Introduction to AI - concepts Flashcards

1
Q

current trends in AI

A

exploit the strengths of the computer and don’t model human thought processes
focus on particular tasks and not on solving AI as a whole
strong scientific standards

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2
Q

conference series

A

Biennial International Joint Conference on AI
Annual National Conference on AI
Biennial European Conference on AI

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3
Q

The birth of AI

A

1956, Dartmouth Conference

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4
Q

symbolic AI

A

model knowledge and planning in a way that is understandable to programmers

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5
Q

subsymbolic AI

A

model intelligence similar to a neuron

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6
Q

Why did the initial expectations of AI not work out?

A

lack of scalability
difficulty of knowledge representation
limitations on techniques and representations

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7
Q

Forward checking

A

Search
Keeping track of remaining legal values for unassigned variables
Terminate search if any variable has no more legal values

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8
Q

Local search for CSP

A

search
Work with complete states
Allow unsatisfied constraints
Min-conflict heuristic: select a conflicted variable and choose the value that violates the fewest constraints

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9
Q

Zermelo

A

Game-playing
One player can force a win or both players can force a draw

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10
Q

Retrograde analysis

A

Zermelo, game-playing
Generate all possible positions
Mark all positions where A would win…

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11
Q

Horizon effect

A

Game-playing
The catastrophy can be delayed by a sequence of moves that don’t make any progress

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12
Q

Forward pruning

A

Game-playing
Alpha-beta only prunes search trees when it is safe to do so

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13
Q

Null-move-pruning

A

game-playing
add a “null-move” to the search (assume the current player does not make a move)
if the null-move results in a cutoff, assume that making a move will do the same

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14
Q

Iterative deepening

A

game-playing
repeated fixed-depth search which works well for transposition tables

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15
Q

move ordering - heuristics

A

game-playing

domain-dependent heuristics:
capture moves first
forward moves first

domain-independet heuristics:
killer heuristics (manage a list of moves that produced cutoffs at the current level of search)
history heuristics (maintain a table of all possible moves; if a move produces a cutoff, its value is increased)

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16
Q

transposition tables - what does an entry store?

A

game-playing

state evaluation value
search depth of the stored value
hash key of the position
best move from the position (optional)

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17
Q

What techniques does AlphaGo use?

A

game-playing

deep learning
reinforcement learning
monte-carlo tree search

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18
Q

Inductive learning

A

Machine learning

Learn a function from examples

Ignores prior knowledge
Assumes examples are given

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19
Q

Credit assignment problem

A

Machine learning games

Delayed reward

20
Q

Knightcap

A

Machine learning games

Learned to play expertly in chess

Improvements over TD gammon:
Temporal difference learning with deep searches
Played against partners on the internet (instead of self-play)

21
Q

Simulation search

A

Machine learning games

Estimate the expected value of each move by counting the number of wins
At each chance node select one of the options at random
Make all move choices quicky

Often works well even if the move selection is not that strong - fast algorithm

22
Q

UCT Search

A

Machine learning games

Best-known formulation of MCTS
Combines a UCB-based tree policy with random roll-outs

Exploitation vs Exploration
Choose move that has been visited most often (reliability) not necessarily the one with the highest value (high variance)

23
Q

AlphaGo

A

MCTS, deep learning, reinforcement learning from self-play

MCTS: roll-out policy, learned evaluation function instead of real game outcomes

24
Q

Policy networks

A

Machine learning games

How “good” is it to move to a position
Input position
Output position

25
Q

Value networks

A

Machine learning games

How desirable is it to be in this position
Input position
Output single value

26
Q

AlphaGo Zero

A

Learned only from self-play
Much less training data

27
Q

forward chaining

A

knowledge

derive new facts from known facts

elementary production principle:
for every rule and a set of facts and a substitution (which maps the body to the set of facts) one can derive one proof step
can be iterated until no further facts can be derived

28
Q

Resolution principle

A

knowledge

backward chaining
for disproving a statement, assume its opposite and show that it leads to a contradiction

29
Q

RDF

A

knowledge

resource description framework
allows for deductive reasoning (given facts and rules, we can derive new facts)

opposite: induction
deriving models from facts

30
Q

ontology

A

knowledge

explicit specification of a conceptualization
encode the knowledge about a domain
form a common vocabulary and describe the semantics of its terms
logical theory

31
Q

OWL

A

knowledge

Web ontology language
syntactic extensions of RDF

32
Q

Freebase

A

knowledge

2000s, collaborative editing
no fixed schema
acquired and shut down by Google

33
Q

Wikidata

A

knowledge

goal: centralize data from wikipedia
collaborative
imports other datasets
one of the largest public knowledge graphs

34
Q

DBPedia

A

knowledge

extraction frmo Wikipedia
using maps & heuristics

together with YAGO one of the most used knowledge graphs

35
Q

NELL

A

knowledge

never ending language learner

input: ontology, seed examples, text corpus
output: facts, text patterns
large degree of automation
occasional human feedback

36
Q

Linked open data

A

knowledge

many dataset are publicly available and connected to each other
using standards like RDF andd URIs for identification of entries

37
Q

Which fields have contributed to AI research?

A

history

philosophy
mathematics
psychology
economics
linguistics
neuroscience
control theory

38
Q

Why is NLP so hard? highly ambiguous at multiple levels…

A

lexical: same word, different meanings
syntactic: same sentence, different interpretations
semantic: the interpretation depends on its context, requires understanding of our world
discourse: the meaning of a sentence depends on the previous sentences

39
Q

Traditional NLP tasks

A

word segmentation (divide the input text into small semantic entities)
part-of-speech-tagging (assign each word its most probable role in a sentence)
syntactic analysis (find the most probable grammatical interpretation of the sentence)
semantic analysis (find the most probable meaning of a sentece and resolve references)

40
Q

Word2Vec

A

NLP

every word is represented as a lower-dimensional, non-sparse vector
train a deep neural network in a supervised way, using context of a word as additional input

2 variants:
continuous bag of words
skip-gram

41
Q

POS tagging is a process of tagging words in a sentece based on…

A

NLP

the definition of the word (thesaurus)
the context of the word (sequence learning task, Hidden Markov Models, Conditional Random Fields)

42
Q

N-gram model

A

NLP

language model, uses only n-1 words of prior context
unigram, bigram, trigram

43
Q

GPT

A

General Pre-trained Transformer

44
Q

Loebner competition

A

Philosophy

Modern day version of the turing test

45
Q

Mitsuki

A

Philosophy

Also known as Kuki
Successor of Eliza
Five-time winner of the Loebner competition

46
Q

Sussman anomaly

A

Planning

Subgoals are not independent