ייצוג מידע ודרכי החלטה Logic in general • Logics are formal languages for representing information such that conclusions can be drawn • Syntax defines the sentences in the language • Semantics define the “meaning” of sentences; – i.e., define truth of a sentence in a world • E.g., the language of arithmetic – x+2 ≥ y is a sentence; x2+y > is not a sentence 2 Propositional logic: Syntax • Propositional logic is the simplest logic – illustrates basic ideas • The proposition symbols P1, P2, etc. are sentences – – – – If S is a sentence, S is a sentence (negation) If S1 and S2 are sentences, S1 S2 is a sentence (conjunction) If S1 and S2 are sentences, S1 S2 is a sentence (disjunction) If S1 and S2 are sentences, S1 S2 is a sentence (implication) • Implication also is Not S1 S2 – If S1 and S2 are sentences, S1 S2 is a sentence (biconditional) – 3 Propositional logic: Semantics Rules for evaluating truth with respect to a model m: S is true iff S is false S1 S2 is true iff S1 is true and S2 is true S1 S2 is true iff S1is true or S2 is true S1 S2 is true iff S1 is false or S2 is true i.e., is false iff S1 is true and S2 is false S1 S2 is true iff S1S2 is true and S2S1 is true Simple recursive process evaluates an arbitrary sentence, e.g., P1,2 (P2,2 P3,1) = true (false true) = true true = true 4 Truth tables for connectives 5 More examples • Show that A B ≡ (A → B) Λ (B → A) • Show that: [(t → w) Λ ~ w] → ~ t • Show that: [(p → q) Λ (q → r) ] → (p → r) Law of Modus Tollens Given: t →w w Prove: t t →w ~w ~t or [(t → w) Λ ~ w] → ~ t Set up a truth table to prove! Prove [(t → w) Λ ~ w] → ~ t] t w ~t ~w t → w (t → w) Λ ~ w [(t → w) Λ ~ w ]→ ~ t Prove [(t → w) Λ ~ w] → ~ t t w ~t ~w t → w T T F F T F F F T F F (t → w) Λ ~ w (t → w) Λ ~ w → ~ t T F T T F F T T F T F T T T T T T [(t → w) Λ ~ w] → ~ t is a Tautology therefore a valid argument! Chain Rule (Law of Syllogism) [(p → q) Λ (q → r) ] → (p → r) p q r p →q q →r (p → q) Λ (q → r) p →r See above Chain Rule (Law of Syllogism) [(p → q) Λ (q → r) ] → (p → r) p q r T T T T F F F F T T F F T T F F T F T F T F T F p →q q →r (p → q) Λ (q → r) p →r See above Chain Rule (Law of Syllogism) [(p → q) Λ (q → r) ] → (p → r) p q r p →q q →r T T T T F F F F T T F F T T T T T F T T T F T T T T F F T T F F T F T F T F T F (p → q) Λ (q → r) T F F F T F T T p →r T F T F T T T T See above T T T T T T T T Chain Rule Example p : You study q : You pass r : You get a surprise P1: P2: pq qr If you study, then you will pass. If you pass, then you will get a surprise. Logical equivalence • Two sentences are logically equivalent iff true in same models: α ≡ β iff α╞ β and β╞ α • • 14 Satisfiability • A sentence is satisfiable if it is true in some model e.g., A B, C • A sentence is unsatisfiable if it is true in no models e.g., A A • Disjunction normal form (DNF) : Only “Or” between Logic statements – (A1 B1) (A2 B2) (A3 B3) • Conjunction normal form (CNF) : Only “And” between Logic statements – (A1 B1) (A2 B2) (A3 B3) 15 Hard satisfiability problems • Consider random 3-CNF sentences (randomly selected 3 distinct symbols, each negated with 50% probability), e.g., (D B C) (B A C) (C B E) (E D B) (B E C) m = number of clauses n = number of symbols (overall, in the KB) – Hard problems seem to cluster near m/n = 4.3 (critical point) – Lower ratio is less constrained, higher ratio is more constrained 16 Hard satisfiability problems Graph showing probability that a random 3-CNF sentence with n=50 symbols is satisfiable, as a function of the clause/symbol ratio m/n 17 Other Logics… 18 First Order Logic • • • • • • • Constants Predicates Functions Variables Connectives Equality Quantifiers KingJohn, 2, HU, ... Brother, >, ... Sqrt, LeftLegOf, ... x, y, a, b, ... , , , , = , 19 Universal quantification • <variables> <sentence> Everyone at HU is smart: x At(x, HU) Smart(x) • x P is true in a model m iff P is true with x being each possible object in the model • Roughly speaking, equivalent to the conjunction of instantiations of P ... At(KingJohn, HU) Smart(KingJohn) At(Richard, HU) Smart(Richard) At(HU, HU) Smart(HU) 20 Existential quantification <variables> <sentence> Someone at TAU is smart: x At(x, TAU) Smart(x) x P is true in a model m iff P is true with x being some possible object in the model • Roughly speaking, equivalent to the disjunction of instantiations of P • • • • At(KingJohn, TAU) Smart(KingJohn) At(Richard, TAU) Smart(Richard) At(TAU, TAU) Smart(TAU) ... 21 Fun with sentences • Brothers are siblings x y Brother(x, y) Sibling(x, y) • “Sibling” is symmetric x y Sibling(x, y) Sibling(y, x) • One’s mother is one’s female parent x y Mother(x, y) (Female(x) Parent(x, y)) • A first cousin is a child of a parent’s sibling x y FirstCousin(x, y) p ps Parent(p, x) Sibling(ps, p) Parent(ps, y) 22 Using FOL The set domain: • s Set(s) (s = {} ) (x,s2 Set(s2) s = {x|s2}) • x,s {x|s} = {} • x,s x s s = {x|s} • x,s x s [ y,s2} (s = {y|s2} (x = y x s2))] • s1,s2 s1 s2 (x x s1 x s2) • s1,s2 (s1 = s2) (s1 s2 s2 s1) • x,s1,s2 x (s1 s2) (x s1 x s2) • x,s1,s2 x (s1 s2) (x s1 x s2) 23 Examples • http://people.umass.edu/partee/NZ_2006/M ore%20Answers%20for%20Practice%20in%20 Logic%20and%20HW%201.pdf Using FOL The set domain: • s Set(s) (s = {} ) (x,s2 Set(s2) s = {x|s2}) • x,s {x|s} = {} • x,s x s s = {x|s} • x,s x s [ y,s2} (s = {y|s2} (x = y x s2))] • s1,s2 s1 s2 (x x s1 x s2) • s1,s2 (s1 = s2) (s1 s2 s2 s1) • x,s1,s2 x (s1 s2) (x s1 x s2) • x,s1,s2 x (s1 s2) (x s1 x s2) 25 דרכים להחליט בפועל • Fuzzy Logic • MDP • Game Theory Applications of MDPs This extends the search algorithms of your first lectures to the case of probabilistic next states. Many important problems are MDPs…. … … … … … … … Copyright © 2002, 2004, Andrew W. Moore Robot path planning Travel route planning Elevator scheduling Bank customer retention Autonomous aircraft navigation Manufacturing processes Network switching & routing The “Standard” Approach – MDP MDP model is a 4-tuple where: • S is the set of all possible environment states. • N is a group of agents. • Ai is the set of all possible joint actions applicable in the environment by agent i. • Pr models dynamics – S x A x S [0, 1] with Pr(si, a, sj) denotes the probability that action a executed in state si, will transition to state sj . • R is the reward function for agents’ possible actions. Markov Decision Processes An MDP has… • A set of states {s1 ··· sN} • A set of actions {a1 ··· aM} • A set of rewards {r1 ··· rN} (one for each state) • A transition probability function Pijk ProbNext j This i and I use action k At each step: 0. Call current state Si 1. Receive reward ri 2. Choose action {a1 ··· aM} 3. If you choose action ak you’ll move to state Sj with probability 4. All future rewards are discounted by g Copyright © 2002, 2004, Andrew W. Moore Pijk John Nash, the person portrayed in “A Beautiful Mind” Game theory: Payoff matrix Person 2 Action C Person 1 Action D Action A 10, 2 8, 3 Action B 12, 4 10, 1 • A payoff matrix shows the payout to each player, given the decision of each player How do we find Nash equilibrium (NE)? • Step 1: Pretend you are one of the players • Step 2: Assume that your “opponent” picks a particular action • Step 3: Determine your best strategy (strategies), given your opponent’s action – Underline any best choice in the payoff matrix • Step 4: Repeat Steps 2 & 3 for any other opponent strategies • Step 5: Repeat Steps 1 through 4 for the other player • Step 6: Any entry with all numbers underlined is NE Decision tree in a sequential game: Person 1 chooses first Person 1 chooses yes B A Person 1 chooses no C Person 2 chooses yes Person 2 chooses no Person 2 chooses yes 20, 20 5, 10 10, 5 Person 2 chooses no 10, 10 2 player zero-sum finite NONdeterministic games of perfect information The search tree now includes states where neither player makes a choice, but instead a random decision is made according to a known set of outcome probabilities. ( )-a ( )-chance p=0.5 p=0.5 ( )-b ( )-b +4 -20 ( )-b ( )-chance p=0.8 p=0.2 ( )-a ( )-a ( )-a -5 +10 +3 Game theory value of a state is the expected final value if both players are optimal. Let’s compute a matrix form of this! Slide 34 Minimax with Matrix Forms A can decide from this matrix which strategy is “best”. For each strategy, A considers the worst-case counter strategy by B. A chooses the row with the maximum minimum value. For A, the value of the game is this value. In this example A chooses A-II, and says game has value 3. B-I B-II B-III A-I 7 3 -1 A-II 7 3 4 A-III 2 2 2 A-IV 2 2 2 When B decides which strategy is best, B searches for which column has the minimum maximum value. In this example, B chooses B-II, and says game has value 3. Fundamental game theory result (proved by von Neumann): In a 2-player, zero-sum game of perfect information, Maximin==Minimax. And there always exists an optimal pure strategy for each player. Slide 35 Fuzzy Logic What is Fuzzy Logic? Problem-solving control system methodology Linguistic or "fuzzy" variables Example: IF (process is too hot) AND (process is heating rapidly) THEN (cool the process quickly) Approach The Rule Matrix Error (Columns) Error-dot (Rows) Input conditions (Error and Error-dot) Output Response Conclusion (Intersection of Row and Column) -ve Error Zero Error -ve Errordot Zero Errordot +ve Errordot No change +ve Error