CS代考程序代写 Java prolog python Bayesian network discrete mathematics deep learning Bayesian Hidden Markov Mode AI algorithm decision tree flex chain c++ CS 561: Artificial Intelligence

CS 561: Artificial Intelligence

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CS 561: Artificial Intelligence
Instructors: Prof. Laurent Itti (itti@usc.edu)

TAs:

Lectures: Online & OHE-100B, Mon & Wed, 12:30 – 14:20
Office hours: Mon 14:30 – 16:00, HNB-07A (Prof. Itti)

This class will use courses.uscden.net (Desire2Learn, D2L)
– Up to date information, lecture notes, lecture videos
– Homeworks posting and submission information
– Grades, relevant dates, links, etc.

Textbook: [AIMA] Artificial Intelligence: A Modern Approach, by Russell & Norvig. (3rd ed)
Optional (ALFE): Autonomous Learning from the Environment by Shen
Yunhao Ge – yunhaoge@usc.edu (50%)
Jincheng He – jinchenh@usc.edu (50%)
Hexiang Hu – hexiangh@usc.edu (25%)
Ang Li – ali355@usc.edu (50%)
Daniel Link – dlink@usc.edu (50%)
Setareh Nasihati Gilani – nasihati@usc.edu (25%)
Gozde Sahin – gsahin@usc.edu (50%)

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CS 561: Artificial Intelligence
Course overview: foundations of symbolic intelligent systems. Agents, search, problem solving, logic, representation, reasoning, symbolic programming, and robotics.

Prerequisites: CS 455x, i.e., programming principles, discrete mathematics for computing, software design and software engineering concepts. Good knowledge of C++ and STL, or Java, or Python needed for programming assignments.

Grading: 20% for midterm-1 +
20% for midterm-2 +
30% for final +
30% for 3 mandatory homeworks/assignments

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CS 561: Artificial Intelligence
Grading:

Grading is absolute and according to the following scale:

>= 90 A+ (honorary – shows as A on transcript)
>= 80 A
>= 75 A-
>= 70 B+
>= 60 B
>= 55 B-
>= 50 C+
>= 40 C
>= 35 C-
< 35 F 3 4 Practical issues Class mailing list: will be setup on the D2L system and Piazza. Homeworks: See class web page on D2L. Homeworks are programming assignments. Jan 27 – HW1 out Topic: search Feb 22 – HW1 due Feb 24 – HW2 out Topic: game playing or constraint satisfaction Mar 17 – HW2 due Mar 22 – HW3 out Topic: logic reasoning and inference or neural networks Apr 26 – HW3 due Late homeworks: you lose 20% of the homework’s grade per 24-hour period that you are late. Beware, the penalty grows very fast: grade = points * (1 – n * 0.2) where n is the number of days late (n=0 if submitted on time, n=1 if submitted between 1 second and 24h late, etc). Homework grading: your hws will be graded by an A.I. agent (given to you in advance for testing) through the online system at vocareum.com. Grade review / adjustment: Requests will be considered up to 2 weeks after the grade is released. After that, it will be too late and requests for grading review will be denied. Exams: Midterm 1: Monday March 1, 12:30 – 2:00pm Midterm 2: Wednesday March 31, 12:30 – 2:00pm Final exam: Friday May 7, 11:00am – 1:00pm 5 6 7 8 9 More on homeworks and grading In each homework you will implement some algorithms from scratch. But our goal is to focus on A.I. algorithms, not on low-level programming. Hence I recommend C++/STL so that you can use the STL containers (queue, map, etc) instead of pointers and memory management. But the language you use is up to you. Code editing, compiling, testing: we will use www.vocareum.com which will be linked to desire2learn (this is in progress at this time). Vocareum supports several languages, the choice of which you use is up to you: C, C++, C++11, Java, Python, etc. Your program should take no command-line arguments. It should read a text file called “input.txt” that contains a problem definition. It should write a file “output.txt” with your solution. For each homework, format for files input.txt and output.txt will be specified and examples will be given to you. The grading will, 50 times: Create an input.txt file Run your code Compare output.txt created by your program with the correct one. If your outputs for all 50 test cases are correct, you get 100 points. Otherwise, you get 100 – 4xN points where N is the number of failed test cases, or 0 if failed more than 25 cases. Vocareum.com 10 gcc - 5.5 valgrind - 3.11 ar - 2.26.1 php - 7.0.32 python2 - 2.7.12 python3 - 3.5.2, 3.6.4 Java 1.8 - 1.8.0_191 perl - 5.22.1 make - 4.1 11 TA office hours Yunhao Ge - yunhaoge@usc.edu (50%) Wednesdays 4-6pm Jincheng He - jinchenh@usc.edu (50%) Tuesdays 2-4pm Hexiang Hu - hexiangh@usc.edu (25%) Fridays 4-6pm Ang Li - ali355@usc.edu (50%) Thursdays 4-6pm Daniel Link - dlink@usc.edu (50%) Mondays 3-5pm Setareh Nasihati Gilani - nasihati@usc.edu (25%) Tuesdays 10am-12pm Gozde Sahin - gsahin@usc.edu (50%) Tuesdays 12-2pm Academic Integrity Familiarize yourself with the USC Academic Integrity guidelines. Violations of the Student Conduct Code will be filed with the Office of Student Judicial Affairs, and appropriate sanctions will be given. Homework assignments are to be solved individually. You are welcome to discuss class material in review groups, but do not discuss how to solve the homeworks. Exams are closed-book with no questions allowed. Please read and understand: http://policy.usc.edu/student/scampus/ https://sjacs.usc.edu/students/ Academic Integrity All students are responsible for reading and following the Student Conduct Code. Note that the USC Student Conduct Code prohibits plagiarism. Some examples of what is not allowed by the conduct code: copying all or part of someone else's work (by hand or by looking at others' files, either secretly or if shown), and submitting it as your own; giving another student in the class a copy of your assignment solution; and consulting with another student during an exam. If you have questions about what is allowed, please discuss it with the instructor. Students who violate university standards of academic integrity are subject to disciplinary sanctions, including failure in the course and suspension from the university. Since dishonesty in any form harms the individual, other students, and the university, policies on academic integrity will be strictly enforced. Violations of the Student Conduct Code will be filed with the Office of Student Judicial Affairs. 14 Piazza We will use piazza.com for questions and answers related to class material. Please register here: http://piazza.com/usc/spring2021/csci561 Guidelines: You may ask any question related to material covered in lectures, discussions, or exams. You may ask clarification questions only related to the homework definitions. You may not ask for advice on how to solve some aspect of a homework problem. You may not post code snippets related to homework problems. You may not post test cases or input/output examples related to homework problems. As a general rule, remember that homeworks are to be solved strictly individually. 17 Why study AI? Search engines Labor Science Medicine / Diagnosis Appliances / Internet of Things (IoT) What else? Why study AI? Why study AI? DARPA Robotics Challenge 20 21 22 Wearable computing Zypad Google glass Microsoft Hololens 23 What is AI? The exciting new effort to make computers think … machines with minds, in the full and literal sense” (Haugeland 1985) “The art of creating machines that perform functions that require intelligence when performed by people” (Kurzweil, 1990) “The study of mental faculties through the use of computational models” (Charniak et al. 1985) A field of study that seeks to explain and emulate intelligent behavior in terms of computational processes” (Schalkol, 1990) Systems that think like humans Systems that think rationally Systems that act like humans Systems that act rationally 24 Acting Rationally: The Rational Agent Rational behavior: Doing the right thing! The right thing: That which is expected to maximize the expected return Provides the most general view of AI because it includes: Correct inference (“Laws of thought”) Uncertainty handling Resource limitation considerations (e.g., reflex vs. deliberation) Cognitive skills (NLP, AR, knowledge representation, ML, etc.) Advantages: More general Its goal of rationality is well defined 25 Acting Humanly: The Turing Test Alan Turing's 1950 article Computing Machinery and Intelligence discussed conditions for considering a machine to be intelligent “Can machines think?” ←→ “Can machines behave intelligently?” The Turing test (The Imitation Game): Operational definition of intelligence. 26 Acting Humanly: The Turing Test Computer needs to possess: Natural language processing, Knowledge representation, Automated reasoning, and Machine learning Are there any problems/limitations to the Turing Test? 27 Acting Humanly: The Full Turing Test Alan Turing's 1950 article Computing Machinery and Intelligence discussed conditions for considering a machine to be intelligent “Can machines think?” ←→ “Can machines behave intelligently?” The Turing test (The Imitation Game): Operational definition of intelligence. Computer needs to possess: Natural language processing, Knowledge representation, Automated reasoning, and Machine learning Problem: 1) Turing test is not reproducible, constructive, and amenable to mathematic analysis. 2) What about physical interaction with interrogator and environment? Total Turing Test: Requires physical interaction and needs perception and actuation. 28 Acting Humanly: The Full Turing Test Trap door Problem: 1) Turing test is not reproducible, constructive, and amenable to mathematic analysis. 2) What about physical interaction with interrogator and environment? 29 What would a computer need to pass the Turing test? Natural language processing: to communicate with examiner. Knowledge representation: to store and retrieve information provided before or during interrogation. Automated reasoning: to use the stored information to answer questions and to draw new conclusions. Machine learning: to adapt to new circumstances and to detect and extrapolate patterns. 30 What would a computer need to pass the Turing test? Natural language processing: to communicate with examiner. Knowledge representation: to store and retrieve information provided before or during interrogation. Automated reasoning: to use the stored information to answer questions and to draw new conclusions. Machine learning: to adapt to new circumstances and to detect and extrapolate patterns. Core focus in this course 31 What would a computer need to pass the Turing test? Vision (for Total Turing test): to recognize the examiner’s actions and various objects presented by the examiner. Motor control (total test): to act upon objects as requested. Other senses (total test): such as audition, smell, touch, etc. 32 CAPTCHAs or “reverse Turing tests” Vision is a particularly difficult one for machines… Gave rise to “Completely Automated Public Turing test to tell Computers and Humans Apart” (CAPTCHA) wikipedia 33 AI Prehistory 33 34 AI History 35 AI State of the art Have the following been achieved by AI? Pass the Turing test World-class chess or go playing Playing table tennis Autonomous cross-country driving Solving mathematical problems Discovering and proving mathematical theories Engaging in a meaningful conversation Understanding spoken language Observing and understanding human emotions Expressing emotions … 36 AI State of the art 37 38 AI State of the art 39 AI State of the art 40 AI State of the art 41 AI State of the art 42 General Introduction 01-Introduction. [AIMA Ch 1] Course Schedule. Homeworks, exams and grading. Course material, TAs and office hours. Why study AI? What is AI? The Turing test. Rationality. Branches of AI. Research disciplines connected to and at the foundation of AI. Brief history of AI. Challenges for the future. Overview of class syllabus. Intelligent Agents. [AIMA Ch 2] What is an intelligent agent? Examples. Doing the right thing (rational action). Performance measure. Autonomy. Environment and agent design. Structure of agents. Agent types. Reflex agents. Reactive agents. Reflex agents with state. Goal-based agents. Utility-based agents. Mobile agents. Information agents. Course Overview sensors effectors Agent 43 Course Overview (cont.) 02-Problem solving and search. [AIMA Ch 3] Example: measuring problem. Types of problems. More example problems. Basic idea behind search algorithms. Complexity. Combinatorial explosion and NP completeness. Polynomial hierarchy. 03-Uninformed search. [AIMA Ch 3] Depth-first. Breadth-first. Uniform-cost. Depth-limited. Iterative deepening. Examples. Properties. 04/05-Informed search. [AIMA Ch 4] Best-first. A* search. Heuristics. Hill climbing. Problem of local extrema. Simulated annealing. Genetic algorithms. 3 l 5 l 9 l Using these 3 buckets, measure 7 liters of water. Traveling salesperson problem How can we solve complex problems? 44 Course Overview (cont.) Practical applications of search. 06/07-Game playing. [AIMA Ch 5] The minimax algorithm. Resource limitations. Aplha-beta pruning. Elements of chance and non- deterministic games. tic-tac-toe 44 45 Course Overview (cont.) Search under constraints 08-Constraint satisfaction. [AIMA Ch 6] Node, arc, path, and k-consistency. Backtracking search. Local search using min-conflicts. Map coloring 45 46 Course Overview (cont.) 9-Agents that reason logically 1. [AIMA Ch 7] Knowledge-based agents. Logic and representation. Propositional (boolean) logic. 10-Agents that reason logically 2. [AIMA Ch 7] Inference in propositional logic. Syntax. Semantics. Examples. Towards intelligent agents wumpus world Note: room not available Week of Sept 16 47 Course Overview (cont.) Building knowledge-based agents: 1st Order Logic 11-First-order logic 1. [AIMA Ch 8] Syntax. Semantics. Atomic sentences. Complex sentences. Quantifiers. Examples. FOL knowledge base. Situation calculus. 12-First-order logic 2. [AIMA Ch 8] Describing actions. Planning. Action sequences. 48 Course Overview (cont.) Reasoning Logically 13/14-Inference in first-order logic. [AIMA Ch 9] Proofs. Unification. Generalized modus ponens. Forward and backward chaining. Example of backward chaining 49 Course Overview (cont.) Examples of Logical Reasoning Systems 15-Logical reasoning systems. [AIMA Ch 9] Indexing, retrieval and unification. The Prolog language. Theorem provers. Frame systems and semantic networks. Semantic network used in an insight generator (Duke university) 50 Course Overview (cont.) Systems that can Plan Future Behavior 16-Planning. [AIMA Ch 10] Definition and goals. Basic representations for planning. Situation space and plan space. Examples. 51 Course Overview (cont.) Center of largest area Center of gravity 17-Fuzzy logic. [handout]. Fuzzy variables, fuzzy inference, aggregation, defuzzification. Handling fuzziness, change, uncertainty. 52 Course Overview (cont.) 18-Learning from examples. [AIMA 18 + handout]. Supervised learning, learning decision trees, support vector machines. Handling fuzziness, change, uncertainty. 53 Course Overview (cont.) Learning with Neural networks 19/20-Learning with Neural Networks. [Handout + AIMA 18] Introduction to perceptrons, Hopfield networks, self-organizing feature maps. How to size a network? What can neural networks achieve? Advanced concepts – convnets, deep learning, stochastic gradient descent, dropout learning, autoencoders, applications and state of the art. 54 Course Overview (cont.) 21/22-Probabilistic reasoning. [AIMA Ch 13, 14, 15] Reasoning under uncertainty – probabilities, conditional independence, Markov blanket, Bayes nets. Probabilistic reasoning in time. Hidden Markov Models, Kalman filters, dynamic Bayesian networks. Handling fuzziness, change, uncertainty. 55 Course Overview (cont.) 23-Probabilistic decision making. [AIMA 16, 17] – utility theory, decision networks, value iteration, policy iteration, Markov decision processes (MDP), partially-observable MDP (POMDP). Handling fuzziness, change, uncertainty. 56 Course Overview (cont.) 24-Probabilistic reasoning over time. [AIMA 15] Temporal models, Hidden Markov Models, Kalman filters, Dynamic Bayesian Networks, Automata theory. Handling fuzziness, change, uncertainty. 57 Course Overview (cont.) 25-Probability-based learning. [AIMA 20-21] Probabilistic Models, Naïve Bayes Models, EM algorithm, Reinforcement Learning. Handling fuzziness, change, uncertainty. 58 Course Overview (cont.) What challenges remain? Towards intelligent machines. [AIMA Ch 26, 27] The challenge of robots: with what we have learned, what hard problems remain to be solved? Different types of robots. Tasks that robots are for. Parts of robots. Architectures. Configuration spaces. Navigation and motion planning. Towards highly-capable robots. What have we learned. Where do we go from here? robotics@USC 59 Defining intelligent agents Intelligent Agents (IA) Environment types IA Behavior IA Structure IA Types 60 What is an (Intelligent) Agent? An over-used, over-loaded, and misused term. Anything that can be viewed as perceiving its environment through sensors and acting upon that environment through its effectors to maximize progress towards its goals. 61 What is an (Intelligent) Agent? PAGE (Percepts, Actions, Goals, Environment) Task-specific & specialized: well-defined goals and environment The notion of an agent is meant to be a tool for analyzing systems, It is not a different hardware or new programming languages 62 Rational Agents Environment Agent percepts actions ? Sensors Effectors How to design this? 63 A Windshield Wiper Agent How do we design a agent that can wipe the windshields when needed? Goals? Percepts? Sensors? Effectors? Actions? Environment? 64 A Windshield Wiper Agent (Cont’d) Goals: Keep windshields clean & maintain visibility Percepts: Raining, Dirty Sensors: Camera (moist sensor) Effectors: Wipers (left, right, back) Actions: Off, Slow, Medium, Fast Environment: Inner city, freeways, highways, weather … 65 Interacting Agents Collision Avoidance Agent (CAA) Goals: Avoid running into obstacles Percepts ? Sensors? Effectors ? Actions ? Environment: Freeway Lane Keeping Agent (LKA) Goals: Stay in current lane Percepts ? Sensors? Effectors ? Actions ? Environment: Freeway 66 Interacting Agents Collision Avoidance Agent (CAA) Goals: Avoid running into obstacles Percepts: Obstacle distance, velocity, trajectory Sensors: Vision, proximity sensing Effectors: Steering Wheel, Accelerator, Brakes, Horn, Headlights Actions: Steer, speed up, brake, blow horn, signal (headlights) Environment: Freeway Lane Keeping Agent (LKA) Goals: Stay in current lane Percepts: Lane center, lane boundaries Sensors: Vision Effectors: Steering Wheel, Accelerator, Brakes Actions: Steer, speed up, brake Environment: Freeway 67 Conflict Resolution by Action Selection Agents Override: CAA overrides LKA Arbitrate: if Obstacle is Close then CAA else LKA Compromise: Choose action that satisfies both agents Any combination of the above Challenges: Doing the right thing 68 The Right Thing = The Rational Action Rational Action: The action that maximizes the expected value of the performance measure given the percept sequence to date Rational = Best ? Rational = Optimal ? Rational = Omniscience ? Rational = Clairvoyant ? Rational = Successful ? 69 The Right Thing = The Rational Action Rational Action: The action that maximizes the expected value of the performance measure given the percept sequence to date Rational = Best Yes, to the best of its knowledge Rational = Optimal Yes, to the best of its abilities (incl. its constraints) Rational  Omniscience Rational  Clairvoyant Rational  Successful 70 Behavior and performance of IAs Perception (sequence) to Action Mapping: f : P*  A Ideal mapping: specifies which actions an agent ought to take at any point in time Implementation: Look-Up-Table, Closed Form, Algorithm, etc. Performance measure: a subjective measure to characterize how successful an agent is (e.g., speed, power usage, accuracy, money, etc.) (degree of) Autonomy: to what extent is the agent able to make decisions and take actions on its own? 71 Look up table agent obstacle sensor Distance Action 10 No action 5 Turn left 30 degrees 2 Stop 72 Closed form Output (degree of rotation) = F(distance) E.g., F(d) = 10/d (distance cannot be less than 1/10) 73 How is an Agent different from other software? Agents are autonomous, that is, they act on behalf of the user Agents contain some level of intelligence, from fixed rules to learning engines that allow them to adapt to changes in the environment Agents don't only act reactively, but sometimes also proactively Agents have social ability, that is, they communicate with the user, the system, and other agents as required Agents may also cooperate with other agents to carry out more complex tasks than they themselves can handle Agents may migrate from one system to another to access remote resources or even to meet other agents 74 Environment Types Characteristics Accessible vs. inaccessible Deterministic vs. nondeterministic Episodic vs. nonepisodic Hostile vs. friendly Static vs. dynamic Discrete vs. continuous 75 Environment Types Characteristics Accessible vs. inaccessible Accessible: sensors give access to complete state of the environment. Deterministic vs. nondeterministic Deterministic: the next state can be determined based on the current state and the action. Episodic vs. nonepisodic (Sequential) Episode: each perceive and action pairs In episodic environments, the quality of action does not depend on the previous episode and does not affect the next episode. Example: Episodic: mail sorting system; non-episodic: chess 76 Environment Types Characteristics Hostile vs. friendly Static vs. dynamic Dynamic if the environment changes during deliberation Discrete vs. continuous Chess vs. driving 77 Environment types Environment Accessible Deterministic Episodic Static Discrete Operating System Virtual Reality Office Environment Mars 78 Environment types Environment Accessible Deterministic Episodic Static Discrete Operating System Yes Yes No No Yes Virtual Reality Yes Yes Yes/no No Yes/no Office Environment No No No No No Mars No Semi No Semi No The environment types largely determine the agent design. 79 Structure of Intelligent Agents Agent = architecture + program Agent program: the implementation of f : P*  A, the agent’s perception-action mapping function Skeleton-Agent(Percept) returns Action memory  UpdateMemory(memory, Percept) Action  ChooseBestAction(memory) memory  UpdateMemory(memory, Action) return Action Architecture: a device that can execute the agent program (e.g., general-purpose computer, specialized device, beobot, etc.) 80 Using a look-up-table to encode f : P*  A Example: Collision Avoidance Sensors: 3 proximity sensors Effectors: Steering Wheel, Brakes How to generate? How large? How to select action? agent obstacle sensors 81 Using a look-up-table to encode f : P*  A Example: Collision Avoidance Sensors: 3 proximity sensors Effectors: Steering Wheel, Brakes How to generate: for each p  Pl  Pm  Pr generate an appropriate action, a  S  B How large: size of table = # possible percepts times # possible actions = |Pl | |Pm| |Pr| |S| |B| E.g., P = {close, medium, far}3 A = {left, straight, right}  {on, off} then size of table = 27 rows Total possible combinations (ways to fill table): 27*3*2=162 How to select action? Search. agent obstacle sensors 82 Agent types Reflex agents Reflex agents with internal states Goal-based agents Utility-based agents Learning agents 83 Agent types Reflex agents Reactive: No memory Reflex agents with internal states W/o previous state, may not be able to make decision E.g. brake lights at night. Goal-based agents Goal information needed to make decision 84 Agent types Utility-based agents How well can the goal be achieved (degree of happiness) What to do if there are conflicting goals? Speed and safety Which goal should be selected if several can be achieved? Learning agents How can I adapt to the environment? How can I learn from my mistakes? 85 Reflex agents 86 Reactive agents Reactive agents do not have internal symbolic models. Act by stimulus-response to the current state of the environment. Each reactive agent is simple and interacts with others in a basic way. Complex patterns of behavior emerge from their interaction. Benefits: robustness, fast response time Challenges: scalability, how intelligent? and how do you debug them? 87 Reflex agents w/ state 88 Goal-based agents 89 Utility-based agents 90 Learning agents 91 Critic: Determines outcomes of actions and gives feedback Problem generator: creates new experiences to promote learning Learning element: Takes feedback from critic and improves performance element Summary on intelligent agents Intelligent Agents: Anything that can be viewed as perceiving its environment through sensors and acting upon that environment through its effectors to maximize progress towards its goals. PAGE (Percepts, Actions, Goals, Environment) Described as a Perception (sequence) to Action Mapping: f : P*  A Using look-up-table, closed form, etc. Agent Types: Reflex, state-based, goal-based, utility-based, learning Rational Action: The action that maximizes the expected value of the performance measure given the percept sequence to date 92