Artificial Intelligence Flashcards

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1
Q

In terms of predicate calculus what is unification?

A
  • The inference system must be able to determine when two expressions are the same or match
  • Two expressions match if, and only if, they are syntactically identical
  • unification is an algorithm of determining the substitution list to make two predicate expressions match
  • if p and q are logical expressions then unify(p,q) gives a substitution list (S) that makes p and q identical or fail
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2
Q

What are the core elements of a Artificial neural Network (ANN)?

A
  • emulation of biological neural system
  • consisting of nodes (artificial neurone) and weights (neural connection)
  • each node has weighted connection to several other nodes in adjacent layers
  • each node takes input received from the connected nodes and uses the weight together with a simple function to compute output values
  • knowledge is stored in the connections between neurone
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3
Q

What are some problems with A*

A
  • Doesnt adapt to changing environments
  • doesnt plan around other AI objects
  • speed
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4
Q

What dies language consist of in logical programming?

A
  • Syntax = tells us how to build up sentences (^, V etc)

- Semantics = tells us meaning of sentences; assigning a truth value to each sentence;

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5
Q

What is a constant?

A

name objects or properties in the real world

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6
Q

What are Bayesian belief networks?

A
  • Nodes = random variables
  • Directed arcs = direct casual relationships, or conditional dependencies (X has a direct influence on Y)
  • If there is no arc between nodes, these variables are assumed to be conditionally independent
  • Captures both qualitative (which variables depend on others) and quantitative (probability values) relationships
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7
Q

What is logic programming?

A
  • you present facts and rules to infer new facts just by asking questions
  • when you ask a question, the run time system searches through the database of facts and rules to determine the answer
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8
Q

What is needed for an action to occur?

A
  • Action helps us change state
  • precondition
  • effects
  • chosen set of actions need to be both optimal and valid
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9
Q

what is the probability of an event in a sample space

A

P(E) = |E| / |S|

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10
Q

What is A* from a more technical standpoint?

A
  • f(x) = g(x) + h(x)
  • g(x) = cost from start node x, calculated in same way as Dijkstra’s
  • h(x) = Heuristic function for node x = some estimate of the min cost to get to the destination from x
  • open node with lowest f(x) is selected at each step
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11
Q

How do we train a ANN?

A
  • find correct weight values
  • supervised training = show the network the right asnwer
  • apply a leaning method that will modify the weights
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12
Q

How do ANN’s work?

A
Have to train the Neuron
-Intro data
-Compute An output
-compare output to desired output
-weights are modified to reduce error
Use the NN
-intro new data to the network
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13
Q

What is a proof?

A
  • A sequence of sentences where each sentence is either a premise or a sentence derived from earlier sentences in the proof by one of the inference rules
  • the last sentence is the goal that we want to prove
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14
Q

How do we stop AI from colliding in games?

A
  • When programming games with multiple AI units, possible to have them colliding through a bottleneck point of the shortest path
  • can map onto a 3D grid by marking AI routes as obstacles for another AI, add a wait function, move from layer to layer at each step
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15
Q

How is Baye’s rule often described?

A
  • P(A|B) = 1/c(P(B|A)P(A))
  • Before equals sign is the posterior probability
  • 1/c is normalisation factor
  • P(B|A) is likelihood
  • P(A) is prior probability
  • A is event and B is evidence
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16
Q

Pros and cons of single layer network?

A
Pro
-simple and easy to implement 
-fast learning
Con
-can only learn linearly separable functions
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17
Q

What is Baye’s rule?

A

Bayes’ rule; P(A|B) = (P(B|A)*P(A))/P(B)

  • Expresses the relation between a conditional probability and its inverse
  • Can also be written as; P(A|B) = 1/c(P(B|A)P(A))
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18
Q

What do we need for a Dijkstra’s algorithm implementation?

A
  • set of nodes and pair costs to traverse from one to its neighbours
  • start and end nodes
  • open and closed nodes lists
  • link to the neighbour which got us there for that cost
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19
Q

What are some characteristics of MLNN?

A
  • overcome limitations of linear perception
  • can learn non linear relationships
  • can solve different problems
  • stock prediction
  • number of layers
  • one hidden layer is usually enough
  • learning
  • more complex learning methods, can be very slow, require lots of training data to learn
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20
Q

How do single layer networks work?

A
  • an adder sums up all the inputs modified by their respective weights (weight at pos x * item at pos x) + (weight at pos x+1 * item at pos x+1) … etc
  • referee to as linear combination
  • an activation function controls the amplitude of the output of the neuron
  • acceptable range of output is 0-1 or -1-1
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21
Q

How do we choose between breadth and depth first search?

A
  • in games we often want to look a fixed number of moves ahead, and look for the best outcomes = breadth first
  • if we want to consider all outcomes, depth search usually uses less memory and is slightly easier to implement
  • there are multiple ways to approach tree search, and choice often depends on what we already know about the search tree and what we want to achieve
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22
Q

Advantages of a ANN?

A
  • good for real time application as massively parallel processing
  • self trainable, learns by itself, needs training data
  • excellent when it comes to generalisation and dealing with uncertain info
  • works well with noisy data
  • can perform tasks that a linear program can not
  • does not need to be reprogrammed because it learns
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23
Q

What does an inference procedure consist of in logical programming?

A

-tells us which sentences are valid inferences from other sentences

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24
Q

What is a function?

A

used to evaluate statements (eg; plus(2,3) evaulatues to 5)

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25
Q

In predicate calculus what is substitution?

A
  • assigning values to variables
  • two terms unify if there is a substitution that makes those two terms identical
  • eg; unifying f(x,2) and f(3,y) can be written 3/X, 2/Y
  • the notation X/Y indicates that X is substituted for the variable Y in the original expression
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26
Q

what is a predicate?

A
  • name relationship between objects in the world
  • they are special functions with true/false as values
  • predicates with the same name but different arguments are considered distinct
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27
Q

What are predicate calculus symbols?

A
  • A….Z, a…z
  • 0-9
  • underscore
  • any combination but must start with a letter
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28
Q

What does logic programming consist of?

A

Language and rules

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29
Q

What is an elementary/atomic event

A

a happening or occurrence that cannot be made up of other events

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30
Q

What is proof procedure?

A

-method of proving statements using inference rules
Step 1 = translate above statements into propositional logic
Step 2 = write down the premises and the goal into propositional logic
Step 3 = write a formal proof, a sequence of steps that state premises or apply inference rules to the previous step

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31
Q

What is A*?

A
  • standard for games path finding, shown to be optimal
  • builds on Dijkstra by changing it from shortest path first to best first search
  • search more likely paths first
  • instead of choosing the node with the lowest cost from the start, select those which would be most direct (shortest) first, given what has been encountered so far
  • adds a Heuristic function to the open node costs when choosing which node to close next
32
Q

when are two events independent and when are they dependent?

A
  • two events are independent if the fact that event A occurs does not affect the probability of B occurring
  • two events are dependent if the fact that A occurs affects the probability of B occurring
33
Q

What is a variable?

A

used to assign general classes or properties of objects in the real world

34
Q

What is AI planning?

A
  • Define initial state
  • define goal state
  • define action = define preconditions and effects
  • solving a graph search problem
  • the sequence of actions that go from initial state to goal state
35
Q

Explain why Dijkstra’s is a special case of A*?

A

A* = Dijkstra’s if H = 0

36
Q

What the mathematical model for an ANN?

A
  • I(n) - inputs
  • Wn - weights
  • Net - summation
  • Theta - bias/threshold, can be implemented as extra input
  • f - activation function
  • O - output
37
Q

How do we initialise Dijkstra’s algorithm?

A
  • set total costs of all nodes to infinity (or huge number)
  • set total cost of start node to 0
  • Doesn’t matter about links
  • put all nodes on to the open lists
38
Q

How do we test a ANN?

A
  • if success and you are satisfied with result you are done

- if failure, then go back to previous steps and try different values of parameters or maybe a different topology

39
Q

what is an event

A

a set of elementary events

40
Q

What are the key ideas for Dijkstra’s algorithm?

A
  • planning = works out complete route in advance
  • divide and conquer = decompose problem into iterative process
  • eliminate suboptimal search directions early in search process
  • explore all possible paths = not just first we find
  • might need to explore dead ends
  • want it to work on a general graph
  • remember best route found so far
41
Q

What are knowledge based systems?

A
  • Computer systems which generate and utilise knowledge from different sources, data and information
  • aid in solving problems by utilising AI
  • can make decisions based on the knowledge residing in them and can understand the context of the data that is being processed
42
Q

What steps are taken when designing a ANN?

A

Set up the architecture;
-number of I/O
-which of input features to take
-how many samples to take
-number of hidden layers
-number of neurones, too many require more training time
-learning rate, from experience value should be small
Tune/optimise internal parameters by presenting learning data set to ANN

43
Q

What is probability theory

A

One way to represent uncertainty, allows;

  • The use of varying degrees of belief to represent uncertainty
  • to assign beliefs to relations between propositions
  • to assign beliefs to inferences
44
Q

Disadvantages of ANN?

A
  • Requires training
  • requires high processing for large neural networks
  • do not explain the results they obtained
  • processing time can rise quickly as the size of the problem grows
  • overtraining can be a problem
45
Q

What are multilayered neural networks?

A

-feedforward neural networks with one or more hidden layers
Consists of
-an input layer of source neurones
-at least one middle or hidden layer of computational neurons
-an output layer of computational neurones

46
Q

what is probabilistic reasoning?

A
  • Probabilistic reasoning formalises the process of accumulating evidence and updating probabilities based on new evidence
  • Prior probability of A:P(A) – belief before the new evidence B
  • Posterior probability of A: P(A|B) – belief after the new evidence B
47
Q

How can we make A* faster?

A

-can pre-calculate paths to make it faster
-Hierarchical (HPA);
>break down problem
>split into sections and find transaction points between sections
>pre-compute intersection routes
>at run time: insert start and end points, connect to local transitions, then apply to A
node graph
-partial precomputed, can patch, rebuild section at run time, faster, nearly as optimal
-can also use symmetry

48
Q

What are time and space complexity measured in terms of?

A

b: Max branching factor of the graph
d: depth of the least-cost solution
m: max depth of the graph

49
Q

Explain how, on each iteration of Dijkstra’s algorithm, a node is selected to be closed. How are it and its neighbours then updated?

A
  • The lowest cost node on the open list is selected.
  • and is moved to the closed list
  • Neighbours are updated as the nodes total cost + pair cost
  • If not closed already and traversable and new cost is lower, then the total cost is updated
50
Q

Suggest suitable pair costs for a grid-based world that has uniform terrain?

A
  • 1 for up-down-left-right

- 1.4 for diagonals (root of 2)

51
Q

In predicate calculus what can symbols represent?

A
  • Constants (must begin with lowercase letter) = car, tree, blue etc (can’t use true/false)
  • Variables (must begin with an uppercase letter) = used to assign general classes of objects or properties
  • Functions (must begin with lowercase letter) = father(David), replacing a function with its value is called evaluation
  • Predicates (must begin with lowercase letter) = names a relationship between objects in the world. Eg; likes(George, Susan) and likes (George, Susan, James) NOTE: these are considered different completely
52
Q

Difference between depth and breadth first in terms of structure?

A
  • depth first uses a stack
  • breadth uses a queue
  • breadth takes more memory
  • both have some complexity; O(V+E)
53
Q

When would we use a ANN?

A

when the problem is
-data rich
-non linear multidimensional, input/output mapping
When we have enough time to design to final ANN

54
Q

What is classical AI?

A

-concerns itself with attempting to explicitly represent human knowledge in a declarative form (facts/rules)

55
Q

What is connectionist AI?

A

-computing elements resemble an abstraction of our own neural circuitry

56
Q

What complicates unification? How do we solve this?

A

-variables
-we can replace variables with;
> other variables
> Constants
> function expressions

57
Q

what can belief networks be used for?

A
  • Belief networks can be used to reason
  • Forward (top-down) from causes at the top to effects at the bottom – predictive reasoning
  • Backward (bottom-up) from effects to causes – diagnostic reasoning
58
Q

what dimensions are AI algorithms evaluated on?

A
  • Completeness = does it always find a solution if one exists
  • time complexity = number of nodes generated/expanded
  • Space complexity = max number of nodes in memory
  • Optimality = does it always find a least-cost solution
59
Q

What is an inference system?

A

determines when two expressions match

60
Q

What are expert systems?

A
  • Represented first truly large scale commercialisation of AI tech
  • computer programs that have an expert knowledge in specialised domains
  • good at tackling specific types of problem
61
Q

What are the characteristics of a biological neurone?

A
  • neurone has a cell body, a branching input structure (dendrite) and a breaching output structure (axon)
  • axons connect to dendrites via synapses
  • only fires if its input signal exceeded a certain amount (a threshold) in a certain time period
  • synapses vary in strength, good connections allow a large signal and vise versa
62
Q

Some applications of ANN?

A
  • Pattern recognition
  • clustering
  • optimisation
  • control
  • medical applications
  • business applications
63
Q

What should games AI be?

A
  • Believable
  • fast
  • use low resources
64
Q

Limitations of Dijkstra?

A
  • calculate path first then start moving
  • needs to work out entire solution in advance
  • doesnt adapt to changes in environment
  • doesnt adapt to changes in the target position
  • doesnt take into account anything else moving in the environment
65
Q

What is special about actions?

A
  • They have preconditions and effect
  • they can be applicable only if their preconditions are fulfilled
  • actions lead to new effects
  • preconditions and effects need to be defined clearly in PDDL by predicate logic
66
Q

What are intermediate nodes?

A
  • remember the best route found so far for intermediate nodes and use it to reject any possible candidate paths which get there in more steps
  • might find better path segments as we go along
  • when there are no possible better ways to get to that intermediate node, we know that the best solution found so far is the actual best solution
  • use that knowledge to refine best routes to its neighbours
67
Q

what are some types of heuristic functions

A
Manhattan distance
-Total difference in X + total difference in Y
-suitable for 4-connect grid
Diagonal distance
-Max (difference in X, difference in Y)
-suitable for 8 connected grid
68
Q

What are terms?

A

they are mapped to objects in their domain (constant, variables and functions)

69
Q

What is AI?

A
  • Thinking humanly; need a way to understand how humans think and get in their minds
  • Acting humanly
  • Thinking rationally; notation and rules of derivation for thoughts, AI hopes to create intelligent systems using logic programming
  • Acting rationally; Doing the right thing, rational agent is one that achieves best outcome
70
Q

What is probability distribution?

A

listing of all probabilities from every possible value of a single random variable

71
Q

what are preconditions?

A

Conditions that must happen for an action to be applied

eg; A predicate for a flight would be ‘get to the airport ‘

72
Q

What can a heuristic function be?

A
  • any function which estimates the distance from a node to the target
  • we want to also make sure we still get the shortest path
  • Admissible; should not overestimate the shortest distance from a node to the destination (should be <= shortest distance)
  • if a function is not admissible it is not guaranteed to get the shortest path
73
Q

what is the sample space

A

the set of all possible outcomes of an event

74
Q

What do we do on each iteration of Dijkstra?

A
  • find node n on the open list with the lowest current estimated cost
  • move it to closed list
  • re-estimate each open neighbour (cost of N + pair cost)
  • if new neighbour estimate is lower, update node cost and set link to N
  • when N == end node, we are finished
  • follow links back to get full path
75
Q

What is an effect?

A

new state after action is applied

-eg; arrived at detination

76
Q

what are uncertainties in the real world

A

Perception - robot may be confused whether an object is a mop or sheepdog
Actions - don’t always lead to the intended effects, after applying a put-down action an object may not always be on the table
Prior knowledge - We know we can get from A-B but the route may be blocked