Artificial Intelligence Flashcards

(78 cards)

1
Q

What is a Search Problem?

A

The task of getting from an initial state to a specified goal state by means of executing a sequence of actions available to and chosen by the agent.

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2
Q

Attributes of a Search Problem

A

State space, Initial state, Goal state, Actions (a function of current state), Transition model (a function of current state and performed action), Action cost function (optional).

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3
Q

Define Uninformed Search

A

No prior information except that in the state space graph of the problem; solution based on the information in the state space only, including action costs.

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4
Q

Define Informed Search

A

Algorithms that make use of a heuristic function β„Ž.

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5
Q

What is a heuristic β„Ž?

A

An estimate of the lowest cost from the current state 𝒏 to the goal state. The estimate must be optimistic (not overestimate).

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6
Q

BFS (Breadth-First Search) Properties

A

Complete: Yes, Optimal: Yes, Time Complexity: 𝑏^d, Space Complexity: 𝑏^d.

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7
Q

DFS (Depth-First Search) Properties

A

Complete: Yes, Optimal: No, Time Complexity: 𝑏^m, Space Complexity: 𝑏*m.

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8
Q

IDS (Iterative Deepening Search) Main Idea

A

Combining BFS and DFS by limiting the depth of search (limit l), exploring to the limit in a DFS manner, and then progressing to the next sequential limit + 1 if no goal state is found.

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9
Q

IDS (Iterative Deepening Search) Properties

A

Complete: Yes, Optimal: Yes, Time Complexity: 𝑏^d, Space Complexity: 𝑏*d. Very memory efficient.

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10
Q

UCS (Uniform-Cost Search) Main Idea

A

Utilises action costs to make decisions; the lowest g(n) node generated is chosen for expansion. Goal state tested upon node expansion.

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11
Q

Why is UCS uninformed?

A

Action costs (e.g., road distances) are not directly indicative of which path brings one closer to the destination.

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12
Q

Greedy (Best-First) Search Main Idea

A

Choosing the nodes with the lowest heuristic value β„Ž(n), meaning closest to the goal state.

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13
Q

Greedy Search Properties

A

Quick with a good heuristic function. Not optimal as it cannot backtrack after generating the goal state.

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14
Q

A* Search Main Idea

A

Uses both the action costs accumulated in the path cost function g(n) and heuristic β„Ž(n) (β€˜backward’ and β€˜forward’ costs).

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15
Q

When is A* search optimal?

A

If heuristic β„Ž(n) is admissible.

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16
Q

Define an admissible heuristic

A

A heuristic is admissible if it never overestimates the cost (e.g., straight-line distance).

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17
Q

Define a consistent heuristic

A

A heuristic is consistent if it satisfies the triangle inequality. Every consistent heuristic is admissible.

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18
Q

Characteristics of Local Search algorithms

A

Very memory efficient, not systematic (may leave parts of search space unexplored), highly initialisation dependent.

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19
Q

When are Local Search algorithms useful?

A

For finding reasonable/good solutions in infinite search spaces, which are unsuitable for systematic search.

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20
Q

Hill Climbing Algorithm

A

Initialise state randomly; consider all neighbours and choose the one with the highest objective function value; continue until no better neighbour found.

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21
Q

Problems with Hill Climbing

A

Local maxima and plateaus. Solution: iterative (random-restart) hill climbing.

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22
Q

What is a Constraint Satisfaction Problem (CSP)?

A

State representation is factored into a set of variables, each with its own domain.

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23
Q

Components of a CSP

A

Variables {𝑋1, …, 𝑋𝑛}, Domains {𝐷1, …, 𝐷𝑛} specifying possible values for each variable, Constraints (C) rules that apply to variables and are used to update domains.

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24
Q

Define a consistent assignment in CSP

A

If all constraints are satisfied.

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25
Define a complete assignment in CSP
If all variables are assigned.
26
What is a solution to a CSP?
A complete and consistent assignment.
27
Constraint Propagation in CSP
Eliminating parts of the search space through constraints, enforcing local consistency. Making a choice limits the domain (search space) of other variables.
28
Backtracking Search for CSPs Main Idea
A recursive mechanism to handle 'dead end' scenarios (empty domains). Solution gradually developed by trying options at different tree levels.
29
Local Search Paradigm for CSPs
Initialise an assignment of all variables randomly; address resulting constraint violations by adjusting one variable at a time.
30
What is Machine Learning?
Builds a model (a simplified mathematical representation of a phenomenon). Learning is the process of training a model type using data.
31
Types of machine learning based on feedback?
Supervised, Unsupervised, and Reinforcement learning.
32
What is Supervised Learning?
Learning based on observation (𝑋) – label (π‘Œ) pairs. Output π‘Œ is known for training data.
33
Classification vs. Regression
Classification: output π‘Œ takes a finite set of values (class labels). Regression: output π‘Œ can be any number on a continuous spectrum.
34
Generative vs. Discriminative Models
Generative models explicitly model the distribution of classes and features (e.g., Naive Bayes). Discriminative models implicitly model the decision boundary.
35
Parametric vs. Non-parametric Models
Parametric: model represented by a fixed number of parameters. Non-parametric: model represented by training samples (e.g., K-Nearest-Neighbour).
36
What is Overfitting?
When a model has too much expressive ability (parameters) and models the training data too closely, including noise, causing it to not generalise well on unseen data.
37
What is Generalisation?
The ability of the model to perform well on unseen data (test data) after training.
38
What is the Bias-variance trade-off?
Tension between models that describe training data well (low bias, more complex) and models robust to change with data fluctuations (low variance, simpler).
39
What is the NaΓ―ve Bayes Model?
A probabilistic model for classification. Properties: classification, generative, parametric.
40
Key assumption of NaΓ―ve Bayes
Conditional independence of features (𝑋1, ..., 𝑋𝑛) given the class Y.
41
Training Data Limitation in NaΓ―ve Bayes?
If training data lacks a sample of a certain class with a specific feature value, the conditional probability can be zero, affecting inference.
42
What is Laplace smoothing?
A technique to address NaΓ―ve Bayes training data limitations by adding a constant (e.g., 1) to counts of feature values to avoid zero probabilities.
43
What is a Decision Tree?
A representation of a function that solves Boolean classification problems. Can be learnt using a greedy (best-first) approach with the information-gain heuristic.
44
How are Decision Trees learnt?
Using a greedy divide-and-conquer strategy, choosing the most discriminative attribute first to maximise separation of samples.
45
Decision Tree limitations?
Can be prone to overfitting (techniques like pruning are used to mitigate).
46
What is Entropy (Information Theory)?
Measure of uncertainty (in bits) of a variable. H(X) = βˆ’ Ξ£ P(xk)log2P(xk).
47
What is Information Gain?
The reduction in entropy after splitting on an attribute. We want the attribute that reduces entropy the most.
48
What is the Perceptron?
The simple unit of neural networks. It is a binary (two-class) linear classifier.
49
What do Neural Networks approximate?
Universal approximators of arbitrary continuous functions.
50
Adversarial Search characteristics?
2 competing players take turns, discreet states/moves, clear/quantifiable outcomes, zero-sum property, uses terminal test and utilities of game over states.
51
What is a Utility Function (in games)?
A function that assigns values to final states of a game.
52
What is Minimax?
An algorithm for 2-player, zero-sum games assuming one player minimizes utility and the other maximizes. Finds an optimal move at every position.
53
What is Alpha-beta pruning?
An optimisation for Minimax that explores the game tree to give upper and lower bounds to the optimal score possible, allowing branches that are not worth exploring to be 'pruned'.
54
Why use Evaluation Functions in games?
To give values to states without calculating the full minimax tree, used when minimax is not feasible.
55
What is Propositional Logic?
Builds up sentences from atomic sentences using logical connectives.
56
What is an Atomic Sentence?
Logically irreducible statements which can be either true or false.
57
Logical Connectives in Propositional Logic
Unary: Β¬ (not); Binary: ∧ (and), ∨ (or), β†’ (implies), ↔ (if and only if).
58
What is a Model (in Logic)?
A full assignment of truth values to atomic sentences.
59
Define Entailment (α ⊨ β)
In every model in which Ξ± is true, Ξ² is also true.
60
What is a Knowledge Base (KB)?
A set of sentences that summarizes the information known about the world.
61
What is Model Checking?
An algorithm to determine if KB ⊨ α by checking all possible worlds where KB is true; if α is true in all of them, then KB ⊨ α.
62
Model Checking properties
It is both sound and complete, but its complexity is exponential (2^n models for n atomic sentences).
63
What is a Proof System?
A faster way than model checking using a set of inference rules to derive true sentences from a knowledge base.
64
Define algorithm soundness
An algorithm i is sound if deriving α from KB (KB ⊒_i α) always means that KB ⊨ α.
65
Define algorithm completeness
An algorithm i is complete if KB ⊨ α always means that KB ⊒_i α.
66
What is Resolution (in Logic)?
A common proof system using a single inference rule. To prove α from KB, show no model exists where KB and ¬α both hold.
67
Resolution properties (with CNF)
Sound and complete if all sentences are converted to Conjunctive Normal Form (CNF).
68
Define a Sample Space (Probability)
The set of all possible outcomes for an experiment.
69
Define an Event (Probability)
A subset of the sample space that we are interested in.
70
Define Conditional Probability
The probability of one event happening given that another event has happened. P(A|B) = P(A ∩ B) / P(B).
71
What is Bayes Theorem?
P(Y|X) = P(X|Y)P(Y) / P(X). Used to infer a cause (Y) from an effect (X).
72
What is a Bayesian Network?
A graphical model that concisely displays relations of dependence, independence, and conditional independence between variables.
73
What is the Markov Property?
A property of probabilistic systems indicating they are 'memoryless'; the transition probability to the next state depends only on the current state and action, not the history.
74
What is a Markov Decision Process (MDP)?
A model defined using the Markov Property, consisting of a set of states, actions from each state, transition probabilities, and a reward for each transition.
75
How are standard Search Problems related to MDPs?
Standard search problems can be thought of as a special case of MDPs where the transition probability to one specific next state is 1 for a given state and action.
76
What is Discounted Return in MDPs?
A way to evaluate sequences of states and actions to maximise long-term reward, using a discount rate (gamma).
77
What is Expected Value (Expectation)?
The average score or outcome likely to be achieved from a probabilistic experiment or random variable.
78
Value Iteration Algorithm (Bellman)
An algorithm to calculate the optimal policy in an MDP by iteratively updating the value of each state based on the maximum expected value over all possible actions from that state.