CPSC 352 -- Artificial Intelligence
Notes: Algorithms & Approaches: Symbolic AI

Introduction

In this and the next lecture we consider three basic approaches to AI, all of which involve some form of knowledge representation and search: In this lecture we focus on the symbolic approach. In the next lecture we take up the other two.

Illustration of Knowledge Representation

Can a chessboard, with its top-left and bottom-right squares removed, be tiled by a set of dominoes?

Chess Board

Exercise: Is this a search problem? How would you represent this problem abstractly? How would you solve this problem?.

AI as Knowledge Representation and Search

The study of logic and computers has revealed to us that intelligence resides in physical symbol systems. This is computer science's most basic law of qualitative structure. Symbol systems are collections of patterns and processes, the latter being capable of producing, destroying, and modifying the former. The most important property of patterns is that they can designate objects, processes or other patterns, and that when they designate processes they can be interpreted...

A second law of qualitative structure for artificial intelligence is that symbol systems solve problems by generating potential solutions and testing them -- that is by searching. Solutions are usually sought by creating symbolic expressions and modifying them sequentially until they satisfy the conditions for a solution.

-- Newell and Simon, ACM Turing Award Lecture, 1976

The Physical Symbol System Hypothesis (PSSH)

Implication: A computer that plays checkers or chess, even if it uses a different search algorithm than we use, is displaying a form of intelligence.

Example: Samuel's checkers program, first introduced in 1956, eventually learned to beat Samuel's himself. Samuel's program contains an algorithm for assigning a score to the overall state of the board after each move. The score was based on 40 or so weighted features. The program's learning algorithm involved randomly adjusting the weights on the features and then playing a few games against a copy of itself with the new weights. Depending on which copy won, the other copy would be discarded.

Comment: That doesn't seem like a very "intelligent" learning algorithm, but it led to intelligent checkers playing.

Caveat: The PSSH is disputed by critics of AI and even by AI researchers who use the neural network or genetic algorithm approaches. Neural networks and GAs don't directly manipuluate symbols. And whereas high-level thinking, such as chess playing, logic appear to involve symbol manipulation, it doesn't seem to be involved in low-level cognition, such as vision. However, as we will see, both of these other approaches also require the use of knowledge representation and search.

SOAR. Newell's work led to the creation of the SOAR project, an attempt to develop a general cognitive architecture, based on representation and search, that is capable of exhibiting the full range of intelligent behavior.

The Church-Turing Thesis

Knowledge Representation

Exercise: Calculate the product of XXVII and VIII and try to give a general description of a roman-numeral based multiplication algorithm.

AI Knowledge Representation

Representations used in AI must be able to:

Problem Solving as Search

The second part of the PSSH is easily observed in human problem solving behavior. When confronted with a problem we invariably try to outline the possible choices and search for the best alternative.
Tic Tac Toe

Heuristic Search

Most problems are too complex to apply exhaustive search. So we ignore many possible alternatives because we somehow deem them to be "irrelevant" or "unpromising." A heuristic is a rule for deciding what states are "promising" during a search.

Example: In general, it takes N! operations to solve the Traveling Salesman Problem -- that is, to find the shortest possible path through N cities. An alternative to an exhaustive search is the Nearest Neighbor Heuristic: At each city, choose the nearest city as the next stop.

Traveling Salesman

Homework Exercises

  1. In what sense is a person's name an abstraction?

  2. You are given two different length strings that have the characteristic that they both take exactly one hour to burn. However, neither string burns at a constant rate. Some sections of the strings burn very fast, other sections burn very slow. All you have to work with is a box of matches and the two strings. Describe an algorithm that uses the strings and the matches to calculate when exactly 45 minutes has elapsed.

  3. Here's a Lewis Carroll favorite: A farmer needs to cross a river with his fox, goose, and a bag of corn. There's a rowboat that will hold the farmer and one other passenger. The problem is that the fox will eat the goose, if they are left alone, and the goose will eat the corn, if they are left alone. Develop a knowledge representation scheme and draw a portion of the search space.

  4. Have you heard this one? A farmer lent the mechanic next door a 40-pound weight. Unfortunately the mechanic dropped the weight and it broke into four pieces. The good news is that according to the mechanic, it is still possible to use the four pieces to weigh any quantity between one and 40 pounds on a balance scale. How much did each of the four pieces weigh? ( Hint: You can weigh a 4-pound object on a balance by putting a 5-pound weight on one side and a 1-pound weight on the other.)

  5. Show that the nearest neighbor heuristic is not optimal -- that is, it doesn't necessarily lead to the shortest possible path -- for a 5-city instance of the traveling salesman problem.