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Module 1

This document provides an overview of artificial intelligence including definitions of key concepts. It discusses how AI aims to make computers intelligent like humans by problem solving, reasoning, and knowledge representation. The document also summarizes important AI techniques like search, knowledge representation, and abstraction. It introduces the Turing Test as a way to determine if a machine can think and pass as a human through conversation. The overview explains that AI research uses knowledge to help systems emulate some human abilities like learning, language understanding, and visual perception.
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0% found this document useful (0 votes)
194 views28 pages

Module 1

This document provides an overview of artificial intelligence including definitions of key concepts. It discusses how AI aims to make computers intelligent like humans by problem solving, reasoning, and knowledge representation. The document also summarizes important AI techniques like search, knowledge representation, and abstraction. It introduces the Turing Test as a way to determine if a machine can think and pass as a human through conversation. The overview explains that AI research uses knowledge to help systems emulate some human abilities like learning, language understanding, and visual perception.
Copyright
© © All Rights Reserved
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Download as DOCX, PDF, TXT or read online on Scribd
Download as docx, pdf, or txt
Download as docx, pdf, or txt
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MODULE 1 ARTIFICIAL INTELLIGENCE 18CS753

Syllabus: What is artificial intelligence?, Problems, problem spaces and search.

Data: Raw facts, unformatted information.


Information: It is the result of processing, manipulating and organizing data in response to a
specific need. Information relates to the understanding of the problem domain.
Knowledge: It relates to the understanding of the solution domain – what to do?
Intelligence: It is the knowledge in operation towards the solution – how to do? How to apply
the solution?

ARTIFICIAL INTELLIGENCE: Artificial intelligence is the study of how make computers to


do things which people do better at the moment. It refers to the intelligence controlled by a
computer machine.
One View of AI is
 About designing systems that are as intelligent as humans
 Computers can be acquired with abilities nearly equal to human intelligence
 How system arrives at a conclusion or reasoning behind selection of actions
 How system acts and performs not so much on reasoning process.
Why Artificial Intelligence?
 Making mistakes on real-time can be costly and dangerous.
 Time-constraints may limit the extent of learning in real world.
The AI Problem
There are some of the problems contained within AI.
1. Game Playing and theorem proving share the property that people who do them well are
considered to be displaying intelligence.
2. Another important foray into AI is focused on Commonsense Reasoning. It includes
reasoning about physical objects and their relationships to each other, as well as
reasoning about actions and other consequences.
3. To investigate this sort of reasoning Nowell Shaw and Simon built the General Problem
Solver (GPS) which they applied to several common sense tasks as well as the problem

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of performing symbolic manipulations of logical expressions. But no attempt was made


to create a program with a large amount of knowledge about a particular problem
domain.
The following are the figures showing some of the tasks that are the targets of work in AI:

Only quite simple tasks were selected.


Perception of the world around us is crucial to our survival. Animals with much less intelligence
than people are capable of more sophisticated visual perception. Perception tasks are difficult
because they involve analog signals. A person who knows how to perform tasks from several of
the categories shown in figure learns the necessary skills in standard order.First perceptual,
linguistic and commonsense skills are learned. Later expert skills such as engineering, medicine
or finance are acquired.
Physical Symbol System Hypothesis
At the heart of research in artificial intelligence, the underlying assumptions about intelligence
lie in what Newell and Simon (1976) call the physical symbol system hypothesis. They define a
physical symbol system as follows:
1. Symbols
2. Expressions
3. Symbol Structure
4. System
A physical symbol system consists of a set of entities called symbols, which are physically
patters that can occur as components of another type of entity called an expression (or symbol

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structure). A symbol structure is composed of a number of instances (or tokens) of symbols


related in some physical way. At any instance of the time the system will contain a collection of
these symbol structures. The system also contains a collection of processes that operate on
expressions to produce other expressions: processes of creation, modification, reproduction and
destruction.
They state hypothesis as:
“A physical symbol system has the necessary and sufficient means for general ‘intelligent
actions’.”

This hypothesis is only a hypothesis there appears to be no way to prove or disprove it on


logical ground so, it must be subjected to empirical validation we find that it is false. We may
find the bulk of the evidence says that it is true but only way to determine its truth is by
experimentation”

Computers provide the perfect medium for this experimentation since they can be programmed
to simulate physical symbol system we like. The importance of the physical symbol system
hypothesis is twofold. It is a significant theory of the nature of human intelligence and so is of
great interest to psychologists.

What is an AI Technique?
Artificial Intelligence problems span a very broad spectrum. They appear to have very little in
common except that they are hard. There are techniques that are appropriate for the solution of
a variety of these problems. The results of AI research tells that Intelligence requires
Knowledge.
Knowledge possesses some less desirable properties including:
 It is voluminous
 It is hard to characterize accurately
 It is constantly changing
 It differs from data by being organized in a way that corresponds to

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the ways it will be used.


AI technique is a method that exploits knowledge that should be represented in such a way that:
• The knowledge captures generalizations. In other words, it is not necessary to represent each
individual situation. Instead situations that share important properties are grouped together.
• It can be understood by people who must provide it. Most of the knowledge a program has
must ultimately be provided by people in terms they understand.
• It can be easily be modified to correct errors and to reflect changes in the world and in our
world view.
• It can be used in a great many situations even if it is not totally accurate or complete.
• It can be used to help overcome its own sheer bulk by helping to narrow the range of
possibilities that must usually be considered.
• It is possible to solve AI problems without using AI techniques. It is possible to apply AI
techniques to solutions of non-AI problems.

Important AI Techniques:
 Search: Provides a way of solving problems for which no more direct approach is available
as well as a framework into which any direct techniques that are available can be embedded.
 Use of Knowledge: Provides a way of solving complex problems by exploiting the
structures of the objects that are involved.
 Abstraction: Provides a way of separating important features and variations from the many
unimportant ones that would otherwise overwhelm any process.
Criteria for Success (Turing Test)
In 1950, Alan Turing proposed the method for determining whether a machine can think. His
method has since become known as the “Turing Test”. To conduct this test, we need two people
and the machine to be evaluated. Turing Test provides a definition of intelligence in a
machine and compares the intelligent behavior of human being with that of a computer.

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One person A plays the role of the interrogator, who is in a separate room from the computer and
the other person. The interrogator can ask set of questions to both the computer Z and person X
by typing questions and receiving typed responses. The interrogator knows them only as Z and X
and aims to determine who the person is and who the machine is.
The goal of machine is to fool the interrogator into believing that it is the person. If the machine
succeeds we conclude that the machine can think. The machine is allowed to do whatever it can do
to fool the interrogator.
For example, if asked the question “How much is 12,324 times 73,981?” The
machine could wait several minutes and then respond with wrong answer.
The interrogator receives two sets of responses, but does not know which set comes from
human and which from computer. After careful examination of responses, if interrogator cannot
definitely tell which set has come from the computer and which from human, then the computer
has passed the Turing Test. The more serious issue is the amount of knowledge that a machine
would need to pass the Turing test.
Overview of Artificial Intelligence
It was the ability of electronic machines to store large amounts of information and process it at
very high speeds that gave researchers the vision of building systems which could emulate
(imitate) some human abilities.
We will see the introduction of the systems which equal or exceed human abilities and see them
because an important part of most business and government operations as well as our daily
activities.
Definition of AI: Artificial Intelligence is a branch of computer science concerned with the study
and creation of computer systems that exhibit some form of intelligence such as systems that learn
new concepts and tasks, systems that can understand a natural language or perceive and
comprehend a visual scene, or systems that perform other types of feats that require human types
of intelligence.
To understand AI, we should understand
 Intelligence
 Knowledge

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 Reasoning
 Thought
 Cognition: gaining knowledge by thought or perception learning
The definitions of AI vary along two main dimensions: thought process and reasoning and
behavior.
AI is not the study and creation of conventional computer systems. The study of the mind, the
body, and the languages as customarily found in the fields of psychology, physiology, cognitive
science, or linguistics.
In AI, the goal is to develop working computer systems that are truly capable of performing tasks
that require high levels of intelligence.

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2. PROBLEMS, PROBLEM SPACES AND SEARCH


PROBLEM:
A problem, which can be caused for different reasons, and, if solvable, can usually be solved
in a number of different ways, is defined in a number of different ways.
To build a system or to solve a particular problem we need to do four things.
1. Define the problem precisely. This definition must include precise specification of what the
initial situation will be as well as what final situations constitute acceptable solutions to the
problem
2. Analyze the problem
3. Isolate and represent the task knowledge that is necessary to solve the problem
4. Choose the best solving technique and apply it to the particular problem.

Defining the Problem as a State Space Search


Problem solving = Searching for a goal state
It is a structured method for solving an unstructured problem. This approach consists of number of
states. The starting of the problem is “Initial State” of the problem. The last point in the
problem is called a “Goal State” or “Final State” of the problem.
State space is a set of legal positions, starting at the initial state, using the set of rules to move
from one state to another and attempting to end up in a goal state.

Methodology of State Space Approach


1. To represent a problem in structured form using different states
2. Identify the initial state
3. Identify the goal state
4. Determine the operator for the changing state
5. Represent the knowledge present in the problem in a convenient form
6. Start from the initial state and search a path to goal state.
To build a program that could “Play Chess”.we have to first specify the starting position of the
chess board Each position can be described by an 8-by-8 array. Initial position is the game opening

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position.
 rules that define the legal moves
Legal moves can be described by a set of rules:
• Left sides are matched against the current state.
• Right sides describe the new resulting state.
 board positions that represent a win for one side or the other
Goal position is any position in which the opponent does not have a legal move and his or her
king is under attack.
 We must make explicit the preciously implicit goal of not only playing a legal game of
chess but also winning the game, if possible.

PRODUCTION SYSTEM
The entire procedure for getting a solution for AI problem can be viewed as “Production System”.
It provides the desired goal. It is a basic building block which describes the AI problem and also
describes the method of searching the goal. Its main components are:
 A Set of Rules, each consisting of a left side (a pattern) that determines the applicability of the
rule and right side that describes the operation to be performed if the rule is applied.
 Knowledge Base – It contains whatever information is appropriate for a particular task. Some
parts of the database may be permanent, while the parts of it may pertain only to the solution of the
current problem.
 Control Strategy – It specifies the order in which the rules will be compared to the database and
the way of resolving the conflicts that arise when several rules match at one.
• The first requirement of a goal control strategy is that it is cause motion; a control
strategy that does not cause motion will never lead to a solution.
• The second requirement of a good control strategy is that it should be systematic.
 A rule applier: Production rule is like below if(condition) then consequence or action
Algorithm for Production System:
1. Represent the initial state of the problem
2. If the present state is the goal state then go to step 5 else go to step 3

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3. Choose one of the rules that satisfy the present state, apply it and change the state to new state.
4. Go to Step 2
5. Print “Goal is reached ” and indicate the search path from initial state to goal state 6. Stop
Classification of Production System:
Based on the direction they can be
1. Forward Production System
 Moving from Initial State to Goal State
 When there are number of goal states and only one initial state, it is advantage to use
forward production system.
2. Backward Production System
 Moving from Goal State to Initial State
 If there is only one goal state and many initial states, it is advantage to use backward
production system.

Production System Characteristics


Production system is a good way to describe the operations that can be performed in a search for
solution of the problem.
Two questions we might reasonably ask at this point are:
 Can production systems, like problems, be described by a set of characteristics that shed some
light on how they can easily be implemented?
 If so, what relationships are there between problem types and the types of production systems
best suited to solving the problems?
The answer for the first question can be considered with the following definitions of classes of
production systems:
A monotonic production system is a production system in which the applications of a rule never
prevents the later application of another rule that could also have been applied at the time the first
rule was selected.
A non-monotonic production system is one which this is not true.

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A partially commutative production system is a production system with the property that if the
application of a particular sequence of rules transforms state X into state Y, then any permutation
of those rules that is allowable also transforms state X into state Y.
A commutative production system is a production system that is both monotonic and partially
commutative.
In a formal sense, there is no relationship between kinds of problems and kinds of production of
systems, since all problems can be solved by all kinds of systems. But in practical sense, there
definitely is such a relationship between kinds of problems and the kinds of systems that led
themselves naturally to describing those problems.
The following figure shows the four categories of production systems produced by the two
dichotomies, monotonic versus non-monotonic and partially commutative versus non-partially
commutative along with some problems that can be naturally be solved by each type of system.
Monotonic Non-monotonic

Partially commutative Theorem proving Robot Navigation

Not Partially commutative Chemical Bridge


Synthesis
The four categories of Production Systems
 Partially commutative, monotonic production systems are useful for solving ignorable problems
that involves creating new things rather than changing old ones generally ignorable. Theorem
proving is one example of such a creative process partially commutative, monotonic production
system are important for a implementation stand point because they can be implemented without
the ability to backtrack to previous states when it is discovered that an incorrect path has been
followed.
 Non-monotonic, partially commutative production systems are useful for problems in
which changes occur but can be reversed and in which order of operations is not critical. This is
usually the case in physical manipulation problems such as “Robot navigation on a flat plane”.
The 8-puzzle and blocks world problem can be considered partially commutative production
systems are significant from an implementation point of view because they tend to read too

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much duplication of individual states during the search process.


 Production systems that are not partially commutative are useful for many problems in
which changes occur. For example “Chemical Synthesis”
 Non-partially commutative production system less likely to produce the same node many times
in the search process.

Problem Characteristics
In order to choose the most appropriate method (or a combination of methods) for a particular
problem, it is necessary to analyze the problem along several key dimensions:
• Is the problem decomposable?
• Can solution steps be ignored or undone?
• Is the universe predictable?
• Is a good solution absolute or relative?
• Is the solution a state or a path?
• What is the role of knowledge?
• Does the task require human-interaction?
• Problem Classification
Is the problem decomposable?
Decomposable problem can be solved easily. Suppose we want to solve the problem of computing
the expression.

We can solve this problem by breaking it down into these smaller problems, each of which we can
then solve by using a small collection of specific rules the following figure shows problem tree that
as it can be exploited by a simple recursive integration program that works as follows.

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At each step it checks to see whether the problem it is working on is immediately solvable. If so,
then the answer is returned directly. If the problem is not easily solvable, the integrator checks to
see whether it can decompose the problem into smaller problems. It can create those problems and
calls itself recursively on using this technique of problem decomposition we can often solve very
large problem easily.
Can solution steps be ignored or undone?
Suppose we are trying to prove a mathematical theorem. We proceed by first proving a lemma that
we think will be useful. A lemma that has been proved can be ignored for next steps as eventually
we realize the lemma is no help at all.
Now consider the 8-puzzle game. A sample game using the 8-puzzle is shown below:

In attempting to solve the 8 puzzle, we might make a stupid move for example; we slide the tile 5
into an empty space. We actually want to slide the tile 6 into empty space but we can back track
and undo the first move, sliding tile 5 back to where it was then we can know tile 6 so mistake and
still recovered from but not quit as easy as in the theorem moving problem. An additional step
must be performed to undo each incorrect step.
Now consider the problem of playing chess. Suppose a chess playing problem makes a stupid move
and realize a couple of moves later. But here solutions steps cannot be undone.

The above three problems illustrate difference between three important classes of problems:
1) Ignorable: in which solution steps can be ignored. Example: Theorem Proving
2) Recoverable: in which solution steps can be undone. Example: 8-Puzzle
3) Irrecoverable: In which solution steps cannot be undone.

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Example:
Chess:
The recoverability of a problem plays an important role in determining the complexity of the
control structure necessary for problem solution.
Ignorable problems can be solved using a simple control structure that never backtracks.
Recoverable problems can be solved by slightly complicated control strategy that does sometimes
make mistakes using backtracking. Irrecoverable problems can be solved by recoverable style
methods via planning that expands a great deal of effort making each decision since the decision is
final.
Is the universe predictable?
There are certain outcomes every time we make a move we will know what exactly happen. This
means it is possible to plan entire sequence of moves and be confident that we know what the
resulting state will be. Example is 8-Puzzle.
In the uncertain problems, this planning process may not be possible. Example: Bridge Game –
Playing Bridge. We cannot know exactly where all the cards are or what the other players will do
on their turns.
We can do fairly well since we have available accurate estimates of a probabilities of each of
the possible outcomes. A few examples of such problems are
 Controlling a robot arm: The outcome is uncertain for a variety of reasons. Someone might
move something into the path of the arm. The gears of the arm might stick.
 Helping a lawyer decide how to defend his client against a murder charge. Here we probably
cannot even list all the possible outcomes, which leads outcome to be uncertain.

 For certain-outcome problems, planning can used to generate a sequence of operators that is
guaranteed to lead to a solution.
 For uncertain-outcome problems, a sequence of generated operators can only have a good
probability of leading to a solution.
 Plan revision is made as the plan is carried out and the necessary feedback is provided.

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Is a Good Solution Absolute or Relative?


Consider the problem of answering questions based on a database of simple facts, such as the
following:
1) Marcus was a man.
2) Marcus was a Pompeian.
3) Marcus was born in 40 A.D.
4) All men are mortal.
5) All Pompeian’s died when the volcano erupted in 79 A.D.
6) No mortal lives longer than 150 years. 7) It is now 1991 A.D.
Suppose we ask a question “Is Marcus alive?” By representing each of these facts in a formal
language such as predicate logic, and then using formal inference methods we can fairly easily
derive an answer to the question.

Since we are interested in the answer to the question, it does not matter which path we follow. If
we do follow one path successfully to the answer, there is no reason to go back and see if some
other path might also lead to a solution. These types of problems are called as “Any path
Problems”.
Now consider the Travelling Salesman Problem. Our goal is to find the shortest path route that
visits each city exactly once

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Suppose we find a path it may not be a solution to the problem. We also try all other paths. The
shortest path (best path) is called as a solution to the problem. These types of problems are
known as “Best path” problems. But path problems are computationally harder than any path
problems.
Is the solution a state or a path?
Consider the problem of finding a consistent interpretation for the sentence
The bank president ate a dish of pasta salad with the fork
There are several components of this sentence, each of which may have more than one
interpretation. Some of the sources of ambiguity in this sentence are the following:
 The word “Bank” may refer either to a financed institution or to a side of river. But only one
of these may have a President.
 The word “dish” is the object of the word “eat”. It is possible that a dish was eaten.
 But it is more likely that the pasta salad in the dish was eaten.
Because of the interaction among the interpretations of the constituents of the sentence some
search may be required to find a complete interpreter for the sentence. But to solve the problem of

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finding the interpretation we need to produce only the interpretation itself. No record of the
processing by which the interpretation was found is necessary. But with the “water-jug” problem
it is not sufficient to report the final state we have to show the “path” also. So, the solution of
natural language understanding problem is a state of the world. And the solution of “Water jug”
problem is a path to a state.
What is the role of knowledge?
Consider the problem of playing chess. The knowledge required for this problem is the rules for
determining legal move and some simple control mechanism that implements an appropriate
search procedure.
Now consider the problem of scanning daily newspapers to decide which are supporting ‘n’ party
and which are supporting ‘y’ party. For these problems are required lot of knowledge.
The above two problems illustrate the difference between the problems for which a lot of
knowledge is important only to constrain the search for a solution and those for which a lot of
knowledge is required even to be able to recognize a solution.
Does a task require interaction with the person?
Suppose that we are trying to prove some new very difficult theorem. We might demand a prove
that follows traditional patterns so that mathematician each read the prove and check to make sure
it is correct. Alternatively, finding a proof of the theorem might be sufficiently difficult that the
program does not know where to start. At the moment people are still better at doing the highest-
level strategies required for a proof. So that the computer might like to be able to ask for advice.
For Example:
• Solitary problem, in which there is no intermediate communication and no
demand for an explanation of the reasoning process.
• Conversational problem, in which intermediate communication is to
provide either additional assistance to the computer or additional
information to the user.
Problem Classification
When actual problems are examined from the point of view all of these questions it becomes
apparent that there are several broad classes into which the problem fall. The classes can be each

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associated with a generic control strategy that is approached for solving the problem. There is a
variety of problem-solving methods, but there is no one single way of solving all problems. Not
all new problems should be considered as totally new. Solutions of similar problems can be
exploited.
PROBLEMS
Water-Jug Problem
Problem is “You are given two jugs, a 4-litre one and a 3-litre one. One neither has any
measuring markers on it. There is a pump that can be used to fill the jugs with water. How can
you get exactly 2 litres of water into 4-litre jug?”
Solution:
The state space for the problem can be described as a set of states, where each state represents
the number of gallons in each state. The game start with the initial state described as a set of
ordered pairs of integers:
• State: (x, y)
– x = number of lts in 4 lts jug
– y = number of lts in 3 lts jug
x = 0, 1, 2, 3, or 4 y = 0, 1, 2, 3
• Start state: (0, 0) i.e., 4-litre and 3-litre jugs is empty initially.
• Goal state: (2, n) for any n that is 4-litre jug has 2 litres of water and 3-litre jug has
any value from 0-3 since it is not specified.
• Attempting to end up in a goal state.
Production Rules: These rules are used as operators to solve the problem. They are
represented as rules whose left sides are used to describe new state that result from approaching
the rule.

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The solution to the water-jug problem is:

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Chess Problem
Problem of playing chess can be defined as a problem of moving around in a state space where
each state represents a legal position of the chess board.
The game start with an initial state described as an 8x8 of each position contains symbol standing
for the appropriate place in the official chess opening position. A set of rules is used to move from
one state to another and attempting to end up on one of a set of final states which is described as
any board position in which the opponent does not have a legal move as his/her king is under
attacks.
The state space representation is natural for chess. Since each state corresponds to a board position
i.e. artificial well organized.
Initial State: Legal chess opening position
Goal State: Opponent does not have any legal move/king under attack.
Production Rules:
These rules are used to move around the state space. They can be described easily as a set of rules
consisting of two parts:
1. Left side serves as a pattern to be matching against the current board position.
2. Right side that serves decides the chess to be made to the board position to reflect the move.
To describe these rules it is convenient to introduce a notation for pattern and substitutions
E.g.:
1. White pawn at square (file1,rank2)
Move pawn from square (file i, rank2) AND square (file i, rank2)
AND
Square (file i,rank3) is empty ->To square (file i,rank4)
AND
Square (file i,rank4) is empty
2. White knight at square (file i,rank1)move
Square(1,1) to -> Square(i-1,3)
AND
Empty Square(i-1,3)

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3. White knight at square (1,1) move


Square(1,1) to -> Square(i-1,3)
AND
Empty Square(i-1,3)

8-Puzzle Problem

Problem is 8-Puzzle is a square tray in which 8 square tiles are placed. The remaining 9th
square is uncovered. Each tile has a number on it. A file that is adjacent to the blank space can be
slide into that space. The goal is to transform the starting position into the goal position by sliding
the tiles around.
Solution: State Space: The state space for the problem can be written as a set of states where each
state is position of the tiles on the tray.
Initial State: Square tray having 3x3 cells and 8 tiles number on it that are shuffled.

2 8 3
1 6 4
7 5
Goal State
1 2 3
8 4
7 6 5

Production Rules: These rules are used to move from initial state to goal state. These are also
defined as two parts left side pattern should match with current position and left side will be
resulting position after applying the rule.
1. Tile in square (1,1)
AND Move tile from square (1,1) to (2,1)

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Empty square (2,1)

2. Tile in square (1,1)


AND Move tile from square (1,1) to (1,2)
Empty square (1,2)

3. Tile in square (2,1)


AND Move tile from square (2,1) to (1,1)
Empty square (1,1)

1,1 1,2 1,3


2 3 2
2,1 2,2 2,3
3 4 3
3,1 3,2 3,3
2 3 2

No. of Production Rules: 2 + 3 + 2 + 3 + 4 + 3 + 2 + 3 + 2 = 24

Solution:

Dr.Reshma Banu,Professor Dept. of CSE, VVIET, Mysuru 21


MODULE 1 ARTIFICIAL INTELLIGENCE 18CS753

Travelling Salesman Problem


The Problem is the salesman has a list of cities, each of which he must visit exactly once. There
direct roads between each pair of cities on the list. Find the route the salesman should follow
for the shortest possible round trip that both states and finishes at any one of the cities.
Solution:
State Space: The state space for this problem represents states in which the cities traversed by
salesman and state described as salesman starting at any city in the given list of cities. A set of
rules is applied such that the salesman will not traverse a city traversed once. These rules are
resulted to be states with the salesman will complex the round trip and return to his starting
position.
Initial State
 Salesman starting at any arbitrary city in the given list of cities Goal State
 Visiting all cities once and only and reaching his starting state

Production rules:
These rules are used as operators to move from one state to another. Since there is a path between
any pair of cities in the city list, we write the production rules for this problem as
• Visited(city[i]) AND Not Visited(city[j])
– Traverse(city[i],city[j])
• Visited(city[i],city[j]) AND Not Visited(city[k])
– Traverse(city[j],city[k])
• Visited(city[j],city[i]) AND Not Visited(city[k])
– Traverse(city[i],city[k])
• Visited(city[i],city[j],city[k]) AND Not Visited(Nil)
– Traverse(city[k],city[i])
Towers of Hanoi Problem
Problem is the state space for the problem can be described as each state representing position of
the disk on each pole the position can be treated as a stack the length of the stack will be equal to

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MODULE 1 ARTIFICIAL INTELLIGENCE 18CS753

maximum number of disks each post can handle. The initial state of the problem will be any one
of the posts will the certain the number of disks and the other two will be empty.

Initial State:
 Full(T1) |
Empty(T2) |
Empty(T3) Goal State:
 Empty(T1) |
Full(T2) | Empty (T3)

Production Rules:
These are rules used to reach the Goal State. These rules use the following operations:
 POP(x) -> Remove top element x from the stack and update top
 PUSH(x,y) -> Push an element x into the stack and update top. [Push an element x on to
the y]
Now to solve the problem the production rules can be described as follows:
1. Top(T1)<Top(T2) -> PUSH(POP(T1),T2)
2. Top(T2)<Top(T1) -> PUSH(POP(T2),T1)
3. Top(T1)<Top(T3) ->PUSH(POP(T1),T3)
4. Top(T3)<Top(T1) -> PUSH(POP(T3),T1)
5. Top(T2)<Top(T3) -> PUSH(POP(T2),T3)
6. Top(T3)<Top(T2) -> PUSH(POP(T3),T2)
7. Empty(T1) -> PUSH(POP(T2),T1)
8. Empty(T1) -> PUSH(POP(T3),T1)
9. Empty(T2) -> PUSH(POP(T1),T3)
10. Empty(T3) -> PUSH(POP(T1),T3)
11. Empty(T2) -> PUSH(POP(T3),T2)
12. Empty(T3) -> PUSH(POP(T2),T3)

Dr.Reshma Banu,Professor Dept. of CSE, VVIET, Mysuru 23


MODULE 1 ARTIFICIAL INTELLIGENCE 18CS753

Solution: Example: 3 Disks, 3 Towers


1) T1 -> T2
2) T1 -> T3
3) T2 -> T3
4) T1 -> T2
5) T3 -> T1
6) T3 -> T2
7) T1 -> T2
Monkey and Bananas Problem
Problem: A hungry monkey finds himself in a room in which a branch of bananas is hanging
from the ceiling. The monkey unfortunately cannot reach the bananas however in the room there
are also a chair and a stick. The ceiling is just right high so that a monkey standing on a chair
could knock the bananas down with the stick. The monkey knows how to move round,carry
other things around reach for the bananas and wave the stick in the air. What is the best
sequence of actions for the monkey to acquire lunch?
Solution: The state space for this problem is a set of states representing the position of the
monkey, position of chair, position of the stick and two flags whether monkey on the chair &
whether monkey holds the stick so there is a 5-tuple representation.
(M, C, S, F1, F2)
– M: position of the monkey
– C: position of the chair
– S: position of the stick
– F1: 0 or 1 depends on the monkey on the chair or not
– F2: 0 or 1 depends on the monkey holding the stick or not
Initial State (M, C, S, 0, 0)
• The objects are at different places and obviously monkey is not on the chair and not
holding the stick
Goal State (G, G, G, 1, 1)

Dr.Reshma Banu,Professor Dept. of CSE, VVIET, Mysuru 24


MODULE 1 ARTIFICIAL INTELLIGENCE 18CS753

• G is the position under bananas and all objects are under it, monkey is on the chair
and holding stick
Production Rules:
These are the rules which have a path for searching the goal state here we assume that when
monkey hold a stick then it will swing it this assumption is necessary to simplify the
representation.
Some of the production rules are:
1) (M,C,S,0,0) -> (A,C,S,0,0) {An arbitrary position A}
2) (M,C,S,0,0) -> (C,C,S,0,0) {monkey moves to chair position}
3) (M,C,S,0,0) -> (S,S,S,0,0) {monkey brings chair to stick position}
4) (C,C,S,0,0) -> (A,A,S,0,0) {push the chair to arbitrary position A}
5) (S,C,S,0,0) -> (A,C,A,0,1) {Taking the stick to arbitrary position}
6) (S,C,S,0,0) -> (C,C,S,0,0) {monkey moves from stick position to chair position}
7) (C,C,C,0,1) -> (C,C,C,1,1){monkey and stick at the chair position,
monkey on the chair and holding stick}
8) (S,C,S,0,1) -> (C,C,C,0,1)
Solution:
1) (M,C,S,0,0)
2) (C,C,S,0,0)
3) (G,G,S,0,0)
4) (S,G,S,0,0)
5) (G,G,G,0,0)
6) (G,G,G,0,1)
7) (G,G,G,1,1)

Missionaries and Cannibals Problem


Problem is 3 missionaries and 3 cannibals find themselves one side of the river. They have agreed
that they would like to get the other side. But the missionaries are not sure what else the cannibals
have agreed to. So the missionaries want to manage the trip across the river on either side of the

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MODULE 1 ARTIFICIAL INTELLIGENCE 18CS753

river is never less than the number of cannibals who are on the same side. The only boat available
holds only two people at a time. How can everyone get across without missionaries risking hang
eager?
Solution:
The state space for the problem contains a set of states which represent the present number of
cannibals and missionaries on the either side of the bank of the river. (C,M,C1,M1,B)
– C and M are number of cannibals and missionaries on the starting bank
– C1 and M1 are number of cannibals and missionaries on the destination bank
– B is the position of the boat wither left bank (L) or right bank (R)

Initial State -> C=3,M=3,B=L so (3,3,0,0,L)


Goal State -> C1=3, M1=3, B=R so (0,0,3,3,R)

Production System: These are the operations used to move from one state to other state. Since
at any bank the number of cannibals must less than or equal to missionaries we can write two
production rules for this problem as follows:
•(C,M,C1,M1,L / C=3, M=3) -> (C-2,M,C1+2,M1,R)
•(C,M,C1,M1,L / C=3, M=3) -> (C-1,M-1,C1+1,M1+1,R)
•(C,M,C1,M1,L / C=3, M=3) -> (C-1,M,C1+1,M1,R)
•(C,M,C1,M1,R / C=1, M=3) -> (C+1,M,C1-1,M1,L)
•(C,M,C1,M1,R / C=0, M=3,C1=3,M1=0) -> (C+1,M,C1-1,M1,L)
The solution path is

LEFT BANK RIGHT BANK


C M BOAT POSITION C1 M1

3 3 0 0
1 3 -> 2 0
2 3 <- 1 0

Dr.Reshma Banu,Professor Dept. of CSE, VVIET, Mysuru 26


MODULE 1 ARTIFICIAL INTELLIGENCE 18CS753

0 3 -> 3 0
1 3 <- 2 0
1 1 -> 2 2
2 2 <- 1 1
2 0 -> 1 3
3 0 <- 0 3
1 0 -> 2 3
2 0 <- 1 3
0 0 -> 3 3

Dr.Reshma Banu,Professor Dept. of CSE, VVIET, Mysuru 27


MODULE 1 ARTIFICIAL INTELLIGENCE 18CS753

FREQUENTLY ASKED QUESTIONS


1) Define Intelligence, Artificial Intelligence.
2) List four things to build a system to solve a problem.
3) What is Production System?
4) Explain water Jug problem as a state space search.
5) Explain production system characteristics.
6) Explain problem characteristics.
7) Explain Breadth-first search and depth-first search. List down the
advantages and disadvantages of both?
8) Discuss the tic-tac-toe problem in detail and explain how it can be
solved using AI techniques.
9) Define Control Strategy and requirements for good search strategy.
10) Define State Space Search. Write algorithm for state space.

Dr.Reshma Banu,Professor Dept. of CSE, VVIET, Mysuru 28

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