(D-Problems discussed on Thursday, 10-Apr-2008)
(Q-Problems due on Tuesday, 15-Apr-2008)
T11-PP1: (Eliza and other Chatterboxes)
(a) Do a web-search on "Eliza Psychiatrist" for Eliza-like programs
on the web. Some are listed in this file .
(b) Then, use the same input text sequence as the one
given in the lecture notes and see the difference in the
responses given by the different Eliza-like programs.
(c) Then, try it out with the second set of text sequence.
Discussion Problems: -- Prepare (individually)
for tutorial discussion.
T9-D1: (AI: Game Playing)
For the simple game of checkers (or draughts), discuss how you
might get a computer to play it:
T9-D2: [Simple Neural networks] Prob 4 on Chapter 14 of [SG2/3].
T9-D3: (PROLOG and Knowledge-Based System)
(a) Read Ch.9.4.2 of [SG2/3] on "Logic Programming and PROLOG for Rule-based system".
(b) Practice Problem 1,2,3 of Ch.9.4.2 of [SG2/3].
T9-D4: (Rule-based System for Road Network)
Assume you are given a road network, where the
set of road junctions are denoted by A, B, C, D, E, F
and the connecting roads by AB, AD, BC, BD, DE, EC, EF
as shown below.
(In the example, roads with arrows indicate one way streets.)
B C
A O----O-----O
\ | ^
\ | |
\ V |
VO-----O-----O F
D E
Assume that you have an automated vehicle and you want to go
from a road junction A to road junction F.
Explain how you will model the above using a rule-based system so that you can find a route from any junction P to another junction Q for the automated vehicle. (Specifically, what location representation and rules would be needed to achieve this. State any assumptions made.)
T11-D5: (Pick Up Sticks -- Game Strategy)
In this 2-player game, we start with 27 sticks. The players take turns
picking up sticks. On each turn, a player must pick up 1, 2, or 3 sticks.
The player who picks up the last stick loses.
Devise a winning strategy for this game.
Problems to be Handed In for Grading by the Deadline:
(Note: Please submit hard copy to me. Not just soft copy via email.)
T11-Q1: (10 points) (Machine Awareness?)
Suppose a vending machine is designed to dispense various products
depending on which button is pressed.
Would you say that such a machine is "aware" of which button
is pressed? Think of a simple test you can do to justify your position.
(Limit your answer to one paragraph (6-10 lines).
Long-winded answers will receive a grade of 0.)
T11-Q2: (10 points) [Neural Networks]
Prob 5 on Chapter 14 of [SG2/3].
T11-Q3: (10 points) (eight-puzzle)
Consider the state graph for the
eight-puzzle with the following
starting state:
1 2
4 5 3
7 8 6
(a) Draw all states that are within 3 moves of the
above starting state.
T11-Q4: (10 points) (Rule-based system)
Spring 2007 Quiz 2, Question 4(a-e).