INTELLIGENT SYSTEMS QUALIFIER
Spring 2008
Each IS student has two specialty areas.
Answer 2 of the 3 questions in each of your specialty area as well as 2 of the 3 Core questions below.
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All IS students must answer 2 of the 3 Core questions:
Core #1:
The female solitary wasp, Sphex, lays her eggs in a cricket that she has paralyzed and brought to her burrow.
The wasp grubs hatch and then feed on this cricket.
The wasp's routine is to bring the paralyzed cricket to the burrow, leave it on the threshold, go inside to see that all is well, emerge, then drag the cricket in.
If the cricket is moved a few inches away while the wasp is inside making her inspection, the wasp, on emerging from the burrow, will bring the cricket back to the threshold, but not inside, and then will repeat the procedure to see that everything is all right.
Experimenters have found that the wasp will repeat this exact procedure many, many times without any deviation.
(Part 1) Invent percepts, actions, and a production system that the wasp might be using in behaving this way.
(Part 2) Now propose one other architecture/process that may explain the wasp's behavior.
Show details.
(Part 3) Which of the two architectures/processes above better explains the wasp's behavior?
Why?
In general, how can we find whether one architecture/process is beter for explaining behavior?
Core #2:
In the four ‐ queens puzzle, we try to place four queens on a 4x4 chess board so that none can capture any other.
That is, only one queen can be on any row, column, or diagonal of the array.
Suppose we try to solve this puzzle using the following problem space.
The start node is labeled by an empty 4x4 array; the successor function creates a new 4x4 array containing one additional legal placement of a queen anywhere in the array; the goal predicate is satisfied if and only if there are four legally positioned queens in the array.
This puzzle can be solved using more than one method.
(Part 1) Invent an admissible heuristic function for this problem based on the number of queens placements remaining to achieve the goal.
Note that all goal nodes are precisely four steps from the start node.
Use your heuristic function in an A* search to the goal node.
Draw the search tree consisting of all 4x4 arrays produced by the search and label each array by its value of g and h functions.
Note that symmetry considerations mean we have to generate only three successors from the start node.
(Part 2) Now we can try to solve the same four ‐ queens puzzle as a constraint satisfaction problem.
The constraint graph for this puzzle contains four nodes, where each node represents a specific column on the 4x4 chess board.
Each node has exactly one variable that represents the row number and can take any integer value between 1 and 4.
The links between the nodes represent the constraints of the puzzle
(no queen can capture any other).
Draw the constraint graph, showing all the nodes, links, and variables.
Solve the puzzle using any method of constraint satisfaction.
(Part 3) Which method, A* or constraint satisfaction, would you recommend for this problem.
Why?
In general, what criteria are appropriate in deciding what method to use for a given problem?
Core #3:
In 1984, Doug Lenat initiated an ambitious project called Cyc to build a comprehensive repository of all human knowledge (see www.wikipedia.org/wiki/Cyc).
This would, if successful, enable AI systems to reason and learn at a human level.
Initially conceived as a 5 year project, Cyc is now over 20 years old and, although useful, still far from complete.
In the meantime, another ambitious project to capture all human knowledge has had phenomenal success: Wikipedia (see www.wikipedia.org/wiki/Wikipedia).
Just over 5 years old, it is now a leading reference, albeit sometimes controversial.
Of course, Wikipedia's knowledge resides in text form and is not usable by AI systems.
(Part 1) Could Wikipedia be used to build Cyc?
If so, explain how.
If not, explain why not.
(We're looking for a technical answer, not a philosophical one.)
(Part 2) Could Cyc be used to improve Wikipedia?
If so, explain how.
If not, explain why not.
(We're looking for a technical answer, not a philosophical one.)
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If one of your two areas is Perception, answer 2 of the 3 questions below:
Perception #1:
A classical problem in early vision is texture analysis and segmentation.
Historically, it has been argued that textures could be modeled as a collection of repeating patterns or elements known as "textons".
(A common example is an image of a golf ball, where the dimples on the surface constitute the textons).
Briefly describe a texton ‐ based solution for each of the classical problems of texture ‐ segmentation and shape ‐ from ‐ texture.
In the related problem of texture synthesis, the goal is to synthesize an output image, given an input image that contains examples of the desired texture.
The example ‐ based approach to texture synthesis, as popularized by the paper of Efros and Leung, has proven to be very successful in practice.
Compare and contrast the example ‐ based and texton ‐ based approaches to texture analysis and synthesis.
What are their respective strengths and weaknesses?
Choose one of the two problems of texture ‐ segmentation and shape ‐ from ‐ texture and sketch out a possible example ‐ based solution to your chosen problem.
Be as specific as possible about your algorithm and its inputs and outputs.
Perception #2:
You have the fortunate opportunity to spend 9 months studying in Italy.
Excited by the recent progress in categorical object recognition, you decide to build a system for categorizing buildings according to their architectural style.
Given an input photograph of a building, your system will output a category label.
Fortunately you have access to a hand ‐ labeled database of building images.
Sketch out a partial solution to this object recognition task.
What representation of the building appearance would you use?
How would you design the feature space?
What classifier design would you use?
How will you deal with issues like segmentation?
Describe how your system would be trained and how it would classify a novel input image.
What would be some examples of easy and hard building categories to distinguish and why?
How would the sources of variability in building design affect the performance of your system?
[Note that there are a number of dimensions along which buildings can differ based upon their architecture.
Some examples include the overall shape of the geometric forms that make up the building
(such as the roof shape or the proportions of the building), any decorative treatments applied to the exterior, placement of doors and windows, and choice of building materials.
It is not necessary that you have detailed knowledge of classical European architecture to answer this question, please feel free to use any reasonable building categories in describing your solution.]
Perception #3:
You are charged with the task of automatically recognizing dance movements from video.
You have been given two data sets, one consists of videos of Fred Astaire dances, the other contains videos of bee dances.
You decide to use HMM's to tackle this problem.
For each of the two dance domains (Fred
Astaire and bees), answer the following questions:
(Part 1) Describe the inputs and outputs of your recognition program
(Part 2) What do the states of the HMM represent?
How many states will you have?
(Part 3) What are the features?
(Part 4) How will you define the topology?
(Part 5) How much training data will you need for good recognition results?
(Part 6) After training, can you suggest a visualization technique for understanding what the HMM representation has captured?
(Part 7) How well do you think this approach will work for recognizing dances, and why?
Are there other representations that might work better?
Why or why not?
(Part 8) You notice that the SIGGRAPH deadline is tomorrow, and consider re ‐ using your trained HMM model as a means to synthesize new dance sequences for a graphics application (you can choose either of the two dance domains).
Is this a viable approach?
Why or why not?
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If one of your two areas is Robotics, answer 2 of the 3 questions below:
Robotics #1:
Having grown tired of watching countless Robocup soccer matches, you decide to invent a new form of team robot competition which is both more challenging and more likely to inspire the new generation of robotics students.
Consider, as an alternative, the classical game of Capture the Flag (CTF).
Briefly, CTF involves two teams, each of which has a base location with an associated flag.
The goal for each team is to reach their opponents base, remove their flag, and take it to their own base.
The first team to accomplish this goal wins.
Describe a possible design for a CTF team robot competition, which would be analogous to the current Small Size League (SSL) competition in Robocup.
(You can assume the availability of a hardware platform that is similar to any recent teams in the SSL.) Describe the fundamental problems in the coordination of robot teams that must be addressed in solving robot soccer and in solving CTF.
Compare and contrast these two competitions.
Which one is more challenging and why?
Robotics #2:
Arkin proposed a hybrid architecture for robot control in which low ‐ level control is handled by
"behaviors" that map perception directly to action, and higher ‐ level control that selects which behaviors to activate.
Usually the higher ‐ level controller is a state machine that switches between behaviors.
Usually there is a "classical" AI planner integrated into the system.
(Part 1) There are at least two ways a planner might be integrated: 1) The planner acts as one of several behaviors to suggest directions the robot should go, 2) The planner selects groups of behaviors to turn on or off.
(Part 2) Both of these methods are subject to failure.
Explain, for each type of integration how the system might fail.
Is there a fundamental lesson to be learned with regard to these failure modes?
Robotics #3:
Imagine we want to make a humanoid robot.
We do the best we can to give the robot the same sensors
(eyes, ears, nose, etc.) and affectors as the human body.
Next, we create an exoskeleton that fits around a researcher and records all his joint movements and sensations (sight, sound, etc.) for a year.
(Part 1) We try to use this data to train our humanoid robot how to move.
What are the pitfalls of this approach?
What are the benefits?
What method(s) would you use to train the system?
(Part 2) We try to use this data to teach the robot how to respond in social situations.
What are the pitfalls of this approach?
What are the benefits?
What method(s) would you use to train the system?
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If one of your two areas is Machine Learning, answer 2 of the 3 questions below:
ML#1:
Give at least two examples of unsupervised dimension reduction methods.
Give at least two examples of supervised dimension reduction methods.
If the end goal of machine learning is to minimize regression error or classification error, should an unsupervised dimension reduction method ever be performed as a pre ‐ processing step before applying the appropriate supervised learning method?
Why or why not?
ML#2:
Discuss the relative merits of loopy belief propagation vs.
Gibbs sampling in a Markov Random field, using an example of a real application to aid the explanation.
ML#3:
Researchers have generalized Q learning to multiagent environments by replacing the Q value in each state with a Q table mapping joint actions to expected future return.
In this setting, the "max" in the Q learning update is replaced by a game theoretic operation (minimax, Nash, correlated equilibrium).
Zinkevich has shown that there exists games where, in each state, only one player has a choice and yet players must choose actions stochastically to achieve the unique equilibrium.
Explain why this fact proves that the multiagent generalizations of Q learning are not guaranteed to converge to equilibria.
Does this sort of result have larger implications about the feasibility of methods that have been developed for multi ‐ agent reinforcement learning?
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If one of your two areas is Planning and Search, answer 2 of the 3 questions below:
Planning & Search #1:
Some have made the argument that reinforcement learning is simply another formulation of planning.
Would you agree with this statement?
Why or why not?
What are the theoretical and practical differences between classical planning and the approaches used to solve it and reinforcement learning and the approaches used for solving it?
Planning & Search #2:
You are designing a planner for a mobile robot in a mostly static environment with some dynamic obstacles.
The planner represents the world as a binary grid of obstacles and free space and searches it with A*.
Assuming that you don't know how the dynamic obstacles will move design the best possible
A* heuristic and describe how you would compute it.
How would you improve this heuristic if the dynamic obstacles moved in a predictable way?
Planning & Search #3:
Under what circumstances will GraphPlan stop growing the graph?
In STRIPS planning, prove that
GraphPlan is complete: it returns a solution or terminates in finite time.