AI and related fields
Logical AI
What a
program knows about the world in general the facts of the specific situation in
which it must act, and its goals are all represented by sentences of some
mathematical logical language. The program decides what to do by inferring that
certain actions are appropriate for achieving its goals.
Search
AI
programs often examine large numbers of possibilities, e.g. moves in a chess
game or inferences by a theorem proving program. Discoveries are continually
made about how to do this more efficiently in various domains.
Pattern Recognition
When a
program makes observations of some kind, it is often programmed to compare what
it sees with a pattern. For example, a vision program may try to match a
pattern of eyes and a nose in a scene in order to find a face. More complex
patterns, e.g. in a natural language text, in a chess position, or in the
history of some event are also studied.
Representation
Facts
about the world have to be represented in some way. Usually languages of
mathematical logic are used.
Inference
From some
facts, others can be inferred. Mathematical logical deduction is adequate for
some purposes, but new methods of non-monotonic
inference have been added to logic since the 1970s. The simplest kind of
non-monotonic reasoning is default reasoning in which a conclusion is to be
inferred by default, but the conclusion can be withdrawn if there is evidence
to the contrary. For example, when we hear of a bird, we man infer that it can
fly, but this conclusion can be reversed when we hear that it is a penguin. It
is the possibility that a conclusion may have to be withdrawn that constitutes
the non-monotonic character of the reasoning. Ordinary logical reasoning is
monotonic in that the set of conclusions that can the drawn from a set of
premises is a monotonic increasing function of the premises.
Common sense knowledge and reasoning
This is
the area in which AI is farthest from human-level, in spite of the fact that it
has been an active research area since the 1950s. While there has been
considerable progress, e.g. in developing systems of non-monotonic reasoning and theories of action, yet more new ideas
are needed.
Learning from experience
Programs
do that. The approaches to AI based on connectionism
and neural nets specialize in that.
There is also learning of laws expressed in logic. Programs can only learn what
facts or behaviors their formalisms can represent, and unfortunately learning
systems are almost all based on very limited abilities to represent
information.
Planning
Planning
programs start with general facts about the world (especially facts about the
effects of actions), facts about the particular situation and a statement of a
goal. From these, they generate a strategy for achieving the goal. In the most
common cases, the strategy is just a sequence of actions.
Epistemology
This is a
study of the kinds of knowledge that are required for solving problems in the
world.
Ontology
Ontology
is the study of the kinds of things that exist. In AI, the programs and
sentences deal with various kinds of objects, and we study what these kinds are
and what their basic properties are. Emphasis on ontology begins in the 1990s.
Heuristics
A
heuristic is a way of trying to discover something or an idea imbedded in a
program. The term is used variously in AI. Heuristic
functions are used in some approaches to search to measure how far a node
in a search tree seems to be from a goal. Heuristic
predicates that compare two nodes in a search tree to see if one is better
than the other, i.e. constitutes an advance toward the goal, may be more
useful.
Genetic Programming
Genetic programming
is a technique for getting programs to solve a task by mating random Lisp
programs and selecting fittest in millions of generations.
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