Module Information

Module Identifier
CS26110
Module Title
THE ARTIFICIAL INTELLIGENCE TOOLBOX ¿ PART 1: HOW TO FIND SOLUTIONS
Academic Year
2009/2010
Co-ordinator
Semester
Semester 1
Co-Requisite
None
Mutually Exclusive
None
Pre-Requisite
CS12420
Other Staff

Course Delivery

Delivery Type Delivery length / details
Lecture 18 Hours.
Seminars / Tutorials 2 seminars on the assignment
Practical 6
 

Assessment

Assessment Type Assessment length / details Proportion
Semester Exam 2 Hours   STANDARD 2 HOUR EXAMINATION  70%
Semester Assessment WRITTEN ASSIGNMENT BASED ON COURSE MATERIAL  30%
Supplementary Assessment Will take the same form, under the terms of the Departments policy  100%

Learning Outcomes

Write simple programs in Java to search for solutions using the AI techniques discussed in the module.

Demonstrate an appreciation of at least one application of each AI method that they have studied.

Demonstrate an understanding of the learning methods discussed in this module.

Aims

This the first of two modules that introduce the foundational principles of Artificial Intelligence (CS26210 is the second part). For those on GG4R / GG47 and GH76 / GH7P it is a core component on top of which the rest of the AI and Machine Learning material is built, for students on other degree schemes, it provides material that illustrates algorithm development and issues of time complexity.

Brief description

This module begins with a motivational section on the use of AI in computer games programming: one of the cutting-edge applications of AI in use today. It then focuses on the foundational issue of search (finding solutions to problems) and introduces some basic, but important, learning methods.

Content

1. An Introduction to AI via Games AI [2 lectures]

What is required to get computers to produce games AI?
Using AI and agents as a principle for this module.
Applications of AI such as bioinformatics, business and robotics.
Using minimax as an example of simplified game playing.

2. Uninformed Search [3 lectures]

Depth- and breadth-first search.

3. Informed Search [3 lectures]

Greedy/best-first search, A*search.

4. Evolutionary Computation for Search and Optimisation [3 lectures]

Genetic algorithms and the four GA operators:
- evaluation and the fitness function
- selection (tournament and routlette wheel selection)
- crossover (various types)
- mutation.

5. Clustering [4 lectures]

K-means clustering,
Hierarchical clustering,
Overview of other clustering methods (Gaussian, fuzzy etc).

6. Case-based reasoning and k-nearest neighbour [3 lectures]

Introducing the idea of learning from data,
(transductive learning, not inductive learning),
Choosing the value of k,
Weighting the k members' contribution.

Module Skills

Skills Type Skills details
Communication During the seminars, students will be encouraged to `brainstorm¿ and communicate between themselves and with the lecturer.
Improving own Learning and Performance In order to solve the problem in (1), using the research from (2), students will improve their abilities in `learning to learn¿.
Information Technology Use of IT will be vital for the completion of this module.
Problem solving The assignment will require students to apply their newly gained AI knowledge to a problem. Only the outline of the solution will be give, so that the student must solve the details of the problem themselves.
Research skills Required to solve the problem in (1)

Notes

This module is at CQFW Level 5