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Chapter 32. Extraordinary Achievements The Quest for Artificial Intelligence, Nilsson, N. J., 2009.
Lecture Notes on Artificial Intelligence, Spring 2012
Summarized by Kim, Kwon-Ill and Yoo, Jun Hee
Biointelligence Laboratory School of Computer Science and Engineering
Seoul National Univertisy
http://bi.snu.ac.kr
Contents 32.1 Games
32.1.1 Chess 32.1.2 Checkers 32.1.3 Other Games
32.2 Robot Systems 32.2.1 Remote Agent in Deep Space 1 32.2.2 Driverless Auto mobiles
2 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Overview of Chapter 32 32.1 Games
AI applications for playing games Heuristic search & learning
32.2 Robot Systems Automatic control systems
Space ship Automobiles
3 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
32.1 Games
Chapter 32. Extraordinary Achievements
4 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
32.1 Games Computers is thought by some to be a some what
frivolous diversion from more serious work. Computer game-playing has served as a laboratory for
exploring new AI techniques – especially in heuristic search and in learning.
5 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
32.1.1 Chess Deep Blue
In 1997, the world chess champion Garry Kasparov has been defeated by IBM’s “Deep Blue” (2 win/1 lose/ 3 draw).
Deep Blue uses heuristic search. Is this victory can be said “AI achie-
vement”? IBM’s opinion
“No”
6 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Figure 32.1: Garry Kasparov playing chess against Deep Blue in game two of a six-game rematch.
Chess
32.1.1 Chess Differences between Kasparov and Deep Blue
Although “Deep Blue” won, it’s not sort of AI. - IBM
7 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Deep Blue Kasparov Evaluation per second 200,000,000 3
Amount of Chess knowledge
Small Large
Calculation ability Huge Small Used skills Search Tremendous sense
of feeling and intuition
Adaptive Thinking Can’t Very quickly
32.1.2 Checkers “Checkers is Solved”
In September 2007 Jonathan Schaeffer published an article about Checkers game.
It was announcing that “Perfect play by both sides leads to a draw.”
There are 500,995,484,682,338,672,639 different positions in Checkers.
Along the way to the proof, Jonathan’s team developed a checkers program named “CHINOOK.”
8 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Figure 32.2: Jonathan Schaeffer.
Checkers
32.1.3 Other Games Poker
Heads-Up Texas Hold’em (Limit and No Limit). University of Alberta (2008)
Bridge Ginsberg’s Intelligent Bridgeplayer
Go (a.k.a Ba-Duk) One of the hardest game for computers
Scrabble®
Especially suited for computers International Computer Games Association (ICGA)
© 2011, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr 9
32.2 Robot Systems
Chapter 32. Extraordinary Achievements
10 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
32.2 Robot Systems Robots are everywhere!
For Mars, deep ocean, volcano Agricultural robots, factory robots, surgical robots, and
warehouse robots More than 30 robotics companies in Pittsburgh
But, it is not intelligent. Remote control by human Improving to autonomous, intelligent action
11 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
32.2.1 Remote Agent in Deep Space 1
Deep Space 1(DS1) Oct 24, 1998, NASA
Remote Agent (RA) Robotic system for planning and
executing Ex) “During the next week take
pictures of the following asteroids and thrust 90% of the time
By Jet Propulsion Laboratory Programmed in LISP Works RAX: Space-tested version RA
12 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Figure 32.4: Artist's rendering of DS1 approaching a comet.
Figure 32.6: Illustration of RAX activities.
32.2.2 Driverless Automobiles Very challenging!!
Rapid planning and reaction Wide range of conditions
On sunny and stormy days, at night, on city streets, on high-speed motorways, and on and o desert roads
Crashes In USA, 28,933 people died & 2,221,000 injured in
2007 But, this numbers mean only 1 person killed per
100 million vehicle miles traveled!!
13 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
32.2.2 Driverless Automobiles DARPA’s Grand Challenge in 2004
Auto-drive on-and-off road in the desert ALVINN, RALPH, and Navlab by CMU
All failed
DARPA’s Grand Challenge in 2005 5 team completed the course!! Computer vision technology
14 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Figure 32.7: Stanley on Beer Bottle Pass followed by a DARPA chase vehicle.
Figure 32.8: Sandstorm on Beer Bottle Pass.
32.2.2 Driverless Automobiles DARPA’s Urban Challenge in 2007
60 mile course in a mock city environment 6 team completed successfully!!
Future of Driverless Automobiles “By 2030, half of our highway miles will be driven
autonomously without human input.” by S. Thrun Various societal and legal problems Automated aids to human drivers in a few years
15 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Figure 32.10: Tartan Racing team leader William (Red) Whittaker and Boss pose
with first place trophy.
Summary 32.1 Games
Chess Checkers Other Games
32.2 Robot Systems Remote Agent in Deep Space 1 Driverless Auto mobiles
16 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Appendix
Chapter 32. Extraordinary Achievements
17 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
32.1.1 Chess IBM’s opinion
Deep Blue uses “brute-force” methods. Deep Blue could draw on standard moves over 4,000
positions and also be influenced by a 700,000 grand master game database.
No formula exists for intuition.
18 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
32.1.1 Chess In broader view of A.I. – another view
Although Deep Blue relied mainly on brute-force methods (rather than on rule-based reasoning), it use heuristic search (one of foundational techniques of AI).
In 2006
World Chess Champion Vladimir Kramnik vs. Deep Fritz Deep Fritz (version 8) won 2 games and 4 draws.
The latest version of Deep Fritz is 11.
19 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
32.1.2 Checkers
20 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
32.1.2 Checkers The Proof
Axis y: the number of rest pieces.
Axis x: the logarithm of the number of positions.
Shaded area: less than 10 pieces left (39,271,258,813,439 positions)
Optimum play involves using heuristic search to find a line of play guaranteed to get shaded area.
21 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Figure 32.3: Schematic for the checkers proof.
32.1.2 Checkers vs. Human
In 1992, Checkers champion Marion Tinsley beat CHINOOK four wins to two, with thirty-three draws.
Rematch has been held in 1994, CHINOOK was declared the Man-Machine World Champion because of Tinsley’s resign, citing health reasons.
22 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Figure 32.2: Jonathan Schaeffer.
Checkers
32.1.3 Other Games Poker
Heads-Up Texas Hold’em (Limit and No Limit). University of Alberta (2008)
http://poker.cs.ualberta.ca Devoted to the AAAI Computer Poker Competition.
23 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Royal straight flush
32.1.3 Other Games Bridge
Goren in a Box (a.k.a Ginsberg’s Intelligent Bridgeplayer) Matt Ginsberg
Uses Monte Carlo approach.
http://www.gibware.com
24 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Bridge play table
32.1.3 Other Games Go (a.k.a Ba-Duk)
MoGo Titan (2008) INRIA France and Maastricht University in the Netherlands. Beat a professional Ba-Duk player in a game with the Dutch
supercomputer Huygens. This was given a handicap of nine stones.
Ba-Duk is probably one of the hardest game for computers. Human vs. Computer Go games:
http://www.computer-go.info/h-c/index.html
25 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Ba-Duk table
32.1.3 Other Games Scrabble®
Especially suited for computers with their abilities to access large dictionaries and conduct massive searches.
Scrabble programs now routinely beat expert humans. Brian Sheppard, “World-Championship-Caliber Scrabble,"
Artificial Intelligence, Vol. 134, Nos. 1-2, pp. 241-275, January 2002.
26 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr Scrabble board
32.1.3 Other Games International Computer Games Association (ICGA)
Information about all kinds of computer game-playing tournaments. http://www.icga.org/
27 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr Homepage of ICGA
32.2.1 Remote Agent in Deep Space 1
Subsystems of RA Planner/Scheduler (PS) Mission Manager (MM) Smart Executive (EXEC) Mode ID system
Procedure Given mission goal & spacecraft state MM formulates a planning problem for PS PS construct a plan (schedule of actions) for EXEC
Planning Experts participate in planning EXEC decompose high-level schedule to commands for Real-Time
Execution For failed tasks, EXEC attempt alternatives or Mode ID and Recovery
system analyze & repair the problem …
28 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Figure 32.5: Remote agent architecture.
32.2.2 Driverless Automobiles Brief history
ALV project of the Strategic Computing Program in the mid-1980s by DARPA
ALVINN, RALPH, and Navlab by CMU VaMP by E. Dickmanns at Universit�at der Bundeswehr
in Munich Drive from Munich to Odense, Denmark, and back in
1995 Computer vision and radar
Tsukuba Mechanical Engineering Lab in Japan 2getthere in Netherlands ARGO Project in Italy
29 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
32.2.2 Driverless Automobiles DARPA’s Grand Challenge in 2004
Auto-drive on-and-off road in the desert For unmanned aircrafts & vehicles for army
142-mile in 10 hours 2000 “waypoints”, navigating around obstacles, staying on
roads, avoiding drop-offs, … GPS system
$1 million prize All failed
Farthest travel : 7.5 mile Some vehicles, good at following way points, are poor at
avoiding obstacles, and vice versa.
30 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
32.2.2 Driverless Automobiles DARPA’s Grand Challenge in 2005
5 team completed the course!! 1st: Stanley from Stanford University
Used ranging and optical sensors Computer vision technology
31 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Figure 32.7: Stanley on Beer Bottle Pass followed by a DARPA chase vehicle.
Figure 32.8: Sandstorm on Beer Bottle Pass.
32.2.2 Driverless Automobiles Technologies in Stanley, the winner of GC2005
Sebastian Thrun, Michael Montemerlo System
Six-processor computing platform (Intel) Drive-by-wire control system Sensors
5 laser range-finding units, 1 video camera, GPS system, Gyroscope, Accelerometers
Probabilistic terrain analysis (PTA) Distinguish drivable / nondrivable terrain
Computer vision Drivable surface identification with surface patches
Online speed control Trade off risk and speed
32 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Figure 32.9: Sebastian Thrun (left) and Michael Montemerlo (right).
32.2.2 Driverless Automobiles DARPA’s Urban Challenge in 2007
Visiting check points in 6 hours 60 mile course in a mock city environment
Merging, passing, parking, negotiating intersections, …
California driving regulations Traffic: 50 vehicles simultaneously
89 applicants → 11 teams for final 6 team completed successfully!!
1st: Boss from CMU
33 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
Figure 32.10: Tartan Racing team leader William (Red) Whittaker and Boss pose
with first place trophy.
32.2.2 Driverless Automobiles Technical issues in Urban Challenge
Follow rules of the road Detect and track other vehicles at long ranges Find a spot and park in a parking lot Obey intersection precedence rules Follow vehicles at a safe distance React to dynamic conditions such as blocked roads or
broken-down vehicles …
Competitions sponsored by companies Volkswagen in 2007 GM in 2008
34 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr
32.2.2 Driverless Automobiles Future of Driverless Automobiles
“By 2030, half of our highway miles will be driven autonomously without human input.” by S. Thrun
Various societal and legal problems Accident liability Human desire to be in control …
Automated aids to human drivers in a few years All-around collision warning systems Radar-based cruise control Lane-change warning devices Electronic stability control GPS & digital maps
35 © 2012, SNU CSE Biointelligence Lab., http://bi.snu.ac.kr