Lecture March 17, 2003

Testing Our Assumptions about AI: part 3 - Problem-Solving – March 17, 2003


1. Approaches to Problem-solving
-->as seen through problems to solve (getting dressed, Tower of Hanoi, chess, train puzzle –distributed in lecture)

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1. Approaches to Problem-solving

Problem-solving involves a search for an ideal or winning solution among a very large number of possibilitie….s

How do we know how “to search”? Let’s say your problem this morning was what to wear to university.

Problem #1: getting dressed.

You could have chosen your wardrobe in at least 4 ways:

1. totally randomly

2. “Brute-force” search: By taking all your clothes, dumping everything on your bed, and going through all the choices (pants, shirts/tops, etc.) till you have an esthetically-pleasing combination.

3. By setting up a series of hard and fast rules--called an algorithm: say, always wear blue jeans and a white top.

[Definition of an algorithm: a precise set-by-step description of a procedure for solving a problem (carried out the same way each time)] A good example is the way we learn to find an average mark.

4. Or by picking clothes by some set of heuristics.)

[Definition of a heuristic: a rule of thumb, or a set of guidelines that might help you solve the problem.]


-->We’re such good problem solvers that we have many thousands of heuristics that allow us to be efficient problem solvers (first two choices above are inefficient; the third is too rigid).

Problem #2: Tower of Hanoi Puzzle

-->the heuristic of "means-end analysis" which is used to solve many problems, like the Tower of Hanoi. (See Wessells, in kit).

--> you have to break the goal down into sub-goals and then you’ve solved the problem. (Make sure you can solve it!)

Problem #3 Chess:

à a closed system where the possible moves, the role of each piece, and the goal is always the same

à YET it’s very complicated: each player has approximately 30 possible moves at each stage. (see game tree in Wessell’s article)

à It would theoretically be possible to have 12010 different games

How do humans play? clearly not by the "brute force" problem-solving solution?

--> it isn't feasible for a human to go through even a small percentage of all the choices, so in order to win we have to follow a different problem-solving strategy which is to follow various heuristics:

--> for example, capture opponent's pieces--without losing many of your own and you may win the game (However, games are lost even when an opponent has fewer pieces.)

But can every strategy that the grand master uses be programmable? NO (see notes below from Deep Blue web site)

How does Deep Blue work?

--> doesn’t use brute force entirely; eliminates irrelevant searches at the beginning
--> looks at the pieces, computes everything it knows about the current position, integrates the chess information pre-programmed by development team, and then
--> can generate 200,000,000 positions per second when searching
--> chooses its best move.

This was written in 1993 (before the match between Kasparov and Deep Blue):
" Since the knowledge that a master chess player has that enables him or her to play a strong game of chess remains partially tacit [not capable of being made explicit], the programmer (of chess programs) must rely on those principles of strategy and tactics that can be made explicit [like old game plans of past Grand Masters], and hope that those heuristics [and plans], in conjunction with a superhuman ability to examine large numbers of board positions will result in a win for the computer." (Moody, 1993, p. 107)

The IBM Chess Program, Deep Blue, beat the world Grand Master, Gary Kasparov recently. Does this prove that a computer is “smarter” than a human? absolutely NOT...

Follow-up questions:

1. Is it really exhibiting “intelligence?
http://www.chess.ibm.com/meet/html/d.3.3a.html#ai


“ The short answer is "no." Earlier computer designs that tried to mimic human thinking weren't very good at it. No formula exists for intuition. So Deep Blue's designers have gone "back to the future." Deep Blue relies more on computational power and a simpler search and evaluation function.”

“Deep Blue's strengths are the strengths of a machine. It has more chess information to work with than most computers and all but a few chess masters. It never forgets or gets distracted. And its orders of magnitude are better at processing the information at hand than anything yet devised for the purpose.

"There is no psychology at work" in Deep Blue, says IBM research scientist Murray Campbell. Nor does Deep Blue "learn" its opponent as it plays. Instead, it operates much like a turbocharged "expert system," drawing on vast resources of stored information (For example, a database of opening games played by grandmasters over the last 100 years) and then calculating the most appropriate response to an opponent's move.”

2. What is the usefulness of the program for other applications?:
( see http://www.chess.ibm.com/meet/html/d.3.4.html

-->applications in financial modeling, data mining and molecular dynamics

The Train Puzzle

{If you weren’t in lecture, you need to obtain a handout of the train puzzle}

This page last revised 03/17/03