3. Overview of Artificial
Intelligence (1)
• Artificial intelligence (AI)
– Computers with the ability to mimic or
duplicate the functions of the human brain
• Artificial intelligence systems
– The people, procedures, hardware, software,
data, and knowledge needed to develop
computer systems and machines that
demonstrate the characteristics of intelligence
4. Overview of Artificial
Intelligence (2)
• Intelligent behaviour
– Learn from experience
– Handle complex situations
– Determine what is important
– React quickly and correctly to a new situation
– Understand visual images
– Process and manipulate symbols
– Be creative and imaginative
5. Artificial intelligence
includes :
• games playing: programming computers to play
games such as chess and checkers
• expert systems : programming computers to
make decisions in real-life situations (for
example, some expert systems help doctors
diagnose diseases based on symptoms)
• natural language : programming computers to
understand natural human languages
6. Major Branches of AI (1)
– Perceptive system
• A system that approximates the way a human
sees, hears, and feels objects
– Vision system
• Capture, store, and manipulate visual images and
pictures
– Robotics
• Mechanical and computer devices that perform
tedious tasks with high precision
– Expert system
• Stores knowledge and makes inferences
7. Major Branches of AI (2)
– Learning system
• Computer changes how it functions or reacts to
situations based on feedback
– Natural language processing
• Computers understand and react to statements
and commands made in a “natural” language, such
as English
– Neural network
• Computer system that can act like or simulate the
functioning of the human brain
9. Artificial Intelligence (2)
Currently, no computers exhibit full artificial intelligence
But there are number of advancement in field of AI like:
• Brain simulation
• Games in competition against humans
• ontology (human-like reasoning)
• Motion and manipulation (human-like
movement)
• Natural language processing
• Other (like problem solving and communication
protocol)
10. Brain simulation
• Ahuman hybrid of latest
neurobiology data
and Numenta findings aimed to
implement human personality
by means of computer
program, started in 2008 as
independent research.
• Blue Brain Project, an attempt
to create a synthetic brain
by reverse-engineering the
mammalian brain down to the
molecular level.
11. Games in competition
against humans
The great est advances have occurred
i n t he f i el d of games pl ayi ng. The
best comput er chess programs are
now capabl e of beat i ng humans.
In May, 1997, an IBM super- comput er
cal l ed Deep Bl ue def eat ed worl d
chess champi on Gary Kasparov i n a
chess mat ch.
13. Motion and manipulation
(human-like movement)
• AIBO, the first robot pet for
the home, grew out of
Sony's Computer Science
Laboratory (CSL). Famed
engineer Dr. Toshitada Doi
is credited as AIBO’s original
progenitor
• It is a succession of
increasingly sophisticated
working robots
14. Natural language processing
• FreeHAL, a self-
learning conversation
simulator (chatterbot)
which uses semantic
nets to organize its
knowledge to imitate a
very close human
behavior within
conversations .
15. Other (like problem solving
and communication
protocol)
• SYSTRAN, a machine translation technology
by a company of the same name, used by
Yahoo!, AltaVista and Google, among others.
• Siri, a voice-interface artificial intelligence
program built into the iPhone 4S.
• TD-Gammon, a program that learned to play
world-class backgammon partly by playing
against itself (temporal difference learning
with neural networks).