Assignments
The coursework includes:
- 4 written assignments, covering basic technical material. Some assignments will include running and evaluating experiments using
software tools such as C4.5, Walksat, and JavaBayes. See the Computing
information page.
- A programming project, that will involve significant design, programming, evaluation, and write-up. You may choose one of the
suggested projects or come up with your own idea. Projects may be done on your own or in teams of two.
Written Assignments
Turn in by hardcopy in class or emailing to will@cs.washington.edu
or by mailing hardcopy to Will
Portnoy at the UW CSE computer science department.
Project Timeline
- Jan 30 or earlier: Provide me an email or hardcopy project
proposal.
The proposal should contain five sections:
- A clear, concise description of what you plan to do,
- The general approach you'll use (e.g., heuristic search,
learning, rules, belief networks)
- An explicit, coherent plan for quantitatively and/or
qualitatively evaluating the system
- A time line for your implementation
- A preliminary bibliography. Check the textbooks and www.ResearchIndex.com
for relevant literature.
The proposal should not be more than about two pages in length. If you'd
like a partner for the project and haven't found one, indicate this somewhere
on the proposal. I will provide feedback on your proposal, so you are
encouraged to get your proposal to me as early as possible.
- Feb 13: Submit a one-page status report.
- Mar 6 or Mar 13: Present a 5 to 10 minute presentation of your project to the class.
See information on schedule about preparing
this presentation.
- Mar 20: See details below. The report, about 8 to 10 pages long, will motivate the problem and your approach, describe the
experiments and results, and relate the project to current
literature. If you have a personal web page you are encouraged to create a page
with information about your project so that other people in the class
and in later versions of this courage can learn about your
project. If you include the URL in your project write-up I will
link the page to a permanent version of the course home page.
Turning in Projects
- Create a single archive file using either Winzip or gzipped tar (.zip or .tgz
extension) containing your report (in .doc, .pdf, or .ps format),
code, and any other
material. Important: your file should be named by your last (family)
name. If yours is a joint project include both last names separated by
a hyphen. Examples:
jones.tgz
smith-jones.zip
- Email the file as an attachment to to kautz@cs.washington.edu
- If your file cannot be emailed successfully because it is too large, you
may submit it using either of the following methods:
- Create a CD-ROM and mail it to me:
Henry Kautz
Dept Computer Science
Box 352350
University of Washington
Seattle, WA 98195
- Place your file on a public web or FTP site, and email me the exact
URL needed to download the file.
- By noon on the day of presentation, students should email will@cs.washington.edu
a short set of Powerpoints slides. People who wish to present a
demonstration must do so on the UW campus, we do not have the technical
capability of sending laptop video from MSR to UW.
Possible Projects
More ideas - updated Jan 27th:
- Create a version of Walksat for multi-valued variables (not just
Boolean variables). If the domain of the variables is the set (R,G,B),
then a clause could say something like "v1=R or v2=B". Try
out your system on encodings of some problems such as graph coloring, and/or
other problems that naturally take this form.
- Build a really fast local-search algorithm specifically for quasigroup
completion problems. (I can supply you with a good backtracking solver
for quasigroups so you can do speed/scaling comparisons.)
- Create a model-based diagnosis system (such as we described in
class for the Deep Space One probe) for some device with which you are
familar: say, your computer?
- Empirically compare the scaling properties of exact and approximate
algorithms for Bayes nets, by (i) creating a family of Bayes nets of
larger and larger size, and (ii) implementing or just downloading two or
more different algorithms for inference. For example, you might
compare variable elimination (exact), junction tree (exact), and MCMC
(approximate). A huge collection of links to free Bayes net software
is at http://www.ai.mit.edu/~murphyk/Software/bnsoft.html
. Can you come to some conclusions of circumstances under which each
algorithm would be best?
The following are only suggestions. You are encouraged to devise
projects that relate to your work or experience. Many other projects
are suggested in the exercises in the R&N textbook.
- Create a heuristic search web crawler. Some web crawling
software is available at http://www-2.cs.cmu.edu/~rcm/websphinx/
. Variations could include:
- Given two URL's, find a shortest path of links between them
- Given a topic, find pages related to that topic (without using an
engine such as Google), keeping the ratio of relevent pages / pages
visited as high as possible
- Given the names of any two people who have some
"presence" on the web, determine interests they are likely
to have in common. See the ReferralWeb
project for an example of this.
- The International Conference on AI Planning (ICAPS) has a yearly
competition for automated planners. One problem with the results
of such competitions is that planners that do well on one set of
problems may do poorly on another. In particular, A* type planners
tend to do poorly on domains that require parallel actions and optimal
(shortest) solutions. Do a systematic study of several
different state of the art planners, such as FF, IPP, and Blackbox,
on variations of the Sokoban world, where the amount of parallelism can
be controlled by having different numbers of Sokobans.
- AI planning is closely related to the problem of verifying hardware
and software systems. One kind of verification problem is to
determine if a bad state (such as a deadlock) can be reached by a system
for any sequence of inputs. If we write operators that describe a
system's operations and inputs as actions, then the problem comes a
planning problem: is there a sequence of actions that reaches a goal
(bad) state? Choose a simple circuit or protocol to verify, encode
the system with STRIPS operators, and use Blackbox or some other planner
to find bugs. For example, you might try a correct and buggy
version of Peterson's mutual-exclusion algorithm.
- Implement intelligent virtual creatures in a virtual environment. See IBM's java based robots http://robocode.alphaworks.ibm.com/home/home.html
and Microsoft's .Net based robots: http://www.gotdotnet.com/terrarium/
.
- Prisoner's Dilemma. In this multi-agent environment, one can explore levels of
cooperation and deception between the inhabitants. The prisoner's dilemma setup has been studied in many different areas, such as
economics, biology, sociology, and computer science. This surpisingly simple
game provides interesting insights into the overall properties of highly complex system, e.g., our global economy.
Here is a description. Now, try it
yourself.
As you can see, the basic setup is quite simpe. However, one can explore arbitrarily complicated strategies (involving learning and reasoning) in
trying to win the game. Your team can build a multi-agent visual java setup to explore different classes of agents trying to outdo each other. If more
than one team expresses interest in this project, we can have the teams compete (in friendly manner of course).
- One of the first machine learning programs ever written (long before there
was a field of machine learning) was a "mind-reading" program for
the following game: on each trial you and the machine simultaneously
type either 0 or 1. If they match, the machine wins, otherwise you
win. The program wins by discovering subtle patterns in your attempt
to type randomly. Research, recreate, and possible improve a version
of such a mind-reading program. The original paper on this work
is: D. Hagelbarger, "SEER, A SEquence Extrapolating Robot,"
I.R.E. Trans. Electronic Computers, vol. 5, pp. 1-7, 1956.
- Use data-mining techniques to find correlations between the text in the
New York Times online edition and the rise or fall of the major stock market
indexes.
- Apply a local search algorithm to the problem of automatic generation
of computer programs. For example, Donald Knuth's work on SortNet used
genetic algorithms to find small circuits for sorting numbers.
- Write a program to identify English characters from bitmaps.
Various features are extracted from the bitmap, such as the Euler number
(measure of how many holes in an object), centroid, and directional tendency.
Then the 26 possible characters are ranked, under a rule that measure
similarity of the observed features to features of canonical training
examples.
- Build an expert system for a task you now perform manually using Bayesian
networks.
- Create an implementation of the Winograd's famous SHRDLU system to work with sentences
describing actions in the ``blocks world''. English commands are parsed by an
ATN or chart parser. An interpreter module converts the parsed form into
action commands. The actions are then carried out in a simulated
environment.
- A computer bidding system for the game of bridge. Bridge, unlike
chess, is a game of incomplete information, which makes standard game-tree
search techniques unusable.
- Devise a theorem-proving system for some (small) subset of mathematics.
The
challenge would be to prove an open problem in algebra or mathematics in
general. It's unlikely
you would succeed in cracking a
real open problem, but a course project would give you a better understanding
of the issues and may put you on the path of solving an open problem
in the future. See McCune's
page for some background, and a view of search intensive theorem
proving.
- A program that generates automatic crossword puzzles, starting
from a dictionary and an empty board. For a bigger challenge, create a
program that solves crossword puzzles given ordinary English language
clues. See work by Michael
Littman for an approach.
- Recreate from its specifications the reinforcement learning
(neural net) system (Tesauro, 1992) that learns to play backgammon by playing games against itself.