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Introduction to Artificial Intelligence — Lecture 1 Study Materials Flashcards

Master Introduction to Artificial Intelligence — Lecture 1 Study Materials with these flashcards. Review key terms, definitions, and concepts using active recall to strengthen your understanding and ace your exams.

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Turing Test

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A behavioral test where a machine is evaluated by whether an interrogator can distinguish its responses from a human's. Passing the test suggests the system acts humanly in conversation, though it does not prove understanding.

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Turing Test

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A behavioral test where a machine is evaluated by whether an interrogator can distinguish its responses from a human's. Passing the test suggests the system acts humanly in conversation, though it does not prove understanding.

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Chinese Room

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A philosophical thought experiment by Searle arguing that syntactic symbol manipulation does not imply semantic understanding. It challenges claims that running the right program suffices for genuine mental states.

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PEAS

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A framework for specifying AI tasks: Performance measure, Environment, Actuators, Sensors. It helps designers clearly define what an agent should do and how it interacts with its world.

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Rational Agent

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An agent that acts to maximize expected performance according to a predefined performance measure. Rationality depends on the agent's percepts, prior knowledge, and computational limits.

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Simple Reflex Agent

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An agent that selects actions based solely on current percepts using condition-action rules. It is fast but can be short-sighted and fail in partially observable environments.

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Reflex Agent with State

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A reflex agent augmented with internal state that summarizes past percepts. This state allows the agent to handle partially observable environments by remembering relevant history.

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Goal-Based Agent

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An agent that chooses actions by planning toward states that satisfy explicit goals. It supports flexible behavior but requires search and can be sensitive to changes during deliberation.

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Utility-Based Agent

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An agent that uses a utility function to evaluate and compare states, enabling trade-offs among competing goals. Utility provides a smooth preference measure beyond binary goal satisfaction.

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Learning Agent

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An agent that improves its performance over time by updating its knowledge, components, or policies based on experience and feedback. Learning enables adaptation to new or changing environments.

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Fully Observable

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An environment property where the agent's sensors give access to the complete state of the environment at each time. Fully observable environments simplify decision making and planning.

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Partially Observable

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An environment where sensors provide incomplete or noisy information about the true state. Agents need memory, state estimation, or probabilistic reasoning to act effectively.

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Deterministic Environment

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An environment where the next state is completely determined by the current state and the agent's action. Deterministic settings allow predictable planning without modeling stochastic transitions.

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Episodic Task

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A task where each agent-environment interaction is divided into separate episodes, with each episode independent of previous ones. Episodic tasks reduce the need for long-term memory and planning.

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Dynamic Environment

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An environment that can change while the agent is deliberating or acting, often requiring real-time responses and continuous re-planning. Dynamic settings favor reactive or incremental planning approaches.

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Multiagent System

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A setting with multiple agents whose actions may affect each other, leading to strategic or cooperative behavior. Multiagent problems often require game-theoretic or coordination techniques.

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Reinforcement Learning

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A learning paradigm where agents learn policies by trial-and-error interactions, receiving rewards that guide behavior. It is effective for sequential decision problems with feedback signals.

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Bayesian Network

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A probabilistic graphical model representing dependencies among variables using directed acyclic graphs. It supports compact representation and inference under uncertainty.

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A* Search

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A best-first search algorithm that uses a heuristic to guide path finding toward a goal while guaranteeing optimality if the heuristic is admissible. A* balances exploration and exploitation via estimated cost.

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Dartmouth Conference

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The 1956 workshop widely considered the founding event of AI as an academic field. Key attendees included McCarthy, Minsky, Newell, and Simon, who helped establish early goals and approaches.

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Loebner Prize

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An annual competition implementing a restricted Turing Test to evaluate conversational systems. It awards prizes to programs deemed most human-like by human judges.

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