Knowledge Represent1
Knowledge Represent1
Knowledge Represent1
Inference system
Inference means deriving new sentences from old. Inference system allows us to add
a new sentence to the knowledge base. A sentence is a proposition about the world.
Inference system applies logical rules to the KB to deduce new information.
Inference system generates new facts so that an agent can update the KB. An
inference system works mainly in two rules which are given as:
o Forward chaining
o Backward chaining
Following are three operations which are performed by KBA in order to show
the intelligent behavior:
1. TELL: This operation tells the knowledge base what it perceives from the
environment.
2. ASK: This operation asks the knowledge base what action it should perform.
3. Perform: It performs the selected action.
The knowledge-based agent takes percept as input and returns an action as output.
The agent maintains the knowledge base, KB, and it initially has some background
knowledge of the real world. It also has a counter to indicate the time for the whole
process, and this counter is initialized with zero.
Each time when the function is called, it performs its three operations:
A knowledge-based agent can be viewed at different levels which are given below:
1. Knowledge level:
Knowledge level is the first level of knowledge-based agent, and in this level, we
need to specify what the agent knows, and what the agent goals are. With these
specifications, we can fix its behavior. For example, suppose an automated taxi agent
needs to go from a station A to station B, and he knows the way from A to B, so this
comes at the knowledge level.
2. Logical level:
3. Implementation level:
This is the physical representation of logic and knowledge. At the implementation
level agent perform actions as per logical and knowledge level. At this level, an
automated taxi agent actually implement his knowledge and logic so that he can
reach to the destination.
o It is responsible for representing information about the real world so that a computer
can understand and can utilize this knowledge to solve the complex real world
problems such as diagnosis a medical condition or communicating with humans in
natural language.
o It is also a way which describes how we can represent knowledge in artificial
intelligence. Knowledge representation is not just storing data into some database,
but it also enables an intelligent machine to learn from that knowledge and
experiences so that it can behave intelligently like a human.
What to Represent:
Following are the kind of knowledge which needs to be represented in AI systems:
o Object: All the facts about objects in our world domain. E.g., Guitars contains strings,
trumpets are brass instruments.
o Events: Events are the actions which occur in our world.
o Performance: It describe behavior which involves knowledge about how to do
things.
o Meta-knowledge: It is knowledge about what we know.
o Facts: Facts are the truths about the real world and what we represent.
o Knowledge-Base: The central component of the knowledge-based agents is the
knowledge base. It is represented as KB. The Knowledgebase is a group of the
Sentences (Here, sentences are used as a technical term and not identical with the
English language).
Types of knowledge
Following are the various types of knowledge:
1. Declarative Knowledge:
2. Procedural Knowledge
3. Meta-knowledge:
4. Heuristic knowledge:
5. Structural knowledge:
As we can see in below diagram, there is one decision maker which act by sensing
the environment and using knowledge. But if the knowledge part will not present
then, it cannot display intelligent behavior.
AI knowledge cycle:
An Artificial intelligence system has the following components for displaying
intelligent behavior:
o Perception
o Learning
o Knowledge Representation and Reasoning
o Planning
o Execution
The above diagram is showing how an AI system can interact with the real world and
what components help it to show intelligence. AI system has Perception component
by which it retrieves information from its environment. It can be visual, audio or
another form of sensory input. The learning component is responsible for learning
from data captured by Perception comportment. In the complete cycle, the main
components are knowledge representation and Reasoning. These two components
are involved in showing the intelligence in machine-like humans. These two
components are independent with each other but also coupled together. The
planning and execution depend on analysis of Knowledge representation and
reasoning.
Player1 65 23
Player2 58 18
Player3 75 24
2. Inheritable knowledge:
o In the inheritable knowledge approach, all data must be stored into a hierarchy of
classes.
o All classes should be arranged in a generalized form or a hierarchal manner.
o In this approach, we apply inheritance property.
o Elements inherit values from other members of a class.
o This approach contains inheritable knowledge which shows a relation between
instance and class, and it is called instance relation.
o Every individual frame can represent the collection of attributes and its value.
o In this approach, objects and values are represented in Boxed nodes.
o We use Arrows which point from objects to their values.
o Example:
3. Inferential knowledge:
o Inferential knowledge approach represents knowledge in the form of formal logics.
o This approach can be used to derive more facts.
o It guaranteed correctness.
o Example: Let's suppose there are two statements:
a. Marcus is a man
b. All men are mortal
man(Marcus)
∀x = man (x) ----------> mortal (x)s
4. Procedural knowledge:
o Procedural knowledge approach uses small programs and codes which describes how
to do specific things, and how to proceed.
o In this approach, one important rule is used which is If-Then rule.
o In this knowledge, we can use various coding languages such as LISP
language and Prolog language.
o We can easily represent heuristic or domain-specific knowledge using this approach.
o But it is not necessary that we can represent all cases in this approach.
1.Representational Accuracy: KR system should have the ability to represent all kind of
required knowledge.
3.Inferential Efficiency: The ability to direct the inferential knowledge mechanism into the
most productive directions by storing appropriate guides.
4. Acquisitional efficiency- The ability to acquire the new knowledge easily using automatic
methods.
1. Logical Representation
2. Semantic Network Representation
3. Frame Representation
4. Production Rules
1. Logical Representation
Logical representation is a language with some concrete rules which deals with
propositions and has no ambiguity in representation. Logical representation means
drawing a conclusion based on various conditions. This representation lays down
some important communication rules. It consists of precisely defined syntax and
semantics which supports the sound inference. Each sentence can be translated into
logics using syntax and semantics.
Syntax:
o Syntaxes are the rules which decide how we can construct legal sentences in the
logic.
o It determines which symbol we can use in knowledge representation.
o How to write those symbols.
Semantics:
o Semantics are the rules by which we can interpret the sentence in the logic.
o Semantic also involves assigning a meaning to each sentence.
a. Propositional Logics
b. Predicate logics
b. Kind-of-relation
Example: Following are some statements which we need to represent in the form of
nodes and arcs.
Statements:
a. Jerry is a cat.
b. Jerry is a mammal
c. Jerry is owned by Priya.
d. Jerry is brown colored.
e. All Mammals are animal.
In the above diagram, we have represented the different type of knowledge in the
form of nodes and arcs. Each object is connected with another object by some
relation.
3. Frame Representation
A frame is a record like structure which consists of a collection of attributes and its
values to describe an entity in the world. Frames are the AI data structure which
divides knowledge into substructures by representing stereotypes situations. It
consists of a collection of slots and slot values. These slots may be of any type and
sizes. Slots have names and values which are called facets.
Facets: The various aspects of a slot is known as Facets. Facets are features of frames
which enable us to put constraints on the frames. Example: IF-NEEDED facts are
called when data of any particular slot is needed. A frame may consist of any number
of slots, and a slot may include any number of facets and facets may have any
number of values. A frame is also known as slot-filter knowledge representation in
artificial intelligence.
Frames are derived from semantic networks and later evolved into our modern-day
classes and objects. A single frame is not much useful. Frames system consist of a
collection of frames which are connected. In the frame, knowledge about an object
or event can be stored together in the knowledge base. The frame is a type of
technology which is widely used in various applications including Natural language
processing and machine visions.
Example: 1
Slots Filters
Year 1996
Page 1152
Example 2:
Let's suppose we are taking an entity, Peter. Peter is an engineer as a profession, and
his age is 25, he lives in city London, and the country is England. So following is the
frame representation for this:
Slots Filter
Name Peter
Profession Doctor
Age 25
Marital status Single
Weight 78
4. Production Rules
Production rules system consist of (condition, action) pairs which mean, "If
condition then action". It has mainly three parts:
In production rules agent checks for the condition and if the condition exists then
production rule fires and corresponding action is carried out. The condition part of
the rule determines which rule may be applied to a problem. And the action part
carries out the associated problem-solving steps. This complete process is called a
recognize-act cycle.
The working memory contains the description of the current state of problems-
solving and rule can write knowledge to the working memory. This knowledge match
and may fire other rules.
If there is a new situation (state) generates, then multiple production rules will be
fired together, this is called conflict set. In this situation, the agent needs to select a
rule from these sets, and it is called a conflict resolution.
Example:
o IF (at bus stop AND bus arrives) THEN action (get into the bus)
o IF (on the bus AND paid AND empty seat) THEN action (sit down).
o IF (on bus AND unpaid) THEN action (pay charges).
o IF (bus arrives at destination) THEN action (get down from the bus).
Example:
1. a) It is Sunday.
2. b) The Sun rises from West (False proposition)
3. c) 3+3= 7(False proposition)
4. d) 5 is a prime number.
A. Atomic Propositions
B. Compound propositions
Logical Connectives:
Logical connectives are used to connect two simpler propositions or representing a
sentence logically. We can create compound propositions with the help of logical
connectives. There are mainly five connectives, which are given as follows:
so we can write it as P ∨ Q.
so it is represented as P → Q
Truth Table:
In propositional logic, we need to know the truth values of propositions in all
possible scenarios. We can combine all the possible combination with logical
connectives, and the representation of these combinations in a tabular format is
called Truth table.
Truth table with three propositions:
We can build a proposition composing three propositions P, Q, and R. This truth
table is made-up of 8n Tuples as we have taken three proposition symbols.
Precedence of connectives:
Just like arithmetic operators, there is a precedence order for propositional
connectors or logical operators. This order should be followed while evaluating a
propositional problem. Following is the list of the precedence order for operators:
Precedence Operators
Logical equivalence:
Logical equivalence is one of the features of propositional logic. Two propositions
are said to be logically equivalent if and only if the columns in the truth table are
identical to each other.
Let's take two propositions A and B, so for logical equivalence, we can write it as
A⇔B. In below truth table we can see that column for ¬A∨ B and A→B, are identical
hence A is Equivalent to B
Properties of Operators:
1. Commutativity:
o P∧ Q= Q ∧ P, or
o P ∨ Q = Q ∨ P.
2. Associativity:
o (P ∧ Q) ∧ R= P ∧ (Q ∧ R),
o (P ∨ Q) ∨ R= P ∨ (Q ∨ R)
3. Identity element:
o P ∧ True = P,
o P ∨ True= True.
4. Distributive:
o P∧ (Q ∨ R) = (P ∧ Q) ∨ (P ∧ R).
o P ∨ (Q ∧ R) = (P ∨ Q) ∧ (P ∨ R).
5. DE Morgan's Law:
o ¬ (P ∧ Q) = (¬P) ∨ (¬Q)
o ¬ (P ∨ Q) = (¬ P) ∧ (¬Q).
6. Double-negation elimination:
o ¬ (¬P) = P.
Limitations of Propositional logic:
o We cannot represent relations like ALL, some, or none with propositional logic.
Example:
a. All the girls are intelligent.
b. Some apples are sweet.
Propositional logic has limited expressive power.
Inference rules:
Inference rules are the templates for generating valid arguments. Inference rules are
applied to derive proofs in artificial intelligence, and the proof is a sequence of the
conclusion that leads to the desired goal.
In inference rules, the implication among all the connectives plays an important role.
Following are some terminologies related to inference rules:
From the above term some of the compound statements are equivalent to each
other, which we can prove using truth table:
Hence from the above truth table, we can prove that P → Q is equivalent to ¬ Q → ¬
P, and Q→ P is equivalent to ¬ P → ¬ Q.
Example:
2. Modus Tollens:
The Modus Tollens rule state that if P→ Q is true and ¬ Q is true, then ¬ P will also
true. It can be represented as:
Statement-1: "If I am sleepy then I go to bed" ==> P→ Q
Statement-2: "I do not go to the bed."==> ~Q
Statement-3: Which infers that "I am not sleepy" => ~P
Example:
Statement-1: If you have my home key then you can unlock my home. P→Q
Statement-2: If you can unlock my home then you can take my money. Q→R
Conclusion: If you have my home key then you can take my money. P→R
4. Disjunctive Syllogism:
The Disjunctive syllogism rule state that if P∨Q is true, and ¬P is true, then Q will b
true. It can be represented as:
Example:
Proof by truth-table:
5. Addition:
The Addition rule is one the common inference rule, and it states that If P is true,
then P∨Q will be true.
Example:
Proof by Truth-Table:
6. Simplification:
The simplification rule state that if P∧ Q is true, then Q or P will also be true. It can
be represented as:
Proof by Truth-Table:
7. Resolution:
The Resolution rule state that if P∨Q and ¬ P∧R is true, then Q∨R will also be true. It
can be represented as
Proof by Truth-Table:
The Wumpus world is a cave which has 4/4 rooms connected with passageways. So
there are total 16 rooms which are connected with each other. We have a
knowledge-based agent who will go forward in this world. The cave has a room with
a beast which is called Wumpus, who eats anyone who enters the room. The
Wumpus can be shot by the agent, but the agent has a single arrow. In the Wumpus
world, there are some Pits rooms which are bottomless, and if agent falls in Pits, then
he will be stuck there forever. The exciting thing with this cave is that in one room
there is a possibility of finding a heap of gold. So the agent goal is to find the gold
and climb out the cave without fallen into Pits or eaten by Wumpus. The agent will
get a reward if he comes out with gold, and he will get a penalty if eaten by Wumpus
or falls in the pit.
There are also some components which can help the agent to navigate the cave.
These components are given as follows:
a) The rooms adjacent to the Wumpus room are smelly, so that it would have
some stench.
b) The room adjacent to PITs has a breeze, so if the agent reaches near to PIT,
then he will perceive the breeze.
c) There will be glitter in the room if and only if the room has gold.
d) The Wumpus can be killed by the agent if the agent is facing to it, and
Wumpus will emit a horrible scream which can be heard anywhere in the
cave.
Environment:
o A 4*4 grid of rooms.
o The agent initially in room square [1, 1], facing toward the right.
o Location of Wumpus and gold are chosen randomly except the first square [1,1].
o Each square of the cave can be a pit with probability 0.2 except the first square.
Actuators:
o Left turn,
o Right turn
o Move forward
o Grab
o Release
o Shoot.
Sensors:
o The agent will perceive the stench if he is in the room adjacent to the Wumpus. (Not
diagonally).
o The agent will perceive breeze if he is in the room directly adjacent to the Pit.
o The agent will perceive the glitter in the room where the gold is present.
o The agent will perceive the bump if he walks into a wall.
o When the Wumpus is shot, it emits a horrible scream which can be perceived
anywhere in the cave.
o These percepts can be represented as five element list, in which we will have different
indicators for each sensor.
Initially, the agent is in the first room or on the square [1,1], and we already know
that this room is safe for the agent, so to represent on the below diagram (a) that
room is safe we will add symbol OK. Symbol A is used to represent agent, symbol B
for the breeze, G for Glitter or gold, V for the visited room, P for pits, W for Wumpus.
At Room [1,1] agent does not feel any breeze or any Stench which means the
adjacent squares are also OK.
Agent's second Step:
Now agent needs to move forward, so it will either move to [1, 2], or [2,1]. Let's suppose
agent moves to the room [2, 1], at this room agent perceives some breeze which means Pit is
around this room. The pit can be in [3, 1], or [2,2], so we will add symbol P? to say that, is this
Pit room?
Now agent will stop and think and will not make any harmful move. The agent will
go back to the [1, 1] room. The room [1,1], and [2,1] are visited by the agent, so we
will use symbol V to represent the visited squares.
At the third step, now agent will move to the room [1,2] which is OK. In the room
[1,2] agent perceives a stench which means there must be a Wumpus nearby. But
Wumpus cannot be in the room [1,1] as by rules of the game, and also not in [2,2]
(Agent had not detected any stench when he was at [2,1]). Therefore agent infers
that Wumpus is in the room [1,3], and in current state, there is no breeze which
means in [2,2] there is no Pit and no Wumpus. So it is safe, and we will mark it OK,
and the agent moves further in [2,2].
At room [2,2], here no stench and no breezes present so let's suppose agent decides
to move to [2,3]. At room [2,3] agent perceives glitter, so it should grab the gold and
climb out of the cave.
Knowledge-base for Wumpus world
As in the previous topic we have learned about the wumpus world and how a
knowledge-based agent evolves the world. Now in this topic, we will create a
knowledge base for the wumpus world, and will derive some proves for the
Wumpus-world using propositional logic.
The agent starts visiting from first square [1, 1], and we already know that this room
is safe for the agent. To build a knowledge base for wumpus world, we will use some
rules and atomic propositions. We need symbol [i, j] for each location in the wumpus
world, where i is for the location of rows, and j for column location.
Note: For a 4 * 4 square board, there will be 7*4*4= 122 propositional variables.
Some Propositional Rules for the wumpus world:
Here in the first row, we have mentioned propositional variables for room[1,1],
which is showing that room does not have wumpus(¬ W11), no stench (¬S11), no
Pit(¬P11), no breeze(¬B11), no gold (¬G11), visited (V11), and the room is Safe(OK11).
In the second row, we have mentioned propositional variables for room [1,2], which
is showing that there is no wumpus, stench and breeze are unknown as an agent has
not visited room [1,2], no Pit, not visited yet, and the room is safe.
In the third row we have mentioned propositional variable for room[2,1], which is
showing that there is no wumpus(¬ W21), no stench (¬S21), no Pit (¬P21), Perceives
breeze(B21), no glitter(¬G21), visited (V21), and room is safe (OK21).
We will firstly apply MP rule with R1 which is ¬S11 → ¬ W11 ^ ¬ W12 ^ ¬ W21,
and ¬S11 which will give the output ¬ W11 ^ W12 ^ W12.
2. Apply And-Elimination Rule:
After applying And-elimination rule to ¬ W11 ∧ ¬ W12 ∧ ¬ W21, we will get three
statements:
¬ W11, ¬ W12, and ¬W21.
Now we will apply Modus Ponens to ¬S21 and R2 which is ¬S21 → ¬ W21 ∧¬ W22 ∧ ¬
W31, which will give the Output as ¬ W21 ∧ ¬ W22 ∧¬ W31
Now again apply And-elimination rule to ¬ W21 ∧ ¬ W22 ∧¬ W31, We will get three
statements:
¬ W21, ¬ W22, and ¬ W31.
Apply Modus Ponens to S12 and R4 which is S12 → W13 ∨. W12 ∨. W22 ∨.W11, we will
get the output as W13∨ W12 ∨ W22 ∨.W11.
o Apply Unit resolution on W13 ∨ W12 ∨ W22 ∨W11 and ¬ W11 :
After applying Unit resolution formula on W13 ∨ W12 ∨ W22 ∨W11 and ¬ W11 we will
get W13 ∨ W12 ∨ W22.
After applying Unit resolution on W13 ∨ W12 ∨ W22, and ¬W22, we will get W13 ∨
W12 as output.
After Applying Unit resolution on W13 ∨ W12 and ¬ W12, we will get W13 as an
output, hence it is proved that the Wumpus is in the room [1, 3].
First-Order logic:
o First-order logic is another way of knowledge representation in artificial intelligence.
It is an extension to propositional logic.
o FOL is sufficiently expressive to represent the natural language statements in a
concise way.
o First-order logic is also known as Predicate logic or First-order predicate logic.
First-order logic is a powerful language that develops information about the objects
in a more easy way and can also express the relationship between those objects.
o First-order logic (like natural language) does not only assume that the world contains
facts like propositional logic but also assumes the following things in the world:
o Objects: A, B, people, numbers, colors, wars, theories, squares, pits, wumpus, ..
o Relations: It can be unary relation such as: red, round, is adjacent, or n-any
relation such as: the sister of, brother of, has color, comes between
o Function: Father of, best friend, third inning of, end of, ......
o As a natural language, first-order logic also has two main parts:
a. Syntax
b. Semantics
Variables x, y, z, a, b,....
Connectives ∧, ∨, ¬, ⇒, ⇔
Equality ==
Quantifier ∀, ∃
Atomic sentences:
o Atomic sentences are the most basic sentences of first-order logic. These sentences
are formed from a predicate symbol followed by a parenthesis with a sequence of
terms.
o We can represent atomic sentences as Predicate (term1, term2, ......, term n).
Complex Sentences:
o Complex sentences are made by combining atomic sentences using connectives.
Consider the statement: "x is an integer.", it consists of two parts, the first part x is
the subject of the statement and second part "is an integer," is known as a predicate.
Quantifiers in First-order logic:
o A quantifier is a language element which generates quantification, and quantification
specifies the quantity of specimen in the universe of discourse.
o These are the symbols that permit to determine or identify the range and scope of
the variable in the logical expression. There are two types of quantifier:
Universal Quantifier:
Universal quantifier is a symbol of logical representation, which specifies that the
statement within its range is true for everything or every instance of a particular
thing.
For all x
For each x
For every x.
Example:
All man drink coffee. Let a variable x which refers to a cat so all x can be
represented in UOD as below:
∀x man(x) → drink (x, coffee).
It will be read as: There are all x where x is a man who drink coffee.
Existential Quantifier:
Existential quantifiers are the type of quantifiers, which express that the statement
within its scope is true for at least one instance of something.
If x is a variable, then existential quantifier will be ∃x or ∃(x). And it will be read as:
Example:
Some boys are intelligent.
∃x: boys(x) ∧ intelligent(x)
It will be read as: There are some x where x is a boy who is intelligent.
Points to remember:
o The main connective for universal quantifier ∀ is implication →.
o The main connective for existential quantifier ∃ is and ∧.
Properties of Quantifiers:
o In universal quantifier, ∀x∀y is similar to ∀y∀x.
o In Existential quantifier, ∃x∃y is similar to ∃y∃x.
o ∃x∀y is not similar to ∀y∃x.
2.Every man respects his parent. In this question, the predicate is "respect(x,
y),"where x=man, and y= parent.
Since there is every man so will use ∀ , and it will be represented as follows:
∀ x man(x) → respects (x, parent).
3. Some boys play cricket. In this question, the predicate is "play(x, y)," where
x= boys, and y= game. Since there are some boys so we will use ∃ , and it will be
represented as:
∃ x boys(x) → play(x, cricket).
4. Not all students like both Mathematics and Science. In this question, the
predicate is "like(x, y)," where x= student, and y= subject.
Since there are not all students, so we will use ∀ with negation, so following
representation for this:
¬∀ (x) [ student(x) → like(x, Mathematics) ∧ like(x, Science)].
At the first level or highest level, we will examine the functionality of the circuit:
At the second level, we will examine the circuit structure details such as:
3. Decide on vocabulary:
The next step of the process is to select functions, predicate, and constants to
represent the circuits, terminals, signals, and gates. Firstly we will distinguish the
gates from each other and from other objects. Each gate is represented as an object
which is named by a constant, such as, Gate(X1). The functionality of each gate is
determined by its type, which is taken as constants such as AND, OR, XOR, or NOT.
Circuits will be identified by a predicate: Circuit (C1).
For gate input, we will use the function In(1, X1) for denoting the first input terminal
of the gate, and for output terminal we will use Out (1, X1).
The function Arity(c, i, j) is used to denote that circuit c has i input, j output.
We use a unary predicate On (t), which is true if the signal at a terminal is on.
o If two terminals are connected then they have the same input
signal, it can be represented as:
Ex- ∀ t1, t2 Terminal (t1) ∧ Terminal (t2) ∧ Connect (t1, t2) → Signal (t1) = Signal (2).
o Signal at every terminal will have either value 0 or 1, it will be
represented as:
Ex- ∀ g Gate(g) ∧ Type(g) = AND →Signal (Out(1, g))= 0 ⇔ ∃ n Signal (In(n, g))= 0.
o Output of OR gate is 1 if and only if any of its input is 1:
Ex-
∀ g Gate(g) ∧ Type(g) = XOR → Signal (Out(1, g)) = 1 ⇔ Signal (In(1, g)) ≠ Signal (I
n(2, g)).
Ex- ∀ g Gate(g) ∧ Type(g) = NOT → Signal (In(1, g)) ≠ Signal (Out(1, g)).
o All the gates in the above circuit have two inputs and one output
(except NOT gate).
For the given circuit C1, we can encode the problem instance in atomic sentences as
below:
Since in the circuit there are two XOR, two AND, and one OR gate so atomic
sentences for these gates will be:
What should be the combination of input which would generate the first output of
circuit C1, as 0 and a second output to be 1?
1. ∃ i1, i2, i3 Signal (In(1, C1))=i1 ∧ Signal (In(2, C1))=i2 ∧ Signal (In(3, C1))= i3
2. ∧ Signal (Out(1, C1)) =0 ∧ Signal (Out(2, C1))=1
Substitution:
Substitution is a fundamental operation performed on terms and formulas. It occurs
in all inference systems in first-order logic. The substitution is complex in the
presence of quantifiers in FOL. If we write F[a/x], so it refers to substitute a constant
"a" in place of variable "x".
Note: First-order logic is capable of expressing facts about some or all objects in the
universe.
Equality:
First-Order logic does not only use predicate and terms for making atomic sentences
but also uses another way, which is equality in FOL. For this, we can use equality
symbols which specify that the two terms refer to the same object.
As in the above example, the object referred by the Brother (John) is similar to the
object referred by Smith. The equality symbol can also be used with negation to
represent that two terms are not the same objects.
o Universal Generalization
o Universal Instantiation
o Existential Instantiation
o Existential introduction
1. Universal Generalization:
o Universal generalization is a valid inference rule which states that if premise P(c) is
true for any arbitrary element c in the universe of discourse, then we can have a
conclusion as ∀ x P(x).
2. Universal Instantiation:
Example:1.
Example: 2.
"All kings who are greedy are Evil." So let our knowledge base contains this detail as
in the form of FOL:
So from this information, we can infer any of the following statements using
Universal Instantiation:
3. Existential Instantiation:
Example:
So we can infer: Crown(K) ∧ OnHead( K, John), as long as K does not appear in the
knowledge base.
4. Existential introduction
According to Modus Ponens, for atomic sentences pi, pi', q. Where there is a
substitution θ such that SUBST (θ, pi',) = SUBST(θ, pi), it can be represented as:
Example:
We will use this rule for Kings are evil, so we will find some x such that x is king,
and x is greedy so we can infer that x is evil.