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SSDA​ ​-INSEM​ ​AUG-2017​ ​Paper​ ​Solution​ ​MARKS:​ ​30

Que Solution Marking​ ​Scheme


stio
n
No

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)

c 1.​ ​Simple​ ​Reflex​ ​Agent 3M


2.​ ​Model-based​ ​Reflex​ ​Agents
3.​ ​Goal-based​ ​Agents Description​ ​(2M)
4.​ ​Utility-based​ ​Agents Architecture​ ​(1M)
5.Learning​ ​Agents
2 a Environment: 2​ ​mrks
An​ ​AI​ ​system​ ​is​ ​composed​ ​of​ ​an​ ​agent​ ​and​ ​its
environment.​ ​The​ ​agents​ ​act​ ​in​ ​their
environment.​ ​The​ ​environment​ ​may​ ​contain
other​ ​agents.​ ​An​ ​agent​​ ​can​ ​perceive​ ​its
environment​ ​through​ ​sensors​​ ​and​ ​acts​ ​upon
that​ ​environment​ ​through​ ​effectors.
Types​ ​of​ ​environments:
Accessible​ ​-​ ​Inaccessible
Deterministic​ ​-​ ​Non​ ​deterministic 2​ ​mrks
Episodic-​ ​non​ ​episodic
Static-​ ​dynamic
Discrete-​ ​Continuous

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

c How​ ​AI​ ​helps​ ​in​ ​problem​ ​solving? 2​ ​M


An​ ​agent​ ​can​ ​act​ ​by​ ​establishing​ ​goals​ ​and​ ​considering
sequences​ ​of​ ​actions​ ​that​ ​might​ ​achieve​ ​those​ ​goals.​ ​A
goal​ ​and​ ​a​ ​set​ ​of​ ​means​ ​for​ ​achieving​ ​the​ ​goal​ ​is​ ​called​ ​a
problem,​ ​and​ ​the​ ​process​ ​of​ ​exploring​ ​what​ ​the​ ​means​ ​can
do​ ​is​ ​called​ ​search.
Problem​ ​solving​ ​agent:
function​ ​SIMPLE-PROBLEM-SOLVING-AGENT(P)​ ​returns
an​ ​action
inputs:​ ​p,​ ​a​ ​percept
static:​ ​s,​ ​an​ ​action​ ​sequence,​ ​initially​ ​empty
state,​ ​some​ ​description​ ​of​ ​the​ ​current​ ​world​ ​state​ ​,​ ​g,​ ​a
goal,​ ​initially​ ​null​ ​problem,​ ​a​ ​problem​ ​formulation
state​ ​<—​ ​UPDATE-STATE(sfa/e,​ ​p)
if​ ​s​ ​is​ ​empty​ ​then
{
​ ​ ​g​ ​—​ ​FORMULATE-GOAL(,s?afe)
​ ​ ​problem​ ​<—​ ​FORMULATE-PROBLEM(.stafe,​ ​g)
​ ​ ​s​ ​r-​ ​SE&RCH(​ ​problem)
​ ​}
action​ ​—​ ​RECOMMENDATION^,​ ​state)
s​ ​<—​ ​REMAINDER^,​ ​state)
return​ ​action

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.

3 a 1)Searching​ ​through​ ​a​ ​state​ ​space​ ​involves​ ​the​ ​following: 4M


•​ ​A​ ​set​ ​of​ ​states [1M]
•​ ​Operators​ ​and​ ​their​ ​costs [3M]
•​ ​Start​ ​state
•​ ​A​ ​test​ ​to​ ​check​ ​for​ ​goal​ ​state
2)

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

Do​ ​not​ ​have​ ​additional Do​ ​have​ ​additional


information​ ​states​ ​beyond information​ ​states​ ​beyond
prob.​ ​def. prob.​ ​def.

Total​ ​search​ ​space​ ​is Nor​ ​required​ ​to​ ​look​ ​for


looked​ ​for​ ​solution total​ ​search​ ​space​ ​to​ ​get
solution
BFS,​ ​DFS A*,​ ​Best​ ​First​ ​Search

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

4 a A*-Minimizing​ ​the​ ​total​ ​estimated​ ​solution​ ​cost: 2​ ​mrks


​ ​Expand​ ​the​ ​node​ ​on​ ​the​ ​least​ ​cost​ ​solution​ ​path​ ​using
estimated​ ​cost​ ​and​ ​actual​ ​cost​ ​as​ ​the​ ​evaluation​ ​function​ ​is
called​ ​A*​ ​search.​ ​It​ ​evaluates​ ​nodes​ ​by​ ​combining​ ​g​ ​(n)​ ​,
the​ ​cost​ ​to​ ​reach​ ​the​ ​node,​ ​and​ ​h​ ​(n),​ ​the​ ​cost​ ​to​ ​get​ ​from
the​ ​node​ ​to​ ​the​ ​goal:
​ ​f​ ​(n)​ ​=​ ​g​ ​(n)​ ​+​ ​h​ ​(n).
​ ​since​ ​g​ ​(n)​ ​gives​ ​the​ ​path​ ​cost​ ​from​ ​the​ ​start​ ​node​ ​to​ ​node
n,​ ​and​ ​h​ ​(n)​ ​is​ ​the​ ​estimated​ ​cost​ ​of​ ​the​ ​cheapest​ ​path​ ​from
n​ ​to​ ​the​ ​goal,
we​ ​have​ ​f​ ​(n)​ ​=​ ​estimated​ ​cost​ ​of​ ​the​ ​cheapest​ ​solution
through​ ​n.
A*​ ​search​ ​is​ ​both​ ​complete​ ​and​ ​optimal.
Here​ ​is​ ​a​ ​search​ ​method​ ​that​ ​ensures​ ​optimality​ ​of​ ​the
solution.
The​ ​algorithm:
● keep​ ​a​ ​list​ ​of​ ​partial​ ​paths​ ​(initially​ ​root​ ​to​ ​root,
length​ ​0);
● ​ ​repeat
○ succeed​ ​if​ ​the​ ​first​ ​path​ ​P​ ​reaches​ ​the​ ​goal
node;​ ​otherwise​ ​remove​ ​path​ ​P​ ​from​ ​the​ ​list;
○ extend​ ​P​ ​in​ ​all​ ​possible​ ​ways,​ ​add​ ​new
paths​ ​to​ ​the​ ​list;
○ sort​ ​the​ ​list​ ​by​ ​the​ ​sum​ ​of​ ​two​ ​values:​ ​the
real​ ​cost​ ​of​ ​P​ ​till​ ​now,​ ​and​ ​an​ ​estimate​ ​of​ ​the
remaining​ ​distance;
○ ​ ​prune​ ​the​ ​list​ ​by​ ​leaving​ ​only​ ​the​ ​shortest
path​ ​for​ ​each​ ​node​ ​reached​ ​so​ ​far;
● until​ ​success​ ​or​ ​the​ ​list​ ​of​ ​paths​ ​becomes​ ​empty;

​ ​A*​ ​requires​ ​a​ ​lower-bound​ ​estimate​ ​of​ ​the​ ​distance​ ​of​ ​any
node​ ​to​ ​the​ ​goal​ ​node.
Example 2mrks

b Heuristic​ ​Function:​ ​A​ ​function​ ​that​ ​calculates​ ​cost 1​ ​M


estimates​ ​is​ ​called​ ​a​ ​heuristic​ ​function,​ ​and​ ​is​ ​usually
denoted​ ​by​ ​the​ ​letter​ ​h:
h(n)​ ​=​ ​estimated​ ​cost​ ​of​ ​the​ ​cheapest​ ​path​ ​from​ ​the​ ​state
at​ ​node​ ​n​ ​to​ ​a​ ​goal​ ​state.
Heuristics​ ​helps​ ​to​ ​improve​ ​cost​ ​of​ ​a​ ​solution:​ ​Any​ ​search 2​ ​mrks
ex​ ​with​ ​and​ ​without​ ​heuristics

c Define​ ​CSP:A​ ​constraint​ ​satisfaction​ ​problem 1M


(or​ ​CSP)​ ​is​ ​a​ ​special​ ​kind​ ​of​ ​problem​ ​that
satisfies​ ​some​ ​additional​ ​structural​ ​properties
beyond​ ​the​ ​basic​ ​requirements​ ​for​ ​problems​ ​in
general.​ ​In​ ​a​ ​CSP,​ ​the​ ​states​ ​are​ ​defined​ ​by
the​ ​values​ ​of​ ​a​ ​set​ ​of​ ​variables​ ​and​ ​the​ ​goal
test​ ​specifies​ ​a​ ​set​ ​of​ ​constraints​ ​that​ ​the
values​ ​must​ ​obey.
2​ ​mrks
Explain​ ​CSP:​ ​the​ ​8-queens​ ​problem​ ​can​ ​be
viewed​ ​as​ ​a​ ​CSP​ ​in​ ​which​ ​the​ ​variables​ ​are​ ​the
locations​ ​of​ ​each​ ​of​ ​the​ ​eight​ ​queens;​ ​the
possible​ ​values​ ​are​ ​squares​ ​on​ ​the​ ​board;​ ​and
the​ ​constraints​ ​state​ ​that​ ​no​ ​two​ ​queens​ ​can
be​ ​in​ ​the​ ​same​ ​row,​ ​column​ ​or​ ​diagonal.
​ ​A​ ​solution​ ​to​ ​a​ ​CSP​ ​specifies​ ​values​ ​for​ ​all​ ​the
variables​ ​such​ ​that​ ​the​ ​constraints​ ​are
satisfied.​ ​Cryptarithmetic​ ​and​ ​VLSI​ ​layout​ ​can
also​ ​be​ ​described​ ​as​ ​CSPs

5 a Wumpus​ ​World​ ​PEAS​ ​Description 4M


[1M]
[1M]
[1M]
[1M]

b 1)What​ ​is​ ​Knowledge? 3M


Knowledge​​ ​is​ ​the​ ​information​ ​about​ ​a​ ​domain [1M]
that​ ​can​ ​be​ ​used​ ​to​ ​solve​ ​problems​ ​in​ ​that [2M]
domain.​ ​To​ ​solve​ ​many​ ​problems​ ​requires
much​ ​knowledge,​ ​and​ ​this​ ​knowledge​ ​must​ ​be
represented​ ​in​ ​the​ ​computer.​ ​As​ ​part​ ​of
designing​ ​a​ ​program​ ​to​ ​solve​ ​problems,​ ​we
must​ ​define​ ​how​ ​the​ ​knowledge​ ​will​ ​be
represented.​ ​A​ ​representation​ ​scheme​​ ​is​ ​the
form​ ​of​ ​the​ ​knowledge​ ​that​ ​is​ ​used​ ​in​ ​an
agent.​ ​A​ ​representation​​ ​of​ ​some​ ​piece​ ​of
knowledge​ ​is​ ​the​ ​internal​ ​representation​ ​of​ ​the
knowledge.​ ​A​ ​representation​ ​scheme​ ​specifies
the​ ​form​ ​of​ ​the​ ​knowledge.​ ​A​ ​knowledge
base​​ ​is​ ​the​ ​representation​ ​of​ ​all​ ​of​ ​the
knowledge​ ​that​ ​is​ ​stored​ ​by​ ​an​ ​agent.

2)​ ​How​ ​to​ ​represent​ ​knowledge:


Syntax​:​ ​The​ ​atomic​ ​symbols​ ​of​ ​the​ ​logical
language,​ ​and​ ​the​ ​rules​ ​for​ ​constructing​ ​well
formed,​ ​non-atomic​ ​expressions​ ​(symbol
structures)​ ​of​ ​the​ ​logic.​ ​Syntax​ ​specifies​ ​the
symbols​ ​in​ ​the​ ​language​ ​and​ ​how​ ​they​ ​can​ ​be
combined​ ​to​ ​form​ ​sentences.​ ​Hence​ ​facts
about​ ​the​ ​world​ ​are​ ​represented​ ​as​ ​sentences
in​ ​logic.​ ​Semantics​:​ ​The​ ​meanings​ ​of​ ​the
atomic​ ​symbols​ ​of​ ​the​ ​logic,​ ​and​ ​the​ ​rules​ ​for
determining​ ​the​ ​meanings​ ​of​ ​non-atomic
expressions​ ​of​ ​the​ ​logic.​ ​It​ ​specifies​ ​what​ ​facts
in​ ​the​ ​world​ ​a​ ​sentence​ ​refers​ ​to.​ ​Hence,​ ​also
specifies​ ​how​ ​you​ ​assign​ ​a​ ​truth​ ​value​ ​to​ ​a
sentence​ ​based​ ​on​ ​its​ ​meaning​ ​in​ ​the​ ​world.​ ​A
fact​ ​is​ ​a​ ​claim​ ​about​ ​the​ ​world,​ ​and​ ​may​ ​be
true​ ​or​ ​false.
Knowledge​ ​Representation:
1)Logical​ ​schemes​ ​−​ ​Predicate​ ​calculus​ ​,​ ​Propositional
calculus
2)​ ​Procedural​ ​schemes​ ​ ​−​ ​IF..THEN..​ ​rules
3)Structured​ ​schemes​ ​−​ ​Scripts​ ​,​ ​Frames
4)​ ​Networked​ ​schemes​ ​−​ ​Semantic​ ​nets​ ​,​ ​Conceptual
graphs

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.

Representing​ ​information​ ​using​ ​ontology:


Categories
Inheritance
Taxonomy
Decomposition
Partition
Composite​ ​objects

6 a •​ ​A​ ​Knowledge​ ​Engineering​ ​example 4​ ​mrks


•​ ​An​ ​agent​ ​that​ ​helps​ ​a​ ​buyer​ ​to​ ​find​ ​product​ ​offers​ ​on​ ​the
internet.
​ ​–​ ​IN​ ​=​ ​product​ ​description​ ​(precise​ ​or​ ​¬precise)
​ ​–​ ​OUT​ ​=​ ​list​ ​of​ ​webpages​ ​that​ ​offer​ ​the​ ​product​ ​for​ ​sale.
​ ​•​ ​Environment​ ​=​ ​WWW
•​ ​Percepts​ ​=​ ​web​ ​pages​ ​(character​ ​strings)
​ ​–​ ​Extracting​ ​useful​ ​information​ ​required
•​ ​Find​ ​relevant​ ​product​ ​offers​ ​RelevantOffer(page,url,
query)​ ​⇔​ ​Relevant(page,url,query)​ ​∧​ ​Offer(page)
•​ ​Write​ ​axioms​ ​to​ ​define​ ​Offer(x)​ ​•​ ​Find​ ​relevant​ ​pages:
Relevant(x,y,z)​ ​?
​ ​–​ ​Start​ ​from​ ​an​ ​initial​ ​set​ ​of​ ​stores
–​ ​What​ ​is​ ​a​ ​relevant​ ​category?
​ ​–​ ​What​ ​are​ ​relevant​ ​connected​ ​pages?
•​ ​Require​ ​rich​ ​category​ ​vocabulary
–​ ​Synonymy​ ​and​ ​ambiguity​ ​•
​ ​Compare​ ​offers​ ​(information​ ​extraction)

b Inference​ ​in​ ​FOL


•Want​ ​to​ ​be​ ​able​ ​to​ ​draw​ ​logically​ ​sound​ ​conclusions​ ​from
a​ ​knowledge-base​ ​expressed​ ​in​ ​first-order​ ​logic.
​ ​•Several​ ​styles​ ​of​ ​inference: 1M
​ ​ ​ ​ ​-Forward​ ​chaining 1M
​ ​ ​-Backward​ ​chaining 1M
​ ​ ​-Resolution​ ​refutation

c Representations​ ​for​ ​actions 1​ ​Mark​ ​for​ ​each


Consist​ ​of​ ​three​ ​components: components.
•​ ​The​ ​action​ ​description​​ ​is​ ​what​ ​an​ ​agent​ ​actually​ ​returns Total​ ​3​ ​marks
to​ ​the​ ​environment​ ​in​ ​order​ ​to​ ​do​ ​something.​ ​Within​ ​the
planner​ ​it​ ​serves​ ​only​ ​as​ ​a​ ​name​ ​for​ ​a​ ​possible​ ​action.
•​ ​The​ ​precondition​​ ​is​ ​a​ ​conjunction​ ​of​ ​atoms​ ​(positive
literals)​ ​that​ ​says​ ​what​ ​must​ ​be​ ​true​ ​before​ ​the​ ​operator
can​ ​be​ ​applied.
•​ ​The​ ​effect​​ ​of​ ​an​ ​operator​ ​is​ ​a​ ​conjunction​ ​of​ ​literals
(positive​ ​or​ ​negative)​ ​that​ ​describes​ ​how​ ​the​ ​situation
changes​ ​when​ ​the​ ​operator​ ​is​ ​applied
Here​ ​is​ ​an​ ​example​ ​of​ ​the​ ​syntax​ ​for​ ​forming​ ​a​ ​STRIPS
operator​ ​for​ ​going​ ​from​ ​one​ ​place​ ​to​ ​another:

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