Artificial Intelligence Module 5
Artificial Intelligence Module 5
Learning
What is Learning?
Learning is an important area in AI, perhaps more so than planning.
• Problems are hard -- harder than planning.
• Recognised Solutions are not as common as planning.
• A goal of AI is to enable computers that can be taught rather than programmed.
Why is it hard?
• Intelligence implies that an organism or machine must be able to adapt to new situations.
• It must be able to learn to do new things.
• This requires knowledge acquisition, inference, updating/refinement of knowledge base,
acquisition of heuristics, applying faster searches, etc.
Rote Learning
Rote Learning is basically memorisation.
• Saving knowledge so it can be used again.
• Retrieval is the only problem.
• No repeated computation, inference or query is necessary.
Samuel's Checkers program employed rote learning (it also used parameter adjustment which
will be discussed shortly).
• A minimax search was used to explore the game tree.
• Time constraints do not permit complete searches.
• It records board positions and scores at search ends.
• Now if the same board position arises later in the game the stored value can be recalled
and the end effect is that more deeper searched have occurred.
Rote learning is basically a simple process. However it does illustrate some issues that are
relevant to more complex learning issues.
• Organisation o access of the stored value must be faster than it would be to recompute it.
Methods such as hashing, indexing and sorting can be employed to enable this.
o E.g Samuel's program indexed board positions by noting the number of pieces.
• Generalisation o The number of potentially stored objects can be very large. We may
need to generalise some information to make the problem manageable.
o E.g Samuel's program stored game positions only for white to move. Also
rotations along diagonals are combined.
• Stability of the Environment o Rote learning is not very effective in a rapidly changing
environment. If the environment does change then we must detect and record exactly
what has changed -- the frame problem.
Store v Compute
Many programs rely on an evaluation procedure to summarize the state of search etc. Game
playing programs provide many examples of this.
However, many programs have a static evaluation function.
In learning a slight modification of the formulation of the evaluation of the problem is required.
Here the problem has an evaluation function that is represented as a polynomial of the form such
as:
For example: Making dinner can be described a lay the table, cook dinner, serve dinner. We
could treat laying the table as on action even though it involves a sequence of actions.
Consider a blocks world example in which ON(C,B) and ON(A,TABLE) are true.
STRIPS can achieve ON(A,B) in four steps:
UNSTACK(C,B), PUTDOWN(C), PICKUP(A), STACK(A,B)
STRIPS now builds a macro-operator MACROP with preconditions ON(C,B), ON(A,TABLE),
postconditions ON(A,B), ON(C,TABLE) and the four steps as its body.
MACROP can now be used in future operation.
But it is not very general. The above can be easily generalised with variables used in place of the
blocks.
However generalisation is not always that easy (See Rich and Knight).
Learning by Chunking
Chunking involves similar ideas to Macro Operators and originates from psychological ideas on
memory and problem solving.
The computational basis is in production systems (studied earlier).
SOAR is a system that use production rules to represent its knowledge. It also employs chunking
to learn from experience.
Basic Outline of SOAR's Method
• SOAR solves problems it fires productions these are stored in long term memory.
• Some firings turn out to be more useful than others.
• When SOAR detects are useful sequence of firings, it creates chunks.
• A chunk is essentially a large production that does the work of an entire sequence of
smaller ones.
• Chunks may be generalised before storing.
Inductive Learning
This involves the process of learning by example -- where a system tries to induce a general rule
from a set of observed instances.
This involves classification -- assigning, to a particular input, the name of a class to which it
belongs. Classification is important to many problem solving tasks.
A learning system has to be capable of evolving its own class descriptions:
• Initial class definitions may not be adequate.
• The world may not be well understood or rapidly changing.
The task of constructing class definitions is called induction or concept learning
Version Spaces
Structural concept learning systems are not without their problems.
The biggest problem is that the teacher must guide the system through carefully chosen
sequences of examples.
In Winston's program the order of the process is important since new links are added as and
when now knowledge is gathered.
The concept of version spaces aims is insensitive to order of the example presented.
To do this instead of evolving a single concept description a set of possible descriptions are
maintained. As new examples are presented the set evolves as a process of new instances and
near misses.
We will assume that each slot in a version space description is made up of a set of predicates
that do not negate other predicates in the set -- positive literals.
Indeed we can represent a description as a frame bases representation with several slots or
indeed use a more general representation. For the sake of simplifying the discussion we will
keep to simple representations.
If we keep to the above definition the Mitchell's candidate elimination algorithm is the best known
algorithm.
Let us look at an example where we are presented with a number of playing cards and we need
to learn if the card is odd and black.
We already know things like red, black, spade, club, even card, odd card etc.
• Let the be the first card in the sample set. We are told that this is odd black.
• So the most specific concept is alone the least is still all our cards.
• Next card : we need to modify our most specific concept to indicate the generalisation of
the set something like ``odd and black cards''. Least remains unchanged.
• Next card : Now we can modify the least specific set to exclude the . As more exclusion
are added we will generalise this to all black cards and all odd cards.
• NOTE that negative instances cause least specific concepts to become more specific and
positive instances similarly affect the most specific.
• If the two sets become the same set then the result is guaranteed and the target concept
is met.
Then set
Decision Trees
Quinlan in his ID3 system (986) introduced the idea of decision trees.
ID3 is a program that can build trees automatically from given positive and negative instances.
Basically each leaf of a decision tree asserts a positive or negative concept. To classify a
particular input we start at the top and follow assertions down until we reach an answer (Fig 28)
In this case operational criterion is: We must express concept definition in pure description
language syntax.
If we analyse the proof (say with an ATMS). We can learn a few general rules from it.
Since Brecon appears in the database when we abstract things we must explicitly record the use
of the fact:
near(Cardiff,x) holds(loc(x),drive(Cardiff,x), result(fly(Cardiff), s')))
This states if x is near Cardiff we can get to it by flying to Cardiff and then driving. We have learnt
this general rule.
This states we can get top Brecon by flying to another nearby airport and driving from there.
We could add airport(Swansea) and get an alternative means of travel plan. Finally
we could actually abstract out both Brecon and Cardiff to get a general plan:
near(x,y) airport(y) holds(loc(y), result(drive(x,y),result(fly(x),s')))
Discovery
Discovery is a restricted form of learning in which one entity acquires knowledge without the help
of a teacher.
Analogy
Analogy involves a complicated mapping between what might appear to be two dissimilar
concepts.
Bill is built like a large outdoor brick lavatory.
He was like putty in her hands
Humans quickly recognise the abstractions involved and understand the meaning.
There are two methods of analogical problem methods studied in AI.
Transformational Analogy
Look for a similar solution and copy it to the new situation making suitable substitutions where
appropriate.
E.g. Geometry.
If you know about lengths of line segments and a proof that certain lines are equal (Fig. 29) then
we can make similar assertions about angles.
Transformational analogy does not look at how the problem was solved -- it only looks at the final
solution.
The history of the problem solution - the steps involved - are often relevant.
Carbonell (1986) showed that derivational analogy is a necessary component in the transfer of
skills in complex domains:
• In translating Pascal code to LISP -- line by line translation is no use. You will have to
reuse the major structural and control decisions.
• One way to do this is to replay a previous derivation and modify it when necessary.
• If initial steps and assumptions are still valid copy them across.
• Otherwise alternatives need to found -- best first search fashion.
• Reasoning by analogy becomes a search in T-space -- means-end analysis.
Expert Systems
• Expert systems (ES) are one of the prominent research domains of AI. It is introduced by
the researchers at Stanford University, Computer Science Department.
• Expert systems solve problems that are normally solved by human “experts”. To solve
expert-level problems, expert systems need access to a substantial domain knowledge
base, which must be built as efficiently as possible. They also need to exploit one or more
reasoning mechanisms to apply their knowledge to the problems they are given. Then
they need a mechanism for explaining what they have done to the users who rely on
them.
• The problems that expert systems deal with are highly diverse. There are some general
issues that arise across these varying domains. But it also turns out that there are
powerful techniques that can be defined for specific classes of problems.
• What are Expert Systems?
o The expert systems are the computer applications developed to solve complex
problems in a particular domain, at the level of extra-ordinary human intelligence
and expertise.
Knowledge Base
• It contains domain-specific and high-quality knowledge. Knowledge is required to exhibit
intelligence. The success of any ES majorly depends upon the collection of highly
accurate and precise knowledge.
• What is Knowledge?
o The data is collection of facts. The information is organized as data and facts
about the task domain. Data, information, and past experience combined together
are termed as knowledge.
• Components of Knowledge Base o The knowledge base of an ES is a store of both,
factual and heuristic knowledge.
Factual Knowledge − It is the information widely accepted by the
Knowledge Engineers and scholars in the task domain.
Heuristic Knowledge − It is about practice, accurate judgment, one’s ability
of evaluation, and guessing.
• Knowledge representation o It is the method used to organize and formalize the
knowledge in the knowledge base. It is in the form of IF-THEN-ELSE rules.
• Knowledge Acquisition o The success of any expert system majorly depends on the
quality, completeness, and accuracy of the information stored in the knowledge base.
o The knowledge base is formed by readings from various experts, scholars, and
the Knowledge Engineers. The knowledge engineer is a person with the qualities
of empathy, quick learning, and case analyzing skills.
o He acquires information from subject expert by recording, interviewing, and
observing him at work, etc.
o He then categorizes and organizes the information in a meaningful way, in the
form of IF-THEN-ELSE rules, to be used by interference machine. The knowledge
engineer also monitors the development of the ES.
Inference Engine
Use of efficient procedures and rules by the Inference Engine is essential in deducting a
correct, flawless solution.
In case of knowledge-based ES, the Inference Engine acquires and manipulates the
knowledge from the knowledge base to arrive at a particular solution.
In case of rule based ES, it − o Applies rules repeatedly to the facts, which are obtained
from earlier rule application.
o Adds new knowledge into the knowledge base if required.
o Resolves rules conflict when multiple rules are applicable to a particular case.
To recommend a solution, the Inference Engine uses the following strategies − o Forward
Chaining o Backward Chaining
User Interface
User interface provides interaction between user of the ES and the ES itself.
It is generally Natural Language Processing so as to be used by the user who is well-
versed in the task domain.
The user of the ES need not be necessarily an expert in Artificial Intelligence.
It explains how the ES has arrived at a particular recommendation. The explanation may
appear in the following forms − o Natural language displayed on screen. o Verbal
narrations in natural language. o Listing of rule numbers displayed on the screen.
o The user interface makes it easy to trace the credibility of the deductions.
MYCIN is one example of an expert system rule. All the rules we show are English versions of
the actual rules that the systems use.
RI (sometimes are called XCON) is a program that configures DEC VAX systems. Its
rules look like this:
Notice that RI’s rules, unlike MYCIN’s, contain no numeric measures of certainty. In the
task domain with which RI deals, it is possible to state exactly the correct thing to be
done in each particular set of circumstances. One reason for this is that there exists a
good deal of human expertise in this area. Another is that since RI is doing a design task,
it is not necessary to consider all possible alternatives; one good one is enough. As a
result, probabilistic information is not necessary in RI.
PROSPECTOR is a program that provides advice on mineral exploration. Its rules look
like this:
In PROSPECTOR, each rule contains two confidence estimates. The first indicates the
extent to which the presence of the evidence described in the condition part of the rule
suggests the validity of the rule’s conclusion. In the PROSPECTOR rule shown above,
the number 2 indicates that the presence of the evidence is mildly encouraging. The
second confidence estimate measures the extent to which the evidence is necessary to
the validity of the conclusion or stated another way, the extent to which the lack of the
evidence indicates that the conclusion is not valid.
DESIGN ADVISOR is a system that critiques chip designs. Its rules look like:
This gives advice to a chip designer, who can accept or reject the advice. If the advice is
rejected,, the system can exploit a justification-based truth maintenance system to revise
its model of the circuit. The first rule shown here says that an element should be criticized
for poor resetability if the sequential level count is greater than two, unless its signal is
currently believed to be resettable.
Early expert systems shells provided mechanisms for knowledge representation, reasoning and
explanation. But as experience with using these systems to solve real world problem grew, it
became clear that expert system shells needed to do something else as well. They needed to
make it easy to integrate expert systems with other kinds of programs.
EXPLANATION
In order for an expert system to be an effective tool, people must be able to interact with it easily.
To facilitate this interaction, the expert system must have the following two capabilities in
addition to the ability to perform its underlying task:
Explain its reasoning:
o In many of the domains in which expert systems operate, people will not accept
results unless they have been convinced of the accuracy of the reasoning process
that produced those results. This is particularly true, for example, in medicine,
where a doctor must accept ultimate responsibility for a diagnosis, even if that
diagnosis was arrived at with considerable help from a program.
Acquire new knowledge and modifications of old knowledge:
o Since expert systems derive their power from the richness of the knowledge
bases they exploit, it is extremely important that those knowledge bases be as
complete and as accurate as possible. One way to get this knowledge into a
program is through interaction with the human expert. Another way is to have the
program learn expert behavior from raw data.
KNOWLEDGE ACQUISITION
How are expert systems built? Typically, a knowledge engineer interviews a domain expert to
elucidate expert knowledge, when is then translated into rules. After the initial system is built, it
must be iteratively refined until it approximates expert-level performance. This process is
expensive and time-consuming, so it is worthwhile to look for more automatic ways of
constructing expert knowledge bases.
While no totally automatic knowledge acquisition systems yet exist, there are many programs
that interact with domain experts to extract expert knowledge efficiently. These programs provide
support for the following activities:
Entering knowledge
Maintaining knowledge base consistency
Ensuring knowledge base completeness
The most useful knowledge acquisition programs are those that are restricted to a particular
problem-solving paradigm e.g. diagnosis or design. It is important to be able to enumerate the
roles that knowledge can play in the problem-solving process. For example, if the paradigm is
diagnosis, then the program can structure its knowledge base around symptoms, hypotheses
and causes. It can identify symptoms for which the expert has not yet provided causes.
Since one symptom may have multiple causes, the program can ask for knowledge about how to
decide when one hypothesis is better than another. If we move to another type of
problemsolving, say profitably interacting with an expert.
MOLE (Knowledge Acquisition System)
It is a system for heuristic classification problems, such as diagnosing diseases. In particular, it is
used in conjunction with the cover-and-differentiate problem-solving method. An expert system
produced by MOLE accepts input data, comes up with a set of candidate explanations or
classifications that cover (or explain) the data, then uses differentiating knowledge to determine
which one is best. The process is iterative, since explanations must themselves be justified, until
ultimate causes the ascertained.
MOLE interacts with a domain expert to produce a knowledge base that a system called MOLE-p
(for MOLE-performance) uses to solve problems. The acquisition proceeds through several
steps:
1. Initial Knowledge base construction.
MOLE asks the expert to list common symptoms or complaints that might require
diagnosis. For each symptom, MOLE prompts for a list of possible explanations.
MOLE then iteratively seeks out higher-level explanations until it comes up with a
set of ultimate causes. During this process, MOLE builds an influence network
similar to the belief networks.
The expert provides covering knowledge, that is, the knowledge that a
hypothesized event might be the cause of a certain symptom.
2. Refinement of the knowledge base.
MOLE now tries to identify the weaknesses of the knowledge base. One approach
is to find holes and prompt the expert to fill them. It is difficult, in general, to know
whether a knowledge base is complete, so instead MOLE lets the expert watch
MOLE-p solving sample problems. Whenever MOLE-p makes an incorrect
diagnosis, the expert adds new knowledge. There are several ways in which
MOLE-p can reach the wrong conclusion. It may incorrectly reject a hypothesis
because it does not feel that the hypothesis is needed to explain any symptom.
MOLE has been used to build systems that diagnose problems with car engines, problems in
steelrolling mills, and inefficiencies in coal-burning power plants. For MOLE to be applicable,
however, it must be possible to preenumerate solutions or classifications. It must also be
practical to encode the knowledge in terms of covering and differentiating.
One problem-solving method useful for design tasks is called propose-and-revise. Propose-
andrevise systems build up solutions incrementally. First, the system proposes an extension to
the current design. Then it checks whether the extension violates any global or local constraints.
Constraints violations are then fixed, and the process repeats.
SALT Program
The SALT program provides mechanisms for elucidating this knowledge from the expert. Like
MOLE, SALT builds a dependency network as it converses with an expert. Each node stands for
a value of a parameter that must be acquired or generated. There are three kinds of links:
Contributes-to: Associated with the first type of link are procedures that allow SALT to
generate a value for one parameter based on the value of another.
Constraints: Rules out certain parameter values.
Suggests-revision-of: points of ways in which a constraint violation can be fixed.
Control Knowledge is also important. It is critical that the system propose extensions and
revisions that lead toward a design solution. SALT allows the expert to rate revisions in terms of
how much trouble they tend to produce.
SALT compiles its dependency network into a set of production rules. As with MOLE, an expert
can watch the production system solve problems and can override the system’s decision. At the
point, the knowledge base can be changes or the override can be logged for future inspection.