IDDS Rulesbased Expert Systems 022105 References Artificial Intelligence
IDDS: Rules-based Expert Systems 02/21/05 References: Artificial Intelligence: A Modern Approach by Russell & Norvig, chapter 10 Knowledge-Based Systems in Business Workshop (2003), by Aronson http: //www. aaai. org/AITopics/html/expert. html
AI Research Focuses • • Natural Language Processing Speech Understanding (Smart) Robotics and Sensory Systems Neural Computing Genetic Algorithms Intelligent Software Agents Machine Learning Expert Systems
What is an Expert System • Web definition: A computer program that contains expert knowledge about a particular problem, often in the form of a Expert System is set of if-then rules, that is able to solve Most Popular problems Applied AI Technology!!!
There exists Expert Systems that • • … diagnose human illnesses … make financial forecasts … schedule routes for delivery vehicles … many more
Building Expert Systems • Objective of an expert system – To transfer expertise from human experts to a computer system and – Then on to other humans (non-experts) • Activities – – Knowledge acquisition Knowledge representation Knowledge inferencing Knowledge transfer to the user
Human Experts Behaviors • • Systems arethe notproblem Recognize. Expert and formulating necessarily used to Solve problems quickly and properly replace human experts. Explain the solution They can be used to make their knowledge Determine relevance and experience more Learn from widely experience available (e. g. , allowing non experts to Restructure knowledge work better) Break rules
Important Expert System Components A facility for the user to interact with the Expert System Reasoning (Thinking). Makes logical deductions based upon the knowledge in the KB. Contains the domain knowledge User Interface Inference Engine Knowledge Base
All Expert System Components • • Knowledge Base Inference Engine To be classified as an ‘expert system’, the User Interface system must be able Working Memory / Blackboard / Workplace to explain the – A global database of facts used by the reasoning process. system That’s the difference • Knowledge Acquisition with Facility knowledge – An (automatic) way to acquire knowledge based systems • Explanation Facility – Explains reasoning of the system to the user
Knowledge Base • The knowledge base contains the domain knowledge necessary for understanding, formulating, and solving problems • Two Basic. Fact: Knowledge Base Elements Amsterdam Heuristic: If New – Facts: Factual is theknowledge capital ofis that knowledge of the task domain is. Patriots widely shared, typically found England the that Netherlands. in textbooks journals, and commonly agreed winor. Super Bowl Not aknowledgeable fact: New rd upon by those in the particular field. for 3 straight England Patriots – Heuristics: time, Heuristic is the less strictly theyknowledge are have the on best defined, probably relies more empirical data, more the best team in the NFL judgmental
Knowledge Acquisition Methods • Manual (Interviews) – Knowledge engineer interviews domain expert(s) • Semiautomatic (Expert-driven) • Automatic (Computer Aided) Most Common Question: Knowledge what technique Acquisition: most popular and why? Face-to-face Interviews you think is
Knowledge Representation • Knowledge Representation deals with the formal modeling of expert knowledge in a computer program. • Important knowledge representation schemas: – Production Rules (Expert systems that represent domain knowledge using production rules are called rule-based expert systems) – Frames – Semantic objects • Knowledge Representation Must Support: – Acquiring (new) knowledge – Retrieving knowledge – Reasoning with knowledge
Production Rules • Condition-Action Pairs: – A RULE consists of an IF part and a THEN part (also called a condition and an action). if the IF part of the rule is satisfied; consequently, the THEN part can be concluded, or its problemsolving action taken. • Rules represent a model of actual human behavior • Rules represent an autonomous chunk of expertise • When combined, these chunks can lead to new conclusions
Advantages & Limitations of Rules • Advantage – Easy to understand (natural form of knowledge) – Easy to derive inference and explanations – Easy to modify and maintain • Limitations – Complex knowledge requires many rules – Search limitations in systems with many rules – Dependencies between rules
Demonstration of Rule-Based Expert Systems • Command & Conquer Generals
My own Expert System in Wargus
Rules in Wargus { id = 1, name = "build townhall", preconditions = {has. Townhall(), has. Barracks()}, actions = { function() return Ai. Need(Ai. City. Center()) end, function() return Ai. Set(Ai. Worker(), 1) end, function() return Ai. Wait(Ai. City. Center()) end, function() return Ai. Set(Ai. Worker(), 15) end, function() return Ai. Need(Ai. Barracks()) end, } }, { id = 2, name = "build blacksmith", preconditions = {has. Townhall(), has. Barracks()}, etc.
Question: how would you encode domain knowledge for Wargus? • ‘Study’ strategy guides for Warcraft 2 (manual) • Run machine learning experiments to discover new strong rules (automatic) • Allow experts (i. e. , hardcore gamers) to add rules (semi-automatic)
Inference Mechanisms • Examine the knowledge base to answer questions, solve problems or make decisions within the domain • Inference mechanism types: – Theorem provers or logic programming language (e. g. , Prolog) – Production systems (rule-based) – Frame Systems and semantic networks – Description Logic systems
Inference Engine in Rule. Based Expert Systems • Inferencing with Rules: – Check every rule in the knowledge base in a forward (Forward Chaining) or backward (Backward Chaining ) direction – Firing a rule: When all of the rule's hypotheses (the “IF parts”) are satisfied – Continues until no more rules can fire, or until a goal is achieved
Forward Chaining Systems • Forward-chaining systems (data-driven) simply fire rules whenever the rules’ IF parts are satisfied. • A forward-chaining rule based system contains two basic components: – A collection of rules. Rules represent possible actions to take when specified conditions hold on items in the working memory. – A collection of facts or assumptions that the rules operate on (working memory). The rules actions continuously update (adding or deleting facts) the working memory
Forward Chaining Operations • The execution cycle is – Match phase: Examine the rules to find one whose IF part is satisfied by the current contents of Working memory (the current state) – Conflict resolution phase: Out of all ‘matched’ rules, decide which rule to execute (Specificity, Recency, Fired Rules) – Act phase: Fire applicable rule by adding to Working Memory the facts that are specified in the rule’s THEN part (changing the current state) – Repeat until there are no rules which apply.
Forward Chaining Example Rules 1. IF (own. Townhalls < 1) THEN ADD (own. Townhalls ++) 2. IF (own. Townhalls > 0) AND (own. Barracks > 0) AND (own. Lumbermill < 1) THEN ADD (own. Lumber. Mills ++) 3. IF (own. Townhalls > 0) AND (own. Barracks > 0) AND (own. Blacksmith < 1) THEN ADD (own. Blacksmiths ++) Working Memory (own. Townhalls = 0) (own. Barracks = 1) (own. Lumbermill = 0) (own. Blacksmith = 0) Only Rule 1 applies
Forward Chaining Example Rules 1. IF (own. Townhalls < 1) THEN ADD (own. Townhalls ++) 2. IF (own. Townhalls > 0) AND (own. Barracks > 0) AND (own. Lumbermill < 1) THEN ADD (own. Lumber. Mills ++) 3. IF (own. Townhalls > 0) AND (own. Barracks > 0) AND (own. Blacksmith < 1) THEN ADD (own. Blacksmiths ++) Working Memory (own. Townhalls = 1) (own. Barracks = 1) (own. Lumbermill = 0) (own. Blacksmith = 0) Rule 2 & 3 apply, assume we select 2
Forward Chaining Example Rules 1. IF (own. Townhalls < 1) THEN ADD (own. Townhalls ++) 2. IF (own. Townhalls > 0) AND (own. Barracks > 0) AND (own. Lumbermill < 1) THEN ADD (own. Lumber. Mills ++) 3. IF (own. Townhalls > 0) AND (own. Barracks > 0) AND (own. Blacksmith < 1) THEN ADD (own. Blacksmiths ++) Working Memory (own. Townhalls = 1) (own. Barracks = 1) (own. Lumbermill = 1) (own. Blacksmith = 0) Only Rule 3 applies
Forward Chaining Example Rules 1. IF (own. Townhalls < 1) THEN ADD (own. Townhalls ++) 2. IF (own. Townhalls > 0) AND (own. Barracks > 0) AND (own. Lumbermill < 1) THEN ADD (own. Lumber. Mills ++) 3. IF (own. Townhalls > 0) AND (own. Barracks > 0) AND (own. Blacksmith < 1) THEN ADD (own. Blacksmiths ++) Working Memory (own. Townhalls = 1) (own. Barracks = 1) (own. Lumbermill = 1) (own. Blacksmith = 1) No Rules Apply. Done!
Backward Chaining Systems • Backward-chaining (goal-driven) systems start from a potential conclusion (hypothesis), then seek evidence that supports (or contradicts) it • A backward-chaining rule based system contains three basic components: – A collection of rules. Rules represent possible actions to take when specified conditions hold on items in the working memory. – A collection of facts or assumptions that the rules operate on (working memory). The rules actions continuously update (adding or deleting facts) the working memory – A stack of goals
Backward Chaining Operations • The execution cycle is – Start with goal state – Check the conclusions of the rules to find all rules that can satisfy the top goal on the stack – Select one of these rules; the preconditions of the selected rule will be set as new goals on the goal stack – System terminates if goal stack is empty
Backward Chaining Example Rules Working Memory Goal Stack 1. IF (own. Townhall > 0) Sub goal (own. Townhalls = 1) THEN ADD Own. Barracks > 0 (own. Barracks = 0) (own. Barracks ++) (own. Lumbermill = 0) Own. Lumbermills > 0 (own. Blacksmith = 0) 2. IF (own. Townhall > 0) Top goal AND (own. Barracks > 0) AND (own. Lumbermill < 1) Top-goal (Own. Lumbermills THEN ADD > 0) is found in actions side (own. Lumbermills ++) of Rule 2. However, precondition (own. Barracks > 0) for Rule 2 is not satisfied. Add this to goal stack
Backward Chaining Example Rules Working Memory Goal Stack 1. IF (own. Townhall > 0) (own. Townhalls = 1) THEN ADD Own. Barracks > 0 (own. Barracks = 1) (own. Barracks ++) (own. Lumbermill = 0) Own. Lumbermills > 0 (own. Blacksmith = 0) 2. IF (own. Townhall > 0) AND (own. Barracks > 0) AND (own. Lumbermill < 1) (own. Barracks > 0) can be THEN ADD achieved by Rule 1. All preconditions for this rule (own. Lumbermills ++) apply, therefore the rule can be executed and the top goal can be removed from the goal stack
Backward Chaining Example Rules Working Memory Goal Stack 1. IF (own. Townhall > 0) (own. Townhalls = 1) THEN ADD Own. Barracks > 0 (own. Barracks = 1) (own. Barracks ++) (own. Lumbermill = 1) Own. Lumbermills > 0 (own. Blacksmith = 0) 2. IF (own. Townhall > 0) AND (own. Barracks > 0) AND (own. Lumbermill < 1) THEN ADD All preconditions of Rule 2 (own. Lumbermills ++) are now satisfied; the final goal on the goal stack can be achieved. We’re done!
Question: Which inference mechanism is more appropriate in Wargus? • Backward Chaining: – Ultimate goal in Wargus is ‘winning the game’. Too complicated to address directly • Forward Chaining: – Simplistic but also intelligent? Use heuristic to incorporate intelligence
Explanation Facilities • Explain the reasoning process: why it asked some question, and how it reached some conclusion System: Is there gas in the fuel tank? User: Yes. System: Is it true that the engine turns over? User: No. System Is it true that the lights come on? User: Why? System: I am trying to prove: problem with battery. It has been established that it is not the case that the engine turns over. Therefore if it is not the case that the lights come on there is a problem with battery. Is it true that the lights come on? User: No. System: I conclude that there is a problem with the battery. User: How? System: This follows from Rule 2: IF NOT engine_turns_over AND. . .
Why explain the reasoning process – Provides the user with a means of understanding the system behavior – People do not always accept the answers of an expert without some form of justification (especially if the expert is a machine!)
Expert Systems Benefits • • • Helps preserve knowledge Helps if expertise is scarce, expensive, or unavailable Helps if under time and pressure constraints – Improved Decision Quality – Increased Output and Productivity • Helps in training new employees – Intelligent tutor (lecture non-experts) – Knowledge Transfer to Remote Locations
Problems and Limitations of Expert Systems • • Knowledge is not always available Expertise can be hard to extract from humans Knowledge engineers are rare and expensive Expert Systems are expensive to design & maintain • Expert Systems work well only in a narrow domain of knowledge • Lack of trust by end-users (we are still dealing with a computer) • Inability to learn
- Slides: 35