UNIT 2: ARTIFICIAL INTELLIGENCE - CORE CONCEPTS & TECHNIQUES
I. FOUNDATIONS & PROBLEM FORMULATION
Intelligence & AI Approaches
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Goal of AI: To create systems that can perform tasks requiring human-like intelligence (reasoning, learning, perception, language).
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Four Approaches:
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Acting Humanly: Turing Test; focuses on behavior.
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Thinking Humanly: Cognitive modeling; simulates human thought processes.
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Thinking Rationally: "Laws of thought"; uses logic for sound reasoning.
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Acting Rationally: Rational agent paradigm; chooses actions to maximize expected utility. This is the most successful modern approach.
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Rational Agent: An agent that acts to achieve the best outcome, or best expected outcome.
[!TIP] Exam Focus: Questions often ask to compare approaches or justify "acting rationally" as the best. Remember: Current AI (self-driving cars, recommender systems) is primarily acting rationally, not necessarily thinking or acting like a human.
Intelligent Agents (PEAS Framework)
| Component | Description | Example (Self-Driving Car) |
|---|---|---|
| Performance Measure | Criteria for success | Safety, time, legality, comfort |
| Environment | The world the agent operates in | Roads, other vehicles, traffic signals |
| Actuators | Actions the agent can perform | Steering, accelerator, brakes, signals |
| Sensors | Inputs from the environment | Cameras, LIDAR, GPS, speedometer |
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Agent Types:
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Simple Reflex: Acts on current percept (condition-action rules). Limited by lack of memory.
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Model-based: Maintains internal state (world model). Handles partial observability.
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Goal-based: Acts to achieve goals. Requires search/planning.
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Utility-based: Acts to maximize a utility function (preferences). Handles uncertainty and trade-offs.
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Goal-based vs. Utility-based: Goal-based seeks any state satisfying the goal; utility-based ranks all possible outcomes to choose the best one, even if all goals are met.
Problem Formulation
A well-defined problem specifies:
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Initial State: Starting point.
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Actions(s): Set of possible actions from a state.
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Transition Model: Result of applying an action
result(s, a). -
Goal Test: Checks if a state is a goal.
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Path Cost: Cost of a path (sum of step costs).
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Characteristics for AI Suitability: Large state space, lack of algorithmic solution, need for heuristics, presence of uncertainty or partial information.
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Example Problems:
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Tic-Tac-Toe: Small state space, perfect information. Significance: Illustrates game tree search, minimax, alpha-beta.
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Block World: Blocks on a table, robot arm moves blocks. Significance: Tests knowledge representation (predicates), planning, and robotics.
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Water Jug: Given 4L & 3L jugs, get 2L in 4L jug. Production Rules:
(Fill X),(Empty X),(Pour X Y).
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II. SEARCH STRATEGIES & ALGORITHMS
Uninformed (Blind) Search
| Algorithm | Strategy | Completeness | Optimality | Time Complexity | Space Complexity |
|---|---|---|---|---|---|
| BFS | Level-order expansion | Yes (finite) | Yes (unit cost) | $$\displaystyle O(b^d) $$ | $$\displaystyle O(b^d) $$ |
| DFS | Deepest node first | No (infinite) | No | $$\displaystyle O(b^m) $$ | $O(bm)$ |
| DLS | DFS with depth limit l |
Only if l >= d |
No | $$\displaystyle O(b^l) $$ | $O(bl)$ |
| IDS | Iterative DLS (l=0,1,2...) |
Yes (finite) | Yes (unit cost) | $$\displaystyle O(b^d) $$ | $O(bd)$ |
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b= branching factor,d= solution depth,m= max depth. -
BFS vs DFS: BFS is complete/optimal but memory-heavy. DFS is memory-efficient but can get stuck in infinite paths.
Informed (Heuristic) Search
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Best-First Search: General framework using an evaluation function
f(n)to choose the most promising node. -
A Search:*
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Evaluation Function:
f(n) = g(n) + h(n)-
g(n): Actual cost from start ton. -
h(n): Heuristic estimate fromnto goal.
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Admissibility:
h(n)never overestimates true cost (h(n) ≤ h*(n)). Guarantees optimality. -
Consistency (Monotonicity): For every node
nand successorn',h(n) ≤ c(n,a,n') + h(n'). Implies admissibility; allows graph-search without re-opening nodes. -
Properties: Complete, optimal, optimally efficient (no algorithm with same
hexpands fewer nodes). -
How it combines: Uses
g(n)like BFS (cost-so-far) andh(n)like greedy best-first (guidance). -
\boxed{f(n) = g(n) + h(n)}
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AO Search:*
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For AND/OR graphs (problems with subproblems that must all be solved).
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Finds a solution graph (not just a path) with minimum cost.
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Disadvantage vs A:* More complex; stores multiple partial solution graphs.
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Hill Climbing:
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Algorithm: Iteratively move to neighbor with best
f. Stops at local optimum. -
Variants: Steepest-ascent, first-choice, stochastic.
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Problems:
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Local Maxima: Peak higher than neighbors but not global.
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Plateaus: Flat area where all neighbors have same value.
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Ridges: Sequence of local maxima.
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[!TIP] Mitigation: Use random restarts, simulated annealing, or evolutionary algorithms.
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Bidirectional Search:
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Run two searches: one forward from start, one backward from goal.
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Meet in the middle. Advantage: Reduces time complexity roughly from $$\displaystyle O(b^d) $$ to $$\displaystyle O(b^{d/2}) $$.
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Heuristic Evaluation & Risks
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Properties of a Good Heuristic: Admissible, consistent, high accuracy (close to true cost), easy to compute.
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Risks: Inadmissible heuristics lead to suboptimal solutions. Weak heuristics (e.g.,
h(n)=0) degrade to uniform-cost search. -
Mitigation: Design domain-specific heuristics; use pattern databases; combine multiple heuristics (
h(n) = max(h1(n), h2(n), ...)).
III. ADVERSARIAL SEARCH & GAME THEORY
Minimax Algorithm
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Assumes: Two-player, zero-sum, perfect information, deterministic game.
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Procedure: Build game tree to terminal states. Max player (us) chooses max value; Min opponent chooses min value. Back up values from leaves.
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Objective: To maximize the worst-case payoff (guarantee a minimum outcome).
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Limitation: Explores entire game tree; exponential complexity $$\displaystyle O(b^m) $$.
Alpha-Beta Pruning
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Optimization: Avoids exploring subtrees that cannot affect the final decision.
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Key Values:
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α (alpha): Best (highest) value that MAX can guarantee at that point or above.
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β (beta): Best (lowest) value that MIN can guarantee at that point or below.
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Cut-off: A node is pruned if its value becomes worse than the current α (for MIN node) or β (for MAX node).
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Impact: With good node ordering, complexity reduces to $$\displaystyle O(\sqrt{b^m}) $$. Effectiveness depends critically on node ordering.
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Variations: Aspiration windows, iterative deepening for ordering.
[!TIP] Exam Trap: Be able to trace α-β on a given tree and identify pruned nodes. Remember: pruning happens when
value <= αat a MIN node orvalue >= βat a MAX node.
IV. KNOWLEDGE REPRESENTATION (KR)
Importance & Properties
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Role: Enables reasoning, inference, and knowledge sharing in AI systems.
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Properties of Good KR: Representational adequacy, inferential adequacy, inferential efficiency, clarity, expressiveness, modularity.
Logic-Based Representation
| Feature | Propositional Logic (PL) | Predicate Logic (FOPL) |
|---|---|---|
| Atoms | Simple propositions (P, Q) | Predicates with arguments (Loves(John, Mary)) |
| Connectives | ∧, ∨, ¬, →, ↔ | Same + Quantifiers (∀, ∃) |
| Expressiveness | Limited; no objects/relations | High; represents objects, relations, variables |
| Example | Smart(John) ∧ Studies(John) |
∀x (Student(x) → ∃y (Enrolled(x,y) ∧ Course(y))) |
- Conversion to CNF (Clausal Form): Eliminate →, move ¬ inwards, standardize variables, Skolemize, distribute ∧ over ∨, split into clauses.
Structured Representation
| Scheme | Structure | Key Feature | Example |
|---|---|---|---|
| Semantic Network | Nodes (concepts) & Links (relations) | Graphical, associative | [Bird] --(is a)--> [Animal] |
| Frames | Slots & Facets in a frame | Stereotypical situations, inheritance | Frame: Car<br>Slots: color, mileage |
| Scripts | Sequence of events (scenes) | Temporal stereotypical situations | Script: Restaurant<br>Scene1: Enter, be seated |
| Schemas | Higher-level, abstract structures | Organizes knowledge at a conceptual level | Schema: Event with slots Agent, Object, Time |
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Differentiation: Frames (static situations), Scripts (dynamic sequences), Schemas (abstract frameworks).
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Frames Limitations: Brittle, difficult to handle exceptions. Enhancements: Add procedural attachments, default values, multiple inheritance with conflict resolution.
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Applications in Chatbots: Frames for user profiles, scripts for dialogue management, schemas for intent recognition.
Other KR Schemes
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Conceptual Dependency (CD): Represents meaning using a small set of primitive acts (e.g.,
ATRANSfor transfer,MTRANSfor mental transfer). Language-independent. -
CD vs Semantic Nets: CD uses standardized primitives and focuses on meaning; semantic nets are more general graphical structures for relationships.
Production Systems
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Structure:
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Rule Base (Production Rules):
IF <condition> THEN <action>. -
Working Memory (WM): Global facts/data.
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Inference Engine: Matches rules against WM, selects rule (conflict resolution), fires rule (updates WM).
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Characteristics: Modular, data-driven (forward chaining), good for expert systems. Contrast with algorithmic programs (control flow explicit).
V. REASONING & INFERENCE METHODS
Reasoning Types
| Type | Direction | Control | Best For | Example |
|---|---|---|---|---|
| Forward Chaining | Data → Conclusion | Data-driven | Monitoring, control, situations with many facts | MYCIN (medical diagnosis) |
| Backward Chaining | Goal → Evidence | Goal-driven | Explanation, diagnosis, problem-solving | PROLOG |
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Forward Chaining: Starts with known facts, applies rules to derive new facts until goal is reached. Can be inefficient (fires many irrelevant rules).
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Backward Chaining: Starts with goal, works backward to find supporting evidence. Can get stuck in irrelevant paths if goal is wrong.
Resolution
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Principle: A rule of inference for clausal form. If two clauses contain complementary literals, they can be resolved into a new clause (resolvent).
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Resolution in PL: Simple unification of complementary literals.
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Resolution in FOPL: Requires unification (finding substitution to make literals identical). Uses refutation: Add negation of goal to KB, derive empty clause
□to prove goal. -
Steps: Convert KB & ¬Goal to CNF → Choose clauses → Unify → Resolve → Repeat until
□or no progress.
Control Knowledge
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Role: Guides the search/inference process to avoid combinatorial explosion. Decides which rule to fire, which node to expand, which path to explore.
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Examples: Heuristic
f(n)in A*, α-β pruning in minimax, conflict resolution strategies (specificity, recency) in production systems.
Reasoning Paradigms
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Monotonic Reasoning: Adding knowledge never retracts previous conclusions. Classical logic is monotonic.
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Non-Monotonic Reasoning: Adding knowledge can invalidate previous conclusions. Essential for: Default reasoning ("Birds fly" except penguins), belief revision, real-world reasoning with incomplete/ changing info.
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Procedural vs. Declarative Knowledge:
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Declarative: What is true (facts, rules). E.g.,
Grandparent(X,Z) :- Parent(X,Y), Parent(Y,Z). -
Procedural: How to do something (algorithms, scripts). E.g., A* search procedure.
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VI. CONSTRAINT SATISFACTION PROBLEMS (CSP)
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Definition: Problem defined by:
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Variables: $$\displaystyle X = \{X_1, ..., X_n\} $$
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Domains: $$\displaystyle D_i $$ (possible values for $$\displaystyle X_i $$)
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Constraints: Relations restricting simultaneous values (e.g., $$\displaystyle X_i \neq X_j $$).
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Examples: Map coloring, job scheduling, Sudoku.
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Solution Methods:
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Backtracking Search: Depth-first, assigns values one variable at a time, backtracks on conflict. Enhanced with:
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Variable Ordering: MRV (Minimum Remaining Values).
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Value Ordering: Least Constraining Value.
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Constraint Propagation: Arc Consistency (AC-3): Revises domains to remove inconsistent values.
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Local Search (Min-Conflicts): Start with complete assignment, randomly pick conflicted variable, assign value minimizing conflicts. Effective for large CSPs like scheduling.
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VII. PROBABILISTIC REASONING
Bayes' Theorem
- Statement:
$$P(A|B) = \frac{P(B|A) \cdot P(A)}{P(B)}$$
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Derivation: From definition of conditional probability: $$\displaystyle P(A|B) = P(A \cap B)/P(B) $$ and $$\displaystyle P(B|A) = P(A \cap B)/P(A) $$.
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Significance: Allows updating beliefs (posterior probability
P(A|B)) given new evidenceB, using priorP(A)and likelihoodP(B|A). Foundation of Bayesian Networks. -
Advantages: Handles uncertainty, combines prior knowledge with evidence, provides coherent probabilistic framework.
VIII. NATURAL LANGUAGE PROCESSING (NLP)
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Definition: Field focused on enabling computers to understand, interpret, and generate human language.
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Components of NLP Pipeline:
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Lexical Analysis: Tokenization, stemming, lemmatization.
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Syntactic Analysis: Parsing (syntactic structure).
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Semantic Analysis: Meaning representation (e.g., logical form).
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Discourse Integration: Context across sentences.
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Pragmatic Analysis: Intent, real-world knowledge.
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Applications in Expert Systems/Chatbots: Natural language interface (query parsing), dialogue management (using scripts/frames), information extraction.
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Ethical Implications (Surveillance): Privacy invasion, mass monitoring, bias in language models, lack of transparency. Mitigation: Regulations (GDPR), bias auditing, explainable AI, user consent.
IX. EXPERT SYSTEMS (ES)
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Definition: Computer system that emulates the decision-making ability of a human expert in a specific, narrow domain.
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Characteristics vs Conventional Programs:
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High: Knowledge-intensive, symbolic reasoning, explainable, handles uncertainty (often).
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Low: Data-intensive, numerical computation, "black-box", brittle outside domain.
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Architecture:
| Component | Function | | :--- | :--- | | Knowledge Base | Stores domain facts & rules (heuristic knowledge). | | Inference Engine | Applies rules to facts (forward/backward chaining). | | User Interface | Interaction (natural language, forms). | | Explanation Facility | Explains reasoning (traces, justifications). | | Knowledge Acquisition | Tools for experts to add/modify knowledge. |
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Inference Engines:
| Feature | Forward Chaining | Backward Chaining | | :--- | :--- | :--- | | Control | Data-driven | Goal-driven | | Search | Breadth-first in rule space | Depth-first in goal tree | | Best For | Monitoring, control, many facts | Diagnosis, explanation, few hypotheses | | Example | MYCIN (medical) | PROLOG (logic programming) |
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Development Challenges:
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Knowledge Acquisition: Bottleneck; extracting tacit knowledge from experts.
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Knowledge Representation: Choosing appropriate scheme (rules, frames).
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Maintenance: Keeping KB consistent and up-to-date (version control, modular design).
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Benefits: Consistency, reproducibility, availability, cost-effective for training.
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Limitations: Knowledge acquisition bottleneck, brittleness (fails outside narrow domain), difficulty with common sense, high development cost.
X. INTERDISCIPLINARY NATURE & APPLICATIONS
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Interdisciplinary Roots:
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Mathematics/Logic: Formal reasoning, probability, search algorithms.
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Psychology/Cognitive Science: Human cognition, mental models.
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Linguistics: Syntax, semantics for NLP.
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Neuroscience: Inspiration for neural networks.
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Computer Science: Implementation, algorithms, data structures.
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Solving Global Challenges:
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Healthcare: Medical diagnosis (ES), drug discovery (ML), personalized treatment.
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Climate: Climate modeling, optimization of energy grids.
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Education: Adaptive learning systems, intelligent tutoring.
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Classical vs Modern AI:
| Aspect | Classical AI (Symbolic) | Modern AI (Statistical/Deep Learning) | | :--- | :--- | :--- | | Knowledge | Hand-coded, explicit rules | Learned from data, implicit | | Performance | Good on narrow, logical tasks | Excellent on perception (vision, speech) | | Adaptability | Brittle, poor generalization | Robust generalization, but data-hungry | | Explainability | High (traceable rules) | Low ("black-box") |