Common Sense: The Physical World - Qualitative Physics
Common Sense: The Physical World - Qualitative Physics
True Intelligent systems exhibit common sense -- they possess more than enough knowledge to
be able to work in a given environment.
We have already mentioned the CYC system which is an ambitious attempt to code up common
sense. However as this example illustrates you require a very large knowledge base for this type
of system.
Common sense strategies illustrate many important AI topics. We will study how this can be
implemented drawing on many of the topics we have studied previously.
Qualitative Physics is an area of AI concerned with reasoning about the behaviour of physical
systems.
It is a good area to study since humans know a great deal about this world:
They can predict that a falling ball will bounce many times.
They can predict the projection of cricket ball and even catch it.
They know a pendulum swings back and fore finally coming to rest in the middle.
However most humans whilst being to operate in this world have no notion of the laws of
physics that govern this world.
We can clearly look up the information and derive equations to describe, say pendulum motion.
Indeed computers are very good at this sort of computation when they have been programmed by
experienced programmers.
Three year old children can and cannot even read or do elementary maths?
One other motivation is that whilst complex computer models can be assembled many problems
remain difficult or impossible to solve analytically. Systems of equations (differential etc.) might
hard to derive and even impossible to solve.
Modelling the Qualitative World
Variables
-- make take on values as in a traditional physics model but with a restricted set of values, e.g.
temperature as .
Quantity Spaces
Rate of Change
-- Variables take on different values at different times. A real valued rate of change can be
Expressions
-- Combination of variables.
Equations
States
Construct a sequence of discrete episodes that occur as qualitative variable value changes.
States are linked by qualitative rules that may be general.
Rules may be applied to many objects simultaneously as they may all influence each other --
constraint satisfaction used.
Ambiguity may arise so split outcomes into different paths and form a network of all possible
states and transitions.
Each path is called a history the network an envisionment.
In order to achieve effective programs for this we must know how to represent the behaviour of
many kinds of processes, materials and the world in which they act.
Construct a sequence of discrete episodes that occur as qualitative variable value changes.
Rules may be applied to many objects simultaneously as they may all influence each other -- constraint
satisfaction used.
Ambiguity may arise so split outcomes into different paths and form a network of all possible states and
transitions.
In order to achieve effective programs for this we must know how to represent the behaviour of many
kinds of processes, materials and the world in which they act.
Space
The Blocks World is a simple example of we can model and describe space.
However common sense notions such a place object x near object y are not accommodated.
Now objects have a spatial extent while events have a temporal extent.
However space is 3D and there are many more relationships than those for time so it is not a
good idea.
Another approach is view objects and space at various levels of abstraction. E.g. We can view
most printed circuit boards as being a 2D object.
For instance we can define relations over spaces such as inside, adjacent etc.
We can also define relations for curves, lines, surfaces, planes and volumes. E.g. along, across,
perpendicular etc.
Materials
Liquids (as can be seen from above) provide many interesting points.
It is useful to think of spaces occupied by objects. Thus we can define properties such as:
Materials
Liquids (as can be seen from above) provide many interesting points.
It is useful to think of spaces occupied by objects. Thus we can define properties such as:
Rigid
Flexible
Let us finish this topic by seeing how memory is employed in problem solving.
We have seen that many problems are solved by analogy. Computer systems that perform this
task are sometimes called case based reasoning (CBR) systems.
CBR systems employ large case libraries rather than descriptions from first principles.
A rich indexing system must be employed -- when reasoning with a problem only relevant past
experience should be recalled.
o Index by features present in problem.
Require some measure of relevance of retrieved information.
o Some features only important in a certain context.
o Inductive and explanation based learning suitable here.
The data structures used will be important as the number of cases represented will be large.
o Do we retrieve all information about a case or fragment of it?
A number of cases are usually retrieved. We need to select the best one using some heuristic
which may include:
o Goal directed preference -- cases that include same goal as current problem.
o Salient feature preference -- cases that include the most important (or largest number
of) features.
o Specificity preference -- certain match features identified.
o Frequency preference -- select frequently matched cases.
o Recency preference -- select recently matched cases.
o Ease of adaptation preference -- cases whose features easily modified for new problem.