Ch 1, 2, 3 Flashcards

1
Q

What is AI?

A

artificial Intelligence is the science of making machines do things that would require intelligence if done by humans

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2
Q

Turing Test

A

Imitation Game

If it can fool a human it is an AI

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3
Q

Objections to Turing

A

Machines don’t have a soul
Machines can’t do something surprising
Machines cannot like a taste or color

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4
Q

Weak AI

A

any system demonstrating intelligent behavior is AI, regardless of how it achieves its end.

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5
Q

Who supports Weak AI?

A

MIT

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6
Q

Who supports Strong AI?

A

Carnegie-Mellon

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7
Q

Strong AI?

A

A system should be based on the same methods of learning & cognition used by humans.

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8
Q

Why do people support weak AI?

A

Who cares how we get the answer. AI is used to solve difficult problems

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9
Q

Why do people support strong AI?

A

If it is ever made, it will be a jack of all trades type of solution. A solution for all problems. Also consciousness

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10
Q

What are AI today? Strong or weak?

A

Weak, there is no general purpose strong AI yet…

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11
Q

What is an Agent?

A

anything that can be viewed as perceiving its environment through sensors and acting on that environment through actuators

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12
Q

Percept

A

an agent’s perceptual input at a given point in time

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13
Q

Percept Sequence

A

complete history of all percepts

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14
Q

Agent Behavior

A

Agent Function - maps percepts or percept sequence to an action

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15
Q

Heuristics are ______ solutions

A

Greedy solutions that get the answer quickly rather than exactly the best one

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16
Q

How are heuristics used by AI?

A
  • solving a simpler problem to get closer to answer
  • working backward (two way search)
  • identify similar solved problems and testing those solutions
  • if we cannot find the solution can we get “closer” to the solution
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17
Q

Examples of AI

A
  • Medical diagnosis
  • using shopping history, what will the user most likely buy next?
  • Chess player
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18
Q

Episodic vs Sequential. What does this mean to AI?

A

Does the agent need to remember the history of previous states. Does this decision affect future ones?
example - Winning a hand of poker has 0 impact on the cards you will get next hand. This would be episodic.

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19
Q

Static vs Dynamic

A

Does the environment change while the AI is making a decision?

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20
Q

Example of Static environment

A

Sudoku

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21
Q

Example of Semidynamic environment

A

Chess

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22
Q

Example of dynamic environment

A

Taxi driving

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23
Q

Types of environments for AI

A
Fully vs Partially Observable
Single agent vs Multiagent
Deterministic vs Stochastic (random)
Episodic vs Sequential
Static vs Dynamic
Discrete vs Continous
Known vs Unknown
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24
Q

Toughest type of AI environment

A

is partially observable, multiagent, stochastic, sequential, dynamic, continuous, and unknown
Example - Driving a rental car in a new country with unfamiliar geography and traffic laws can be… interesting

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25
Q

Types of search algorithms used by AI

A

Unguided and guided (blind vs heurtistics)

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26
Q

BFS

A

all paths of d1 tried then all paths of d2.

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27
Q

Disadvantages of BFS

A

storage can be high. if each state has n successors and searches to a depth d, the storage required is n^d

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28
Q

Advantage of BFS

A

finds an optimal solution as it will find the most shallow answer

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29
Q

DFS

A

go to the deepest path first.
Choose a path, follow it as far as possible; if goal not found, backtrack until some other choice could have been made, & try that

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30
Q

Advantage of DFS

A

Less storage required for searching than BFS

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31
Q

Disadvantage of DFS

A

Could find a less than optimal solution. (could have found the answer higher in tree but we have not checked it yet)

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32
Q

Iterative Deeping DFS

A

DFS to depth 1 down each path from root; then DFS to depth 2 down each path from root; then DFS to depth 3 down each path, etc.

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33
Q

Advantage of ID-DFS

A

Does not skip shallow solution. Lowers the cost of storage compared to BFS as it resets storage every traverse of a depth

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34
Q

Correct Algorithm

A

an algorithm is correct if it can find a valid solution

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35
Q

Complete Algoritm

A

an algorithm is complete if it can find every solution; either every solution that exists or every solution from a given start state

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36
Q

Optimal Algorithm

A

an algorithm is optimal if it find the best solution (lowest-cost, nearest, fastest route, etc..)

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37
Q

Optimally Efficient Algorithm

A

An algorithm is optimally efficient if it finds the solution as fast as any other algorithm (big o form)

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38
Q

Nonredundant Algorithm

A

an algorithm is nonredundant if any state rejected as a possible solution is not proposed again. (does not re check a possible solution if it has looked at it)

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39
Q

Informed Algorithm

A

an algorithm is informed if it is able to limit its proposals in some way rather than blindly generating every possible state. Heuristics….

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40
Q

Exhaustive enumeration

A

consists of generating all possibilities. Can lead to wasted effort. EXAMPLE If the first 2 queens we place are attacking each other, there’s no point in placing the other N-2.

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41
Q

What we learn from exhaustive enumeration

A

While generating a state, we should verify that the partially-constructed solution satisfies all constraints

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42
Q

Greedy algorithm

A

A greedy algorithm selects the path that looks ‘best’ based on local information. IE -We always select the lowest-cost choice we have that is valid

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43
Q

Dijkstra’s Algorithm

A

LOOOK IT UP

44
Q

3 Blind methods (brute force) for finding a solution

A

DFS, BFS, Iterative Deepening DFS

45
Q

Other blind method for finding a solution that is not DFS or BFS

A

bidirectional search

46
Q

DFS storage needs

A

O(bd) where b = branching factor and d = search depth. If we only generate states we are currently searching the storage is only O(d)

47
Q

BFS storage

A

O(b^d) b = branching factor d= depth

48
Q

DFS storage type

A

uses stack to store states

49
Q

BFS storage type

A

uses a queue

50
Q

DFS-ID is complete if

A

the branching factor is finite and optimal when path costs are a nondecreasing function of node depth

51
Q

DFS-ID space complexity

A

o(bd)

52
Q

DFS-ID time complexity

A

exponential in worst case

53
Q

Bidirectional search

A

not complete nor optimal. Could find a solution though

54
Q

Bidirectional search average depth

A

d/2 for each search separately. 2*b^(d/2) is less than b^d

55
Q

Uninformed Search

A

wont do! DFS could go down the wrong path forever to find a solution, BFS could run out of memory, DFS-ID could do the same thing as DFS if depth is too far set. Need to use heuristics

56
Q

Types of guided searches

A

Hill Climbing, Beam Search, Best First

57
Q

Properties of Heuristics

A

under estimate cost to goal

They should be monotonic; that is, as we progress, the estimate should decrease

58
Q

Hill Climbing, Best First, and Beam Search typically back up?

A

Hill Climbing does not look back. Best First and Beam can backup

59
Q

Problems with hill climbing

A

foothills, plateaux, ridge. Does not go backwards

60
Q

Best-first search

A

open list of nodes that are on the frontier and may be explored, and a closed list of nodes that been examined or excluded. The open list is ordered by heuristics. One path at a time. Unlike hill climbing the best first can recover from dead ends.

61
Q

What does best-first search rely on?

A

Good heuristics

62
Q

Beam Search focuses a search by

A

only going down part of the search tree at each level. Only take the best #w nodes

63
Q

In beam searches a bigger W means

A

the solution should me more optimal than a smaller W

64
Q

A search algorithm is admissible if

A

it always results in an optimal solution if such a solution exists. ONLY THE GOAL not intermediate nodes

65
Q

A search algorithm is monotonic or consistent if

A

it is admissible and also guarantees optimal paths to intermediate nodes

66
Q

h1(n) < h2(n) for some node

A

h2 is more informed that h1

67
Q

h1(n) < h2(n) for all nodes

A

h2 dominates h1

68
Q

Relaxing a problem helps

A

to create heuristics

69
Q

Removing constraints for a problem helps

A

generate heuristics

70
Q

Pattern Database

A

store exact solution costs for subproblems

71
Q

Disjoint Pattern Database

A

when two subproblems can be executed without effecting each other. These solutions can be generated and added together to get to the goal.

72
Q

Branch and Bound is

A

complete since every node is checked. It is also optimal.

73
Q

A* Search is

A

complete, optimal and optimally efficient.

74
Q

Cost of A*

A

f(n) = g(n) + h(n) := actual cost from the start node plus the estimated (heuristic) cost to the goal

75
Q

if heuristics are available __________ is usually the method of choice.

A

A*

76
Q

Types of constraints

A

unary, binary, n-ary, global constraints, soft preference

77
Q

unary

A

apply to 1 variable

78
Q

binary constraint

A

apply to 2 variables

79
Q

Example of Global Constraint

A

ALL DIF

80
Q

Example of soft preference

A

I’d prefer to fly in the afternoon, but will fly in the morning if it’ll save me $100.

81
Q

CSPs

A

Constraint Satisfaction Problems

82
Q

Constraint propagation allows __________ in CSPs. What does Constraint propagation mean?

A

Inference. Meaning if this variable can only be one of a small set of values can that impact other domains of values for other variables.

83
Q

Enforcing local consistency throughout the constraint graph causes (if we apply local constraint propagation what does it do to our set of possible solutions?)

A

inconsistent values to be eliminated. Heuristic working!

84
Q

A variable is node consistent if

A

every value in that variable domain satisfies the variables unary constraints

85
Q

A variable is arc-consistent if

A

every value in that variable’s domain satisfies the variables binary constraints

86
Q

N-ary constraints can

A

be made into binary constraints

87
Q

AC3 is

A

the most popular algorithm for arc consistancy

88
Q

AC3 works how?

A

maintain a queue (or set) of arcs to consider. At first this is all of them.
Choose one at random. (Xi, Xj). Make Xi arc consistent with Xj by using the correct values for variables.
If this does not impact the domain Di for Xi then go on to next arc. We want to narrow the domain Di.
If this reduces Di, add to the queue all arcs (Xk, Xi) where Xk is a neighbor of Xi (connected nodes with Xi).
If Dk is reduced to 0 then the CSP has no consistent solution. Failure return immediately.

89
Q

AC3 O()?

A

If variables all have domains of size at most d and there are c binary constraints O(cd^3) = O(cd) (d^2)

90
Q

Path Consistency

A

there is an assignment for all variables that makes a path from Xi to Xj passing through Xm consistent with all binary constraints on all 3 variables.

91
Q

Finding a domain size of 1 means

A

We have found a value for this variable. If all variables have a domain of one we have found a solution

92
Q

Domain of size 0 means

A

there is no solution

93
Q

PC2 stands for

A

Path Consistency (3 nodes) Xi -> Xm -> Xj

94
Q

A CSP is strongly K-consistent if

A

CSP: (CONSTRAINT STATISFACTION PROBLEM) it is k-consistent and also (k-1) consistent, (k-2) consistent, etc all the way down to node consistent

95
Q

K-consistant BIG O

A

O(n^2 * d) Establishing strong N-consistency takes exponential time and space in worst case

96
Q

Bounds Propagation example

A

Flight1 max is 165 Flight2 Max is 385. d1 = [0,165] d2 = [0,385] but if we add that f1 + f2 must equal 420 then the domain changes to d1=[35,165] d2=[255,385]

97
Q

A CSP is bounds consistent if

A

for every variable X and both the lower and upper bounds of X, there exists some value of Y that satisfies the constraint between X and Y for every variable Y.

98
Q

A problem is commutative if

A

the order of application of any given set of actions has no effect on the outcome

99
Q

Backtracking search number of leaves

A

d^n

100
Q

A backtracking search is

A

a depth-first search that chooses values for one variable at a time and backtracks when a variable has no legal values left to assign

101
Q

CSPs can be sped up without problem-specific heuristics, by addressing these questions:

A

Which variable should be assigned next?
In what order should values be tried?
What inferences should be performed at each step in the search?
When the search arrives at an assignment that violates a constraint, can the search avoid repeating this failure?

102
Q

The least-constraining-value heuristic prefers

A

to use the value that rules out the fewest values in surrounding variables in the constraint graph

103
Q

Which variable should be chosen first when using value ordering?

A

the most constraining variable

104
Q

Which value should be chose first when value ordering?

A

the least constraining value

105
Q

CSP Taboo list

A

used to remember which recently visited states and not allowing them to be checked again. Prevent aimless wandering

106
Q

Constraint Weighting

A

Start with all constraints having a weight of 1
At each step, choose variable/value that minimizes total weights of violated constraints
Increment the weight of all constraints still violated
This adds topography, ensuring progress is possible, and adds weight to constraints that are proving difficult to satisfy