Exercise No. | Chapter Section or Page |
---|---|
(1.9-1.13) | all of RN1 |
2.1 | 2.4 |
2.2 | pp 35 and 51 |
2.3 | p. 33 |
2.10, 2.11 | 2.4 |
3.1, 3.1 | 3.1-3.3 |
3.6 | 3.5 |
3.7 | 3.1, 3.2 |
3.12 | 3.5 |
3.13 | 3.4 |
3.12 says ``Prove''
We should know what constitutes a proof: for example, a
possibly-related sort of problem is:
prove BFS finds soln of minimal depth in a tree, branching factor at
most b, soln depth at d.
Several ways to go: obvious is:
If you've had this concept, you could do a program proof of correctness:
3.13 is VERY EASY
4.11, sec.4.3, again exercise of showing how to specialize certain
algorithms to produce other algorithms.
4.14 (Note perceptions tell you the legal unblocked states.).
Problem is to translate the little online search problem to offline:
how much harder is it to anticipate whatever you might run into
rather than just blunder along, making it up as you go?
So what we should notice is the number of states in the offline
version...all the beliefs you MIGHT have..
Similar problem: say a 4x4 grid with pits in unknown locations inside and all around
the outside, start at 0,0, goal 3,3.
with 14 unknown squares, get 2^14 poss. configs. Belief space is what
you know, all poss. things that might be true. So there are
2^14 possibilities for the initial belief state, and in general you
might
entertain any subset of beliefs (even contradictory ones, in your
ignorance, since you don't know which is true.)
so theres 2^2^14th of those. That's why we do "on-line planning".
But actually it's not that bad. Each of 14 squares is one of (clear,
pit, unknown), and they're independent, so beliefs are decomposable.
really there are just 3^14 reachable belief states.
In each state
(location
of the agent and contents of four-neighbors) there are only 2^4 = 16
different percepts.
See my accompanying picture (in Lecture, 4.14) for the belief states that follow from
belief-propagating ``actions''.
RN5:
5.5a... simple, same as the SFS on class scheduling. just
understanding, formalizing the CSP: no solution required.
Ex. 6.1 (sections 6.2 and 6.3)
6.1 pretty thorough run-thru of all the concepts:
6.2, 6.7 Proofs.. Note the appearance of 173's DFS CB Phenomenon, or the heuristic-search
version of it!
6.2 Simple common reasoning, clear english.
6.7 use tree induction to reduce n-level tree to single ply by
showing that the results of chance, min and max nodes on the transformed values
are preserved.
6.3
Looks worse than it is. Tree is really small.
Note A has a forced win in 3 moves!
The ? nodes are loops: the state is exactly one seen before. So this
is a game with loops, kind of like any state space with loops. Q. is
how to value the idea of going back to an earlier state. Would you
chose
to win or to loop, for instance? so you can write down max(1,?) and
min (-1,?). If all successors are ?, what is the
BUV of the node?
c) This is actually pretty deep and a really good answer requires some
thought and digging. MINIMAX fails since it's depth first and will loop, so need to use the
? instead to return immediate values.
[ not for publication? How compare ? with draws? Also
what if there are differences of degree of winnnig (like gin rummy).
With chance, what is average of a number and a ? ? Chapter 17 has
some of this (ex. 17.8 ).]
d) certainly seems right: can be done by induction on size of game,
carving it down by 2 per induction: note N=3 is loss for A.
Seems pretty easy.
A long one on important material: get started early.
7.4 based on a |= b iff in every model in which a is true then b is
also true.
7.6 trivial esp for 173er's.
7.8 basic stuff: truth tables plus log. equivalences.
7.9 use prolog!? or a bunch of modus ponens, fwd chaining,
resolution...whatever!
8.2-8.4: exploring defs of models. Assume each model has at least 1
domain element.
8.3, .7, .8, .9 translation from English, basic xlation issues and
rep. issues.
8.12: need to reason about how Piano represents integers, and could use
induction to prove commutativity.
8.13 The vertical bar | means ``conjoining into one set'' here.
8.14 Fns at issue are: List?, Cons, First, Rest, Append,Nil, Find.
Also assume mean that the lists we are reasoning about are
"proper" lists: that is, a cons structure with Nil as last atom.
8.15: Need to think like a computer, pattern matching; also want
to be able to prove things false like (2,2) not adj (2,4). Some annoying
details of the situation are also missing.
9.3, 9.4 understanding basic definitions from text. 9.9 english to
FOPC plus using rule base: familiar domain to 173er's. 9.11 english to
FOPC, elementary deduction. 9.19 checks on models, implication, and
resolution.
Five points per question (except .9 and .12 get 10):
RN23: 23.6, 23.8, (23.9, 23.10). Not done 2009.
22.1, .7, .14: for your amusement and amazement only.
22.5: To clarify relation between quasi-logical form and some final
FOPC
representation. There's a little emphasis on the difficulties of
scoping in these questions, so pay attention to that in the reading.
22.6: The problem with just writing "There exists x such that
Wumpus(x)" for "it is a wumpus" is that we'd also like to formalize
"It was a wumpus". Thus it seems a good idea to introduce events,
which occur in time and relate times and predicates.
So, you might introduce symbols Is and It and then do
some translation into FOPC using some predicate like During(t,e),
which locates a time t (e.g. the time 'Now' if the event
includes the present) as happening during some extended
event e.
Is can be
defined as "is the same as" for two variables using simple logical
relations
(basically saying that "=" is true if and only if "<=>" is.
22.8: Familiar for 173'ers, others could look at any book on CS
foundations,
formal languages, automata theory, scanning and parsing, etc. Lots of
coverage "out there" for this sort of question. Part c is not so easy,
actually: feel free to start out with a restricted alphabet of
a and
b . One way to go is to use non-terminal "markers" to mark the front and
middle of the string, and to generate two things for each member of
our string -- a
terminal and an associated non-terminal-- the latter of which is
moved over to the other half of the emerging sentential form and then
converted to the proper terminal later.
22.9: The first part -- (attempted) parsing, really, though they speak of
'generation' with the three grammars -- seems easy. The second part
(more language generation) could be interpreted as needing one new
lexicon,
three new lexicons, or 18 new lexicons (is this all or are there even
more readings?). I'd say use as many lexicons as you need to
illustrate the properties of the grammars, and as few as you can get
away with. Ideally, then, one lexicon.
12: There are no exercises from Ch. 12, but for your short paper
you probably want to look into
Chapter 12 at least -- 12.7 looks promising and of course there is
plenty of on-line material. Don't forget full-source databases like
those in the Web of Sciences (follow databases off the library's main
page). Or there may well be books, and I'm sure there are conference
proceedings, with useful material. And there's exploring
the applicability of available planners to quagents, say: actually
matching up functionality with your needs.
11.3: Understanding situational calculus and STRIPS rules; this is a
brief dousing under the cold shower of having to formalize the frame
axioms by
creating a Precondition predicate for every action and for
every fluent (like At creating a predicate that says it keeps
its old value only according to effect of relevant action whose
preconditions are satisfied, else there's no effect.
11.5,
11.6: Very basic consequences from the definitions of Strips
representations: one-liner answers appropriate.
11.7: Needs awareness of general search principles, applied
especially to bidirectional search and partial order planning.
Not trivial questions, require some thought.
11.12: Basic graph planning techniques and ideas, nothing tricky or
hard. Your diagram of the plan will help in computing the linearizations.
I don't understand the last sentence of this problem, so ignore it or
if you can explain it and answer it, then thanks!
17: 17.1 - 17.3 Everything after that is optional, but it's all
important. What if you can't observe everything reliably? 17.4!
Wondering how to apply Bayes nets to all this? 17.5's for you!
If you've wondered about game theory, 17.6 is a good start.
21. All.
13.2: Main thing to use is axiom 3, def. of "or".
13.3:
Maybe figure out the probabilities of the atomic events, i.e. the
combinations of truth and false beliefs for A and B. The joint
prob. table for A and B has four numbers that have to sum to one.
The axioms of probablity come into the calculation too.
13.5: Basic combinatorics; Foundations of Computer Science by
Aho and Ullman, or any combinatorics text (or website, probably) is
all you need.
13.6a,c,d: Point is understanding diff. btwn bold Pand
non-bold P.
That plus addition is all you need to know.
13.9: Need defs. of conditional probability, basic prob. manipulation
rules. Part b can use part a!
13.10: Uses the def. of cond. prob. a lot! Keep substituting!
13.11: More simple combinatorics and you need to count the atomic
events that constitute the events you're interested in. Kinda fun.
13.15: Two random variables B for taxi was blue, LB for taxi looked
blue. Reliability information leads to conditional probabilities of
one RV given the other. You'll turn out to know the prior
probabilities
of taxi color, which you're not intially given. You could presume a
diffuse prior (aka the principle of indifference) and give
prob. of .5 to P(B), say. The last part of question gives you prior
info, though.
13.16: This is the classic "Let's Make a Deal" problem restated.
There is actually information lurking in an unexpected place that
makes the true answer not the same as the "naive" one. Enjoy.
13.19: Based on the extended example in section 13.7. You wind up counting
assignments of pits to squares, as in Fig. 13.7 on p. 485.
A leeettle time-consuming, I'd bet...
RN17:
17.1: Good way to go is to make a tree showing what can happen -- the
states reached after each step, with the corresponding
probabilities. How does Markov property allow you to calculate the
prob. of each final state? What if same state appears in more than
one leaf of the tree?
17.2: This is easier if you go remind yourself of what it means to
have
stationarity... then some counterexamples and paradoxes of this
"maximum
reward attained " utility definition for a state sequence.
17.4: This one requires some technical details, writing out the
mathematical operations used for value determination and policy
update for the states. Also part c. is not trivial, requiring a
little simple mathematical analysis. A good problem to ensure
basic understanding, but allow yourself some time.
17.5: Part a. is another representative of our recurring theme of
being
able to express some concept formally in mathematics. Both
expressions start out with a max function over a, or actions.
Parts b. and c. call for a little programming-like ingenuity: you can create
a new MDP with extra states interpolated before or after the ones
you're given to remember and use the relevant information needed to simulate
one
reward system in terms of the other.
RN21:
21.2: I dunno, I find this problem to be worded rather confusingly.
My recommendation is to modify the middle sentence ("Show that...")
by putting a period after the word 'improper' about halfway through
and deleting the rest of the sentence.
21.4: Basically any and all ingenious or obvious shortcuts,
approximations, and hacks are invited here: there's no single clear
obvious elegant answer...
21.5: Pretty clear what to do here: they must mean "value iteration",
not "value determination", right? Cute, tho... look for the latter in
the index and see what you find!
21.8: Straightforward extension (evidently something to do with
(Euclidean) distance on a grid) to eqs. 21.9 and 21.10 (and the three
eqns below 21.10).
21.9: The issue is how to boil down a very complex state to some
simple features that you can measure and then use to make policy
(decisions) on. Section 21.4 is the relevant one and the spirit is
to find features whose values are integers (better a small range of
integers
for combinatorial reasons!) that will help you learn to get to the
goal states.
21.10:
The 3-D plots aren't necessary but are easy and we want them for full
credit. The last sentence should read "for each environment where you
used an approximation",
a. Pretty easy, exact linear solution exists.
24: All
All but 25.3
20.11: Step-function activation functions are easy, and you'll thus
need a hidden layer (in fact one unit is enough). Think of XOR as an OR with the AND case ruled
out (which is what your hidden unit can do).
20.14: A good combinatorics problem: answer is probably "out there"
but as usual I don't care about the answer I care about your process.
RN24:
24.1: Hint: Section 24.2.
24.2: Simple.
24.4: Analagous to Fig. 24.4.
24.3: Not hard, just draw a diagram of the setup, recall the formula
for brightness of lambertian surface and work out the relationship
between normal vectors on the cylinder and x: it's another nice
Lambertian
cancellation result as in class.
24.5: Teeny bit of freshman calculus needed: just apply simple algebra and
definitions of derivatives of sums, products, etc. Easy.
24.6: This is a very typical formalization of a stereo setup.
Make a nice diagram of the situation, assume 'lenses' act like
pinholes,
note this is a completely planar problem (no use for y coordinate),
don't be put off by 'epipolar lines', just use your common sense for
that 'because' if you like.
Part (a) wants you to solve for the
disparity,
part (b) is asking you to assume that at 16 meters how much further
could an object be and still create the same disparity. So you rearrange
the previous formula and see what different values for Z you get if
you increase disparity by 1. (c) Objects farther than this range
(which gives a disparity of 1) are 'out of range' of our stereo
ranger.
Once again you use the formula from (a).
24.8: A cute problem --- Some of the points are easy to reason about,
but those pesky D and E points are more interesting and call for more
thought.
24.10: Easy.
RN25: Strictly extra credit:
25.1: A toughie: needs some code:
Here's a
Hint (or a check) .
25.3: Another toughie! Again, your process is important.
25.6: This pulls together lots of what you know about search and
puts it into the real world. Key words like A* and BUG should get
you started. Again, no simple 'right answer'.
This page is maintained by
CB.
Last update: 11.16.04.
contradiction:
Assume solution exists at e
induction:
True if d=0
assume true for d
prove true for d+1:
By its def, BFS will have examined all solutions of depth d and
found nothing. Thus a soln found at d+1 is of minimal depth.
Write out the BFS alg. with a queue and
establish the loop invariant that all lower-level nodes are explored
before any upper-level.
EX2: RN4, RN5, RN6
What's Where
Exercise No.
Chapter Section or Page
4.2
pp97-99 admiss, opt ideas.
4.7
pp97-99 admiss. and consist (173 CB phenom!)
4.3
4.1
4.9
p. 108, thinking
4.11
4.3
4.14
3.6, 4.5
5.5a
5.1
6.1
6.2, 6.3
6.7, 6.3
6.5 CB's Thoughts
4.3 Prove! This involves specifying values or generally simplifying
steps in one algorithm that
reduce it to another algorithm. E.g. summing elements in a column is a special
case of summing an array when you hold the col. variable const, OR
a++ is a special case of a+b where b=1. OR to show algorithm A is special case
of B, show how to implement A by specializing B (simplifying, freezing
in parameters,....).
See www.btinternet.com/~se16/hgb/tictactoe.htm
May want to use this but
then you
have to add value, like explaining where the combinatorial formulae
come from,
extending the results to a 4x4 board (cf.
(http://cera.us/proj/games/tictactoe/ ).
a. good question: upper bound is easy, but some games finish early
(shortest is how many moves?). So justify answer. Most room for
creativity here.
b. 'taking symmetry into account' means there are only 3 intial moves,
for instance (center, corner, other).
c d easy. apply evaluation and do minimax
e. need to understand a-b that's all...
For example: min(ax1+b, ...., axn+b) = a min(x1+x2+..xn) + b.
note also that x >y => ax+b > ay+b if a>0...
EX3: RN7, RN8, RN9, RN10
What's Where
Exercise No.
Chapter Section or Page
7.4
7.3
7.6
7.4
7.8
pp 210--211
7.9
7.4
8.2-8.4
8.2
8.6
8.2
8.7-8.9
8.3, 8.3
8.12
8.4
8.13-8.15
8.2-8.4
9.3
9.1
9.4
9.2
9.9, 9.11
9.2 -- 9.4
9.19
9.5 plus Ch. 8 CB's Thoughts
EX4: NLU: RN22, RN23
What to Read:
22: All (except 22.7 and 22.8 are optional).
23: optional (But modern, high-leverage, Dan Gildea does this sort of
research and some of the underlying ideas are making their way into
image understanding as well).
RN22: [22.1, 22.7, 22.14] -- cute! look at for fun.
22.5, 22.6, 22.8, 22.9.
22.12 Extra credit (5 pts.)
What's Where
Exercise No.
Chapter Section or Page
22.5
section 22.5
22.6
section 22.5
22.8
section 22.1,.2
22.9
section 22.3
22.12
section 22.3 CB's Thoughts
This is all straight-ahead phrase str. grammars, not even augmented,
no chart parsing, nothing. so pretty easy!
EX5: RN11, (RN12)
What to Read:
11: All, but can skip sections 11.5, 11.6.
What's Where
Exercise No.
Chapter Section or Page
11.1
Chaps 3,4, section 11.1
11.3 section 10.3, 11.1
11.5, 11.6
section 11.1, 11.2
11.7
sec. 11.2, Ch 3 (pp 79-81), (plus thinking!)
11.12
section 11.3 (p. 388, fig. 11.6), 11.4
CB's Thoughts
11.1: Basic definitions and implications for the sets of problems addressable.
EX6: RN13, RN17, RN21
What to Read:
13: All pretty vital except for 13.7, which is an extended example
that made my eyes cross a bit. Try it, you might like it.
What's Where
Let's see if we can dispense with this, eh?
CB's Thoughts
13.1: First princs are def. of conditional prob and defs of logical
connectives (and facts like conjunction is commutative and
associative).
b. Easy to update above for another exact (but nonlinear)
solution.
c. The solution depends on the random placement so a helpful
approximation is pretty meaningless. Given a placement of obstacles,
one could approximate, maybe using features from Ex. 21.9 above.
d. Let's substitute "As in (a)" for "As in (b)" as written to keep
things simpler. Wall adds nonlinearities, but one clear optimal
policy and two simple utility equations result.
e. The utility equation in terms of x and y is nonlinear, but you can
fix that by substituting two obvious features.
EX7: RN20, RN24, RN25
What to Read:
20.5, with 20.7 a case study of classification.
CB's Thoughts:
RN20: