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Artificial Intelligence and Soft Computing: Behavioral ... - Arteimi.info

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ules supports the incremental development of reasoning systems by adding,<br />

updating <strong>and</strong> deleting rules without affecting the existing rules in the<br />

knowledge base.<br />

3.11.4 Tracing of Explanation<br />

A production system with conflict resolution strategy selects only one rule at<br />

each recognize-act cycle for firing. Thus the fired rules are virtually timetagged.<br />

Since the rules cause state-transition in a production system, stating<br />

the rule to the user during its firing, let the user underst<strong>and</strong> the significance of<br />

the state transition. Presenting the set of the time-tagged rule in sequence thus<br />

gives the user an explanation of the sequence of the operators used to reach the<br />

goal.<br />

3.12 Knowledge Base Optimization<br />

in a Production System<br />

The performance of a production system depends largely on the organization of<br />

its knowledge base. The inferences derived by a production system per unit<br />

time, also called time efficiency, can be improved by reducing the matching<br />

time of the antecedents of the production rules with data in the WM. Further,<br />

if the rules are constructed in a manner so that there is no conflict in the order<br />

of rule firing, then the problem of conflict resolution too can be avoided.<br />

Another important issue of rule-base design is to select the rules so that the<br />

resulting state-space for rule firing does not contain any cycles. The last issue<br />

is to identify the concurrently firable rules that do not have conflict in their<br />

action parts. This, if realized for a rule-based system, will improve the<br />

performance to a high extent. This issue will be covered in detail in chapter 22,<br />

where the architecture of knowledge-based systems is highlighted.<br />

For optimization of rules in a rule-based system, Zupan [9] suggested the<br />

following points.<br />

i) Construct by backward reasoning a state-space graph from the desired<br />

goal nodes (states) up to the nodes, which cannot be exp<strong>and</strong>ed further in a<br />

backward manner. Each goal node, also called fixed points, is thus<br />

reachable (has connectivity) from all possible starting states. It may be<br />

noted that some of the connectivity from the starting nodes to the goal<br />

nodes may pass through cycles. It should also be noted that the resulting<br />

state-space will not miss the shortest paths from the goal to any other

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