Artificial Intelligence Midterm

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Artificial Intelligence
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The study and design of intelligent agents, where an intelligent agent is a system that perceives its environment and takes actions that maximize its chances of success
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Fours Schools of Thought
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Thinking Humanly v. Thinking Rationally v. Acting Humanly v. Acting Rationally ACTING RATIONALLY is the one we study
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Rational Agent
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An agent that acts so as to achieve the best outcome, or when there is uncertainty, the best expected outcome
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Agent Equation
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Agent = Architecture + Program
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Agent
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Perceives its environment through SENSORS and acts upon that environment through ACTUATORS Perceive --> Think --> Act
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PEAS
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Performance, Environment, Actuators, Sensors
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Fully v. Partially Observable
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an agent's sensors give it access to complete state
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Deterministic v. Stochastic
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Next state is completely determined by current state, instead of random chance
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Episodic vs. Sequential
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Agent's experience is divided into atomic "episodes," choice depends only on the episode itself
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Discrete v. Continuous
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A limited number of distinct, clearly defined percepts and actions i.e. checkers
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Simple Reflex Agents
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select BASED ON CURRENT STATE ONLY - fully observable, simple but limited i.e. vacuum
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Model-Based Reflex Agents
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Agent needs some GOAL INFORMATION - combines goal information with environment model to choose actions that achieve the goal
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Utility-Based Agents
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Agent happiness is taken into consideration - UTILITY is the agent's performance measure
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Learning Agents
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4 components: learning element, performance element, critic, problem generator
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Goal-Based Agents
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Agents that work toward a goal, consider the impact of actions on future states, job is to identify the action or series of actions that lead to the goal - formalized as a SEARCH through possible solutions
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Search Problem Formulation
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Initial State, States, Actions, Transition Model, Goal Test, Path Cost
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State Space
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A physical configuration
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Search Space
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An abstract configuration represented by a search tree or graph of possible solutions
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Search Tree
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Models the sequence of actions - root is the initial state, branches are the actions, nodes are results from actions
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Search Space Regions
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Explored, Frontier, Unexplored
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Completeness
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Does it always find a solution if one exists?
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Time Complexity
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Number of nodes generated/expanded
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Space Complexity
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Maximum number of nodes in memory
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Optimality
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Does it always find a least-cost solution?
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b
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maximum branching factor of the search tree
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d
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depth of the solution
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m
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maximum depth of the state space
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BFS
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Expand the shallowest node Complete, O(b^d) time, O(b^d) space, optimal
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DFS
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Expand deepest first Not complete! O(b^m) time, O(bm) space, not optimal
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Depth-Limited Search
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DFS with depth limit l, select some limit L in depth to explore with DFS, iterative deepening increases the limit l
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Uniform Cost Search
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We want the cheapest path, not the shallowest solution --> prioritize by cost, not depth, expand node n with the lowest path cost g(n)
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Informed Search
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Use a heuristic function that estimates how close a state is to the goal, allows us to know whether we're actually getting closer to the goal
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Greedy Search
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h(n) is our heuristic function, estimates the cost from n to the closest goal
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Common Heuristic Functions
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straight-line distance, Manhattan distance
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A* Search
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minimize the total estimated solution cost - g(n) cost to reach node n, h(n) cost to get from n to goal, f(n) = g(n) + h(n) Complete, exponential time, every node in memory, but optimal!
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Admissible Heuristic
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never overestimates the cost to reach the goal i.e. it is optimistic, for all node n, h(n) <= h*(n) or the real cost
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Benefits of IDFS over BFS
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Memory! For BFS, we have to store all the nodes of the depth in memory! For IDFS, we can look at only the number in our current subtree
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Local Search
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Iterative improvement algorithms, also pure optimization problems - the path doesn't matter! No need to maintain a search tree, use very little memory, often find good solutions Hill climbing, simulated annealing, local beam, genetic algorithms
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Hill Climbing
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Greedy local search - looks only to immediate good neighbors and not beyond - search move uphill, terminates when it reaches a pick, can terminate with any maxima
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Local Beam Search
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maintains k states instead of just one, selects the k best successor, useful information is passed amont the states
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Stochastic Beam Search
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chooses k successors at random, helps alleviate the problem of states agglomerating around same part of state space
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Generic Algorithms
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variant of stochastic beam search, successor states generated by combining two parents than modifying a single state, process inspired by natural selection, have a fitness function
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Association Rules Two Steps
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Mining frequent patterns in D Generating strong association rules {Bread, Butter} frequent pattern Bread --> Butter strong rule
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Item
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an object belong to L = {x1, x2,...,xm}
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Itemset
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any subset of L
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k-itemset
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itemset of cardinality k
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P(L)
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lattice
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Transaction
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itemset identified by a unique identifier tid
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T
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set of all transaction ids
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Tidset
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a subset of T
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Transaction Dataset
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D = {(tid, Xtid) / tid in T, Xtid subset L}
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Frequency
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|t(X)| = |{(tid, Xtid) in D / X subset Xtid}|
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Support
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|t(X)| / |D|
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Frequency itemset
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X is frequent iff supp(x) >= MinSupp
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Support Downward Closure
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if an itemset is frequent, then all its subsets also are frequent
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A-Priori Bottlenock
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billions of transactions, tens of thousands of items, terabytes of data --> multiple scans of dataset, HUGE number of candidate sets
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Probabilistic Interpretation
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supp(A->C) = P(A ^ C) conf(A->C) = P(A ^ C) / P(A)
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Cons of Support/Confidence
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Biased rules! Confidence cannot detect bias because it ignores support! tea -> coffee - everyone buys coffee, not just because it has tea
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Interest
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P(A ^ C) / P(A) x P(C) = supp(A U C) / supp(A) x supp(C)
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Multidimensional Rules
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Rather than just single rules, construct k-predicatesets instead of k-itemsets
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AR Post-Processing
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Use evaluation measures, increase minimum support, increase minimum confidence, use rule templates
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Quantitative AR
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Infinite Search space, support-confidence tradeoff, unsupervised discretization
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Adversarial Search
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Games - multi-agent competitive environments, opponent we can't control planning against us, optimal solution is a strategy - modeled as search problems, use heuristics
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Deterministic, Perfect Info
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chess, checkers, go, othello Deterministic, fully observable environments, zero-sum, two agents act alternately
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Zero-Sum Games
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pure competition, agents have different values on the outcomes, one agent maximizes on single value, while the other minimizes it
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Embedded Thinking
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one agent is trying to figure out what to do, thinks about the consequences of the possible actions, needs to think about his opponent as well, each will imagine what would be the response from the opponent to their actions
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Formal Game
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Initial state, Player(s) defines which player has the move in state s, Actions(s) returns set of legal moves in s, transitin function S x A -> S, Terminal Test true when game is over, Utility(s,p) gives us utility for a game ending in terminal state s for player p
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Minimax
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Compute each node's minimax value - the best achievable utility against an optimal adversary - minimax value is the best achievable payoff against best play - DFS of game tree, compute utility of being in a state assuming both players play optimally, propagate minimax values up the tree
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Solutions to Minimax Search
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Replace terminal utilities with an evaluation function for non-terminal positions, use IDS, use pruning
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alpha-beta pruning
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Sometimes, minimax decisions are independent of values of certain subtrees, send alpha, beta values down during search, update by propagating upwards values of terminal nodes
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Move Ordering
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Can affect the effectiveness of alpha-beta pruning - examine first successors that are likely to be best - O(b^m/2) if we get an ideal orderinge
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Real-Time Decisions
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alpha-beta still has to go all the way to the leaves, which is tough - bound the depth of search (cut off search), replace utility(s) with eval(s), evaluation function to estimate value of current board configurations
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Expectiminimax
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Add a third level - Chance - if the player is chance, the value should be the expected value of the results of each of the options
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K-Nearest Neighbors
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Given an example xq to be classified, we take the sign of the average K-nearest neighbors
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Common Forms of Loss
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Classification Error, Least Square Loss, etc.
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Avoid Overfitting
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Reduce number of features, do a model selection, use regularization, do cross-validation
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K-Fold Cross Validation
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Method for estimating test error using training data, randomly partition data into k equal-sized subsets, use each subset as a test set once, using the other k-1 subsets as training
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Accuracy
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percentage of predictions that are correct
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Precision
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percentage of positive predictions that are correct
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Recall
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percentage of positive cases that were predicted as positive
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Specificity
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percentage of negative cases that were predicted as negative
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Tree Classifier
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popular classification method, easy to understand, simple algorithmic approach, no assumption about linearity no need for numerical features, model is a tree
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Entropy
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p+ log p+ - p- log p-
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Information Gain
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measures the expected reduction in entropy caused by partitioning the examples according to the attributes
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