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Knowledge Representation Issues

This document discusses knowledge representation and different approaches to representing knowledge. It introduces simple relational knowledge representation using relations and attributes to represent facts. It also discusses inheritable knowledge representation which augments basic representation with inference mechanisms by organizing objects into classes and arranging classes in a generalization hierarchy to support property inheritance. The document provides an example of representing additional baseball knowledge in a semantic network structure with slots, fillers, objects and values to illustrate inheritable knowledge representation.

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Fariha Oisy
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0% found this document useful (0 votes)
362 views

Knowledge Representation Issues

This document discusses knowledge representation and different approaches to representing knowledge. It introduces simple relational knowledge representation using relations and attributes to represent facts. It also discusses inheritable knowledge representation which augments basic representation with inference mechanisms by organizing objects into classes and arranging classes in a generalization hierarchy to support property inheritance. The document provides an example of representing additional baseball knowledge in a semantic network structure with slots, fillers, objects and values to illustrate inheritable knowledge representation.

Uploaded by

Fariha Oisy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Knowledge Representation

Issues

CSE-345: Artificial Intelligence


Introduction
Discussed: Search-based problem solving
programs
–power is limited because of their
generality
Knowledge representation models
–allow for more specific, more powerful
problem-solving mechanisms
Knowledge
Can be defined as the body of facts &
principles accumulated by humankind or the
act, fact, or state of knowing.
True, but incomplete, much more than this
It is having a familiarity with language,
concepts, procedures, rules, ideas, abstractions,
places, customs, facts, & associations, coupled
with an ability to use these notions effectively
in modeling different aspects of the world.
Knowledge

 The meaning of knowledge is closely related to the meaning of intelligence.


 Intelligence requires the possession of an access to knowledge
 And a characteristic of intelligent people is that they posses much knowledge
 Knowledge is likely stored as complex structures of interconnected neurons.
 Symbolic representation
Human brain Computer
3.3 lbs 100 gms
1012 neurons magnetic spots & voltage states
1014 bits storage 1012 bits doubling about every 3~4 years
 The gap between human & computer storage capacities is narrowing rapidly
 Still wide gape between representation schemes & efficiencies
Knowledge
 Declarative vs. Procedural
 Procedural: compiled knowledge related to the performance of some tasks
– The steps used to solve an algebraic equation
 Declarative: passive knowledge expressed as statements of facts about the world.
– Personal data in a database
 Heuristic Knowledge: special type of knowledge used by humans to solve complex
problems.
– The knowledge used to make good judgments, or strategies, tricks, or „rules of
thumb‟ used to simply the solution of problems.
– Heuristic s are usually acquired with much experience
 Fault in a TV set
 an experienced technician will not start by making numerous voltage checks
when it is clear that the sound is present but the picture is not
 The high voltage fly back transformer or related component is the culprit
– May not always be correct
– But frequently/quickly can find a solution
Knowledge and Data
 Knowledge should not confused with data
 Physician treating a patient use both Knowledge &
Data
Data: record: history, measurement of vital sign, drugs
given, response to drugs,……
Knowledge: what Physician learned from medical school,
internship, residency, specialization, practice.
 Knowledge includes & requires the use of data &
information
 It combines relationship, correlations, dependencies,
& notion of gestalt with data & information
Belief, Hypothesis, & Knowledge
Belief: define as essentially any meaningful &
coherent expression that can be represented
– It may be true or false
Hypothesis: define as a justified belief that is
not known to be true
– Thus a hypothesis is a belief which is backed up
with some supporting evidence, but it may still be
false
Knowledge: define as true justified belief
Representations and Mappings
In order to solve the complex problems encountered in
AI
-needs a large amount of knowledge
-some mechanisms for manipulating that knowledge to
create solutions to new problems
Two entities:
 Facts: truths in some relevant world. These are the
things we want to represent
 Representations of facts in some chosen formalism.
These are the things we will actually be able to
manipulate.
Representations and Mappings
Structuring entities:
The knowledge level, at which facts are
described
The symbol level, at which representations
of objects at the knowledge level are defined
in terms of symbols that can be manipulated
by programs
Mappings between Facts & Representations

* Internal
Reasoning
Facts Programs
Representations
*
English Understanding English Generation

English
Representations

 Representation mappings:
 Forward representation mappings (facts-representation)
 Backward representation mappings (representation-facts)
Mappings between Facts &
Representations
An example using mathematical logic as the
representational formalism:
– Spot is a dog: dog(Spot)
– Every dog has a tail: ∀x: dog(x) → hastail(x)
Use the deductive mechanisms of logic:
hastail(Spot) : Spot has a tail
Mappings between Facts &
Representations
The available mapping functions are not one-
to-one
They are not even functions but rather many-
to-many relations
Each object in the domain may map to several
elements in the range
Several elements in the domain may map to
the same element in the range
Mappings between Facts &
Representations
“All dogs have tails” & “Every dog has a tail”
 Both represent the same fact (every dog has at least one tail)
 But
– Former: every dog has at least one tail/each dog has
several tails
– Latter: every dog has at least one tail/there is a tail that
every dog has
 When we try to convert English sentences into some other
representation (such as logical propositions) , we must first
decide what facts the sentence represent & then convert those
facts into the new representation
Mappings between Facts &
Representations
What an AI program does is to manipulate the
internal representation of the facts it is given
This manipulation should result in new
structures than can also be interpreted as the
internal representations of facts
More precisely, these structures should be the
internal representations of facts that
correspond to the answer to the problem
described by the starting set of facts
Representation of Facts: Expanded view
Initial Desired real reasoning Final
facts facts
Forward Backward
* representation representation *
mapping mapping
Internal Internal
representation Operation of representation
of initial facts program of final facts

 Dotted line: abstract reasoning process that a program is


intended to model
 Solid line: concrete reasoning process that a particular
program performs
Approaches to Knowledge Representation
Good system for representation of knowledge
should possess 04 properties:
 Representational Adequacy
 Inferential Adequacy
 Inferential Efficiency
 Acquisitional Efficiency
No single system that optimizes all of the
capabilities for all kinds of knowledge has yet
been found.
 Multiple techniques for KR exist.
Approaches to Knowledge
Representation
Simple Relational Knowledge
– Simplest way to represent declarative facts is as a
set of relations of the same sort used in database
systems.
Player Height Weight Bats-Throws
Babul 6-0 180 Right-Right
Alim 5-10 170 Right-Right
Didar 6-2 215 Left-Left
Rubel 6-3 205 Left-Right

– Representation is simple, provides very weak


inferential capabilities
Simple Relational Knowledge
 Knowledge represented in this form may serve as the
input to more powerful inference engines
 It is not possible even to answer the simple question,
“Who is the heaviest player?”
 But if a procedure for finding the heaviest player is
provided, then these facts will enable the procedure
to compute an answer.
 We are provided with a set of rules for deciding
which hitter to put up against pitcher (based on right-
& left-handedness), then this same relation can
provide at least some of the info required by those
rules
Approaches to Knowledge
Representation
Inheritable knowledge
– Relational knowledge corresponds to a set of
attributes & associated values that together
describe the objectives of the knowledge base
Player Height Weight Bats-Throws
Babul 6-0 180 Right-Right
Alim 5-10 170 Right-Right
Didar 6-2 215 Left-Left
Rubel 6-3 205 Left-Right

– It is possible to augment the basic representation


with inference mechanisms that operate on the
structure of the representation
Inheritable knowledge
 For this to be effective, the structure must be
designed to correspond to the inference
mechanisms that are desired
 One of the most useful forms of inference is
property inheritance, in which elements of
specific classes inherit attributes & values from
more general classes in which they are included
 In order to support property inheritance, objects
must be organized into classes & classes must be
arranged in a generalization hierarchy.
Inheritable knowledge
Some additional baseball knowledge inserted
into a structure that is so arranged.
– Lines: attributes
– Boxed nodes: objects& values
– Values can also be viewed as objects to its value
along the corresponding attribute line
Slot-and-filler structure
Semantic network/a collection of frames
Baseball Player: Semantic Net
handed
Person Right
Lines: attributes
isa Boxed nodes:
Adult- objects& values
5-10
Male height
isa
6-1
bats Baseball
Equal to
-Player Batting -average
handed

isa isa .252


Batting -average
Fielder Batting -average .262
.106 Pitcher

instance instance
team
Chicago Three-Finger- Pee-Wee- team Brooklyn-
-Cubs Brown Reese Dodgers
Baseball Player: Frame
Baseball-player
isa: Adult-Male
Viewing a Node as a Frame
bats: (EQUAL handed)
height: 6-1
batting-average: .252
-All of the objects & most of the attributes to correspond to the
baseball domain.
Two Exceptions:
-attribute isa show class inclusion
-attribute instance show class membership
-these attributes provide the basis for property inheritance as an
inference technique
Algorithm: Property Inheritance
To retrieve a value V for attribute A of an instance object O:
1. Find O in the knowledge base
2. If there is a value there for the attribute A, report that
value
3. Otherwise, see if there is a value for the attribute
instance. If not, then fail
4. Otherwise move to the node corresponding to that value
& look for a value for the attribute A. if one found,
report it
5. Otherwise, do until there is no value for the isa attribute
or until an answer found:
a) Get the value of the isa attribute & move to that node
b) See if there is a value for the attribute A. if there is,
report it
Example
• Team (Pee-Wee-Reese)=Brooklyn-Dodgers. The
attribute had a value stored explicitly in the knowledge
base
• batting-average (Three-Finger-Brown)=.106. Since
there is no value for batting average stored explicitly
for Three-Finger-Brown, we follow the instance
attribute to Pitcher & extract the value stored there.
• height (Pee-Wee-Reese) = 6-1.
This represent another default inference.
Note: we get to it first, the more specific fact about the
height of baseball players overrides a more general fact
about the height of adult males
Example
• bats (Three-Finger-Brown)=Right.
To get a value for the attribute bats required going up the isa
hierarchy to the class Baseball-Player.
But what we found there was not a value but a rule for
computing a value
This rule required another value (that for handed) as input
So the entire process must be begun again recursively to find a
value handed
This time, it is necessary to go all the way up to Person to
discover that the default value for handedness for people is
Right.
Now the rule for bats can be applied, producing the result
Right, that turns out to be wrong, since Brown is a switch
hitter (he can hit both left-and-right-handed )
Approaches to Knowledge
Representation
Inferential knowledge
– Facts represented in a logical form (e.g. First-Order
Logic: FOL), which facilitates reasoning.
– This knowledge is useless unless there is also an
inference procedure that can exploit it
– The required inference procedure now is one that
implements the standard logical rules of inference
– There are many such procedures, some of which
reason forward from given facts to conclusions, others
of which reason backward from desired conclusions to
given facts.
– Resolution most commonly used
Approaches to Knowledge
Representation
 Procedural knowledge
– Representation of “how to make it” rather than “what it is”
– Procedural knowledge can be represented in programs in
many ways:
• Code in some programming language, such as Lisp
→May have inferential efficiency, no inferential
adequacy (difficult to write a program that can reason
about another program‟s behaviour), acquisitional
efficiency (b/c of the process of updating and
debugging large pieces of code)
The Frame Problem
 How to represent efficiently sequences of problem states
that arise from a search process
 For complex ill-structured problems, this can be a
serious matter
 Consider the world of a household robot.
 There are many objects & relationships in the world, & a
state description must somehow included facts
On(Plant, Table), under(Table, Window), and in(Table, Room)
-one strategy is to store each state description as a list of such
facts
The Frame Problem
 But what happens during the problem solving process if
each of those descriptions is very long?
 Most of the facts will not change from one state to another,
yet each fact will be represented once at every node & will
quickly run out of memory
 Furthermore, spend the majority of time creating these
nodes & copying these facts-most of which do not change
often-from one node to another.
 Spend a lot of time recording above(Ceiling,Floor) at every
node
-All of these is, of course, in addition to the real problem figuring
out which facts should be different at each node
The Frame Problem
 This whole problem of representing the facts that
change as well as that do not is known as the frame
problem.
 In some domains, the only hard part is representing all
the facts
 In other, though, figuring out which ones change is
nontrivial
Robot World: there might be a table with a plant on it
under the window. Suppose we move the table to the
center of the room. We must also infer that the plant is
now in the center of the room too but the window is not.
The Frame Problem
To support this kind of reasoning, some
systems make use of an explicit set of axioms
(Frame Axioms).
– describes all the things that do not change when a
particular operator is applied in state n to produce
state n+1 (the things that do change must be
mentioned as part of the operator itself)
color(x,y,s1) move(x,s1,s2) color(x,y,s2)
The Frame Problem
 Simply start with a description of initial state and then making changes to
that description as indicated by the rules applied.
 But when back tracking how to know what change to problem statement
need to undone.
 Two solution:
– Do not modify the initial state description at all. At each node, store an
indication of the specific changes that should be made at this node.
Whenever it is necessary to refer to the description of the current
problem state, look at the initial state description and also look back
through all the nodes on the path from the start state to the current state.
– Modify the initial state description as appropriate, nut also record at
each node an indication of what to do undo the move it ever be
necessary to back track through the ode. Then whenever it is necessary
to back track, check each node along the way and perform the indicated
operation on the state description.
The END

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