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ARTIFICIAL INTELLIGENCE
The ability of a computer or other machine to perform actions thought to require intelligence. Among these actions are logical deduction and inference, creativity, the ability to make decisions based on past experience or insufficient or conflicting information, and the ability to understand spoken language.
INTELLIGENCE BEHAVIOUR
It is the ability to learn from experiences and apply knowledge acquired from experience, handle complex situations, solve problem when important information is missing, determine what is important, react quickly and correctly to a new situation.
ROBOTICS
It involves developing mechanical or computer devices that perform task require higher degree of precision or thar are hazardous for humans. The rover was remote controlled robot used by NASA to explore surface of MARS.
Fresh Kitty
Modular, inexpensive, autonomous mobile robot 4 wheel toy car design Max. speed of 1 foot/sec On-board microcomputer supervises and supports the exchange of information Rotating turret holds 4 sonars Turret also holds an infrared sensor to detect infrared rays 32 light sensors detect objects in front of the robot Bumpers all around the robot used to follow walls Radio modem to communicate with remote agents
SPOT
Autonomous mobile robot 2 independent wheel design Max. speed of 1 foot/sec On-board microcontroller supervises and supports the exchange of information Turret that holds infrared emitters that can be detected at a distance of up to 20 feet Bumpers all around the robot used to follow walls Radio modem to communicate with remote agents
NEURAL NETWORK
It basically aims at mimicking the structure and functioning of the human brain, to create intelligent behaviour. It involves an attempt to build a silicon-based electronic network that is modelled on the working and form of the human brain. Our brain is a network of billions of neurons, each connected with the other. At an individual level, a neuron has very little intelligence, in the sense that it operates by a simple set of rules, conducting electric signals through its network. However, the combined network of all these neurons creates intelligent behaviour that is unrivalled and unsurpassed.
The researchers created network of electronic analogues of a neuron, based on Boolean logic. Memory was recognized to be an electronic signal pattern in a closed neural network. The neural networks developed have the ability to learn patterns and remember.
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EXPERT SYSTEM
The expert systems involves designing intelligent machines that solve problems by deductive logic. This is an intensive approach as opposed to the extensive approach in neural networks. As the name expert systems suggest, these are machines devoted to solving problems in very specific niche areas. They have total expertise in a specific domain of human thought. Their tools are like those of a detective or sleuth. They are programmed to use statistical analysis and data mining to solve problems. They arrive at a decision through a logical flow developed by answering yes-no questions.
Working of a prospector
GAME PLAYING
Game artificial intelligence refers to techniques used in computer and video games to produce the illusion of intelligence in the behavior of nonplayer characters (NPCs). Game playing is a search problem defined by: 1. Initial state 2. Successor function 3. Goal test 4. Path cost function
In chess, basically each move is modelled as a branch in a tree. Alternate levels in the tree indicate alternate players' moves, and as they make choices the game progresses down the tree. For chess, each node in the tree represents a specific board configuration. This tree is a very small part of the huge search space we discussed in the previous page. It's called a search tree. Basically, the computer needs to look through that to find the best possible option. But how does it know the best branch to take?
Evaluation
Instead of going all the way to the leafs of the tree, we stop at a specific node, and try to estimate how good this situation is. This is usually enough to indicate if the branch should be chosen or not. Typically, an evaluation function is handcrafted by an expert. All the experience and knowledge is crammed into a small equation that tells the search how good a node is. A minimax search algorithm can do this. The evaluation is used at each node in the tree to obtain a reward value for each player (although one value can be enough in zero sum games: a win on one side implies a loss on the other). The minimax algorithm alternatively tries to maximise the advantage of one player, and minimise the reward of the other player at consecutive levels of the tree.
Naturally occurring texts can be of any language, mode, genre, etc. The texts can be oral or written. The only requirement is that they be in a language used by humans to communicate to one another. Also, the text being analyzed should not be specifically constructed for the purpose of the analysis, but rather that the text be gathered from actual usage.
KNOWLDEGE REPRESENTATION
A subarea of Artificial Intelligence concerned with understanding, designing, and implementing ways of representing information in computers so that programs (agents) can use this information to derive information that is implied by it, to converse with people in natural languages, to decide what to do next to plan future activities, to solve problems in areas that normally require human expertise.
REFRENCES
Artificial intelligence by Anita Deshpande Wikipedia webcache.googleusercontent.com www.cse.buffalo.edu www.scribd.com