1. Expert Systems and Artificial Intelligence Modified from Marakas 2003 Reading: Chapter 7 the expert is the one who has made the most mistakes in the domain of interest
2. The Concept of Expertise
Expertise: extensive knowledge in a narrow field
Gained by making mistakes
Arrive at solutions through logic
Logic establishes the True/Falsity of assertions
IF-THEN to arrive at conclusions
Derive new information from existing to arrive at conclusions
Deductions and inference are used to establish how well facts fit a scenario
Experts use this information fit to arrive at their decisions
3. Example of information fit
Known information
John is Sams son
John is the eldest child
Mary is Sams daughter
John and Marys mother is called Anna
Sam has been married to Anna for 50 years
Derived information
If John is Sams son, THEN John must be a boy
If Sam and Anna have been married for 50 years, THEN John and Mary are their children by either birth or adoption
4. Expert Sytems & Artificial Intelligence
Expert systems: a computer application that employs a set of rules based on human knowledge to solve problems that require human expertise
Imitates reasoning of experts on information fit
A non-expert simulates a dialog with an expert to solve complex problems
Artificial Intelligence: practical mechanisms that enable computers to simulate the human reasoning process
Interface of compute science/cognitive psychology
the study of how to make computers do things which humans do better the Turing Test?
5. The Intelligence of Artificial Intelligence
How do people reason? (the realm of cog. psych.)
Categorization
Can reason at levels of abstraction
Rules derived from relationships among categories
Specific Rules
Heuristics
Less rigorous rules of thumb
Past Experience
Use a similar scenario to model new one (benefit of 20/20 hindsight)
Expectations
Frequency, pattern recognition
So can computers simulate these processes of reasoning? car bike personal Motor bike commercial Land transport bus taxi
6. How Do Computers Reason?
Rule-based reasoning: IF-THEN statements represent knowledge encoded as rules
If TRUE rule is instantiated, otherwise ignored
Pattern recognition: detecting sounds, shapes or long sequences
Analogous to Expectation, similar conditions
Frames: Object-oriented approach of creating hierarchical data structures analogous to categorisation databasey!!
Case-based reasoning: adapting previous solutions to a current problem
7. Types of IF Then
Inferential
If premise THEN conclusion
If snowing THEN drive with caution
Procedural
If situation THEN action
If Average grade =A THEN award 1 st class degree
Declarative
If Antecedent THEN consequent
If student has mitigating circumstances THEN award incomplete grade
8. The CBR Cycle
9. Other Forms of AI
Machine learning neural networks and genetic algorithms (learning mechanisms)
Automatic programming mechanisms that generate a program to do a specific task (allows non-programmers to program)
User describes inputs and generates a program
Artificial life attempts to recreate biological phenomena within computer-based systems
As opposed to dissecting frogs!
Transfer to design of engineering projects (software, spacecraft, robotics etc)
10. Neural Network Train it? supervised Or just let it get on with it? - unsupervised
11. Genetic Algorithm mutation crossover Used in scheduling (timetabling?), design, marketing
12. The Concept and Structure of Expert Systems
Basic structure of an ES follows the generic structure of a DSS
User interface, Knowledge base, inference engine
The knowledge base is specific to a particular problem domain associated with the ES
The main difference between an ES and DSS is that the ES contains knowledge acquired from experts in the application domain
13. Common Expert System Architecture User Knowledge Engineer User Interface Inference Engine Knowledge Base User Environment KE Tool Kit KE Interface Development Environment Organization Systems Interface
14. The User Interface in an ES
Design of the UI focuses on human concerns such as ease of use, reliability and reduction of fatigue
Critical to its success
Balance with storage capacity / hardware constraints
Design should allow for a variety of methods of interaction (input, control and query)
UI should allow for a variety of interactive mechanisms:
touch screen, keypad, light pens, voice command, hot keys
15. The Knowledge Base the Brains
Contains the domain-specific knowledge acquired from the domain experts
Can consist of object descriptions, problem-solving behaviors, constraints, heuristics and uncertainties
The success of an ES relies on the completeness and accuracy of its knowledge base
Distinguish a database (data facts) from a knowledge base (experts rules, cases, etc)
16. The Inference Engine the brawn!
Here, the knowledge is put to use to produce solutions
The engine is capable of performing deduction or inference based on rules or facts
Also capable of using inexact or fuzzy reasoning based on probability or pattern matching
Cycle consists of:
Match rules with given facts
Select the rule that is to be executed
Execute the rule by adding the deduced fact to the working memory
17. Chaining
Simple methods used by most inference engines to produce a line of reasoning
Two methods are possible depending on the direction of reasoning