Podcast
Questions and Answers
What is the primary characteristic of Greedy Best-First Search?
What is the primary characteristic of Greedy Best-First Search?
- It keeps track of a fixed number of nodes at each level.
- It expands the node with the smallest heuristic value. (correct)
- It combines depth-first search with heuristic guidance.
- It uses the cost to reach a node as the heuristic value.
In A* Search, what does the function f(n) represent?
In A* Search, what does the function f(n) represent?
- The total number of nodes expanded.
- The total cost from the start node to the current node.
- The combination of the path cost and the heuristic cost. (correct)
- The estimated cost to reach the goal.
Which of the following local search algorithms allows worse moves initially to escape local maxima?
Which of the following local search algorithms allows worse moves initially to escape local maxima?
- Beam Search
- Simulated Annealing (correct)
- Genetic Algorithms
- Hill-Climb Search
What role do axioms play in a knowledge base?
What role do axioms play in a knowledge base?
What is the purpose of TELL operations in a knowledge base?
What is the purpose of TELL operations in a knowledge base?
Which of the following statements about inference is true?
Which of the following statements about inference is true?
What defines a satisfiable sentence in the context of a knowledge base?
What defines a satisfiable sentence in the context of a knowledge base?
What is the primary focus of local search algorithms compared to informed search algorithms?
What is the primary focus of local search algorithms compared to informed search algorithms?
What is represented by a chance node in game trees?
What is represented by a chance node in game trees?
What defines a dominant strategy?
What defines a dominant strategy?
What is a Nash equilibrium?
What is a Nash equilibrium?
What results in a weak Nash equilibrium?
What results in a weak Nash equilibrium?
Under what conditions does every game have at least one Nash equilibrium?
Under what conditions does every game have at least one Nash equilibrium?
What is a mixed strategy in game theory?
What is a mixed strategy in game theory?
Which of the following is NOT an issue with mixed strategies?
Which of the following is NOT an issue with mixed strategies?
What is the main goal of mechanism design in game theory?
What is the main goal of mechanism design in game theory?
What is the primary goal of satisficing planning?
What is the primary goal of satisficing planning?
Which statement best describes optimal planning?
Which statement best describes optimal planning?
What is a characteristic of the SRIPS automated planner?
What is a characteristic of the SRIPS automated planner?
Which of the following issues does an AI planning agent need to consider regarding stochasticity?
Which of the following issues does an AI planning agent need to consider regarding stochasticity?
What does contingent planning allow an agent to do?
What does contingent planning allow an agent to do?
In optimal planning, what is a critical aspect that is emphasized?
In optimal planning, what is a critical aspect that is emphasized?
What is a precondition in the context of SRIPS?
What is a precondition in the context of SRIPS?
Which of the following best defines partial observability for an AI planning agent?
Which of the following best defines partial observability for an AI planning agent?
What is included in the model of the environment in First Order Logic (FOL)?
What is included in the model of the environment in First Order Logic (FOL)?
How do constant symbols in First Order Logic (FOL) function?
How do constant symbols in First Order Logic (FOL) function?
What distinguishes planning from scheduling in the context of achieving objectives?
What distinguishes planning from scheduling in the context of achieving objectives?
In what way is AI planning characterized in intelligent systems?
In what way is AI planning characterized in intelligent systems?
Which of the following represents domain-specific planning?
Which of the following represents domain-specific planning?
What does domain-independent planning imply?
What does domain-independent planning imply?
How do functions in First Order Logic (FOL) differ from constant symbols?
How do functions in First Order Logic (FOL) differ from constant symbols?
What is a key aspect of planning in artificial intelligence?
What is a key aspect of planning in artificial intelligence?
What term describes the strategy of maximizing rewards based on acquired knowledge?
What term describes the strategy of maximizing rewards based on acquired knowledge?
What is the main objective of a Markov Decision Process (MDP)?
What is the main objective of a Markov Decision Process (MDP)?
In a benign multi-agent system, what characterizes the interaction between agents?
In a benign multi-agent system, what characterizes the interaction between agents?
Which situation exemplifies a zero-sum game?
Which situation exemplifies a zero-sum game?
Which of the following best describes Passive Reinforcement Learning?
Which of the following best describes Passive Reinforcement Learning?
What does the minimax algorithm primarily calculate?
What does the minimax algorithm primarily calculate?
What does the exploration vs exploitation trade-off entail in Reinforcement Learning?
What does the exploration vs exploitation trade-off entail in Reinforcement Learning?
What is the purpose of an evaluation function in minimax algorithms?
What is the purpose of an evaluation function in minimax algorithms?
Which of the following accurately describes Active Reinforcement Learning?
Which of the following accurately describes Active Reinforcement Learning?
How does Greedy Temporal Difference (TD) Learning function?
How does Greedy Temporal Difference (TD) Learning function?
What advantage does Alpha-Beta pruning offer compared to the regular minimax algorithm?
What advantage does Alpha-Beta pruning offer compared to the regular minimax algorithm?
What is typically evaluated in Passive Reinforcement Learning?
What is typically evaluated in Passive Reinforcement Learning?
How do stochastic games differ from deterministic games?
How do stochastic games differ from deterministic games?
What is a possible limitation of Passive Reinforcement Learning?
What is a possible limitation of Passive Reinforcement Learning?
What is one potential issue with deep game trees when using the minimax algorithm?
What is one potential issue with deep game trees when using the minimax algorithm?
Which of the following terms is associated with a Markov Decision Process (MDP)?
Which of the following terms is associated with a Markov Decision Process (MDP)?
Flashcards
Informed Search Algorithms
Informed Search Algorithms
A search algorithm that uses additional knowledge, called heuristics, to guide its search, making it more efficient.
Greedy Best-First Search
Greedy Best-First Search
Expands the node with the smallest heuristic value at each step.
A* Search
A* Search
Uses a formula f(n) = g(n) + h(n) to estimate the total cost of a path, combining cost to reach a node with the estimated cost to the goal.
Iterative Deepening A*
Iterative Deepening A*
Combines the efficient space exploration of Depth-First Search with the heuristic guidance of A*. It explores the search space in gradually increasing depth.
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Local Search Algorithms
Local Search Algorithms
Algorithms that explore the space of possible solutions rather than the space of states, often used for optimization problems.
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Hill-Climb Search
Hill-Climb Search
Moves to the neighboring solution with the highest improvement in the heuristic value at each step.
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Simulated Annealing
Simulated Annealing
A probabilistic approach that allows worse moves early in the search to escape local maxima and find better solutions.
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Genetic Algorithms
Genetic Algorithms
Evolves a population of candidate solutions by applying selection, crossover, and mutation.
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What is a valid sentence in First Order Logic (FOL)?
What is a valid sentence in First Order Logic (FOL)?
A valid sentence in FOL is true in all possible situations or interpretations of the world.
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What is a 'model' in FOL?
What is a 'model' in FOL?
In FOL, the model represents the world or environment being modeled. It includes objects, functions, and relationships between them.
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What is a 'term' in FOL?
What is a 'term' in FOL?
A term in FOL is a logical expression that refers to a specific object. It can be a constant, a function, or a variable.
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What are constant symbols in FOL?
What are constant symbols in FOL?
Constant symbols in FOL directly represent specific objects in the world. For example, 'John' is a constant representing the object John.
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What are variables in FOL?
What are variables in FOL?
Variables in FOL are placeholders for objects. They can represent any object in the world.
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What are functions in FOL?
What are functions in FOL?
Functions in FOL represent relationships between objects. They take one or more objects as input and return another object as output.
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What is planning?
What is planning?
Planning involves determining a sequence of actions to achieve a desired goal state while considering potential outcomes.
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What is AI planning?
What is AI planning?
AI planning involves designing intelligent systems that can autonomously make decisions and choose actions to achieve their goals. It's about decision-making in various circumstances.
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Satisficing Planning
Satisficing Planning
A type of AI planning where the goal is to find a solution that meets the basic requirements of the problem, but not necessarily the best or most efficient solution. This approach prioritizes speed and resource efficiency over finding the optimal solution.
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Optimal Planning
Optimal Planning
A type of AI planning where the goal is to find the best possible solution based on specific criteria, such as minimizing steps or maximizing efficiency. This approach may take longer to compute but ensures the solution is the most optimal.
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State Representation in AI Planning
State Representation in AI Planning
The representation of the current world state in AI planning. It includes a set of true facts about the world and follows the closed-world assumption, where everything not explicitly stated as true is considered false.
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Plan Space Search
Plan Space Search
A common type of AI planning where the goal is to find a valid plan by searching through a graph of partial plans. Each node in the graph represents a possible plan, and the planner explores the graph to find a valid path from the initial state to the goal state.
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State Space Search
State Space Search
A common type of AI planning where the goal is to find a valid state by searching through a space of possible world states. The planner explores the state space to find a path from the initial state to a state that satisfies the goal condition.
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Contingent Planning
Contingent Planning
A type of planning in AI that addresses the issue of uncertainty in the environment or action outcomes. It involves creating plans that account for different possible outcomes and incorporating conditional statements to react to real-time observations.
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Partial Observability
Partial Observability
A situation where the planner does not have complete knowledge of the world state. This can be caused by limitations in the information available or by the inherent complexity of the environment.
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Stochasticity
Stochasticity
A situation where the outcomes of actions are not deterministic and can vary depending on external factors. This introduces uncertainty and makes planning more challenging.
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Markov Decision Process (MDP)
Markov Decision Process (MDP)
A mathematical framework for making decisions in situations where outcomes are uncertain, especially when aiming to maximize rewards over time.
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State
State
The current state of the system. It represents where the agent is in the environment at a given moment.
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Actions
Actions
The actions an agent can take within a given state.
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Transitions
Transitions
The probability of transitioning to a new state after taking an action.
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Rewards
Rewards
A numerical value assigned to a state that represents its desirability. The agent aims to maximize rewards.
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Passive Reinforcement Learning
Passive Reinforcement Learning
A type of reinforcement learning where the agent follows a fixed policy and learns to evaluate its performance. It learns how good the existing policy is, without changing it.
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Active Reinforcement Learning
Active Reinforcement Learning
A type of reinforcement learning where the agent learns both the policy and the value function. It explores the environment to find the best actions to maximize rewards.
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Greedy TD Learning
Greedy TD Learning
A technique used in active reinforcement learning where the agent always chooses the action that it believes will lead to the highest immediate reward, based on its current knowledge.
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Dominant Strategy
Dominant Strategy
A strategy that is the best choice for a player, no matter what others do.
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Equilibrium
Equilibrium
A situation where no player can improve their payoff by changing their strategy alone.
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Pareto Optimal Outcome
Pareto Optimal Outcome
An outcome where no player can be better off without making someone else worse off.
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Nash Equilibrium
Nash Equilibrium
A strategy assignment for each player, where each player cannot do better by switching strategy unilaterally.
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Strict Nash Equilibrium
Strict Nash Equilibrium
When every player would suffer a loss by changing their strategy, assuming the other players' strategies remain unchanged.
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Weak Nash Equilibrium
Weak Nash Equilibrium
When a player has an alternative strategy that gives the same payoff, but might have a better outcome in some scenarios.
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Mixed Strategy
Mixed Strategy
A player chooses based on probability distribution over pure strategies, rather than always selecting the same strategy.
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Mechanism Design
Mechanism Design
Designing the rules of a game to ensure fairness and incentivize players to behave in a desired way.
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Exploration
Exploration
An agent that explores the environment to learn about potential rewards and improve its strategy.
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Exploitation
Exploitation
An agent that focuses on using its knowledge to maximize rewards based on its current understanding of the environment.
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Multi-Agent Systems
Multi-Agent Systems
When multiple intelligent agents interact in a shared environment, each with its own goals and actions.
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Adversarial Agents
Adversarial Agents
Agents with conflicting objectives, where one agent's gain equals another's loss.
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Minimax Algorithm
Minimax Algorithm
A strategy for finding the best move in a game by considering all possible future moves and countermoves.
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Evaluation Function
Evaluation Function
A technique that estimates the value of a game state, used when exploring the entire game tree is impossible.
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Alpha-Beta Pruning
Alpha-Beta Pruning
A method that optimizes the Minimax Algorithm by pruning branches of the game tree that are guaranteed not to affect the final decision.
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Stochastic Games
Stochastic Games
A game where outcomes are uncertain due to random events, making the game tree more complex.
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Foundations of Artificial Intelligence
- Artificial Intelligence (AI) is the study of creating computer systems that act intelligently.
- AI focuses on creating computers that perform tasks normally requiring human intelligence.
- Examples of AI include logical reasoning, problem-solving, creativity, and planning.
- Narrow AI is a type of AI that requires reconfiguration of algorithms to solve specific tasks. This type of AI has seen significant advancement in areas like chess, speech recognition and facial recognition, It requires new algorithms for new problems,.
- General AI applies intelligent systems to any problem. General AI can understand, learn and apply knowledge across a range of tasks.
- Major research areas in AI include reasoning, learning, problem-solving, and perception.
- Applications of AI are many and include robotics (industrial, autonomous, domestic types), industrial automation, health, game AI, and areas like education or personal assistants, among many others.
Intelligent Agents
- An agent is anything that perceives its environment through sensors and acts upon its environment through actuators.
- Intelligent agents act autonomously to achieve goals based on their perceptions and actions.
- The percept sequence is the complete history of information received by the agent from its sensors.
- An agent's function determines what actions it takes based on its perceived history.
- Rational agents act in a way that maximizes their performance based on the knowledge of the environment and the agent's goal.
- Observability refers to how much information an agent has available to act. If an agent does not have all information needed, it is called partially-observable.
Stochasticity and discrete vs continuous environments
- Stochasticity refers to randomness and unpredictability in a system or process.
- Actions in a system or environment can be deterministic (predictable) or stochastic (unpredictable). For example, playing chess is deterministic, rolling a die is stochastic.
- A discrete environment has a finite number of possible action choices and states (e.g., a chess game).
- A continuous environment has endless possibilities of states (e.g., a game of tennis).
- An adversarial environment has agents competing against each other. A benign environment does not have competing agents.
Search Techniques
- Search is a technique in AI that finds a solution to a problem represented by a graph.
- A directed graph is utilized to represent the problem and find the optimal path from start to end.
- Uninformed search algorithms, also called blind search, explore the entire search space without knowledge beyond the initial problem statement. Strategies include breadth-first search and depth-first search.
- Informed search algorithms rely on heuristics to guide the search. Examples include Greedy best-first search and A*.
Modeling Challenges
- Algorithmic complexity is the measure of the resources an algorithm uses in relation to the input's size , commonly represented using Big-O notation. Time and space complexities are considered in this calculation.
- Blind or uninformed search algorithms don't utilize any knowledge.
- Informed search algorithms utilize heuristics to improve the speed of finding the desired state.
Knowledge and Reasoning
- Knowledge in AI refers to the facts, information, and concepts in which an AI system is based.
- Reasoning is the process of using knowledge to make conclusions or decisions.
- A knowledge base is a collection of statements (sentences) in knowledge representation language.
- Axioms are sentences in a knowledge base not derived from other sentences.
- TELL adds sentences to a knowledge base, and ASK queries a base.
- Inference rules derive new sentences; inference is the process of deriving conclusions using reasoning.
First-Order Logic
- First-order logic (FOL): a knowledge representation language that efficiently represents objects, their relationships and functions.
- Object representation, variables and functions are included in the model of the environment.
- Key uses of FOL include representing objects, their characteristics, functions and their relationships. This is used for the development of knowledge-based agents.
Planning
- Planning is a technique in AI for creating a strategy to achieve a particular goal from a given start-state.
- Planning differs from scheduling in that planning focuses on identifying the required task or actions to achieve a goal while scheduling is about determining the best time to perform these actions.
- Planning in AI is the creation of a sequence of actions to achieve a desired result.
- Domain-specific planning is designed for a specific domain or problem (e.g., a game-playing AI).
- Domain-independent planning is applicable to a broad range of applications (e.g., personal assistants).
AI Planning Agent Requirements
- Agent robustness includes being resilient to unexpected events or situations. One critical quality is stochasticity, which is how much randomness there is. Is the action deterministic?
Contingent Planning
- Contingent planning deals with uncertainty in the environment or actions. The goal is to make plans that work regardless of possible outcomes.
Time, Resources, and Exogenous Events
- Temporal constraints, numeric resource constraints, and relationships between numeric properties and time are important considerations in real-world planning problems. An agent needs to account for exogenous (external) events that affect the environment.
Probability
- Probability theory is useful in AI because of uncertainty.
- Partial observability is a factor to consider, in regard to which observable factors are most likely.
- Stochasticity is another factor, in that the outcome of an action is unpredictable.
- Bayes Networks are graphical models used to compactly represent probabilistic distributions, used in prediction or decision-making.
Machine Learning
- Machine learning (ML) is a subfield of AI focused on discovering models from data.
- ML uses statistics to identify patterns and make predictions.
- Different types of ML include supervised (data already classified), unsupervised (data not pre-classified), and reinforcement learning (learning through trial and error).
Classification and Regression
- Classification predicts categories (e.g., spam detection).
- Regression predicts continuous values (e.g., house pricing).
Reinforcement Learning
- Reinforcement learning (RL) aims to determine actions or decisions that produce the most reward in environments.
- RL uses different methods such as learning from the real environment, historical data, or simulation environments.
- The goal is to find a policy for taking actions that maximize accumulated reward over time
Markov Decision Processes
- Markov Decision Processes (MDPs) are used for decision-making in situations where outcomes are probabilistic.
- MDPs are used to figure out the best way to take actions to maximize rewards.
Passive vs Active RL
- Passive RL follows fixed policies, learns the value function for the policy, and does not change the policy (e.g., a pre-programmed robot route).
- Active RL learns a policy and value function. Learning occurs by exploring the environment (e.g., a robot tries different paths) and maximizing rewards.
Multi-Agent Systems
- Multi-agent systems have multiple intelligent agents in the same environment.
- Agent relationships can be beneficial (e.g., Cooperative agents working together to achieve a goal), or competitive (e.g., Adversarial agents).
- Zero-sum games have one agent's gain equal to another's loss (e.g., chess).
Minimax and Alpha Beta Pruning
- Minimax algorithms are used to determine the best move in a game.
- Alpha-beta pruning is an optimization method for minimax to make computations faster.
Game Theory
- Game theory studies strategies in different types of situations.
- Zero-sum games have one player's gain equal to another's loss, while cooperative game situations have multiple agents needing to work together to get the desired reward.
Mechanism Design
- Mechanism Design focuses on creating the rules of the game (e.g., auctions, bids, etc.) in a way to achieve desired outcomes.
Online State Estimation
- Figuring out the most likely current state of a system in real time.
- Filters are algorithms utilized to estimate a robot's belief about the environment or a system's likely state.
Particle Filters and Computer Vision
- Particle filters use small "guesses" called "particles" to determine where an object is located in an environment;
- Computer vision interprets raw data and images to make decisions.
State Representation
- State representation is a description of the current state of a system or environment, used for making decisions about how to proceed with the given situation.
- Kinematic states describe movement without considering forces or masses.
- Dynamic states are descriptions that include forces and masses.
Planning with Uncertainty
- Conformant planning plans with uncertainty in every possible state outcome.
- Contingency planning allows taking actions based on possible outcomes and their relationships.
Thresholding
- Thresholding is a decision-making tool where a value is compared to a set threshold, and a decision is made based on the result of the comparison.
Sensing Actions
- Sensing actions involve the use of sensors to collect data from the environment, for example, cameras, sensors, etc.
Computer Vision
- Computer vision is the process of extracting, analyzing, and interpreting images and videos. This is done using algorithms.
Law and Ethics of AI
- Critical considerations around fairness, transparency, privacy, and accountability in AI systems.
- The EU AI Act gives rules and regulations concerning risk and high-risk applications of AI.
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