligent behavior possible in natural or artificial systems.
analyze natural and artificial agents
formulate and test hypotheses about what it takes to construct
intelligent agents
design, build, and experiment with computational systems that
perform tasks that require intelligence

Engineering goal: design useful, intelligent artifacts.
Analogy between studying flying machines and thinking
machines.

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12
Q

What Are the inputs of an agent?

What are its outputs

A
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13
Q

Break down the following agent, Self driving car:

Abilities:
Goals:
Prior Knowledge:
Stimuli:
Experiences:

A

abilities: steer, accelerate, brake

goals/preferences safety, get to destination,
timeliness . . .

prior knowledge: street maps, what signs mean,
what to stop for . . .

stimuli: vision, laser, GPS, voice commands. . .

past experiences: how braking and steering affects
direction and speed. . .

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14
Q

Risk of ai

A
  • Lethal autonomous weapons
  • Surveillance and persuasion
  • Biased decision making
  • Impact on employment
  • Safety-critical applications
  • Cybersecurity threats
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15
Q

Benefits of AI

A
  • Decrease repetitive work
  • Increase production of goods and services
  • Accelerate scientific research (disease cures, climate change and
    resource shortages solutions)
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16
Q

Define the environment in terms of agents

A

The environment could be everything
the (entire universe!)
In practice, it is just that part of the universe whose
state we care about when designing this agent—the
part that affects what the agent perceives and that is
affected by the agent’s actions

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17
Q

percept

A

to refer to the content an agent’s sensors are perceiving

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18
Q

percept sequence

A

percept sequence is the complete history of everything the agent
has ever perceived
- Function maps this to an action

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19
Q

Agent percepts

A

info provided by the environment to the agents

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20
Q

Actuators

A

Acts for the agent, to preform actions on enviroment

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21
Q

Rationality

A

Humans have preferences, rationality has to do with success in choosing
actions that result in a positive environment state
- Point of view
Machines don’t have preferences or aspirations by default
- performance measure is up to the designer
- goals can be explicit and understood
-but sometimes perhaps not
Sometimes a performance measure is unclear
Consider aspects of vacuum cleaner agent
- mediocre job always or super clean but big charge time?

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22
Q

What is rational depends on four things:

A

The performance measure that defines the criterion of success.
The agent’s prior knowledge of the environment.
The actions that the agent can perform.
The agent’s percept sequence to date.

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23
Q

Performance Measure:

A

Fixed performance measure evaluates the environment
– one point per square cleaned up in time T?
– one point per clean square per time step, minus one per move?
– penalize for > k dirty squares?
A rational agent chooses whichever action maximizes the expected value of
the performance measure given the percept sequence to date
Rational /= omniscient
– percepts may notsupply all relevant information
Rational /= clairvoyant
– action outcomes may not be as expected
Hence, rational /= successful
Rational ⇒ exploration, learning, autonomy

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24
Q

Rationality & Omniscience

A

Game AI tends to be more omniscience than the realistic take on AI
Game AI often knows the outcome of its action and potentially how it
maps onto environment states
The reality with AI and Game AI is that sometimes you don’t know if
something is bad, or you don’t know if a bad event might occur
Book: Walk across a clear street to friend, door falls on you from plane
- you didn’t made a bad decision here, but it was unfortunate
Inverse - GTA: take a taxi off of a tower
- the taxi AI just has no clue driving off a tower is dangerous
The result, getting closer to the destination, is rational, at least from the
limited view of the environment
Trade off between actual and expected performance

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25
Rationality & Omniscience
Book: Walk across a clear street to friend, door falls on you from plane - you didn’t made a bad decision here, but it was unfortunate - actual performance: look Inverse - GTA: take a taxi off of a tower - the taxi AI just has no clue driving off a tower is dangerous - actual performance: NPC should check to see if high up Process is called information gathering Modifies percepts Gather information and learn when possible
26
WHAT IS PEAS
Performance measure?? safety, destination, profits, legality, comfort, ... Environment?? US streets/freeways, traffic, pedestrians, weather, ... Actuators?? steering, accelerator, brake, horn, speaker/display, ... Sensors?? video, accelerometers, gauges, engine sensors, keyboard, GPS, ...
27
Observable
Fully-observable – sensors give it access to complete state of environment Partially-observable – sensors give it access to some of the environment state Agent has no sensors, the environment is unobservable (not hopeless though)
28
Deterministic??
If the next state of the environment is completely determined by the current state and the action executed by agents, it is deterministic Otherwise, non-deterministic Most real situations so complex not possible to keep track of unobserved aspects, so treat as nondeterministic
29
Episodic??
In an episodic task environment, the agent’s experience is divided into atomic episodes. In each episode the agent receives a percept and then performs a single action -> Robots! - next episode does not depend on the actions taken in previous episodes Sequential: current decision could affect all future decisions
30
Static vs. dynamic??
If environment can change while agent deliberates, environment is dynamic, otherwise, it is static
31
Discrete vs. Continuous??
Chess has finite number of states/percepts/actions It is discrete Taxi driving is continuous -> continuous values
32
Single-agent vs. Multi-agent??
solving a crossword puzzle by itself is clearly in a single-agent environment whereas an agent playing chess is in a two-agent environment have described how an entity may be viewed as an agent, but we have not explained which entities must be viewed as agents
33
Four basic types in order of increasing generality
– simple reflex agents – reflex agents with state – goal-based agents – utility-based agents
34
Reflex-based agents
Can implement with a Finite State Machine Algorithm: Set an initial state (Idle is common) If percept1 then: SetState(Reaction1) Else if percept2 then: SetState(Reaction2) Else if percept3 then: SetState(Reaction3) Easy to implement and generally gets pretty good results Can still make fairly realistic agents as long as perception is reasonable
35
Reflex agents with state
Can again implement with a Finite State Machine One (possible) Algorithm: Set an initial state (Idle is common) worldState = PerceiveWorldState() If percept1 && worldState.reaction1Benefit then: SetState(Reaction1) Else if percept2 && worldState.reaction2Benefit then: SetState(Reaction2) Else if percept3 && worldState.reaction3Benefit then: SetState(Reaction3) Could loop over world state action benefits and take the maximum
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Utility-based agents
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Goal-based agents
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Agent environments: command-prompt
Command Prompt Agent (basically the same as a grid) Environment: - real-time - turn-based? - steps? Sensors: - limited view of the characters - object representation - can you hear other agents? Actuators: very basic
39
Agent Environments: 2D space
2D Agent (pixels now instead of cells) Environment: - turn-based? - steps? Sensors: - limited view of the characters - can you hear other agents? Actuators: pretty basic
40
Agent Environments: 3D Space
3D Agent (free-form movement) Environment: - turn-based? - steps? Sensors: - limited view of the characters - can you hear other agents? - More options given world Actuators: more complex
41
LLM
Large Language Model
42
Belief States
An agent doesn’t have access to its entire history. It only has access to what it has remembered. The memory or belief state of an agent at time t encodes all of the agent’s history that it has access to. The belief state of an agent encapsulates the information about its past that it can use for current and future actions. At every time a controller has to decide on: What should it do? What should it remember? (How should it update its memory?) — as a function of its percepts and its memory
43
A purely reactive agent:
A purely reactive agent doesn’t have a belief state.
44
A dead reckoning agent:
doesn’t perceive the world. — neither work very well in complicated domains.
45
Hierarchy of controllers
A better architecture is a hierarchy of controllers. Each controller sees the controllers below it as a virtual body from which it gets percepts and sends commands. The lower-level controllers can run much faster, and react to the world more quickly deliver a simpler view of the world to the higherlevel controllers.
46
Problem Types
47
4 aspects in solving by searching
States Actions Goal Test Path cost
48
Search Problems
A search problem can be defined as follows: The initial state that the agent starts in. A set of one or more goal states. The actions available to the agent. Given a state s ACTIONS(s) returns a finite set of actions that can be executed in s. A transition model, which describes what each action does. A sequence of actions forms a path, and a solution is a path from the initial state to a goal state.
49
How does a search algorithm takes:
A search algorithm takes a search problem as input and returns a solution, or an indication of failure. The state space describes the (possibly infinite) set of states in the world, and the actions that allow transitions from one state to another. The search tree describes paths between these states, reaching towards the goal. We can expand the node, by considering the available Actions for that state, using the Result function to see where those actions lead to, and generating a new node.
50
Tree search example
Three kinds of queues are used in search algorithms: A priority queue first pops the node with the minimum cost according to some evaluation function, It is used in best-first search. A FIFO queue or first-in-first-out queue first pops the node that was added to the queue first; we shall see it is used in breadth-first search. A LIFO queue or last-in-first-out queue (also known as a stack) pops first the most recently added node; we shall see it is used in depthfirst search.
51
Uninformed search strategies:
Uninformed strategies use only the information available in the problem definition Breadth-first search Depth-first search Uniform-cost search Depth-limited search Iterative deepening search
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Defining Constraint Satisfaction Problems
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Constraint satisfaction problems (CSPs)
Standard search problem: state is a “black box”—any old data structure that supports goal test, eval, successor CSP: state is defined by variables Xi with values from domain Di goal test is a set of constraints specifying allowable combinations of values for subsets of variables Simple example of a formal representation language Allows useful general-purpose algorithms with more power than standard search algorithms
54
CSPs: Variants
* determine whether or not a solution exists * find a solution * find all solutions * count the number of solutions * find the best solution given some solution quality * soft constraints specify preferences * determine whether some property holds in all of the solutions
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Binary CSP: Constraint graph:
Binary CSP: each constraint relates at most two variables Constraint graph: nodes are variables, arcs show constraint
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Discrete variables
finite domains; complete assignments ♦ e.g., Boolean CSPs, incl. Boolean satisfiability (NP-complete) infinite domains (integers, strings, etc.) ♦ e.g., job scheduling, variables are start/end days for each job ♦ need a constraint language, e.g., StartJob1+ 5 ≤ StartJob3 ♦ linear constraints solvable, nonlinear undecidable Continuous variables ♦ e.g., start/end times for Hubble Telescope observations ♦ linear constraints solvable in poly time by LP methods
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Satisfiability problems: Optimization problems:
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Standard search formulation (incremental)
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CSP As Graph Searching
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Consistency Algorithms
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Components of a learning problem
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* Supervised Learning basics
* agent observes input-output pairs * learns a function that maps from input to output
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Unsupervised Learning basics
agent learns patterns in the input without any explicit feedback * clustering
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Reinforcement Learning basics
agent learns from a series of reinforcements: rewards & punishments
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* Use bias to analyze hypothesis space * the tendency of a predictive hypothesis to deviate from the expected value when averaged over different training set * Underfitting: fails to find a pattern in the data * Variance: the amount of change in the hypothesis due to fluctuation in the training data. * Overfitting: when it pays too much attention to the particular data set it is trained on, causing it to perform poorly on unseen data. * Bias–variance tradeoff: a choice between more complex, low-bias hypotheses that fit the training data well and simpler, low-variance hypotheses that may generalize better.
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Supervised Learning
Example problem: Restaurant waiting * the problem of deciding whether to wait for a table at a restaurant. * For this problem the output, y, is a Boolean variable that we will call WillWait. * The input, x, is a vector of ten attribute values, each of which has discrete values: 1. Alternate: whether there is a suitable alternative restaurant nearby. 2. Bar: whether the restaurant has a comfortable bar area to wait in. 3. Fri/Sat: true on Fridays and Saturdays. 4. Hungry: whether we are hungry right now. 5. Patrons: how many people are in the restaurant (values are None, Some, and Full). 6. Price: the restaurant’s price range ($, $$, $$$). 7. Raining: whether it is raining outside. 8. Reservation: whether we made a reservation. 9. Type: the kind of restaurant (French, Italian, Thai, or burger). 10. WaitEstimate: host’s wait estimate: 0–10, 10–30, 30–60, or >60minutes
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Model Selection and Optimization
* Task of finding a good hypothesis as two subtasks: * Model selection: model selection chooses a good hypothesis space * Optimization (training) finds the best hypothesis within that space. A training set to create the hypothesis, and a test set to evaluate it. Error rate: the proportion of times that h(x) /= y for an (x, y) Three data sets are needed: 1. A training set to train candidate models. 2. A validation set, also known as a development set or dev set, to evaluate the candidate models and choose the best one. 3. A test set to do a final unbiased evaluation of the best model. When insufficient amount of data to create three sets: k-fold cross-validation * split the data into k equal subsets * perform k rounds of learning * on each round 1/k of the data are held out as a validation set and the remaining examples are used as the training set. * Popular values for k are 5 & 10 * leave-one-out cross-validation or LOOCV, k=
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Linear Regression and Classification
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Nonparametric Models
Parametric model: learning model that summarizes data with a set of parameters of fixed size (independent of the number of training examples) Nonparametric model: model that cannot be characterized by a bounded set of parameters One example piecewise linear function that retains all the data points as part of the model. (instance-based learning or memory-based learning) Simplest instance-based learning method: table lookup * take all the training examples, put them in a lookup table, and then when asked for h(x), see if x is in the table; if it is, return the corresponding y.
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Ensemble Learning
The idea of ensemble learning is to select a collection, or ensemble, of hypotheses, h1 , h2 , . . . , hn , and combine their predictions by averaging, voting, or by another level of machine learning * individual hypotheses: base models * Combination of base models: Ensemble models * Reasons to do ensemble learning * Reduce bias, ensemble can be more expressive thus less bias than base models * Reduce variance, it is hoped it is less likely multiple classifiers will misclassify
71
Bagging
* generate K distinct training sets by sampling with replacement from the original training set. * randomly pick N examples from the training set, but each of those picks might be an example picked before. * run our machine learning algorithm on the N examples to get a hypothesis * repeat this process K times, getting K different hypotheses * aggregate the predictions from all K hypotheses. * for classification problems, that means taking the plurality vote (the majority vote for binary classification). * for regression problems, the final output is the average of hypotheses:
72
Random forests
Random forests * a form of decision tree bagging * randomly vary the attribute choices * At each split point in constructing the tree, we select a random sampling of attributes, and then compute which of those gives the highest information gain * Given n attributes, 𝑛 common number of attributes randomly picked at each split for classification n/3 for regression problems. * Extremely randomized trees (ExtraTrees): * for each selected attribute, randomly sample several candidate values from a uniform distribution over the attribute’s range. * select the value that has the highest information gain. * Pruning prevents overfitting
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Stacking
Stacking * combines multiple base models from different model classes trained on the same data * approach: * use the same training data to train each of the base models, * use the held-out validation data (plus predictions) to train the ensemble model. * Also possible to use cross-validation if desired. * can be thought of as a layer of base models with an ensemble model stacked above it, operating on the output of the base models
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Boosting
Boosting * weighted training set: each example has an associated weight wj ≥ 0 that describes how much the example should count during training. * Start with first hypothesis h1 . * increase their weights while decreasing the weights of the correctly classified examples. * process continues in this way until we have generated K hypotheses, where K is an input to the boosting algorithm. * Similar to a Greedy algorithm in the sense that it does not backtrack; once it has chosen a hypothesis hi it will never undo that choice; rather it will add new hypotheses