chp02 3 ExpertSystem
chp02 3 ExpertSystem
chp02 3 ExpertSystem
Introduction to Artificial
Intelligence
EXPERT SYSTEM
1
Definition
- Edward Feigenbaum
Definition
Fro m o th e rs:
A syste m th a t u se s h u m a n K ca p tu re d in a T u rb a n & A ro n so n
co m p u te r to so lve p ro b le m s th a t o rd in a rily ( 2001 )
re q u ire h u m a n e xp e rtise
A co m p u te r p ro g ra m th a t re p re se n ts a n d Ja ckso n ( 1 9 9 9 )
re a so n s w ith K o f so m e sp e cia list su b je ct
w ith a vie w to so lvin g p ro b le m o r g ivin g
aA dco
vice
m p u te r p ro g ra m d e sig n e d to m o d e lth e D u rkin ( 1 9 9 4 )
p ro b le m -so lvin g a b ility o f a h u m a n e xp e rt
A co m p u te r p ro g ra m th a t e m u la te s th e A w a d (1 9 9 6 )
re a so n in g o f h u m a n e xp e rts in a p ro b le m
d o m a in
Some facts about ES
As a field,
It is a branch of AI
As a technology,
It is the most widely applied AI technology
Among the first to be commercialized
As an application,
It is a computer program
It ‘transfers’ (i.e. it acquires and represents)
practical knowledge (i.e. expertise/rules of
thumb/heuristic) from human expert to
computer
Some other facts about
ES
It reasons (or it ‘thinks’) with what it
‘transfers’
It can either
support decision makers (by
recommending decisions) or
‘replace’ them (by making decisions
on behalf of experts, releasing
them from routine tasks).
3.
Some other facts about
ES
After all,ES replicates a human
expert.
3.
A n exper is o n e w h o
t sse s sp e cia lize d skill,
p o sse
exp e rie n ce , a n d kn o w le d g e
th a t m o st p e o p le d o n o t
h a ve a lo n g w ith th e a b ility
to a p p ly th is kn o w le d g e
u sin g tricks, sh o rtcu ts, a n d
ru le s- o f-th u m b to re so lve a
p ro b le m e fficie n tly.
H a rm o n & K in g ( 1 9 8 5 )
S o m e o th e r fa cts a b o u t
ES
Therefore, ES possess expertise
E x p e rtise is
an extensive, task-specific knowledge held
by experts
hard to capture. Capturing it is a major
issue in ES development, and became a
major concern of Knowledge Acquisition
researchers.
3 main reasons:
Interface
Knowledge base
Inference engine
User
Working memory
… in comparison with
humans
T h e co m p o n e n ts a ctu a lly m im ic w h a t is in
h u m a n s.
L o n g - te rm m e m o ry
=
K n o w le d g e b a se
S
E
= interface
B ra in N E n v iro n m e n t
=
= Inference engine S Pe o p le / se n so r e tc
O th a t p ro vid e in p u t
R to o u r b ra in
S h o rt- te rm m e m o ry
=
W o rkin g m e m o ry
Component 1:
Knowledge Base
Knowledge base “contains the domain
knowledge”
Facts
Heuristics or rules that direct use of
knowledge to solve specific problems in a
particular domain.
Typical representation:
Rules (IF x AND y THEN z @ x y z)
Example (for predicting weather):
▪ IF cloudy = yes AND temperature = low AND
humidity = high THEN it will rain.
▪ IF cloudy = no AND temperature = high AND
humidity = low THEN it will sunny
Component 2: Working
Memory
A storage area for current data
i.e. facts entered by user during consultation
with ES (e.g. symptoms of a disease)
Input data can also be loaded from
external storage such as databases,
spreadsheets or sensors.
Also a place where intermediate
conclusions or the new facts inferred by
ES are stored
Non-permanent – content will be deleted
when the session ends.
Component 3: Inference
Engine
Known as rule interpreter in rule-based
ES.
Is modelled after human expert’s
reasoning.
Typically, inference engine utilized 2
control strategies:
Backward Chaining (goal driven)
▪ determine fact in the conclusion to prove the
conclusion is true.
Forward Chaining (data driven)
▪ premise clause match situation then assert
conclusion.
Component 4: User
Interface
Facilitates all communication between user and ES.
Communication are in natural language style, interactive
and follow closely the conversation between humans.
Two types of interaction:
ES ask for information through questions, provide
the results and display the explanation.
User supply answers, receive the results or query
the system (i.e. getting explanation)
Component 5: Explanation
sub-system
Two types of explanation:
WHY
▪ Explain why the system asked the question.
HOW
▪ Explain how ES arrived at the conclusion.
Justify the validity of the system’s findings
increase user confidence and trust
ES Development Process
K MANAGER
defines K strategy
initiates K development projects
facilitates K distribution
ENGINEER/
ANALYST
EXPERT elicits knowledge from PROJECT
manages MANAGER
elicits
requirements
validates from
delivers
analysis models to
KS manages
uses
USER
designs &
implements K SYSTEM
DEVELOPER
Source : Schreiber et al . ( 2000 )
ES Development Process
Knowledge engineering
Methodology for building an ES
6 phases of knowledge engineering:
Problem assessment
Knowledge acquisition
Design
Testing
Documentation
Maintenance
ES Development Process
ES Development Tool
Choice of tools and approaches for developing
ES includes:
Programming languages
Support aids and tools
Ready-to-use customized packages for
industry and government
ES shells
K n o w le d g e E n g in e e r
•G a in kn o w le d g e fro m exp e rt
•Tra n sfe r/ re p re se n t kn o w le d g e
in to a co m p u te r
U se r
•C a n b e th e e n d
u se r o r exp e rt
h im se lf
Task/Paradigm
ES has been applied to perform/solve the
following task/problem
Control – meeting certain
standards/specifications
Design – configuring objects under specific
constraints
Diagnosis – inferring malfunction/disease
and recommend solutions/treatment
Planning – designing actions
Monitoring – comparing observation to
expectation
Selection – identifying the best choice(s)
from a list of actions
Task/Paradigm
ES has been applied to perform/solve the
following task/problem
Interpretation – infer situation description
from observation
Prediction – infer likely consequences of the
given situation
Debugging – prescribe remedies for
malfunction
Repair – execute a plan to administer a
prescribed remedy
Instruction – diagnose, debug and correct
student’s misconception
Benefits & Limitations
B E N E FIT S LIM IT A T IO N S
R e d u ce d e cisio n m a kin g tim e W o rk w e llo n ly w ith in a n a rro w
d o m a in o f kn o w le d g e
Im p ro ve p ro d u ctio n o p e ra tio n s C a n m a ke m ista ke s
In cre a se o u tp u t a n d R isk o f kn o w le d g e q u ickly
p ro d u ctivity b e co m e o b so le te
C a n b e u se d a s to o ls fo r sta ff O n g o in g re lia n ce o n e xp e rts
tra in in g
R e te n tio n o f sca rce e xp e rtise K n o w le d g e is n o t a lw a ys
a va ila b le
U p g ra d e p e rfo rm a n ce D ifficu lt to e xtra ct e xp e rtise
fro m h u m a n e xp e rts
R e la tive ly a ffo rd a b le e xp e rtise U se r la ck o f tru st ca n im p e d e
u se
Im p ro ve q u a lity o f
p ro d u cts/ se rvice s
ES .. How it works?
In general, ES works by matching the
facts with its knowledge base content,
and display the output to user
Modus
R12 : A Ponens !
B
Knowledge base
Interface
Inference engine
B A
User
Working
memory
ES .. How it works?
In detail, it depends on what control
strategy each ES’s inference engine
utilizes, either forward chaining or
backward chaining or both
The principle of chaining is governed by
modus ponens.
ABC
A
B
C
Chaining signifies linking of a set of
pertinent rules.
Some important
concepts
Goal rule
A rule in which its conclusion is not a
premise of any other rules in the
knowledge base
E.g.
R1: (A B) C D
R2: D G T
R3: P Q B