Artificial intelligence
Hugo Vega Huerta 2014 - II
NATIONAL UNIVERSITY OF SAN MARCOS
(University of Peru, DEAN OF AMERICA)
FACULTY OF ENGINEERING AND COMPUTER SYSTEMS
Academic Professional School of Systems Engineering
1. GENERAL SPECIFICATIONS
Course title
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: Artificial intelligence
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Course Code
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: 207008
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Course Length
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: 17 weeks
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Form Dictation
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: Technical - experimental
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Weekly hours
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Theory: 3h - Laboratory: 2h
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Nature
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: Vocational
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Number of Credits
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: Four (04)
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Pre-requisites
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: 205007-Operations Research I
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Semester
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: 2014-2
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2. INTRODUCTION
Artificial intelligence is an area of computer science that aims to develop practical and theoretical foundations for the development of computer systems that exhibit intelligent features and usually correspond to intractable problems.Many problems occurring in industry, services and entertainment are smart problems and their solution becomes increasingly essential in organizations due to the demands of competitiveness which are increasing every day.
Among the various types of system are intelligent human-machine games, knowledge-based systems, and the optimization system learninng machine.
In this course, an introduction to artificial intelligence and its applications in industry, services and entertainment is, and how the artificial intelligence based technologies can create value and make organizations more competitive.Applications will also be displayed in software engineering.
It discusses further the design and implementation of human-machine gambling and knowledge-based systems.
3. ACHIEVEMENT OF COURSE
After completing the course the student will acquire general knowledge of the area of artificial intelligence, design and implement human-machine games competition based on artificial intelligence and knowledge-based systems, using clear and accurate search techniques in a space status and CommonKADS methodology.
4. UNITS OF LEARNING
5. CONTENTS FOR WEEKS:
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Definition of Artificial Intelligence. Intelligent machine.difference between systems (robotics, planning, waste management). Turing Test
References: [1] Chapter 1, [2] Chapter 1, [9] Chapter 1.
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Presentation of the course. Classification of algorithmic problems, problems P and NP. Decision problems, localization and optimization. Description of some NP-hard problems.
References: [4] Chapter 1 [1] Annex A.
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Representation of human gambling problems - search machine as a state space
Definition of AI problems as search problems in a state space. Representation of problems of human game - machine. References: [1] Chapters 3, [3] Chapter 2, [4] Chapter 3. | |||||||||
Methods of blind search
The search problem in a state space as graph. The inability to use methods shortest path. The concept of the methods of blind and informed search. The state tree. The blind methods: breadth, depth, non-deterministic. References: [1] Chapter 4, [2] Chapter 5, [3] Chapter 3, [4] Chapters 5, [9] Chapters 9. | Week 5 | ||||||||
Search methods reported The evaluation function, methods that use additional information : first the best, climb the hill, A *, branch and bound.
References: [1] Chapter 4, [2] Chapter 5, [3] Chapter 3, [4] Chapters 5, [9] Chapters 9. | |||||||||
Search methods for human game - machine
Algorithm human game - machine. Strategies machine game: no deterministic best-first, min-max and better profit difference. Min-max algorithm and alpha-beta. References: [1] Chapter 5, [2] Chapters 6, [3] Chapters 4, [4] Chapters 6, [9] Chapters 12. |
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Fundamentals of expert systems
Definition of Expert Systems. Architecture of an expert system. Taxonomy and expert systems applications.Requirements for the development of expert systems and advantages of using expert systems. Some problems based on knowledge. References: [6] Chapter 1. | |||||||||
Knowledge Engineering
Introduction. Acquisition of knowledge. C ommonKADS methodology. Design of Expert Systems (ES). Lifecycle of an SE. References: [6] Chapters 6, [7] Chapter 19. | |||||||||
Knowledge Acquisition
Acquisition of knowledge. Construction of the basis of facts and knowledge base. Knowledge representation structures (rules of inference, frames, objects, ontologies, metadata, thesaurus). References: [6] Chapters 6, [7] Chapter 19. | |||||||||
Developing rules based expert systems
Construction of the basis of facts and knowledge base.The inference engine. The methods of regressive, progressive and reversible chain. Matching techniques, the RETE algorithm. Conflict resolution techniques. References: [1] Chapters 6 and 8, [2] Chapter 7 [6] Chapter 3, [7] Chapter 3. | |||||||||
Quality and validation of expert systems
Major errors in the development of an expert system.Quality of an expert system. Validation of Intelligent Systems, cuantit ative methods validation. Efficiency and error of expert systems. Reviewing the functionality of SE 2nd job. Tasks: quality and validation exercises SE, validate the proposed system of 2nd job. References: [4], [7] Chapter 21. | |||||||||
Introduction to Machine Learning and heuristics
Concepts of learning and machine learning. Vs machine learning expert systems. Learning techniques and stages of development of machine learning. Machine learning applications in industry and services. The combinatorial optimization problem. Concepts of heuristics and meta-heuristics. Exact Algorithms vs heuristic algorithms. Heuristics and meta-heuristics.Combinatorial optimization problems in industry and services. References: [10], [11], [5] Chapter 1, [8] Chapter 1. | |||||||||
Presentation of computational work
Students show their skills in the development of expert systems and their applications in the fields of industry and service. Students will present a report and software. | |||||||||
6. METHODOLOGY
The course is developed through theoretical - practical activities, emphasizing applications in industry and services.The students were divided into teams of 3 students will develop two computational work. During the lab sessions CLIPS non procedural language or a variant of LISP will study and advancement of computational work will be evaluated.
7. EVALUATION
Final average (PF) is determined as follows:
PF = 0.0125 (CL1 + CL2 CL3 + + CL4) + 0.01 (TB1 + TB2) + 0.15 + 0.30 * LA * (EA + EB)
Where:
CLx: Reading Controls (CL1, CL2, CL3 and CL4)
TB1: Group Work (Intelligent Games hombra - Machine)
PF = 0.0125 (CL1 + CL2 CL3 + + CL4) + 0.01 (TB1 + TB2) + 0.15 + 0.30 * LA * (EA + EB)
Where:
CLx: Reading Controls (CL1, CL2, CL3 and CL4)
TB1: Group Work (Intelligent Games hombra - Machine)
TB2: Group Work (Expert Systems)
EA: Partial Review
EB: Final Exam
LA: Laboratory
EA: Partial Review
EB: Final Exam
LA: Laboratory
The student may replace the exam partial or final if it was unable to provide any of these tests.
Just be evaluated students displaying 70% or more of assistance, ie 5 fouls are automatically removed from the course.
8. REFERENCES
[1] STUART, RUSSELL; PETER, Norvig
2010 Artificial Intelligence: a modern approach. Ed. Prentice Hall.
ISBN 0-13-103805-2
[2] PATRICK, WINSTON
1984 Artificial Intelligence. Ed. Addison-Wesley.
ISBN 0-201-51876-7
[3] ELAINE, RICH
1988 Artificial Intelligence. Ed. McGraw-Hill.
ISBN 0-07-450364-2
[4] DAVID, MAURICIO
2009 Notes of artificial intelligence
[5] BONIFACIO, MARTIN; ALFREDO, SANZ
2002 Neural networks and fuzzy systems. Ed. Alfaomega.
ISBN 84-7897-466-0
[6] JOSEPH Giarratano - GARY RILEY
2001 Expert systems, principles and programming. Ed. Thomson Sciences.
ISBN 970-686-059-2
2010 Artificial Intelligence: a modern approach. Ed. Prentice Hall.
ISBN 0-13-103805-2
[2] PATRICK, WINSTON
1984 Artificial Intelligence. Ed. Addison-Wesley.
ISBN 0-201-51876-7
[3] ELAINE, RICH
1988 Artificial Intelligence. Ed. McGraw-Hill.
ISBN 0-07-450364-2
[4] DAVID, MAURICIO
2009 Notes of artificial intelligence
[5] BONIFACIO, MARTIN; ALFREDO, SANZ
2002 Neural networks and fuzzy systems. Ed. Alfaomega.
ISBN 84-7897-466-0
[6] JOSEPH Giarratano - GARY RILEY
2001 Expert systems, principles and programming. Ed. Thomson Sciences.
ISBN 970-686-059-2
[7] JOSÉ M. PALMA, M. ROQUE MARIN
2008 Artificial Intelligence, technical methods and applications. Ed. McGraw-HIll.
ISBN 978-84-484-5618-3
[8] R. ROW JOSE, VICTOR J. MARTINE.
2000 Artificial neural networks, foundations, models and applications.
Ed Alfaomega -. Branch.
ISBN 978-84-484-5618-3
[9] J. NILS NILSON
2001 Artificial Intelligence, a new synthesis. Ed. Mc Graw Hill.
ISBN 978-84-484-5618-3
[10] CAMPELO Ruy; MACULAN NELSON
1994, Algorithms and Herísticas. Ed. Fluminense Federal University.
GLOVER Fred; KOCHENBERGER Gary A.
[11] 2003 HandBook of MEtaheuristic. Kluwer International Series.
2008 Artificial Intelligence, technical methods and applications. Ed. McGraw-HIll.
ISBN 978-84-484-5618-3
[8] R. ROW JOSE, VICTOR J. MARTINE.
2000 Artificial neural networks, foundations, models and applications.
Ed Alfaomega -. Branch.
ISBN 978-84-484-5618-3
[9] J. NILS NILSON
2001 Artificial Intelligence, a new synthesis. Ed. Mc Graw Hill.
ISBN 978-84-484-5618-3
[10] CAMPELO Ruy; MACULAN NELSON
1994, Algorithms and Herísticas. Ed. Fluminense Federal University.
GLOVER Fred; KOCHENBERGER Gary A.
[11] 2003 HandBook of MEtaheuristic. Kluwer International Series.





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