AI Unit 4 Lecture Notes It
AI Unit 4 Lecture Notes It
Artificial Intelligence
Unit-IV
Syllubus
Learning: What Is Learning? Rote Learning, Learning by Taking Advice, Learning in Problem Solving,
Learning from Examples, Winston’s Learning Program, Decision Trees.
Learning
Introduction
Learning covers a wide range of phenomena. At one end of the spectrum is skill
refinement. People get better at many tasks simply by practicing. The more you
ride a bicycle or play tennis, the better you get. At the other end of the spectrum
lies knowledge acquisition. As we have seen, many AI programs draw heavily on
knowledge as their source of power. Knowledge is generally acquired through
experience and such acquisition is the focus of this chapter.
What is learning?
1. Skill refinement: practice make skill improve- More you playtennis, better you get
2. Knowledge acquisition: Knowledge is generally acquired by experience.
1. Rote Learning
2. Learning by Taking Advice,
3. Learning in Problem Solving
4. Learning from Examples
5. Learning with Macro-Operators
1. Rote learning:
Samuel's Checkers program employed rote learning (it also used parameter
adjustment which will be discussed shortly).
Rote learning is basically a simple process. However it does illustrate some issues that
are relevant to more complex learning issues.
E.g Samuel's program indexed board positions by noting the number of pieces.
Generalisation
-- The number of potentially stored objects can be very large. We may need to
generalise some information to make the problem manageable.
E.g Samuel's program stored game positions only for white to move. Also
rotations along diagonals are combined.
• Take high level, abstract advice and convert it into rules that can guide
performance elements of the system. Automate all aspects of advice taking
• Develop sophisticated tools such as knowledge base editors and debugging.
These are used to aid an expert to translate his expertise into detailed rules.
Here the expert is an integral part of the learning system. Such tools are
important in expert systems area of AI.
Automated Advice Taking
Request
Interpret
Operationalise
-- Translated advice may still not be usable so this stage seeks to provide a
representation that can be used by the performance element.
Integrate
Evaluate
-- The system must assess the new knowledge for errors, contradictions etc.
Instead of automating the five steps above, many researchers have instead assembled
tools that aid the development and maintenance of the knowledge base.
FOO (First Operational Operationaliser) tries to convert high level advice (principles,
problems, methods) into effective executable (LISP) procedures.
Hearts:
Although the possible situations are numerous general advice can be given such as:
In order to receive advice a human must convert into a FOO representation (LISP
clause)
(avoid (take-points me) (trick))
FOO operationalises the advice by translating it into expressions it can use in the
game. It can UNFOLD avoid and then trick to give:
(achieve (not (during
(scenario
(each p1 (players) (play-card p1))
(take-trick (trick-winner)))
(take-points me))))
However the advice is still not operational since it depends on the outcome of trick
which is generally not known. Therefore FOO uses case analysis (on
the during expression) to determine which steps could case one to take points. Step 1
is ruled out and step 2's take-points is UNFOLDED:
(achieve (not (exists c1 (cards-played)
(exists c2 (point-cards)
(during (take (trick-winner) c1)
(take me c2))))))
FOO now has to decide: Under what conditions does (take me c2) occur during (take
(trick-winner) c1).
This not quite enough a this means Do not win trick that has points. We do not know
who the trick-winner is, also we have not said anything about how to play in a trick
that has point led in the suit. After a few more steps to achieve this FOO comes up
with:
(achieve (>= (and (in-suit-led(card-of me))
(possible (trick-has-points)))
(low(card-of me)))
• basic domain concepts such as trick, hand, deck suits, avoid, win etc.
• Rules and behavioural constraints -- general rules of the game.
• Heuristics as to how to UNFOLD.
There are three basic methods in which a system can learn from its own
experiences.
Learning by Parameter Adjustment
Here the problem has an evaluation function that is represented as a polynomial of the
form such as:
In designing programs it is often difficult to decide on the exact value to give each
weight initially.
Samuel's Checkers programs employed 16 such features at any one time chosen from
a pool of 38.
Learning by Macro Operators
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.
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
• 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
Most often heard criticisms of AI is that machines cannotbe called intelligent until
they are able to learn to do newthings and adapt to new situations, rather than
simplydoing as they are told to do.•Some critics of AI have been saying that
computerscannot learn!•Definitions of Learning: changes in the system that
areadaptive in the sense that they enable the system to dothe same task or tasks
drawn from the same populationmore efficiently and more effectively the next
time.•Learning covers a wide range of phenomenon:–Skill refinement : Practice
makes skills improve.–Knowledge acquisition: Knowledge is generally acquired
throughexperience
Explain the importance of repeated problem solving for an effective improvement in the process of
``Learning”. Distinguish it from Learning by taking advice.