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Kafli 10 Gervigreind © 2007 Pearson Addison-Wesley. All rights reserved

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Kafli 10

Gervigreind

© 2007 Pearson Addison-Wesley.All rights reserved

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Kafli 10: Gervigreind (artificial intelligence)

• 10.1 Greind og vélar• 10.2 Skilningur á myndum• 10.3 Ályktunarkerfi (reasoning)• 10.4 Önnur rannsóknarsvið• 10.5 Gervitauganet (neural networks)• 10.6 Vélmenni (robotics)• 10.7 Hverjar eru afleiðingarnar?

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Greindur gerandi

• Gerandi (agent): “tæki” sem svarar áreiti fráumhverfi sínu– Skynjarar (sensors)– Þreifarar (actuators)

• Markmið gervigreindar er að smíða gerendur sem hegða sér skynsamlega

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Nokkur greindarlög í hegðun

• Viðbragð (reflex): hegðun er fyrirfram ákveðið svar við inntaksgögnum

• Skynsamleg svörun (intelligent response): þekking á umhverfinu hefur áhrif á hegðun

• Markmiðsleit (goal seeking)• Lærdómur (learning)

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Mynd 10.1 Átta-þrautin í leystri stöðu

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Mynd 10.2 Vél til að leysa þrautina

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Sjónarmið í gervigreindar-rannsóknum

• Árangursbeindar (performance oriented): Rannsakandi reynir að hámarka árangur gerenda

• Hermibeindar (simulation oriented): Rannsakandi reynir að skilja hvernig gerendur búa til svör

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Turing prófið (Turing test)

• Sett fram af Alan Turing árið 1950• Mælikvarði fyrir framfarir í gervigreind• Uppsetning prófs: Mannlegur spyrill hefur

samskipti við próftaka í gegnum lyklaborð.• Próf: Getur mannlegi spyrillinn ákvarðað hvort

próftakinn sé maður eða tölva?

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Tækni til að skilja myndir

• Myndmátspörun (template matching)• Myndvinnsla (image processing)

– útlínugeining– finna svæði– mýking

• Myndgreining

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Tungutækni (languageprocessing)

• Málskipunargreining (syntactic analysis)• Merkingargreining (semantic analysis)• Samhengisgreining (contextual analysis)

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Mynd 10.3 Merkingarnet

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Eintakir þættir í raunverulegum kerfum

1. Stöðusafn– Upphafsstaða– Lokastaða (eða lokastöður)

2. Safn reglna: færslur á milli staða– Hver regla getur haft forskilyrði

3. Stjórnkerfi: ákveður hvaða reglu á að beyta næst

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Rökfærsla með leit

• Stöðunet (state graph): allar stöður og reglur• Leitartré (search tree): yfirlit yfir stöðufærslur

sem hafa verið reyndar þegar leitað er að lokastöðu– Breiðleit (breadth-first search)– Djúpleit (depth-first search)

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Mynd 10.4 Lítill hluti stöðunets átta-þrautarinnar

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Mynd 10.5 Útleiðsla ályktana (deductive reasoning) í samhengi rökfærslukerfa

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Mynd 10.6 Óleyst átta-þraut

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Mynd 10.7 Dæmi um leitartré

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Mynd 10.8 Reglum staflað fyrir framkvæmd síðar

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Brjóstvitsaðferðir (heuristics)

• Brjóstvitsaðferð: byggir á tölulegri ágiskun áfjarlægð til markmiðs

• Kröfur fyrir góðar brjóstvitsaðferðir– Verður að vera auðveldari að reikna út en fullkomin

lausn– Verður að gefa sæmilega ágiskun um nálægð

markmiðs

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Mynd 10.9 Óleyst átta-þraut

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Mynd 10.10 Reiknirit fyrir stjórnkerfi með brjóstvitsaðferð

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Mynd 10.11 Upphaf brjóstvitsleitar

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Mynd 10.12 Leitartréð eftir tvær umferðir

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Mynd 10.13 Leitartréð eftir þrjár umferðir

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Mynd 10.14 Allt leitartréð sem brjóstvitsaðferðin býr til

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Meðhöndlun raunþekkingar

• Táknun og geymsla• Mat á viðeignadi upplýsingum

– Yfirrökfærsla (meta-reasoning)– Gert ráð fyrir lokuðum heimi (closed-world)

• Rammavandamálið (frame problem)

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Lærdómur

• Eftirhermun (imitation)• Þjálfun undir eftirliti (supervised training)• Styrking (reinforcement)• Þróunartækni (evolutionary)

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Tauganet

• Gervitaugafruma (artificial neuron)– Hvert inntak er margfaldað með vægi– Úttakið er 1 ef summa vegins inntaks fer yfir

þröskuldsgildi; 0 annars• Netið er forritað með því að stilla vægin með

niðurstöðum úr dæmum

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Mynd 10.15 Taugafruma í lifandi líffræðilegu kerfi

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Mynd 10.16 Verkþættir innan reiknieiningar

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Mynd 10.17 Táknun reiknieiningar

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Mynd 10.18 Tauganet með tvömismunandi forrit

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Mynd 10.19 Einfalt tauganet

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Mynd 10.20 Þjálfun tauganets

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Mynd 10.20 Þjálfun tauganets (framhald)

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Mynd 10.20 Þjálfun tauganets (framhald)

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Mynd 10.20 Þjálfun tauganets (framhald)

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Mynd 10.21 Skipulag ALVINN

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Tengið minni

• Tengið minni (associative memory): heimt upplýsinga sem tengjast þeim upplýsingum sem þekktar eru

• Hópur vísindamanna hefur reynt að smíða tengin minni úr tauganetum, þannig að þegar þau fá gefinn hluta úr mynstri þá breyta þau sér yfir í að tákna allt mynstrið

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Mynd 10.22 Gervitauganet sem útfærir tengið minni

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Mynd 10.23 Skrefin sem leiða til stöðugrar uppstillingar

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Vélmenni (robotics)

• Raunverulega sjálfstæð (autonomous) vélmenni krefjast framfara í skynjun og rökfærslu

• Miklar framfarir eru að gerast í hreyfileika• Áætlunargerð (plan development) eða

viðbragðssvörun (reactive responses)• Þróunarvélmenni

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Nokkrar spurningar sem gervigreind vekur upp

• Hvenær á að treysta niðurstöðu tölvu betur en niðurstöðu manns?

• Ef tölva getur gert eitthvað verk betur en maður, hvenær ætti maðurinn samt að framkvæma verkið?

• Hver yrðu samfélagslegu áhrifin ef “greind”tölva yrði meiri en flestra manna?