What means Scheduling in terms of AI?

What means Scheduling in terms of AI?



- How long action takes and When it occurs

- Multiple activities / Constraints

What means Planning in terms of AI?

What means Planning in terms of AI?



- planning what to do and in what order

Example: STRIPS

- automated planning computer system (moving blocks)

- set of actions (move one block at a time) and constraints (block x cannot be on block y)

What are the advantages of Constraint Programming?

What are the advantages of Constraint Programming?



- solve problems more efficiently
- eliminate large portions of Search Space makes the computation faster

Explain the A* search.

Explain the A* search.



- expands most promising paths first
- avoids expanding paths that are, from the beginning, already expensive

- at each step it picks the node using the sum of two other parameters:
g = the movement cost to move from the starting point to a given square
h = the estimated movement cost to move from that given square on the grid to the final destination.

Explain the Heuristic search and two different types of it.

Explain the Heuristic search and two different types of it.



- take the most promising node

- is a way to inform the search about the direction to a goal

Greedy search - best-first

- Takes the best path, from a local point of view

- Greedy - At each step - tries to get as close to the goal as possible

- When a step is taken - Never goes back!

Hill climbing

-Mathematica optimization

-Start with initial solution and pick neighboring solutions and evaluate them

Explain the bidirectional search.

Explain the bidirectional search.



Two simultaneous searches
- From initial state
- From goal state
-> Test if the searches meet = solution

For the goal state - requires a method for computing predecessors. "to search backwards from goal"

Explain depth-first search.

Explain depth-first search.



From the root node:
- explores the deepest nodes first (last generated node)
- moves towards the next deepest node.

Implemented using LIFO queue data structure.

Disadvantage - may not terminate = go into infinitely on one path not guaranteed to find the shortest path - unless it goes through
the whole tree.

Explain breadth-first search and disadvantages of it.

Explain breadth-first search and disadvantages of it.



From the root node:
- explores the neighbor nodes first
- moves towards the next level neighbors.

Implemented using FIFO queue data structure

Disadvantage - each level of nodes is saved for creating next one = consumes a lot of memory space and time

What is the difference between weak AI and strong AI and Super AI?

What is the difference between weak AI and strong AI and Super AI?



Weak AI:
- simulates thinking
- reasons and solves problems within a domain
- uses models for problem-solving

Strong AI:
- demonstrates "human-like" intelligence
- performs intelligent /intellectual tasks
- "Think on a level with humans"
- Learns (Machine Learning)
- has self-awareness

Super AI:
- an intellect that is much smarter than the best human brains in practically every field

Briefly describe the Turing Test.

Briefly describe the Turing Test.


Briefly describe the Turing Test.
Briefly describe the Turing Test.


- hidden computer A and a person B converse with another person C
- If C is unable to distinguish which he is conversing with, then the computer can be said to be able to "think"

What is Affordance describing?

What is Affordance describing?


a. The look of a tool discloses what happens when you use the tool.

b. That an operation is easy to perform.

c. The way an object look shows you how to manipulate it.


Answer: c

Which of these is a correct description of the Gulf of evaluation?

Which of these is a correct description of the Gulf of evaluation?


a. The difference between the user's formulation of the actions to reach the goal and the actions allowed by the system.

b. The distance between the physical presentation of the system state and the expectation of the user.

c. The user misunderstands the rules for how to communicate information to the computer.


Answer: b

According to D. Norman, Constraints should be used:

According to D. Norman, Constraints should be used:


a. to stop unauthorised users from using a system.

b. to help users from different backgrounds to use the same system.

c. to guide the users and stop them from making mistakes.


Answer: c

Forcing functions are needed when:

Forcing functions are needed when:


a. the system is not responding and the user cannot use the system as supposed to. The user then must restart the computer, but the system must first save the users work.

b. the user must perform a response to the system, before it is possible for the user to continue with the current task/function in the system.

c. the users have different experience and background, but must learn how to use the same system in a short time period.


Answer: b

What is Mapping?

What is Mapping?


a. The interface is designed in a way so that the user knows where he/she is in the interface and what options that are available.

b. Knowledge from one domain is used to explain something unknown in another domain.

c. The relationship between a control and the object that is being controlled.


Answer: c

The following is a definition of Feedback:

The following is a definition of Feedback:


a. The user can in every state of the system start the help function that describes what the user is doing at the moment.

b. The user gets information about which action has taken place and what effect on the system the action had.

c. In the system development process, you have evaluations where the new users are involved.


Answer: b

Which of these is a correct description of the Gulf of execution?

Which of these is a correct description of the Gulf of execution?


a. The difference between the user's formulation of the actions to reach the goal and the actions allowed by the system.

b. The distance between the physical presentation of the system state and the expectation of the user.

c. The user misunderstands the rules for how to communicate information to the computer.


Answer: a

When sketching, the following qualities are important:

When sketching, the following qualities are important:


a) It looks like a finished product

b) It helps the designer talk about their work without any ambiguity

c) It helps the designer to think about and/or discuss their ideas


Answer: c

Sketching can help to:

Sketching can help to:


a) Produce, refine and communicate ideas.

b) Produce lots of design ideas.

c) Make an idea look really good.


Answer: a

"Sketching is not about drawing. Rather, it is about design". What does this mean?

"Sketching is not about drawing. Rather, it is about design". What does this mean?


a) Sketching is a process for generating and developing ideas.

b) Sketching is a process for making sure the design is exactly right before developing it.

c) Sketching is a process for producing high quality artwork for products.


Answer: a

Identify the main message:

Identify the main message:


1) By repeating it - as many times as possible the same way

2) By using a "catch phrase"

3) By repeating it - preferably in different ways.


Answer: 3

The goal of all presentations is:

The goal of all presentations is:


1) To get the audience to buy your product

2) To capture the audience's imagination

3) To get recipients to understand the message by focusing on this, thinking about it and discuss it, for as long as possible.


Answer: 3

When you are several presenters in a team you should:

When you are several presenters in a team you should:


1) Have the same kind of clothes, in order for it to look like you are a team

2) Make sure that everybody has the same amount of speaking time

3) Make sure you know who is to say what and when. View the presentation as a rehearsed theater play.


Answer: 3

When giving a presentation, it is a good idea to:

When giving a presentation, it is a good idea to:


1) Summarize the message early, in one to two sentences

2) Rely heavily on Powerpoint

3) Start with a joke


Answer: 1

In six thinking hats each hat represents

In six thinking hats each hat represents


a) A group of stakeholders

b) A mode of thinking

c) A design challenge


Answer: b

"How might we"-questions are valuable because they

"How might we"-questions are valuable because they


a) Link insights to possible solutions

b) Are broadly formulated to cover as much ground as possible

c) Let you explore your own ideas


Answer: a

A golden rule in brainstorming is that

A golden rule in brainstorming is that


a) errors should be caught early

b) you should trust only your own ideas

c) you should defer judgment


Answer: c

Brainstorming should be done

Brainstorming should be done


a) Only by stakeholders/users

b) By designers and stakeholders/users together

c) Only by designers


Answer: b

A structured Ideation process starts with

A structured idealization process starts with


a) making sense of your data

b) developing your own ideas

c) brainstorming ideas


Answer: a

A golden rule in brainstorming is that

A golden rule in brainstorming is that


a) quantity and quality are equally good

b) quality is better than quantity

c) quantity is better than quality


Answer: c

In Nielsens set of heuristics, the rule "aesthetic and minimalist design" states that:

In Nielsens set of heuristics, the rule "aesthetic and minimalist design" states that:


a. You should strive towards minimizing the user errors

b. The main point in interface design is to make it aesthetically pleasing

c. Dialogs should not contain information that is irrelevant or rarely needed.


Answer: c

In Nielsens set of heuristics, the rule "recognition rather than recall" states that:

In Nielsens set of heuristics, the rule "recognition rather than recall" states that:


a. Minimize the user's memory load by making objects, actions and options visible

b. You should recall the software system when there are major flaws in it

c. You should use terms that the user recognise from his/her world


Answer: a

In Nielsens set of heuristics, the rule "user control and freedom" states that:

In Nielsens set of heuristics, the rule "user control and freedom" states that:


a. You should provide the user with clearly marked emergency exits to leave the unwanted states

b. The user should be able to customise his/her interface as much as possible

c. Lessen the use of constraints in order to allow the user to do whatever they like


Answer: a

Reasons for using an inspection method instead of usability testing are:

Reasons for using an inspection method instead of usability testing are:


a. The user group consists of very specific personality types with unusual skills and behaviours

b. You would like to understand how the users appropriate the new technology

c. The users are not available and you are short on time


Answer: c

In a heuristic evaluation:

In a heuristic evaluation:


a. A group of test users conduct a formal experiment

b. A group of psychologists administer a questionnaire

c. A group of usability experts review a user interface according to a small set of principles


Answer: c

Using the "think aloud" technique is good for:

Using the "think aloud" technique is good for:


a) Understanding how the design team have reasoned.

b) Understanding how the users are reasoning.

c) Understanding what the user is looking at.


Answer: b

Common test metrics are:

Common test metrics are:


a) Number of successful task completions, number of critical errors made, and time on task.

b) Number of successful task completions, the amount of feedback from the participants, and the number of questions from the participants.

c) Number of questions from the participants, the number of times the product "crash", and the amount of feedback from the participants.


Answer: a

When planning a usability test these are key-issues to consider.

When planning a usability test these are key-issues to consider.


a) The number of participants, the look of your product, and the time of day

b) The number of participants, the location of the test, and how the participants like the product.

c) The scope (what part you are testing), the purpose, and the tasks the users are to perform.


Answer: c

One central component of usability testing is:

One central component of usability testing is:


a) Collecting data about the errors ("bugs") in functionality of the product.

b) Collecting data about what the users think about the product.

c) Collecting data about users' performance on predefined tasks.


Answer: c

Usability testing refers to:

Usability testing refers to:


a) Evaluating a product or service by performing a strict test-protocol.

b) Evaluating a product or service by testing it with "edge-case" data.

c) Evaluating a product or service by testing it with representative users.


Answer: c

Reliability is

Reliability is


a. How well a method produces the same result on separate occasions

b. How well the method measures what it is intended to measure

c. How well you can trust your users to be truthful and trustworthy


Answer: a

Ecological validity is

Ecological validity is


a. A special kind of validity that concerns how eco-friendly our system is

b. A special kind of validity that concerns how the environment in which an evaluation is done influences or even distorts the results

c. A special kind of validity that concerns how sustainable our use situation is


Answer: b

Advantages of crowdsourcing in usability evaluation are

Advantages of crowdsourcing in usability evaluation are


a. Flexibility, inexpensive and quick

b. Diversity of users from all over the world, complex insights into use situations and high amount of control

c. Large data sets, representative users and controlled settings


Answer: a

When performing a usability test we are often looking for

When performing a usability test we are often looking for


a. Intention to buy our product

b. Number of errors done during a task or the time to complete a task

c. What "bugs" are still in our system


Answer: b

Field based evaluation studies are good at:

Field based evaluation studies are good at:


a. Demonstrating how people use technology in their intended setting

b. Cheeply finding most of the basic usability problem

c. Quickly produce relevant feedback


Answer: a

A summative evaluation is

A summative evaluation is


a. Done in different times during the development of a system in order to guide the further development

b. Done at the end of a development cycle in order to verify that it fulfills the goals

c. Done before the ideation phase in order to give input to the design process


Answer: b

A formative evaluation is

A formative evaluation is


a. Done before the ideation phase in order to give input to the design process

b. Done in different times during the development of a system in order to guide the further development

c. Done at the end of a development cycle in order to verify that it fulfills the goals


Answer: b

Why do we evaluate our designs usability

Why do we evaluate our designs usability


a. We need to see that the product is robust and delivers correct results

b. We need to verify that our users understand how to use our product

c. We need to make sure that our product is delivering what it promises


Answer: b

Paper prototyping involves:

Paper prototyping involves:


a) Using pen and paper designs to simulate user interaction and flow.

b) Sketching on paper and picking the best ones.

c) Testing different types of paper for building designs.


Answer: a

A high-fidelity prototype is most useful for:

A high-fidelity prototype is most useful for:


a) Testing functionality of a product and selling the design to others.

b) Testing out new ideas and iterating over them quickly.

c) Gathering requirements.


Answer: a

The main advantages of low-fidelity prototyping are:

The main advantages of low-fidelity prototyping are:


a) Quickly develop code to match specification.

b) Quickly identify usability issues.

c) Quick, cheap and easy to fail and recover.


Answer: c

A low-fidelity prototype is:

A low-fidelity prototype is:


a) A tool without only one function built in.

b) A tool for documenting the steps a user should take to use a system

c) A quick way to check the functionality and interaction of an idea


Answer: c

Wizard of Oz is a low-fidelity prototyping technique. It involves:

Wizard of Oz is a low-fidelity prototyping technique. It involves:


a) A person simulating the response of a design or software systems to end-user interaction.

b) Giving the end-user admin rights so they can test the function of a system.

c) Imagining a system being used in a far-away land.


Answer: a

A prototype is:

A prototype is:


a) A design which can easily be copied and replicated.

b) A way for stakeholders to interact with a design, and tests its suitability for their needs.

c) A framework for design and interactions.


Answer: b

Which of these is a useful fit criterion for usability:

Which of these is a useful fit criterion for usability:


a) Less than 5% of users will complain about the background colour.

b) The system will be easy to use for most people.

c) One month's use of the product shall result in a total error rate of less than 1 percent.


Answer: c

User characteristics describe:

User characteristics describe:


a) How a user should look in the system

b) How the system should characterise the user

c) Expected characteristics of the user group.


Answer: c

Functional Requirements describe:

Functional Requirements describe:


a) What a system should do.

b) How the user can interact with the system.

c) What a developer should do.

Answer: a

Requirements should be:

Requirements should be:


a) Clear, unambiquous, specific and measurable.

b) Short, technically correct, and well written.

c) Creative, inspiring but not detailed.


Answer: a

Requirements work best when they consider:

Requirements work best when they consider:


a) What the customer tells the developer they want.

b) The designer's intuition

c) The needs of all stakeholders


Answer: c

Requirements are useful for developers because:

Requirements are useful for developers because:


a) Their manager told them they were.

b) They are very specific and detailed and can be directed developed from.

c) They specify what is needed and how to know if it has been delivered but allow for freedom in how they are implemented.


Answer: c

Why are requirements useful in the development process?

Why are requirements useful in the development process?


a) Reduce costs and time in development, reduce confusion in communication, and provide good testing criteria for the final product.

b) They reduce the creative space for developers, leading to fewer mistakes.

c) They make it possible to learn from mistakes in the development process.


Answer: a

A requirement is:

A requirement is:



a) A statement of something the developer should build.

b) A statement of what a product or systems should do or how it will do it.

c) A mandatory feature that all software must include.


Answer: b

When should an interview be transcribed?

When should an interview be transcribed?


a) Never. It should be erased as soon as it has been used.

b) Whenever it suits the purpose of the analysis to do so.

c) Always. This is the only way to use the data for analysis.


Answer: b

An information sheet is:

An information sheet is:


a) A document where the participant provides permission for how they will participate in the study

b) A document describing the purpose of the interview, the participant's right to withdraw, and how data will be used after the study

c) A description of the purpose of the interview that is available on a website


Answer: b

A consent form is:

A consent form is:


a) A list of questions that the interviewer will read, which the interviewee agrees to before the interview.

b) A document where the participant provides permission for how they will participate in the study and how they want their data to be used.

c) A document describing the purpose of the interview that the interviewee sees before the interview.


Answer: b

An interview schedule is:

An interview schedule is:


a) A timetable of when the interviewer will conduct interviews.

b) A structured set of questions that guide the interviewer.

c) A structured set of questions that the interviewer must follow.


Answer: b

An interview has many differences from a conversation. An interview has which of the following set of qualities:

An interview has many differences from a conversation. An interview has which of the following set of qualities:


a) Informally arranged; audio recorded; no specific goal; last about 30 minutes.

b) Is planned and organised; a premium placed on making everyone feel comfortable; the interviewee is responsible for the topics covered in the interview

c) A definite purpose; planned and organised; a premium placed on making meanings explicit; the interviewer is responsible for the topics.


Answer: c

When interviewing people about their technology usage, there is often a slight mismatch with e.g. recorded or logged data of their interactions. Why is that?

When interviewing people about their technology usage, there is often a slight mismatch with e.g. recorded or logged data of their interactions. Why is that?


a) The data is wrong, because the person is always right.

b) People are not always fully aware of what they do.

c) People are lying because they are dishonest and may want to ruin the study


Answer: b

When conducting an interview, the first thing you should do is:

When conducting an interview, the first thing you should do is:


a) Ask the participant about themselves to ensure they are good participants

b) Inform the participant about the purpose of the interview and get consent for how you will store and use their data.

c) Start audio or video recording the room to ensure no data is lost


Answer: b

Stakeholders are:

Stakeholders are:



a. The individuals that could claim a stake in the success or failure of the project.

b. The individuals or groups that can influence or be influenced by the success or failure of a project.

c. The individuals that are affected financially by the project.


Answer: b

Identifying users:

Identifying users:


a. Is not always a straightforward activity.

b. Is easy due to the fact that they are the customers

c. Is most often a simple task.


Answer: a

Iterative design is a good approach due to:

Iterative design is a good approach due to:


a. No matter how good the designers are, ideas will need to be revised, likely several times.

b. You can worry about the users need in later design cycles

c. It's easier to manage a design team when the process has shorter dead-lines.


Answer: a

Empirical measurement regards

Empirical measurement regards


a. Identifying specific goals up front that the product can be empirically evaluated against.

b. Measuring the success of the product.

c. Measuring the outcome of a design project


Answer: a

Adopting a user-centred approach means that:

Adopting a user-centred approach means that:


a. The users are being involved as the central arbitrator when you have to make trade-offs.

b. The real users and their goals, not just technology, are the driving force behind product development.

c. The users have a central role within the design team


Answer: b

Participatory design is

Participatory design is


a. An overarching design philosophy that focus on the participants in the design team.

b. An overarching design philosophy that places the users as central actors in creating activities.

c. An overarching design philosophy that places the design team as participators in the activity for which they are designing.


Answer: b

Expectation management is:

Expectation management is:


a. The process of keeping track of the upcoming phases of the project.

b. The process of making sure you don't exceed the project budget by expecting to do too much.

c. The process of making sure that the users' expectations of the new product are realistic.


Answer: c

Involving users in development is important because

Involving users in development is important because


a. It's the best way to ensure that the end product is usable.

b. It's the only way of knowing what the user wants

c. It's the cheapest way of getting information about use situations


Answer: a

The double diamond of design consists of these four phases

The double diamond of design consists of these four phases


a. Discover, Decide, Determine, Deliver

b. Determine, Define, Detect, Deliver

c. Discover, Define, Develop, Deliver


Answer: c

When you apply design principles

When you apply design principles


a. You have to deal with trade-offs and make judgement calls often

b. You have to avoid ending up in situations where the rules conflict with each other

c. You have to abide by the rules as strict as you can


Answer: a

Consistency refers to

Consistency refers to


a. Designing interfaces to have similar operations and use similar elements for achieving similar tasks

b. Having the same graphical representation in the whole system

c. Making everything adhere to a strict look (same colours, fonts, etc.)


Answer: a

The design principle Visibility is describing:

The design principle Visibility is describing:


a. How good a brand comes across in the user experience

b. How visible an interface is

c. The importance of having information visible at all (or at least the right) time


Answer: c

Dan Saffer has described "micro-interactions" as:

Dan Saffer has described "micro-interactions" as:


a. The little sound you here when pushing a button or similar

b. Moments of interactions at the interface - despite being small - can have a big impact on the user experience.

c. The small tactile feedback you get on your fingertips pushing a button or similar


Answer: b

User experience goals can be articulated as:

User experience goals can be articulated as:


a. Good and bad

b. A range of emotions and felt experiences

c. Anything the user desires


Answer: b

Memorability refers to:

Memorability refers to:


a. How to create good memories and experiences

b. How good a product name get "stuck" in a consumer's mind

c. How easy a product is to remember how to use, once learned


Answer: c

Learnability refers to:

Learnability refers to:


a. How easy it is to get access to the system

b. How easy it is to remember how to use a system

c. How easy a system is to learn to use.


Answer: c

Safety is a usability goal regarding:

Safety is a usability goal regarding:


a. Protecting the designers from unwanted lawsuits

b. Protecting the system from illicit access from non intended users

c. Protecting the users from dangerous conditions and undesirable situations.


Answer: c

Efficiency refers to

Efficiency refers to


a. The way a product supports users in carrying out their task.

b. The way a product affects the users behaviour

c. The way a product influence the users in doing something particular


Answer: a

Effectiveness is a usability goal referring to:

Effectiveness is a usability goal referring to:


a. How few interaction steps are needed for a certain task

b. How good a product is at doing what it is supposed to do.

c. How fast a user can solve the problem


Answer: b

Accessibility can be achieved in two ways:

Accessibility can be achieved in two ways:


a. Bigger screens and bigger buttons

b. Inclusive design of technology and design of assistive technology

c. Assistive technology and comprehensive accessibility standards


Answer: b

Accessibility refers to:

Accessibility refers to:


a. The extent to which a product is dependent on network connectivity

b. The extent to which a product can section different access levels for different parts of the information

c. The extent to which all users can use a product. Including people with less than average abilities.


Answer: c

We, as designers, need to learn more about and understand our users because

We, as designers, need to learn more about and understand our users because


a. It can reveal incorrect (stereotypical) assumptions that we have about them

b. It can reveal hidden agendas the users have

c. It can reveal consumer patterns in this group that we can utilize


Answer: a

User Experience (UX) deals mostly with

User Experience (UX) deals mostly with


a. Experiential and usability aspects of use

b. Pragmatic and hedonic aspects of use

c. Efficiency and learnable aspects of use


Answer: b

Interaction design is ideally carried out by:

Interaction design is ideally carried out by:




a. Artistic product designers

b. Media- and computer skilled software developers

c. Multidisciplinary teams


Answer: c

What is interaction design?

What is interaction design?



a. Designing interactive products to support the way people communicate and interact in their everyday and working lives.

b. Designing highly responsive products for pleasurable experiences, like games or entertainment.

c. Designing interactive widgets for a website.


Answer: a

When we describe a system/product as usable we mean that:

When we describe a system/product as usable we mean that:


a. It is generally easy to learn, effective to use and provide an enjoyable user experience

b. It is useful in many situations and can solve many everyday problems

c. It is used by a large amount of people


Answer: a

Name and explain 2 different representation forms of NLP.

Name and explain 2 different representation forms of NLP.



Frames

- cluster of facts and objects about some typical object, situation, or action, along with specific strategies of inference for reasoning about such a situation,

Ontologies

– extract corresponding domain's terms and relationships between those concepts

-Defines a common vocabulary/ common understanding

What is the meaning of context-free grammar for NLP?

What is the meaning of context-free grammar for NLP?



set of production rules that describe all possible strings

in a given formal language

Exp.:

sentence -> noun-phrase, verb-phrase.

noun-phrase -> determine, noun.

verb-phrase -> verb

noun -> fox

verb -> runs

What means PoS tagging for sentences?

What means PoS tagging for sentences?



- part-of-speech tagging

- The process of marking up a word in a text (corpus) as corresponding to a particular part of speech

- Is based on both its definition and its context — i.e., its relationship with adjacent and related words in a phrase, sentence, or paragraph.

- A simplified form of this is commonly taught to school-age children, in the identification of words as nouns, verbs, adjectives, adverbs, etc.

What are different aspects of a Text Analysis or Generation?

What are different aspects of a Text Analysis or Generation?



Syntax, structure of sentences (role of the words), Grammar (set of rules, principles and processes)

Semantics, meaning of words and combination of words (to meaningful phrases and sentences)

- done by mapping syntactic structures and objects in the task domain

Morphology, form construction of words

- Stem – the smallest meaningful unit for a word – untouchable (from untouchable-s)

- Root – does not have a prefix or a suffix before or after the word (Touch (from Un- touch-able-s))

- Base is any form to which affixes can be added which change the meaning of the word (book – booking)

Lexicon

- the study of words, their nature and meaning

- a collection of information about the words

- usually structured as a collection of lexical entries ( like ”run" N V Adj, Adv).

- what form the verb takes, e.g., present participle (the form base +ing), or presence, past tense, future tense

Pragmatics – situation / context analysis

- interpreting what it actually meant.

- involves deriving those aspects of language, which require real world knowledge

What is a parser and a parsing tree and what are they used for?

What is a parser and a parsing tree and what are they used for?



- Parser is a program, works out the grammatical structure of sentences

- arranging words in a manner that shows the syntactic relationships among the words

- Parse Tree is a ordered, rooted tree that represents the syntactic structure of a string according to some context-free grammar

- the basis for creating a pars tree are phrase structure grammars or dependency grammars

Explain what a finite state machine is and what it got to do with Natural Language Processing.

Explain what a finite state machine is and what it got to do with Natural Language Processing.



- It is an abstract machine that can be in exactly one of a finite number of states at any given time

- can change from one state to another in response to some external inputs and/or a condition is satisfied; the change from one state to another is called a transition

What is Natural Language Processing?

What is Natural Language Processing?



- Methods of interacting with computers

- deriving meaning from input, parsing, and provide information by output generation.

The ultimate goal:

- build software that analyzes, understands and generates human languages naturally

Problems with MiniMax algorithm efficiency?

Problems with MiniMax algorithm efficiency?



Combinatorial Explosion leads to search trees being too large
Evaluation of positions is time consuming

What is the Minimax Algorithm?

What is the Minimax Algorithm?



An algorithm used in game playing where one opponent tries to maximise their chance of winning and minimise their opponent's chance at every move


Talk through how the MiniMax algorithm works (different for different problems of course)
Set of values at terminal positions (triangles) at the bottom.
Level above is the last player who played a move
If + value is PC winning and they played the last move, we move every positive value up to their parents
If - value is ME winning, on the level above that, move the smaller values up to their parents
Keep going until you reach the root

What makes a heuristic admissible for a heuristic algorithm?

What makes a heuristic admissible for a heuristic algorithm?



Heuristic function must never overestimate the cost to reach the goal (i.e. not larger than the lowest possible cost from current state to the goal)

What is a greedy algorithm?

What is a greedy algorithm?



An algorithm that picks the locally-optimal/best choice at the moment in the hope it will lead to a globally-optimal solution.

What is the A* Search Algorithm?

What is the A* Search Algorithm?



A Heuristic search which combines the cost so far and the estimated cost to goal.
f(n) = g(n) + h(n) where g is path cost from initial state to current, h is heuristic cost from current state to goal and f is the overall estimated cost.

How does a heuristic function differ from a blind function?

How does a heuristic function differ from a blind function?



Heuristics use domain knowledge to explore the next best node which is most likely to lead to a goal state.
Makes educated guesses.
Directed search.

What is a Heuristic function?

What is a Heuristic function?



A function to inform the search about the direction to a goal

What is a Blind Search?

What is a Blind Search?



A search which has no information about its domain.
All it can do is distinguish a non-goal state from a goal state.