Saturday, 15 June 2013

Water Jug Problem

WaterJugProblem

Statement :- We are given 2 jugs, a 4 liter one and a 3- liter one. Neither has any measuring markers on it. There is a pump that can be used to fill the jugs with water. How can we get exactly 2 liters of water in to the 4-liter jugs?
Solution:-
The state space for this problem can be defined as

{ ( i ,j ) i = 0,1,2,3,4 j = 0,1,2,3}

‘i’ represents the number of liters of water in the 4-liter jug and ‘j’ represents the number of liters of water in the 3-liter jug. The initial state is ( 0,0) that is no water on each jug. The goal state is to get ( 2,n) for any value of ‘n’.

To solve this we have to make some assumptions not mentioned in the problem. They are

1. We can fill a jug from the pump.

2. we can pour water out of a jug to the ground.

3. We can pour water from one jug to another.

4. There is no measuring device available.

The various operators (Production Rules) that are available to solve this problem may be stated as given in the following figure .






8 Puzzle Problem

8 Puzzle Problem.

The 8 puzzle consists of eight numbered, movable tiles set in a 3x3 frame. One cell of the frame is always empty thus making it possible to move an adjacent numbered tile into the empty cell. Such a puzzle is illustrated in following diagram.
The program is to change the initial configuration into the goal configuration. A solution to the problem is an appropriate sequence of moves, such as “move tiles 5 to the right, move tile 7 to the left ,move tile 6 to the down, etc”.



To solve a problem using a production system, we must specify the global database the rules, and the control strategy. For the 8 puzzle problem that correspond to these three components. These elements are the problem states, moves and goal. In this problem each tile configuration is a state. The set of all configuration in the space of problem states or the problem space, there are only 3,62,880 different configurations o the 8 tiles and blank space. Once the problem states have been conceptually identified, we must construct a computer representation, or description of them . this description is then used as the database of a production system. For the 8-puzzle, a straight forward description is a 3X3 array of matrix of numbers. The initial global database is this description of the initial problem state. Virtually any kind of data structure can be used to describe states.

A move transforms one problem state into another state. The 8-puzzle is convenjently interpreted as having the following for moves. Move empty space (blank) to the left, move blank up, move blank to the right and move blank down,. These moves are modeled by production rules that operate on the state descriptions in the appropriate manner.



The rules each have preconditions that must be satisfied by a state description in order for them to be applicable to that state description. Thus the precondition for the rule associated with “move blank up” is derived from the requirement that the blank space must not already be in the top row.



The problem goal condition forms the basis for the termination condition of the production system. The control strategy repeatedly applies rules to state descriptions until a description of a goal state is produced . it also keep track of rules that have been applied so that it can compose them into sequence representing the problem solution.


Artificial Intelligence


Artificial intelligence
Artificial intelligence (AI) is technology and a branch of computer science that studies and develops intelligent machines and software. Major AI researchers and textbooks define the field as "the study and design of intelligent agents", where an intelligent agent is a system that perceives its environment and takes actions that maximize its chances of success. John McCarthy, who coined the term in 1955, defines it as "the science and engineering of making intelligent machines".
AI research is highly technical and specialised, deeply divided into subfields that often fail to communicate with each other. Some of the division is due to social and cultural factors: subfields have grown up around particular institutions and the work of individual researchers. AI research is also divided by several technical issues. There are subfields which are focused on the solution of specific problems, on one of several possible approaches, on the use of widely differing tools and towards the accomplishment of particular applications.
The central problems (or goals) of AI research include reasoning, knowledge, planning, learning, communication, perception and the ability to move and manipulate objects. General intelligence (or "strong AI") is still among the field's long term goals. Currently popular approaches include statistical methods, computational intelligence and traditional symbolic AI. There are an enormous number of tools used in AI, including versions of search and mathematical optimization, logic, methods based on probability and economics, and many others.
The field was founded on the claim that a central property of humans, intelligence—the sapience of Homo sapiens—can be so precisely described that it can be simulated by a machine. This raises philosophical issues about the nature of the mind and the ethics of creating artificial beings, issues which have been addressed by myth, fiction and philosophy since antiquity. Artificial intelligence has been the subject of tremendous optimism but has also suffered stunning setbacks. Today it has become an essential part of the technology industry, providing the heavy lifting for many of the most difficult problems in computer science

History

Thinking machines and artificial beings appear in Greek myths, such as Talos of Crete, the bronze robot of Hephaestus, and Pygmalion's Galatea. Human likenesses believed to have intelligence were built in every major civilization: animated cult images were worshiped in Egypt and Greece and humanoid automatons were built by Yan Shi, Hero of Alexandria and Al-Jazari. It was also widely believed that artificial beings had been created by Jābir ibn Hayyān, Judah Loew and Paracelsus. By the 19th and 20th centuries, artificial beings had become a common feature in fiction, as in Mary Shelley's Frankenstein or Karel Čapek's R.U.R. (Rossum's Universal Robots). Pamela McCorduck argues that all of these are examples of an ancient urge, as she describes it, "to forge the gods". Stories of these creatures and their fates discuss many of the same hopes, fears and ethical concerns that are presented by artificial intelligence.

Goals

The general problem of simulating (or creating) intelligence has been broken down into a number of specific sub-problems. These consist of particular traits or capabilities that researchers would like an intelligent system to display. The traits described below have received the most attention.

Deduction, reasoning, problem solving

Early AI researchers developed algorithms that imitated the step-by-step reasoning that humans use when they solve puzzles or make logical deductions. By the late 1980s and 1990s, AI research had also developed highly successful methods for dealing with uncertain or incomplete information, employing concepts from probability and economics.
For difficult problems, most of these algorithms can require enormous computational resources – most experience a "combinatorial explosion": the amount of memory or computer time required becomes astronomical when the problem goes beyond a certain size. The search for more efficient problem-solving algorithms is a high priority for AI research.
Human beings solve most of their problems using fast, intuitive judgements rather than the conscious, step-by-step deduction that early AI research was able to model. AI has made some progress at imitating this kind of "sub-symbolic" problem solving: embodied agent approaches emphasize the importance of sensorimotor skills to higher reasoning; neural net research attempts to simulate the structures inside the brain that give rise to this skill; statistical approaches to AI mimic the probabilistic nature of the human ability to guess.

Tools

In the course of 50 years of research, AI has developed a large number of tools to solve the most difficult problems in computer science. A few of the most general of these methods are discussed below.

Search and optimization

Many problems in AI can be solved in theory by intelligently searching through many possible solutions: Reasoning can be reduced to performing a search. For example, logical proof can be viewed as searching for a path that leads from premises to conclusions, where each step is the application of an inference rule. Planning algorithms search through trees of goals and subgoals, attempting to find a path to a target goal, a process called means-ends analysis. Robotics algorithms for moving limbs and grasping objects use local searches in configuration space. Many learning algorithms use search algorithms based on optimization.

Logic

Logic is used for knowledge representation and problem solving, but it can be applied to other problems as well. For example, the satplan algorithm uses logic for planning and inductive logic programming is a method for learning.