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5. METHOD OF INFERENCES IFK15037, 3 credits

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Tree

v  A tree is a hierarchical data structure consisting of:

v Nodes – store information

v Branches – connect the nodes

v  The top node is the root, occupying the highest hierarchy.

v  The leaves are at the bottom, occupying the lowest hierarchy. v  Every node, except the root, has exactly one parent.

v  Every node may give rise to zero or more child nodes.

v  A binary tree restricts the number of children per node to a maximum of two.

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Graph

Ø  Graphs are sometimes called a network or net.

Ø  A graph can have zero or more links between nodes – there is no distinction between parent and child.

Ø  Sometimes links have weights – weighted graph; or, arrows – directed graph.

Ø  Simple graphs have no loops – links that come back onto the node itself.

Ø  A circuit (cycle) is a path through the graph beginning and ending with the same node.

Ø  Acyclic graphs have no cycles.

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Making Decision

Trees / la,ces are useful for classifying

objects in a hierarchical nature.

Trees / la,ces are useful for making

decisions.

We refer to trees / la,ces as structures.

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Binary Decision Tree

Every quesFon takes us down one level in the tree.

All leaves will be answers.

All internal nodes are quesFons.

There will be a maximum of 2N answers for N quesFons.

A binary decision tree having

N

nodes:

Decision trees can be self learning.

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State and Problem Spaces

A state space can be used to define an object’s behavior.

Different states refer to characterisFcs that define the status of the object.

A state space shows the transiFons an

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State and Problem Spaces

A FSM is a diagram describing the finite number of

states of a machine.

At any one Fme, the machine is in one parFcular state.

The machine accepts input and progresses to the next

state.

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Using FSM to Solve Problem

Characterizing

ill-structured problems – one having uncertainFes.

Well-formed

problems:

Explicit problem, goal, and operaFons are known

DeterminisFc – we are sure of the next state when an

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State Diagram Example

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AND-OR Tree and Goals

Ø 1990s, PROLOG was used for commercial applications in business and industry. Ø PROLOG uses backward

chaining to divide problems into smaller problems and then solves them.

Ø AND-OR trees also use backward chaining.

Ø AND-OR-NOT lattices use logic gates to describe

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Types of Logic

§  Deduction – reasoning where conclusions must follow from premises

§  Induction – inference is from the specific case to the general

§  Intuition – no proven theory

§  Heuristics – rules of thumb based on experience

§  Generate and test – trial and error

§  Abduction – reasoning back from a true condition to the premises that may have caused the condition

§  Default – absence of specific knowledge

§  Autoepistemic – self-knowledge

§  Nonmonotonic – previous knowledge

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DeducWve Logic

Argument – group of statements where the last is

jusFfied on the basis of the previous ones

DeducFve logic can determine the validity of an

argument.

Syllogism – has two premises and one conclusion

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Syllogism vs Rules

Syllogism:

All basketball players are tall.

Jason is a basketball player.

Jason is tall

.

IF-THEN rule:

IF

All basketball players are tall and

Jason is a basketball player

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Categorical Syllogism

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Rule of Inference

Ø Venn diagrams are insufficient for complex arguments.

Ø Syllogisms address only a small portion of the possible logical statements.

1. If a class is empty, it is shaded.

2. Universal statements, A and E are always drawn before particular ones.

3. If a class has at least one member, mark it with an *. 4. If a statement does not specify in which of two adjacent

classes an object exists, place an * on the line between the classes.

5. If an area has been shaded, not * can be put in it.

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Direct Reasoning- Modus Ponens

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Rules of Inference

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The Modus Meanings

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LimitaWons of PreposiWonal Logic

If an argument is invalid, it should be interpreted as

such – that the conclusion is necessarily incorrect.

An argument may be invalid because it is poorly

concocted.

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Shallow and Causal Reasoning

ExperienFal knowledge is based on experience.

In shallow reasoning, there is li`le/no causal chain of cause and effect from one rule to another.

Advantage of shallow reasoning is ease of programming.

Frames are used for causal / deep reasoning.

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Chaining

Chain – a group of mulFple inferences that connect a

problem with its soluFon

A chain that is searched / traversed from a problem

to its soluFon is called a forward chain.

A chain traversed from a hypothesis back to the facts

that support the hypothesis is a backward chain.

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Some CharacterisWc FC and BC

Analogy – relaFng old situaFons (as a guide) to new ones.

Generate-and-Test – generaFon of a likely soluFon then test to see if proposed meets all requirements.

AbducFon – Fallacy of the Converse

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Metaknowledge

v

The Markov decision process (MDP) is a good

application to path planning.

v

In the real world, there is always uncertainty, and

pure logic is not a good guide when there is

uncertainty.

v

A MDP is more realistic in the cases where there is

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REFERENCES

Joseph C. Giarratano, Gary D. Riley, Expert Systems: Principles and

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Referensi

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