AI 3rd Unit Notes
AI 3rd Unit Notes
Unit -3
KNOWLEGDE REPRESENTATION
Knowledge Representation :
▪ Knowledge-Based Agents.
▪ The Wumpus World, Logic,
▪ Propositional Logic, Propositional Theorem Proving,
▪ Effective Propositional Model Checking.
▪ Agents Based on Propositional Logic,
▪ First-Order Logic-Syntax and Semantics of First-Order Logic,
▪ Using First-Order Logic,
▪ Unification and Lifting Forward Chaining,
▪ Backward Chaining
Artificial Intelligence and Application
▪ Objects
▪ Events
▪ Performance
▪ Facts
▪ Meta-Knowledge
▪ Knowledge-base
Artificial Intelligence and Application
▪ Declarative Knowledge – It includes concepts, facts, and objects and expressed in a declarative sentence.
▪ Structural Knowledge – It is a basic problem-solving knowledge that describes the relationship between
concepts and objects.
▪ Procedural Knowledge – This is responsible for knowing how to do something and includes rules, strategies,
procedures, etc.
▪ Meta Knowledge – Meta Knowledge defines knowledge about other types of Knowledge.
▪ Heuristic Knowledge – This represents some expert knowledge in the field or subject.
These are the important types of Knowledge Representation in AI. Now, let’s have a look at the cycle of knowledge
representation and how it works.
Artificial Intelligence and Application
✓ Knowledge-Based Agents.
▪ An intelligent agent needs knowledge about the real world for taking decisions and reasoning to act efficiently.
▪ Knowledge-based agents are those agents who have the capability of maintaining an internal state of knowledge, reason over that knowledge, update
their knowledge after observations and take actions. These agents can represent the world with some formal representation and act intelligently.
▪ Knowledge-based agents are composed of two main parts:
▪ Knowledge-base and
▪ Inference system.
Knowledge-base is required for updating knowledge for an agent to learn with experiences and take action as per the knowledge.
Inference system
Following are three operations which are performed by KBA in order to show the intelligent behavior:
▪ TELL: This operation tells the knowledge base what it perceives from the environment.
▪ ASK: This operation asks the knowledge base what action it should perform.
▪ Perform: It performs the selected action.
Artificial Intelligence and Application
A knowledge-based agent can be viewed at different levels which are given below:
1. Knowledge level :
▪ Knowledge level is the first level of knowledge-based agent, and in this level, we need to specify what the agent knows, and what the agent goals are.
▪ With these specifications, we can fix its behavior.
▪ For example, suppose an automated taxi agent needs to go from a station A to station B, and he knows the way from A to B, so this comes at the knowledge
level.
2. Logical level:
▪ At this level, we understand that how the knowledge representation of knowledge is stored. At this level, sentences are encoded into different logics.
▪ At the logical level, an encoding of knowledge into logical sentences occurs.
▪ At the logical level we can expect to the automated taxi agent to reach to the destination B.
3. Implementation level:
▪ This is the physical representation of logic and knowledge.
▪ At the implementation level agent perform actions as per logical and knowledge level.
▪ At this level, an automated taxi agent actually implement his knowledge and logic so that he can reach to the destination.
Artificial Intelligence and Application
✓ Wumpus World
▪ The Wumpus world is a simple world example to illustrate the worth of a knowledge-based agent and to represent knowledge representation.
▪ It was inspired by a video game Hunt the Wumpus by Gregory Yob in 1973.
▪ The Wumpus world is a cave which has 4/4 rooms connected with passageways.
▪ So there are total 16 rooms which are connected with each other.
▪ We have a knowledge-based agent who will go forward in this world.
▪ The cave has a room with a beast which is called Wumpus, who eats anyone who enters the room.
▪ The Wumpus can be shot by the agent, but the agent has a single arrow.
▪ In the Wumpus world, there are some Pits rooms which are bottomless, and if agent falls in Pits, then he will be stuck there forever.
▪ The exciting thing with this cave is that in one room there is a possibility of finding a heap of gold.
▪ So the agent goal is to find the gold and climb out the cave without fallen into Pits or eaten by Wumpus.
▪ The agent will get a reward if he comes out with gold, and he will get a penalty if eaten by Wumpus or falls in the pit.
Following is a sample diagram for representing the Wumpus world. It is showing some rooms with Pits, one room with Wumpus and one
agent at (1, 1) square location of the world.
Artificial Intelligence and Application
There are also some components which can help the agent to navigate the cave. These components are given as follows:
1) The rooms adjacent to the Wumpus room are smelly, so that it would have some
stench.
2) The room adjacent to PITs has a breeze, so if the agent reaches near to PIT, then he
will perceive the breeze.
3) There will be glitter in the room if and only if the room has gold.
4) The Wumpus can be killed by the agent if the agent is facing to it, and Wumpus will
emit a horrible scream which can be heard anywhere in the cave.
Artificial Intelligence and Application
Performance measure:
▪ +1000 reward points if the agent comes out of the cave with the gold.
▪ -1000 points penalty for being eaten by the Wumpus or falling into the pit.
▪ -1 for each action, and -10 for using an arrow.
▪ The game ends if either agent dies or came out of the cave.
Environment:
Actuators:
▪ Left turn,
▪ Right turn
▪ Move forward
▪ Grab
▪ Release
▪ Shoot.
Artificial Intelligence and Application
Sensors:
▪ The agent will perceive the stench if he is in the room adjacent to the Wumpus. (Not diagonally).
▪ The agent will perceive breeze if he is in the room directly adjacent to the Pit.
▪ The agent will perceive the glitter in the room where the gold is present.
▪ The agent will perceive the bump if he walks into a wall.
▪ When the Wumpus is shot, it emits a horrible scream which can be perceived anywhere in the cave.
▪ These percepts can be represented as five element list, in which we will have different indicators for each sensor.
▪ Example if agent perceives stench, breeze, but no glitter, no bump, and no scream then it can be represented as:
[Stench, Breeze, None, None, None].
▪ Partially observable: The Wumpus world is partially observable because the agent can only perceive the close environment such as an adjacent room.
▪ Deterministic: It is deterministic, as the result and outcome of the world are already known.
▪ Sequential: The order is important, so it is sequential.
▪ Static: It is static as Wumpus and Pits are not moving.
▪ Discrete: The environment is discrete.
▪ One agent: The environment is a single agent as we have one agent only and Wumpus is not considered as an agent.
Artificial Intelligence and Application
▪ Initially, the agent is in the first room or on the square [1,1], and we already know that this room is safe for the agent, so to represent on the
below diagram (a) that room is safe we will add symbol OK.
▪ Symbol A is used to represent agent, symbol B for the breeze, G for Glitter or gold, V for the visited room, P for pits, W for Wumpus.
▪ At Room [1,1] agent does not feel any breeze or any Stench which means the adjacent squares are also OK.
Artificial Intelligence and Application
Agent's second Step:
▪ Now agent needs to move forward, so it will either move to [1, 2], or [2,1].
▪ Let's suppose agent moves to the room [2, 1], at this room agent perceives some breeze which means Pit is around this room.
▪ The pit can be in [3, 1], or [2,2], so we will add symbol P? to say that, is this Pit room?
▪ Now agent will stop and think and will not make any harmful move.
▪ The agent will go back to the [1, 1] room. The room [1,1], and [2,1] are visited by the agent, so we will use symbol V to represent the visited squares.
Agent's third step:
▪ At the third step, now agent will move to the room [1,2] which is OK.
▪ In the room [1,2] agent perceives a stench which means there must be a Wumpus nearby.
▪ But Wumpus cannot be in the room [1,1] as by rules of the game, and also not in [2,2] (Agent had not detected any stench when he was at [2,1]).
▪ Therefore agent infers that Wumpus is in the room [1,3], and in current state, there is no breeze which means in [2,2] there is no Pit and no Wumpus.
▪ So it is safe, and we will mark it OK, and the agent moves further in [2,2].
1. Propositions (Statements):
2. Logical Operators:
▪ AND (Conjunction): The AND operator, often represented by ∧, is used to combine two or more propositions. It yields a true result only when all the
propositions it connects are true. For example, if P represents "It's raining" and Q represents "I have an umbrella," then P ∧ Q is true only if both "It's
raining" and "I have an umbrella" are true.
▪ OR (Disjunction): The OR operator, represented by ∨, combines propositions and results in true if at least one of the connected propositions is true.
For instance, if P represents "It's sunny" and Q represents "It's warm," then P ∨ Q is true if either "It's sunny" or "It's warm" or both are true.
▪ NOT (Negation): The NOT operator, represented by ¬, is used to negate or reverse the truth value of a single proposition. If P is "The store is open,"
then ¬P is true if the store is not open.
▪ Every proposition in propositional logic has one of two possible truth values—true or false.
▪ These truth values indicate whether the statement is valid or not in a given context.
Artificial Intelligence and Application
Here are truth tables for the basic logical operators in propositional logic:
Semantics in first-order logic deals with the interpretation of sentences and formulas within the framework of a mathematical model. It provides a way to assign
meanings to the symbols and structures used in first-order logic.
Forward Backward
When based on available data a decision is taken then the process is Backward chaining starts from the goal and works backward to determine
1.
called as Forward chaining. what facts must be asserted so that the goal can be achieved.
Forward chaining is known as data-driven technique because we reaches Backward chaining is known as goal-driven technique because we start from
2.
to the goal using the available data. the goal and reaches the initial state in order to extract the facts.
5. Its goal is to get the conclusion. Its goal is to get the possible facts or the required data.
6. Slow as it has to use all the rules. Fast as it has to use only a few rules.
Forward chaining is used for the planning, monitoring, control, and It is used in automated inference engines, theorem proofs, proof assistants
8.
interpretation application. and other artificial intelligence applications.