CSCI 446 ARTIFICIAL INTELLIGENCE EXAM 1 STUDY OUTLINE

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CSCI 446 ARTIFICIAL INTELLIGENCE EXAM 1 STUDY OUTLINE Introduction to Artificial Intelligence I. Definitions of Artificial Intelligence A. Acting Like Humans -- Turing Test B. Thinking Like Humans -- Cognitive Modeling C. Thinking Rationally -- Logicist Approach D. Acting Rationally -- Rational Agents II. Foundations of Artificial Intelligence A. Philosophy B. Mathematics C. Psychology D. Computer Engineering E. Linguistics III. History of Artificial Intelligence A. Gestation B. Early Enthusiasm, Great Expectations C. Dose of Reality D. Knowledge Based Systems E. AI Becomes and Industry F. Return of Neural Networks G. Recent Events Intelligent Agents I. Agents and Environments A. Vacuum Cleaner World Environment II. Rationality III. PEAS Performance Measure, Environment, Actuators, Sensors IV. Environment Types A. Observable B. Deterministic vs. Stochastic C. Episodic vs. Sequential D. Static vs. Dynamic E. Discrete vs. Continuous F. Single Agent vs. Multi-Agent V. Agent Types A. Simple Reflex Agents B. Reflex Agents with State C. Goal-Based Agents D. Utility Based Agents E. Learning Agents

State Spaces, Uninformed Search I. Problem Formulation A. Problem Types 1. Deterministic, fully observable: Single-State Problem 2. Non-observable: Conformant Problem 3. Nondeterministic and/or partially observable: Contingency Problem 4. Unknown state space: Exploration Problem B. Single State Problem Formulation 1. Initial State 2. Successor Function 3. Goal Test 4. Path Cost 5. Solution II. State Space III. Tree Search Algorithms A. General Tree Search 1. Completeness 2. Time Complexity 3. Space Complexity 4. Optimality B. Breadth First Search C. Uniform Cost Search D. Depth First Search E. Depth Limited Search F. Iterative Deepening Search IV. Graph Search Heuristic Search I. Best-First Search A. Heuristic Function h(n) II. A* Search A. Actual Cost to Current Node g(n) III. Heuristics A. Admissible Heuristic B. Consistency or Monotonicity C. Dominance D. Relaxed Problems Local Search I. Hill Climbing A. Gradient Ascent or Descent B. Local Maxima C. Global Maximum II. Simulated Annealing III. Genetic Algorithms

Constraint Satisfaction Problems (CSPs) I. Examples II. Backtracking Search A. Order of Variable Assignment 1. Degree Heuristic B. Order of Value Assignment 1. Least Constraining Value Heuristic C. Early Detection of Inevitable Failure 1. Forward Checking 2. Arc Consistency D. Problem Structure III. Problem Structure and Decomposition IV. Local Search for CSPs Games (Adversarial Search) I. Overview II. Minimax (Perfect Play) III. Pruning IV. Nondeterministic Games A. Chance Nodes Logical Agents I. Knowledge Based Agents A. Knowledge Base B. Inference Engine C. Separation of Knowledge and Process II. An Example A. Wumpus World III. General Logic A. Entailment B. Models C. Inference IV. Propositional Logic A. Syntax B. Truth Tables V. Equivalence, Validity, Satisfiability VI. Inference Rules / Theorem Proving A. Forward Chaining B. Backward Chaining C. Resolution 1. Conjunctive Normal Form (CNF) 2. Conversion to CNF 3. Resolution

First Order Logic I. Overview II. Syntax and Semantics A. Basic Elements B. Atomic Sentences C. Complex Sentences D. Models E. Universal Quantification F. Existential Quantification III. Fun with Sentences A. Equality Inference in First Order Logic I. Unification A. Universal Instantiation B. Existential Instantiation C. Reduction to Propositional Inference D. Unification II. Generalized Modus Ponens III. Forward and Backward Chaining A. Forward Chaining B. Backward Chaining IV. Logic Programming V. Resolution Fuzzy Logic I. Membership Functions II. Linguistic Variables III. Fuzzy Set Operations IV. Fuzzy Inference A. Fuzzification B. Rule Inference C. Rule Composition D. Defuzzification Planning I. Search vs. Planning A. Actions, States, Goals, Plans B. Situational Calculus II. STRIPS Operators A. Initial and Final States B. Operators 1. Action 2. Preconditions 3. Effects (Postconditions) III. Partial-Order Planning

IV. The Real World A. When Things go Wrong 1. Incomplete Information 2. Incorrect Information 3. Qualification Problem V. Conditional Planning VI. Monitoring and Replanning Uncertainty I. Uncertainty A. Sources of Uncertainty B. Methods for Handling Uncertainty II. Probability A. Terms 1. Sample Space 2. Event 3. Random Variables 4. Propositions III. Syntax and Semantics A. Prior Probability B. Joint Probability C. Conditional Probability IV. Inference A. Enumeration 1. Normalization V. Independence A. Absolute B. Conditional VI. Bayes Rule Bayesian Networks I. Syntax A. Nodes B. Directed Arcs C. Conditional Probabilities II. Semantics A. Global and Local B. Constructing a Bayes Net III. Inference A. Enumeration Rational Decisions I. Rational Preferences II. Utility A. Assessment of Human Utility III. Decision Networks

A. Decision Node B. Chance Node C. Utility Node IV. Dominance A. Strict Dominance B. Stochastic Dominance V. Value of Information Machine Learning I. Learning Agents A. Architecture B. Learning Element C. Supervised/Unsupervised Learning II. Inductive Learning A. Approximate f(x) with h(x) B. Overfitting C. Generalization D. Structural Representations 1. Decision Trees 2. Rules 3. Numeric E. Algorithms 1. Decision Trees Information Theory / Entropy 2. Rules Instance Covering 3. Artificial Neural Networks a. Multilayer Perceptron 1. Feed Forward 2. Backpropagation b. Kohonen Net 4. Case Based Learning 5. Clustering III. Genetic Algorithms A. Encoding / Representation B. Evaluation / Fitness Function C. Development Process D. Genetic Operators 1. Selection / Reproduction 2. Crossover 3. Mutation III. Measuring Performance A. Learning Curve B. Training Set / Test Set (and Validation Set) C. Estimating the Error (Confidence) D. Comparing Models

Philosophical and Ethical Issues I. Weak AI II. Strong AI III. Ethics Neuroevolution I. What are Neuroevolutionary Algorithms II. Why Should I Care? III. Where are they Used? IV. How to Build One A. Encoding 1. Direct Encoding 2. Indirect Encoding B. Tuning Swarm Intelligence I. What is Swarm Intelligence? A. Stigmergy II. Swarms in Nature A. Reynolds Rules 1. Cohesion 2. Alignment 3. Separation III. Ant Colony Optimization IV. Particle Swarm Optimization A. Reynolds Rules Plus: 1. Attraction to a target 2. Fitness function Artificial Neural Networks I. History II. Model A. Parameters 1. Pattern of connections between layers 2. Learning rule 3. Activation function III. Training A. Backpropagation B. Mean Squared Error (MSE) C. Error surface IV. Applications

Support Vector Machines I. What are Support Vector Machines? II. SVM Uses III. History IV. SVM Concept A. Maximum Margin Hyperplane B. Creating Linearly Separable Problems Using the Kernel Trick C. Nonparametric, but Store only Support Vector Cases V. Practical Guide to SVMs Genetic Algorithms I. What are Genetic Algorithms? II. History III. Methodology A. Selection B. Crossover 1. One point 2. Two point 3. Cut and splice C. Mutation D. New Generation