Syllabus: CIS 475 - Introduction to Artificial Intelligence
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Introduction to Artificial Intelligence
Number of sessions: 2
A brief overview of the field of AI, the history and current development.
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Basic Problem-Solving Strategies
Number of sessions: 1
Textbook: 11.1-4
Keywords: State_space Search_algorithm Sokoban Rubiks_cube Travelling_salesman_problem
Additional reading:
Stuart Russell,
Peter Norvig,
Artificial Intelligence, A Modern Approach (Chapter 3).
This topic area is centered around the general scheme, called state space for representing problems. A state space is a graph whose nodes correspond to problem situations. A given problem is reduced to finding a path from the start node to the goal node.
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AI Programming
Number of sessions: 5
Textbook: 1-5
Keywords: Prolog
Many Artificial Intelligence applications depend on symbolic representations rather than the computation of numerical values. Therefore, programming languages for symbolic computation have been developed as early as the 1960s. One of them is Prolog, which is derived from First Order Predicate Calculus.
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Advanced Prolog Programming
Number of sessions: 2
Textbook: 6-9
Prolog has features that go beyond the declarative paradigm of First order Predicate Calculus. This section introduces how to control backtracking with the cut operator, dynamic modification of the knowledge base, and input/output operations.
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Informed/Heuristic Search
Number of sessions: 2
Textbook: 12.1-4
Additional reading:
Stuart Russell,
Peter Norvig,
Artificial Intelligence, A Modern Approach (Chapter 4).
Graph searching in problem solving often grows very complex due to the large number of alternatives. Heuristic search aims to address this problem efficiently. The idea is to use additional information about the search space to steer the search in the right direction. Often numerical values, heuristic estimates, are computed for each prospective node, and the search evaluate the most promising nodes first.
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Project: Adventure Games
Number of sessions: 1
The objective of the project is to create an interesting text
adventure game. These games come from an era long before your time
when people were constraint to text terminals or small home computers
with a few kilo Bytes of RAM. Nevertheless, text based games are a
great platform to develop interesting story lines and game plots. Even
in the age of movie like computer graphics and surround sound these
games can fascinate their audience just like a good novel.
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Problem Decomposition and AND/OR Graphs
Number of sessions: 1
Textbook: 13.1-4
Problems that naturally decompose into mutually independent subproblems can be represented by AND/OR graphs. These graphs can also be searched in order to find a solution to the problem.
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Knowledge Representation and Expert Systems
Number of sessions: 2
Textbook: 15
Keywords: Expert_System
Additional reading:
George Luger,
William Stubblefield,
Artificial Intelligence (Chapter 6).
Expert Systems are programs that behave like an expert for a particular domain. When users provide the system with known facts from observations it will generate conclusions based on logical inference. Usually, ES have to deal with soft or uncertain information.
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Language Processing with Grammar Rules
Number of sessions: 2
Textbook: 21.1-3
Keywords: Natural_language_recognition Formal_grammar
The implementation of formal grammars is quite easy with the notational extension called DCG (definite clause grammar), which may Prolog implementations provide. A grammar stated in DCG is directly executable by Prolog as as syntax analyzer. This chaper demonstrates the implementation of an interpreter of natural language that test for the syntax and the meaning of sentences.
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Game Playing
Number of sessions: 2
Textbook: 22.1-3
Two-person games like chess or Tic-Tac-Toe are called perfect-information games because all possible moves are defined at the beginning of the games. However, the search for the best game path is very complex for interesting games. This chapter introduces the concepts of Min-Max, and alpha-beta pruning for these types of games.
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Planning
Number of sessions: 2
Textbook: 17
Planning involves reasoning about the effect of actions and sequencing of available actions to achieve a given effect.
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