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1 a 1)Def: 4M
[1M]
2)Intelligent behaviour [2M]
Constitutes intelligent behaviour. Some of these tasks [1M]
and applications are:
Perception involving image recognition and computer
vision
Reasoning
Learning
Understanding language involving natural language
processing, speech processing
Solving problems
Robotics
3) Example
b 3M
Architecture (1M)
Description (2M)
b 3 mrks
PEAS for Robot Soccer Player:
Performance Measure (P): Wining game, goal
for/against
Environment (E): Soccer, Team Members,
Opponents, Referee, Audience and Soccer Field.
Actuators (A): Navigator, Legs of Robot, View
Detector for Robot.
Sensors (S): Camera, Communicators and
Orientation , Touch Sensors, accelerometer,
wheel/joint encoders
Ex: Cryptarithmetic
States: a cryptarithmetic puzzle with some letters replaced
by digits.
Operators: replace all occurrences of a letter with a digit 1M
not already appearing in the puzzle.
Goal test: puzzle contains only digits, and represents a
correct sum.
Path cost: zero. All solutions equally valid.
The 8-Puzzle involves moving the tiles on the board above into a particular configuration. The black
square on the board represents a space. The player can move a tile into the space, freeing that position
for another tile to be moved into and so on.
b [3M]
uniformed informed
c DFS: 3M
Depth First Search [2M]
Let fringe be a list containing the initial state [1M]
Loop
if fringe is empty return failure
Node <- remove-first (fringe)
if Node is a goal
then return the path from initial state to Node
else
generate all successors of Node, and
merge the newly generated nodes into fringe
add generated nodes to the front of fringe
End Loop
Time b^d
Space bm
Optimum? No
Complete? No
A* requires a lower-bound estimate of the distance of any
node to the goal node.
Example 2mrks
c Ontology: 3M
[1M]
A set of concepts and categories in a subject area or [2M]
domain that shows their properties and the relations
between them.