Copyright (c) 2013 John L. Jerz

Artificial Intelligence Illuminated (Coppin, 2004)

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Artificial Intelligence Illuminated presents an overview of the background and history of artificial intelligence, emphasizing its importance in today’s society and potential for the future. The book covers a range of AI techniques, algorithms, and methodologies, including game playing, intelligent agents, machine learning, genetic algorithms, and Artificial Life. Material is presented in a lively and accessible manner and the author focuses on explaining how AI techniques relate to and are derived from natural systems, such as the human brain and evolution, and explaining how the artificial equivalents are used in the real world. Each chapter includes student exercises and review questions, and a detailed glossary at the end of the book defines important terms and concepts highlighted throughout the text.

p.27 Throughout this book we will be discussing representations. The reason for this is that in order for a computer to solve a problem that relates to the real world, it first needs some way to represent the real world internally. In dealing with that internal representation, the computer is then able to solve problems.
 
p.28-29 As we will see elsewhere in the book, the representation that is used to represent a problem is very important. In other words, the way in which the computer represents a problem, the variables it uses, and the operators it applies to those variables can make the difference between an efficient algorithm and an algorithm that doesn't work at all. This is true of all Artificial Intelligence problems, and as we see in the following chapters, it is vital for search...The more difficult problem is to determine the data structure that will be used to represent the problem we are exploring... When applying Artificial Intelligence to search problems, a useful, efficient, and meaningful representation is essential. In other words, the representation should be such that the computer does not waste too much time on pointless computations, it should be such that the representation really does relate to the problem that is being solved, and it should provide a means by which the computer can actually solve the problem.
 
p.146 Evaluation functions (also known as static evaluators because they are used to evaluate a game from just one static position) are vital to most game-playing computer programs. This is because it is almost never possible to search the game tree fully due to its size. Hence, a search will rarely reach a leaf node in the tree at which the game is either won, lost, or drawn, which means that the software needs to be able to cut off search and evaluate the position of the board at that node. Hence, an evaluation function is used to examine a particular position of the board and estimate how well the computer is doing, or how likely it is to win from this position. Due to the enormous number of positions that must be evaluated in game playing, the evaluation function usually needs to be extremely efficient, to avoid slowing down game play.
 
p.469 The blackboard architecture is a method for structured knowledge representation that was invented in the 1970s by H. Penny Nii (Nii 1986) for a system called HEARSAY-II...The idea behind blackboard systems is that disparate knowledge from different expert sources can be combined by providing a central database - the blackboard - on which the experts (known as knowledge sources) can "write" information. Because the blackboard is shared, one knowledge source can see facts appear as another knowledge source puts them there, and it can thus deduce new facts and add them to the blackboard. In this way, a number of knowledge sources can be used together to solve a complex problem, but each knowledge expert does not need to know from where the data on the blackboard came.

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