andy
b24f551589
Affected files: .obsidian/backlink.json .obsidian/graph.json .obsidian/workspace-mobile.json .obsidian/workspace.json Events/🪣🪣🪣.md Health/ADHD.md STEM/AI/Classification/Gradient Boosting Machine.md STEM/AI/Neural Networks/CV/Visual Search/Visual Search.md STEM/AI/Neural Networks/Learning/Tasks.md STEM/AI/Pattern Matching/Dynamic Time Warping.md STEM/AI/Problem Solving.md STEM/CS/Regex.md STEM/img/dtw-graph-unit.png STEM/img/dtw-graph.png STEM/img/dtw-gross-partitioning.png STEM/img/dtw-heatmap-distortion.png STEM/img/dtw-heatmap.png STEM/img/dtw-possible-movements.png STEM/img/dtw-score-pruning.png STEM/img/nn-tasks-function-approx-inverse.png STEM/img/nn-tasks-function-approx.png STEM/img/nn-tasks-pattern.png STEM/img/problem-solving-arch.png STEM/img/problem-solving-goal-based.png STEM/img/problem-solving-reflex.png STEM/img/visual-search-arch.png STEM/img/visual-search-crude.png
57 lines
1.4 KiB
Markdown
57 lines
1.4 KiB
Markdown
# Problem Types
|
|
- Toy/game problems
|
|
- Illustrative
|
|
- Real world problems
|
|
- Exact solutions
|
|
|
|
# Intelligent Agents
|
|
*Any thing which can be viewed as perceiving its environment through sensors and acting upon that environment through its affectors*
|
|
|
|
## Reflex
|
|
![](img/problem-solving-reflex.png)
|
|
## Goal Based
|
|
![](img/problem-solving-goal-based.png)
|
|
## Utility-based
|
|
|
|
# Environments
|
|
- (in)accessible
|
|
- (non)-deterministic
|
|
- (non)-episodic
|
|
- Static/dynamic
|
|
- Discrete/continuous
|
|
|
|
# Solving
|
|
1. Precise problem definition
|
|
- Start conditions and goal state
|
|
2. Problem analysis
|
|
- Appropriate representation
|
|
- Problem characteristics
|
|
- Knowledge intensive
|
|
- Decomposability
|
|
3. Choice of best technique
|
|
|
|
# Moves
|
|
- Ignorable
|
|
- Simple control structure
|
|
- Recoverable
|
|
- Backtrack using control stack
|
|
- Irrecoverable
|
|
- Much effort needed for each decision/move
|
|
|
|
![](img/problem-solving-arch.png)
|
|
- Control
|
|
- Cause movement
|
|
- Be systematic
|
|
- Be guided by heuristics
|
|
|
|
# Predictability
|
|
## 8 Puzzle
|
|
- Can plan ahead with certainty — only need a
|
|
control structure with backtracking
|
|
- recoverable, certain outcome
|
|
## Chess
|
|
- Future moves are not predictable with certainty.
|
|
- May need to consider several possibilities, and decide best option based on Incomplete information
|
|
- irrecoverable — once a piece is taken cannot in general recover from this state.
|
|
- deciding on an optimal move can be difficult
|
|
- try to predict opponent's move |