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AI Perspective

AI Perspective. Topic. Finite State Machine [FSM] Artificial Stupidity Game of Life Swarm Intelligent (Ant Colony, Flocking) Scripting. Finite State Machine [FSM].

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AI Perspective

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  1. AI Perspective

  2. Topic • Finite State Machine [FSM] • Artificial Stupidity • Game of Life • Swarm Intelligent (Ant Colony, Flocking) • Scripting

  3. Finite State Machine [FSM] • A finite state machine (FSM) or finite state automaton (plural: automata) or simply a state machine, is a model of behavior composed of a finite number of states, transitions between those states, and actions. A finite state machine is an abstract model of a machine with a primitive internal memory http://en.wikipedia.org/wiki/Finite_state_machine

  4. Finite State Machine [FSM] Where to use? AI's mind, Event triggers in game.

  5. Game of Life • 1D Cellular automaton • 2D Conway's Game of Life • Applications

  6. Artificial Stupidity Artificial Stupidity is commonly used as a humorous opposite of the term artificial intelligence (AI), often as a derogatory reference to the inability of an AI program to adequately perform basic tasks. However, within the field of computer science, artificial stupidity is also used to refer to a technique of "dumbing down" computer programs in order to deliberately introduce errors in their responses. http://en.wikipedia.org/wiki/Artificial_stupidity

  7. Artificial Stupidity Applications • finely tuning the level of "artificial stupidity", it is possible to create computer controlled plays that allow the player to win, but do so "without looking unintelligent".[ • Artificial Stupidity program would be able to make all the worst cases regarding a given situation http://en.wikipedia.org/wiki/Artificial_stupidity

  8. Case Study: IBM Develops Artificial Stupidity • Matthew writes: IBM researchers today announced that they have developed a software agent that passes the Turing test. The Turing test states that software is artificially intelligent when reasonable humans cannot tell that they are communicating with a computer. They did this by incorporating a new technology called “Artificial Stupidity” or AS. • Code-named “Anna Nicole”, the software agent interfaces with real people constantly via a special AOL Instant Message interface and an E! Television show. AOL Instant Messages are the computer’s only bi-directional interface with the outside world. The software runs on IBM’s famous Deep Blue computer, but now takes so little compute power that a port to Linux is in the works. • Posted by Matthew on Wednesday September 4, 2002 @05:16PM http://www.slashnot.com/articles/67/

  9. Cellular automaton • A cellular automaton (plural: cellular automata) is a discrete model studied in computability theory, mathematics, theoretical biology and microstructure modeling. It consists of a regular grid of cells, each in one of a finite number of states. http://en.wikipedia.org/wiki/Cellular_automata

  10. Rule 30CA

  11. Conway's Game of Life The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, live or dead. Every cell interacts with its eight neighbours, which are the cells that are directly horizontally, vertically, or diagonally adjacent. http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life

  12. Conway's Game of Life Rules • Any live cell with fewer than two live neighbours dies, as if by needs caused by underpopulation. • Any live cell with more than three live neighbours dies, as if by overcrowding. • Any live cell with two or three live neighbours lives, unchanged, to the next generation. • Any dead cell with exactly three live neighbours becomes a live cell. http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life

  13. Applications glider generator lwss glider A sample of a 48-step oscillator along with a 2-step oscillator and a 3-step oscillator from a 2D hexagonal Game of Life (rule 34/2). switch engine http://www.ericweisstein.com/encyclopedias/life/SwitchEngine.html

  14. Swarm Intelligence [SI] • SI systems are typically made up of a population of simple agents interacting locally with one another and with their environment. The agents follow very simple rules, and although there is no centralized control structure dictating how individual agents should behave, local, and to a certain degree random, interactions between such agents lead to the emergence of "intelligent" global behavior, unknown to the individual agents. Natural examples of SI include ant colonies, bird flocking, animal herding, bacterial growth, and fish schooling. • Swarm = ฝูง • รวมกันเราอยู่ -- แยกหมู่ตายเดี่ยว http://en.wikipedia.org/wiki/Swarm_intelligence

  15. SI: bird flocking, fish schooling Basic flocking is controlled by three simple rules: • Separation - avoid crowding neighbours (short range repulsion) หลบการชนกันไม่เบียดกันมากเกินไป • Alignment - steer towards average heading of neighbours จัดเรียงให้เป็นแถวเป็นแนว • Cohesion - steer towards average position of neighbours (long range attraction) พยายามอยู่ในตำแหน่งที่ประสานกัน

  16. Bird Flocking

  17. Fish Schooling

  18. War flocking red cliff Sun Quan + Lui Bei vs. Cao Cao 80,000 ชนะ 1,000,000

  19. Slime Mold solved Puzzle Maze • In 2000 the 18th First Annual Ig Nobel Prize • Pieces of the slime mould were enticed through a 30-square-centimeter • Toshiyuki Nakagaki claimed to have found the slime mold Physarum polycephalum is capable of finding the shortest way through a maze http://twistedphysics.typepad.com/cocktail_party_physics/biophysics/ http://www.daviddarling.info/encyclopedia/S/slime_mold.html

  20. SI: ant colony • ant colony optimization (aco) trail pheromone http://en.wikipedia.org/wiki/Ant_colony_optimization http://alwaysrun.wordpress.com/2008/05/22/ant-colony-optimization-aco-algorithm/

  21. aco see movie : http://www.nightlab.ch/antsim.php

  22. Scripting

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