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Index
Halftitle Artifical Intelligence Copyright Dedication Contents Preface Acknowledgments Credits Part I: Introduction Overview of Artificial Intelligence
1.0 Introduction
1.0.1 What Is Artificial Intelligence? 1.0.2 What Is Thinking? What Is Intelligence?
1.1 The Turing Test
1.1.1 Definition of the Turing Test 1.1.2 Controversies and Criticisms of the Turing Test
Block’s Criticism of the Turing Test Searle’s Criticism: The Chinese Room
1.2 Strong AI versus Weak AI 1.3 Heuristics
1.3.1 The Diagonal of a Rectangular Solid: Solving a Simpler, but Related Problem 1.3.2 The Water Jug Problem: Working Backward
1.4 Identifying Problems Suitable for AI 1.5 Applications and Methods
1.5.1 Search Algorithms and Puzzles 1.5.2 Two-Person Games 1.5.3 Automated Reasoning 1.5.4 Production Rules and Expert Systems 1.5.5 Cellular Automata 1.5.6 Neural Computation 1.5.7 Genetic Algorithms 1.5.8 Knowledge Representation 1.5.9 Uncertainty Reasoning
1.6 Early History of AI
1.6.1 Logicians and Logic Machines
1.7 Recent History of AI to the Present
1.7.1 Games 1.7.2 Expert Systems 1.7.3 Neural Computing 1.7.4 Evolutionary Computation 1.7.5 Natural Language Processing 1.7.6 Bioinformatics
1.8 AI in the New Millennium 1.9 Chapter Summary Part II: Fundamentals 2. Uninformed Search Intelligence
2.0 Introduction: Search in Intelligent Systems 2.1 State-Space Graphs
2.1.1 The False Coin Problem
2.2 Generate-and-Test Paradigm
2.2.1 Backtracking 2.2.2 The Greedy Algorithm 2.2.3 The Traveling Salesperson Problem 2.3 Blind Search Algorithms 2.3.1 Depth First Search 2.3.2 Breadth First Search
2.4 Implementing and Comparing Blind Search Algorithms
2.4.1 Implementing a Depth First Search Solution
Algorithm: Breadth First Search
2.4.2 Implementing a Breadth First Search Solution 2.4.3 Measuring Problem-Solving Performance
Completeness Optimality Time Complexity Space Complexity
2.4.4 Comparing dfs and bfs 2.5 Chapter Summary
3. Informed Search
3.0 Introduction 3.1 Heuristics 3.2 Informed Search Algorithms (Part I) – Finding any solution
3.2.1 Hill Climbing 3.2.2 Steepest-Ascent Hill Climbing
The Foothills Problem The Plateau Problem The Ridge Problem
3.3 The Best-first Search
Abbreviations: Abbreviations:
3.4 The Beam Search 3.5 Additional Metrics for Search Algorithms 3.6 Informed Search (Part 2) – Finding an Optimal Solution
3.6.1 Branch and Bound 3.6.2 Branch and Bound with Underestimates 3.6.3 Branch and Boundwith Dynamic Programming 3.6.4 The A* Search
3.7 informed Search (part 3) – Advanced Search Algorithms
3.7.1 Constraint Satisfaction Search 3.7.2 AND/OR Trees 3.7.3 The Bidirectional Search 3.8 Chapter Summary
4. Search Using Games
4.0 Introduction 4.1 Game Trees and Minimax Evaluation
4.1.1 Heuristic Evaluation 4.1.2 Minimax Evaluation of Game Trees
4.2 Minimax with Alpha-Beta Pruning 4.3 Variations and Improvements to Minimax
4.3.1 Negamax Algorithm 4.3.2 Progressive Deepening 4.3.3 Heuristic Continuation and the Horizon Effect
4.4 Games of Chance and the Expectiminimax Algorithm 4.5 Game Theory
4.5.1 The Iterated Prisoner’s Dilemma
4.6 Chapter Summary
5. Logic in Artificial Intelligence
5.0 Introduction 5.1 Logic and Representation 5.2 Propositional Logic
5.2.1 Propositional Logic – Basics 5.2.2 Arguments in the Propositional Logic 5.2.3 Proving Arguments in the Propositional Logic Valid – A Second Approach
5.3 Predicate Logic – Introduction
5.3.1 Unification in the Predicate Logic 5.3.2 Resolution in the Predicate Logic 5.3.3 Converting a Predicate Expression to Clause Form
5.4 Several other Logics
5.4.1 Second Order Logic 5.4.2 Non-monotonic Logic 5.4.3 Fuzzy Logic 5.4.4 Modal Logic
5.5 Chapter Summary
6. Knowledge Representation
6.0 Introduction 6.1 Graphical Sketches and The Human Window 6.2 Graphs and The Bridges of Königsberg Problem 6.3 Search Trees
6.3.1 Decision Tree
6.4 Representational Choices 6.5 Production Systems 6.6 Object Orientation 6.7 Frames 6.8 Scripts and the Conceptual Dependency System 6.9 Semantic Networks 6.10 Associations 6.11 More Recent Approaches
6.11.1 Concept Maps 6.11.2 Conceptual Graphs 6.11.3 Baecker’s Work
6.12 Agents: Intelligent or Otherwise
6.12.1 A Little Agent History 6.12.2 Contemporary Agents
KaZaA Monitoring Agent: Spector Pro Zero Intelligence Plus (Zip) HAL: The Next Generation Intelligent Room
6.12.3 The Semantic Web 6.12.4 The Future – According to IBM 6.12.5 Authors’ Perspective
6.13 Chapter Summary
7. Production Systems
7.0 Introduction 7.1 Background
7.1.1 Strong Methods vs. Weak Methods
7.2 Basic Examples 7.3 The CarBuyer system
7.3.1 Advantages of Production Systems
7.4 Production Systems and Inference Methods
7.4.1 Conflict Resolution
Conflict Resolution Strategies
7.4.2 Forward Chaining
Examples of Forward Chaining
7.4.3 Backward Chaining
Examples of Backward Chaining
7.5 Production Systems and Cellular Automata 7.6 Stochastic Processes and Markov Chains 7.7 Chapter Summary
Part III: Knowledge-Based Systems 8. Uncertainty in AI
8.0 Introduction 8.1 Fuzzy Sets 8.2 Fuzzy Logic 8.3 Fuzzy Inferences 8.4 Probability Theory and Uncertainty 8.5 Chapter Summary
9. Expert Systems
9.0 introduction 9.1 Background
9.1.1 Human and Machine Experts
9.2 Characteristics of Expert Systems 9.3 Knowledge Engineering 9.4 Knowledge Acquisition 9.5 Classic Expert Systems
9.5.1 DENDRAL 9.5.2 MYCIN 9.5.3 EMYCIN 9.5.4 PROSPECTOR 9.5.5 Fuzzy Knowledge and Bayes’ Rule
9.6 Methods for Efficiency
9.6.1 Demon Rules 9.6.2 The Rete Algorithm
9.7 Case-Based Reasoning 9.8 More Recent Expert Systems
9.8.1 Systems for Improving Employment Matching 9.8.2 An Expert System for Vibration Fault Diagnosis 9.8.3 Automatic Dental Identification 9.8.4 More Expert Systems Employing Case-Based Reasoning 9.9 Chapter Summary
10. Neural Networks
10.0 Introduction 10.1 Rudiments of Artificial Neural Networks 10.2 McCulloch–Pitts Network 10.3 The Perceptron Learning Rule 10.4 The Delta Rule 10.5 Backpropagation 10.6 Implementation Concerns
10.6.1 Pattern Analysis 10.6.2 Training Methodology
10.7 Discrete Hopfield Networks 10.8 Application Areas 10.9 Chapter Summary
11. Search Inspired by Mother Nature
11.0 Introduction 11.1 Simulated Annealing 11.2 Genetic Algorithms 11.3 Genetic Programming 11.4 Tabu Search 11.5 Ant Colony Optimization 11.6 Chapter Summary
Part IV: Advanced Topics 12. Natural Language Understanding
12.0 INTRODUCTION 12.1 Overview: The Problems and Possibilities of Language
12.1.1 Ambiguity
12.2 History of Natural Language Processing (NLP)
12.2.1 Foundations (1940s and 1950s) 12.2.2 Symbolic vs. Stochastic Approaches (1957–1970) 12.2.3 The Four Paradigms: 1970–1983 12.2.4 Empiricism and Finite-State Models 12.2.5 The Field Comes Together: 1994–1999 12.2.6 The Rise of Machine Learning
12.3 Syntax and Formal Grammars
12.3.1 Types of Grammars
Type 0: Recursively Enumerable Languages Type 1: Context Sensitive Languages Type 2: Context-Free Languages Type 3: Regular Languages
12.3.2 Syntactic Parsing: The CYK Algorithm
12.4 Semantic Knowledge and Extended Grammars
12.4.1 Transformational Grammar 12.4.2 Systemic Grammar 12.4.3 Case Grammars 12.4.4 Semantic Grammars 12.4.5 Schank’s Systems
MARGIE Inference Mode Paraphrase Mode SAM PAM
12.5 Statistical Methods in NLP
12.5.1 Statistical Parsing 12.5.2 Machine Translation (Revisited) and IBM’s Candide System 12.5.3 Word Sense Disambiguation
12.6 Probabilistic Models for Statistical NLP
12.6.1 Hidden Markov Models 12.6.2 The Viterbi Algorithm
12.7 Linguistic Data Collections for Statistical NLP
12.7.1 The Penn Treebank Project 12.7.2 Wordnet
12.8 Applications: Information Extraction and Question Answering Systems
12.8.1 Question Answering Systems 12.8.2 Information Extraction
12.9 Present and Future Research (according to Charniak) 12.10 Chapter Summary
13. Automated Planning
13.0 Introduction 13.1 The Problem of Planning
13.1.1 Planning Terminology 13.1.2 Examples of Planning Applications
13.2 A Brief History and a Famous Problem
13.2.1 The Frame Problem
13.3 Planning Methods
13.3.1 Planning as Search
13.3.1.1 State-Space Search 13.3.1.2 Means Ends Analysis 13.3.1.3 A Variety of Heuristic Search Methods for Planning
13.3.2 Partially Ordered Planning
13.3.2.1 The Sussman Anomaly
13.3.3 Hierarchical Planning 13.3.4 Case-Based Planning 13.3.5 A Potpourri of Planning Methods
13.4 Early Planning Systems
13.4.1 STRIPS 13.4.2 NOAH 13.4.3 NONLIN
13.5 More Modern Planning Systems
13.5.1 O-Plan 13.5.2 Graphplan 13.5.3 A Potpourri of Planning Systems Planning Research Areas, Systems, and Techniques 13.5.4 A Planning Approach to Learning Systems
A Plan-Oriented Learning Environment for Novice Object Design 13.6 Chapter Summary
14. Advanced Computer Games
14.0 INTRODUCTION 14.1 CHECKERS: FROM SAMUEL TO SCHAEFFER
14.1.1 Heuristic Methods for Learning in the Game of Checkers 14.1.2 Rote Learning and Generalization 14.1.3 Signature Table Evaluations and Book Learning 14.1.4 World Championship Checkers with Schaeffer’s Chinook 14.1.5 Checkers is Solved
14.2 CHESS: THE DROSOPHILA OF AI
14.2.1 Historical Background of Computer Chess 14.2.2 Programming Methods
14.2.2.1 Shannon Approaches 14.2.2.2 Board and Legal Move Representation 14.2.2.3 Openings and Position Evaluation 14.2.2.4 Mobility and Connectivity
14.2.3 Beyond the Horizon 14.2.4 Deep Thought and Deep Blue against Grandmaster Competition: 1988–1995
Gary Kasparov vs. Deeper Blue
14.3 CONTRIBUTIONS OF COMPUTER CHESS TO ARTIFICIAL INTELLIGENCE
14.3.1 Search in Machines 14.3.2 Search in Man vs. Machine 14.3.3 Heuristics, Knowledge, and Problem-Solving 14.3.4 Brute Force: Knowledge vs. Search; Performance vs. Competence 14.3.5 Endgame Databases and Parallelism 14.3.6 Author Contributions
14.4 OTHER GAMES
14.4.1 Othello 14.4.2 Backgammon 14.4.3 Bridge 14.4.4 Poker
14.5 GO: THE NEW DROSOPHILA OF AI?
14.5.1 The Stars of Advanced Computer Games 14.6 Chapter Summary
Part V: The Present and Future 15.0 INTRODUCTION
15.1 RECAPITULATION—PART I 15.2 PROMETHEUS REDUX 15.3 RECAPITULATION—PART II: PRESENT AI ACCOMPLISHMENTS 15.4 IBM WATSON—JEOPARDY CHALLENGE 15.5 AI IN THE 21st CENTURY 15.6 Chapter Summary
A. Example with CLIPS:The Expert System Shell B. Implementation of the Viterbi Algorithm for Hidden Markov Chains C. Contributions to Computer Chess: The Amazing Walter Shawn Browne D. Applications and Data
D.1 Examples of Applications
1. Expert Systems 2. Neural Networks 3. Robotics 4. Fuzzy Logic
D.2 Data For Neural Training Exercises D.3 An Overview of Advanced Computer Games
1. The Rules and Objectives of Bridge 2. The Rules and Objectives of Chess 3. The History of Advanced Computer Games
E. Solutions to Selected Exercises Index
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