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Artificial Intelligence/Soft Computing

A Guide to Intelligent Systems

Artificial Intelligence is often perceived as being a highly complicated, even
frightening subject in Computer Science. This view is compounded by books in this
area being crowded with complex matrix algebra and differential equations – until
now. This book, evolving from lectures given to students with little knowledge of
calculus, assumes no prior programming experience and demonstrates that most
of the underlying ideas in intelligent systems are, in reality, simple and straightforward. Are you looking for a genuinely lucid, introductory text for a course in AI
or Intelligent Systems Design? Perhaps you’re a non-computer science professional
looking for a self-study guide to the state-of-the art in knowledge based systems?
Either way, you can’t afford to ignore this book.

NEGNEVITSKY

Second Edition

Artificial
Intelligence

New to this edition:
✦
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New demonstration rule-based system, MEDIA ADVISOR
New section on genetic algorithms
Four new case studies
Completely updated to incorporate the latest developments in this
fast-paced field

Dr Michael Negnevitsky is a Professor in Electrical Engineering and Computer
Science at the University of Tasmania, Australia. The book has developed from
lectures to undergraduates. Its material has also been extensively tested through
short courses introduced at Otto-von-Guericke-Universität Magdeburg, Institut
Elektroantriebstechnik, Magdeburg, Germany, Hiroshima University, Japan and
Boston University and Rochester Institute of Technology, USA.
Educated as an electrical engineer, Dr Negnevitsky’s many interests include artificial
intelligence and soft computing. His research involves the development and
application of intelligent systems in electrical engineering, process control and
environmental engineering. He has authored and co-authored over 250 research
publications including numerous journal articles, four patents for inventions and
two books.

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Artificial Intelligence

Rule-based expert systems
Fuzzy expert systems
Frame-based expert systems
Artificial neural networks
Evolutionary computation
Hybrid intelligent systems
Knowledge engineering
Data mining

Artificial
Intelligence
A Guide to Intelligent Systems
Second Edition

Covers:
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MICHAEL NEGNEVITSKY

Artificial Intelligence

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Artificial Intelligence
A Guide to Intelligent Systems
Second Edition

Michael Negnevitsky

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For my son, Vlad

Contents

Preface
Preface to the second edition
Acknowledgements
1

Introduction to knowledge-based intelligent systems

1

1.1
1.2

1

1.3

2

3

xi
xv
xvii

Intelligent machines, or what machines can do
The history of artificial intelligence, or from the ‘Dark Ages’
to knowledge-based systems
Summary
Questions for review
References

4
17
21
22

Rule-based expert systems

25

2.1
2.2
2.3
2.4
2.5
2.6

25
26
28
30
33

Introduction, or what is knowledge?
Rules as a knowledge representation technique
The main players in the expert system development team
Structure of a rule-based expert system
Fundamental characteristics of an expert system
Forward chaining and backward chaining inference
techniques
2.7 MEDIA ADVISOR: a demonstration rule-based expert system
2.8 Conflict resolution
2.9 Advantages and disadvantages of rule-based expert systems
2.10 Summary
Questions for review
References

35
41
47
50
51
53
54

Uncertainty management in rule-based expert systems

55

3.1
3.2
3.3
3.4

55
57
61
65

Introduction, or what is uncertainty?
Basic probability theory
Bayesian reasoning
FORECAST: Bayesian accumulation of evidence

viii

CONTENTS

3.5
3.6
3.7
3.8
3.9

4

Fuzzy expert systems
4.1
4.2
4.3
4.4
4.5
4.6
4.7
4.8

5

6

Bias of the Bayesian method
Certainty factors theory and evidential reasoning
FORECAST: an application of certainty factors
Comparison of Bayesian reasoning and certainty factors
Summary
Questions for review
References

Introduction, or what is fuzzy thinking?
Fuzzy sets
Linguistic variables and hedges
Operations of fuzzy sets
Fuzzy rules
Fuzzy inference
Building a fuzzy expert system
Summary
Questions for review
References
Bibliography

72
74
80
82
83
85
85
87
87
89
94
97
103
106
114
125
126
127
127

Frame-based expert systems

131

5.1
5.2
5.3
5.4
5.5
5.6
5.7

131
133
138
142
146
149
161
163
163
164

Introduction, or what is a frame?
Frames as a knowledge representation technique
Inheritance in frame-based systems
Methods and demons
Interaction of frames and rules
Buy Smart: a frame-based expert system
Summary
Questions for review
References
Bibliography

Artificial neural networks

165

6.1
6.2
6.3
6.4
6.5
6.6
6.7
6.8
6.9

165
168
170
175
185
188
196
200
212
215
216

Introduction, or how the brain works
The neuron as a simple computing element
The perceptron
Multilayer neural networks
Accelerated learning in multilayer neural networks
The Hopfield network
Bidirectional associative memory
Self-organising neural networks
Summary
Questions for review
References

CONTENTS

7

Evolutionary computation

219

7.1
7.2
7.3
7.4
7.5

219
219
222
232

7.6
7.7
7.8

8

Hybrid intelligent systems
8.1
8.2
8.3
8.4
8.5
8.6
8.7

9

Introduction, or can evolution be intelligent?
Simulation of natural evolution
Genetic algorithms
Why genetic algorithms work
Case study: maintenance scheduling with genetic
algorithms
Evolution strategies
Genetic programming
Summary
Questions for review
References
Bibliography

Introduction, or how to combine German mechanics with
Italian love
Neural expert systems
Neuro-fuzzy systems
ANFIS: Adaptive Neuro-Fuzzy Inference System
Evolutionary neural networks
Fuzzy evolutionary systems
Summary
Questions for review
References

235
242
245
254
255
256
257
259
259
261
268
277
285
290
296
297
298

Knowledge engineering and data mining

301

9.1
9.2
9.3
9.4
9.5
9.6
9.7
9.8

301
308
317
323
336
339
349
361
362
363

Introduction, or what is knowledge engineering?
Will an expert system work for my problem?
Will a fuzzy expert system work for my problem?
Will a neural network work for my problem?
Will genetic algorithms work for my problem?
Will a hybrid intelligent system work for my problem?
Data mining and knowledge discovery
Summary
Questions for review
References

Glossary
Appendix
Index

365
391
407

ix

Trademark notice
The following are trademarks or registered trademarks of their respective
companies:
KnowledgeSEEKER is a trademark of Angoss Software Corporation; Outlook and
Windows are trademarks of Microsoft Corporation; MATLAB is a trademark of
The MathWorks, Inc; Unix is a trademark of the Open Group.
See Appendix for AI tools and their respective vendors.

Preface

‘The only way not to succeed is not to try.’
Edward Teller

Another book on artificial intelligence . . . I’ve already seen so many of them.
Why should I bother with this one? What makes this book different from the
others?
Each year hundreds of books and doctoral theses extend our knowledge of
computer, or artificial, intelligence. Expert systems, artificial neural networks,
fuzzy systems and evolutionary computation are major technologies used in
intelligent systems. Hundreds of tools support these technologies, and thousands of scientific papers continue to push their boundaries. The contents of any
chapter in this book can be, and in fact is, the subject of dozens of monographs.
However, I wanted to write a book that would explain the basics of intelligent
systems, and perhaps even more importantly, eliminate the fear of artificial
intelligence.
Most of the literature on artificial intelligence is expressed in the jargon of
computer science, and crowded with complex matrix algebra and differential
equations. This, of course, gives artificial intelligence an aura of respectability,
and until recently kept non-computer scientists at bay. But the situation has
changed!
The personal computer has become indispensable in our everyday life. We use
it as a typewriter and a calculator, a calendar and a communication system, an
interactive database and a decision-support system. And we want more. We want
our computers to act intelligently! We see that intelligent systems are rapidly
coming out of research laboratories, and we want to use them to our advantage.
What are the principles behind intelligent systems? How are they built? What
are intelligent systems useful for? How do we choose the right tool for the job?
These questions are answered in this book.
Unlike many books on computer intelligence, this one shows that most ideas
behind intelligent systems are wonderfully simple and straightforward. The book
is based on lectures given to students who have little knowledge of calculus. And
readers do not need to learn a programming language! The material in this book
has been extensively tested through several courses taught by the author for the

xii

PREFACE
past decade. Typical questions and suggestions from my students influenced
the way this book was written.
The book is an introduction to the field of computer intelligence. It covers
rule-based expert systems, fuzzy expert systems, frame-based expert systems,
artificial neural networks, evolutionary computation, hybrid intelligent systems
and knowledge engineering.
In a university setting, this book provides an introductory course for undergraduate students in computer science, computer information systems, and
engineering. In the courses I teach, my students develop small rule-based and
frame-based expert systems, design a fuzzy system, explore artificial neural
networks, and implement a simple problem as a genetic algorithm. They use
expert system shells (Leonardo, XpertRule, Level5 Object and Visual Rule
Studio), MATLAB Fuzzy Logic Toolbox and MATLAB Neural Network Toolbox.
I chose these tools because they can easily demonstrate the theory being
presented. However, the book is not tied to any specific tool; the examples given
in the book are easy to implement with different tools.
This book is also suitable as a self-study guide for non-computer science
professionals. For them, the book provides access to the state of the art in
knowledge-based systems and computational intelligence. In fact, this book is
aimed at a large professional audience: engineers and scientists, managers and
businessmen, doctors and lawyers – everyone who faces challenging problems
and cannot solve them by using traditional approaches, everyone who wants to
understand the tremendous achievements in computer intelligence. The book
will help to develop a practical understanding of what intelligent systems can
and cannot do, discover which tools are most relevant for your task and, finally,
how to use these tools.
The book consists of nine chapters.
In Chapter 1, we briefly discuss the history of artificial intelligence from the
era of great ideas and great expectations in the 1960s to the disillusionment and
funding cutbacks in the early 1970s; from the development of the first expert
systems such as DENDRAL, MYCIN and PROSPECTOR in the seventies to the
maturity of expert system technology and its massive applications in different
areas in the 1980s and 1990s; from a simple binary model of neurons proposed in
the 1940s to a dramatic resurgence of the field of artificial neural networks in the
1980s; from the introduction of fuzzy set theory and its being ignored by
the West in the 1960s to numerous ‘fuzzy’ consumer products offered by the
Japanese in the 1980s and world-wide acceptance of ‘soft’ computing and
computing with words in the 1990s.
In Chapter 2, we present an overview of rule-based expert systems. We briefly
discuss what knowledge is, and how experts express their knowledge in the form
of production rules. We identify the main players in the expert system development team and show the structure of a rule-based system. We discuss
fundamental characteristics of expert systems and note that expert systems can
make mistakes. Then we review the forward and backward chaining inference
techniques and debate conflict resolution strategies. Finally, the advantages and
disadvantages of rule-based expert systems are examined.

PREFACE
In Chapter 3, we present two uncertainty management techniques used in
expert systems: Bayesian reasoning and certainty factors. We identify the main
sources of uncertain knowledge and briefly review probability theory. We consider
the Bayesian method of accumulating evidence and develop a simple expert
system based on the Bayesian approach. Then we examine the certainty factors
theory (a popular alternative to Bayesian reasoning) and develop an expert system
based on evidential reasoning. Finally, we compare Bayesian reasoning and
certainty factors, and determine appropriate areas for their applications.
In Chapter 4, we introduce fuzzy logic and discuss the philosophical ideas
behind it. We present the concept of fuzzy sets, consider how to represent a fuzzy
set in a computer, and examine operations of fuzzy sets. We also define linguistic
variables and hedges. Then we present fuzzy rules and explain the main differences
between classical and fuzzy rules. We explore two fuzzy inference techniques –
Mamdani and Sugeno – and suggest appropriate areas for their application. Finally,
we introduce the main steps in developing a fuzzy expert system, and illustrate the
theory through the actual process of building and tuning a fuzzy system.
In Chapter 5, we present an overview of frame-based expert systems. We
consider the concept of a frame and discuss how to use frames for knowledge
representation. We find that inheritance is an essential feature of frame
based systems. We examine the application of methods, demons and rules. Finally,
we consider the development of a frame-based expert system through an example.
In Chapter 6, we introduce artificial neural networks and discuss the basic
ideas behind machine learning. We present the concept of a perceptron as a
simple computing element and consider the perceptron learning rule. We
explore multilayer neural networks and discuss how to improve the computational efficiency of the back-propagation learning algorithm. Then we introduce
recurrent neural networks, consider the Hopfield network training algorithm
and bidirectional associative memory (BAM). Finally, we present self-organising
neural networks and explore Hebbian and competitive learning.
In Chapter 7, we present an overview of evolutionary computation. We consider
genetic algorithms, evolution strategies and genetic programming. We introduce the
main steps in developing a genetic algorithm, discuss why genetic algorithms work,
and illustrate the theory through actual applications of genetic algorithms. Then we
present a basic concept of evolutionary strategies and determine the differences
between evolutionary strategies and genetic algorithms. Finally, we consider genetic
programming and its application to real problems.
In Chapter 8, we consider hybrid intelligent systems as a combination of
different intelligent technologies. First we introduce a new breed of expert
systems, called neural expert systems, which combine neural networks and rulebased expert systems. Then we consider a neuro-fuzzy system that is functionally
equivalent to the Mamdani fuzzy inference model, and an adaptive neuro-fuzzy
inference system (ANFIS), equivalent to the Sugeno fuzzy inference model. Finally,
we discuss evolutionary neural networks and fuzzy evolutionary systems.
In Chapter 9, we consider knowledge engineering and data mining. First we
discuss what kind of problems can be addressed with intelligent systems and
introduce six main phases of the knowledge engineering process. Then we study

xiii

xiv

PREFACE
typical applications of intelligent systems, including diagnosis, classification,
decision support, pattern recognition and prediction. Finally, we examine an
application of decision trees in data mining.
The book also has an appendix and a glossary. The appendix provides a list
of commercially available AI tools. The glossary contains definitions of over
250 terms used in expert systems, fuzzy logic, neural networks, evolutionary
computation, knowledge engineering and data mining.
I hope that the reader will share my excitement on the subject of artificial
intelligence and soft computing and will find this book useful.
The website can be accessed at: http://www.booksites.net/negnevitsky
Michael Negnevitsky
Hobart, Tasmania, Australia
February 2001

Preface to the second edition

The main objective of the book remains the same as in the first edition – to
provide the reader with practical understanding of the field of computer
intelligence. It is intended as an introductory text suitable for a one-semester
course, and assumes the students have no programming experience.
In terms of the coverage, in this edition we demonstrate several new
applications of intelligent tools for solving specific problems. The changes are
in the following chapters:
.

In Chapter 2, we introduce a new demonstration rule-based expert system,
MEDIA ADVISOR.

.

In Chapter 9, we add a new case study on classification neural networks with
competitive learning.

.

In Chapter 9, we introduce a section ‘Will genetic algorithms work for my
problem?’. The section includes a case study with the travelling salesman
problem.

.

Also in Chapter 9, we add a new section ‘Will a hybrid intelligent system work
for my problem?’. This section includes two case studies: the first covers a
neuro-fuzzy decision-support system with a heterogeneous structure, and the
second explores an adaptive neuro-fuzzy inference system (ANFIS) with a
homogeneous structure.

Finally, we have expanded the book’s references and bibliographies, and updated
the list of AI tools and vendors in the appendix.
Michael Negnevitsky
Hobart, Tasmania, Australia
January 2004

Acknowledgements

I am deeply indebted to many people who, directly or indirectly, are responsible
for this book coming into being. I am most grateful to Dr Vitaly Faybisovich for
his constructive criticism of my research on soft computing, and most of all for
his friendship and support in all my endeavours for the last twenty years.
I am also very grateful to numerous reviewers of my book for their comments
and helpful suggestions, and to the Pearson Education editors, particularly Keith
Mansfield, Owen Knight and Liz Johnson, who led me through the process of
publishing this book.
I also thank my undergraduate and postgraduate students from the University
of Tasmania, especially my former Ph.D. students Tan Loc Le, Quang Ha and
Steven Carter, whose desire for new knowledge was both a challenge and an
inspiration to me.
I am indebted to Professor Stephen Grossberg from Boston University,
Professor Frank Palis from the Otto-von-Guericke-Universität Magdeburg,
Germany, Professor Hiroshi Sasaki from Hiroshima University, Japan and
Professor Walter Wolf from the Rochester Institute of Technology, USA for
giving me the opportunity to test the book’s material on their students.
I am also truly grateful to Dr Vivienne Mawson and Margaret Eldridge for
proof-reading the draft text.
Although the first edition of this book appeared just two years ago, I cannot
possibly thank all the people who have already used it and sent me their
comments. However, I must acknowledge at least those who made especially
helpful suggestions: Martin Beck (University of Plymouth, UK), Mike Brooks
(University of Adelaide, Australia), Genard Catalano (Columbia College, USA),
Warren du Plessis (University of Pretoria, South Africa), Salah Amin Elewa
(American University, Egypt), John Fronckowiak (Medaille College, USA), Lev
Goldfarb (University of New Brunswick, Canada), Susan Haller (University of
Wisconsin, USA), Evor Hines (University of Warwick, UK), Philip Hingston (Edith
Cowan University, Australia), Sam Hui (Stanford University, USA), David Lee
(University of Hertfordshire, UK), Leon Reznik (Rochester Institute of Technology,
USA), Simon Shiu (Hong Kong Polytechnic University), Thomas Uthmann
(Johannes Gutenberg-Universität Mainz, Germany), Anne Venables (Victoria
University, Australia), Brigitte Verdonk (University of Antwerp, Belgium), Ken
Vollmar (Southwest Missouri State University, USA) and Kok Wai Wong (Nanyang
Technological University, Singapore).

Introduction to knowledgebased intelligent systems

1

In which we consider what it means to be intelligent and whether
machines could be such a thing.

1.1 Intelligent machines, or what machines can do
Philosophers have been trying for over two thousand years to understand and
resolve two big questions of the universe: how does a human mind work, and
can non-humans have minds? However, these questions are still unanswered.
Some philosophers have picked up the computational approach originated by
computer scientists and accepted the idea that machines can do everything that
humans can do. Others have openly opposed this idea, claiming that such
highly sophisticated behaviour as love, creative discovery and moral choice will
always be beyond the scope of any machine.
The nature of philosophy allows for disagreements to remain unresolved. In
fact, engineers and scientists have already built machines that we can call
‘intelligent’. So what does the word ‘intelligence’ mean? Let us look at a
dictionary definition.
1 Someone’s intelligence is their ability to understand and learn things.
2 Intelligence is the ability to think and understand instead of doing things
by instinct or automatically.
(Essential English Dictionary, Collins, London, 1990)

Thus, according to the first definition, intelligence is the quality possessed by
humans. But the second definition suggests a completely different approach and
gives some flexibility; it does not specify whether it is someone or something
that has the ability to think and understand. Now we should discover what
thinking means. Let us consult our dictionary again.
Thinking is the activity of using your brain to consider a problem or to create
an idea.
(Essential English Dictionary, Collins, London, 1990)

2

INTRODUCTION TO KNOWLEDGE-BASED INTELLIGENT SYSTEMS
So, in order to think, someone or something has to have a brain, or in other
words, an organ that enables someone or something to learn and understand
things, to solve problems and to make decisions. So we can define intelligence as
‘the ability to learn and understand, to solve problems and to make decisions’.
The very question that asks whether computers can be intelligent, or whether
machines can think, came to us from the ‘dark ages’ of artificial intelligence
(from the late 1940s). The goal of artificial intelligence (AI) as a science is to
make machines do things that would require intelligence if done by humans
(Boden, 1977). Therefore, the answer to the question ‘Can machines think?’ was
vitally important to the discipline. However, the answer is not a simple ‘Yes’ or
‘No’, but rather a vague or fuzzy one. Your everyday experience and common
sense would have told you that. Some people are smarter in some ways than
others. Sometimes we make very intelligent decisions but sometimes we also
make very silly mistakes. Some of us deal with complex mathematical and
engineering problems but are moronic in philosophy and history. Some people
are good at making money, while others are better at spending it. As humans, we
all have the ability to learn and understand, to solve problems and to make
decisions; however, our abilities are not equal and lie in different areas. Therefore, we should expect that if machines can think, some of them might be
smarter than others in some ways.
One of the earliest and most significant papers on machine intelligence,
‘Computing machinery and intelligence’, was written by the British mathematician Alan Turing over fifty years ago (Turing, 1950). However, it has stood up
well to the test of time, and Turing’s approach remains universal.
Alan Turing began his scientific career in the early 1930s by rediscovering the
Central Limit Theorem. In 1937 he wrote a paper on computable numbers, in
which he proposed the concept of a universal machine. Later, during the Second
World War, he was a key player in deciphering Enigma, the German military
encoding machine. After the war, Turing designed the ‘Automatic Computing
Engine’. He also wrote the first program capable of playing a complete chess
game; it was later implemented on the Manchester University computer.
Turing’s theoretical concept of the universal computer and his practical experience in building code-breaking systems equipped him to approach the key
fundamental question of artificial intelligence. He asked: Is there thought
without experience? Is there mind without communication? Is there language
without living? Is there intelligence without life? All these questions, as you can
see, are just variations on the fundamental question of artificial intelligence, Can
machines think?
Turing did not provide definitions of machines and thinking, he just avoided
semantic arguments by inventing a game, the Turing imitation game. Instead
of asking, ‘Can machines think?’, Turing said we should ask, ‘Can machines pass
a behaviour test for intelligence?’ He predicted that by the year 2000, a computer
could be programmed to have a conversation with a human interrogator for five
minutes and would have a 30 per cent chance of deceiving the interrogator that
it was a human. Turing defined the intelligent behaviour of a computer as the
ability to achieve the human-level performance in cognitive tasks. In other

INTELLIGENT MACHINES

Figure 1.1

Turing imitation game: phase 1

words, a computer passes the test if interrogators cannot distinguish the
machine from a human on the basis of the answers to their questions.
The imitation game proposed by Turing originally included two phases. In
the first phase, shown in Figure 1.1, the interrogator, a man and a woman are
each placed in separate rooms and can communicate only via a neutral medium
such as a remote terminal. The interrogator’s objective is to work out who is the
man and who is the woman by questioning them. The rules of the game are
that the man should attempt to deceive the interrogator that he is the woman,
while the woman has to convince the interrogator that she is the woman.
In the second phase of the game, shown in Figure 1.2, the man is replaced by a
computer programmed to deceive the interrogator as the man did. It would even
be programmed to make mistakes and provide fuzzy answers in the way a human
would. If the computer can fool the interrogator as often as the man did, we may
say this computer has passed the intelligent behaviour test.
Physical simulation of a human is not important for intelligence. Hence, in
the Turing test the interrogator does not see, touch or hear the computer and is
therefore not influenced by its appearance or voice. However, the interrogator
is allowed to ask any questions, even provocative ones, in order to identify
the machine. The interrogator may, for example, ask both the human and the

Figure 1.2

Turing imitation game: phase 2

3

4

INTRODUCTION TO KNOWLEDGE-BASED INTELLIGENT SYSTEMS
machine to perform complex mathematical calculations, expecting that the
computer will provide a correct solution and will do it faster than the human.
Thus, the computer will need to know when to make a mistake and when to
delay its answer. The interrogator also may attempt to discover the emotional
nature of the human, and thus, he might ask both subjects to examine a short
novel or poem or even painting. Obviously, the computer will be required here
to simulate a human’s emotional understanding of the work.
The Turing test has two remarkable qualities that make it really universal.
.

By maintaining communication between the human and the machine via
terminals, the test gives us an objective standard view on intelligence. It
avoids debates over the human nature of intelligence and eliminates any bias
in favour of humans.

.

The test itself is quite independent from the details of the experiment. It can
be conducted either as a two-phase game as just described, or even as a singlephase game in which the interrogator needs to choose between the human
and the machine from the beginning of the test. The interrogator is also free
to ask any question in any field and can concentrate solely on the content of
the answers provided.

Turing believed that by the end of the 20th century it would be possible to
program a digital computer to play the imitation game. Although modern
computers still cannot pass the Turing test, it provides a basis for the verification
and validation of knowledge-based systems. A program thought intelligent in
some narrow area of expertise is evaluated by comparing its performance with
the performance of a human expert.
Our brain stores the equivalent of over 1018 bits and can process information
at the equivalent of about 1015 bits per second. By 2020, the brain will probably
be modelled by a chip the size of a sugar cube – and perhaps by then there will be
a computer that can play – even win – the Turing imitation game. However, do
we really want the machine to perform mathematical calculations as slowly and
inaccurately as humans do? From a practical point of view, an intelligent
machine should help humans to make decisions, to search for information, to
control complex objects, and finally to understand the meaning of words. There
is probably no point in trying to achieve the abstract and elusive goal of
developing machines with human-like intelligence. To build an intelligent
computer system, we have to capture, organise and use human expert knowledge in some narrow area of expertise.

1.2 The history of artificial intelligence, or from the ‘Dark
Ages’ to knowledge-based systems
Artificial intelligence as a science was founded by three generations of researchers. Some of the most important events and contributors from each generation
are described next.

THE HISTORY OF ARTIFICIAL INTELLIGENCE

1.2.1

The ‘Dark Ages’, or the birth of artificial intelligence (1943–56)

The first work recognised in the field of artificial intelligence (AI) was presented
by Warren McCulloch and Walter Pitts in 1943. McCulloch had degrees in
philosophy and medicine from Columbia University and became the Director of
the Basic Research Laboratory in the Department of Psychiatry at the University
of Illinois. His research on the central nervous system resulted in the first major
contribution to AI: a model of neurons of the brain.
McCulloch and his co-author Walter Pitts, a young mathematician, proposed
a model of artificial neural networks in which each neuron was postulated as
being in binary state, that is, in either on or off condition (McCulloch and Pitts,
1943). They demonstrated that their neural network model was, in fact,
equivalent to the Turing machine, and proved that any computable function
could be computed by some network of connected neurons. McCulloch and Pitts
also showed that simple network structures could learn.
The neural network model stimulated both theoretical and experimental
work to model the brain in the laboratory. However, experiments clearly
demonstrated that the binary model of neurons was not correct. In fact,
a neuron has highly non-linear characteristics and cannot be considered as a
simple two-state device. Nonetheless, McCulloch, the second ‘founding father’
of AI after Alan Turing, had created the cornerstone of neural computing and
artificial neural networks (ANN). After a decline in the 1970s, the field of ANN
was revived in the late 1980s.
The third founder of AI was John von Neumann, the brilliant Hungarianborn mathematician. In 1930, he joined the Princeton University, lecturing in
mathematical physics. He was a colleague and friend of Alan Turing. During the
Second World War, von Neumann played a key role in the Manhattan Project
that built the nuclear bomb. He also became an adviser for the Electronic
Numerical Integrator and Calculator (ENIAC) project at the University of
Pennsylvania and helped to design the Electronic Discrete Variable Automatic
Computer (EDVAC), a stored program machine. He was influenced by
McCulloch and Pitts’s neural network model. When Marvin Minsky and Dean
Edmonds, two graduate students in the Princeton mathematics department,
built the first neural network computer in 1951, von Neumann encouraged and
supported them.
Another of the first-generation researchers was Claude Shannon. He graduated from Massachusetts Institute of Technology (MIT) and joined Bell
Telephone Laboratories in 1941. Shannon shared Alan Turing’s ideas on the
possibility of machine intelligence. In 1950, he published a paper on chessplaying machines, which pointed out that a typical chess game involved about
10120 possible moves (Shannon, 1950). Even if the new von Neumann-type
computer could examine one move per microsecond, it would take 3  10106
years to make its first move. Thus Shannon demonstrated the need to use
heuristics in the search for the solution.
Princeton University was also home to John McCarthy, another founder of AI.
He convinced Martin Minsky and Claude Shannon to organise a summer

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INTRODUCTION TO KNOWLEDGE-BASED INTELLIGENT SYSTEMS
workshop at Dartmouth College, where McCarthy worked after graduating from
Princeton. In 1956, they brought together researchers interested in the study of
machine intelligence, artificial neural nets and automata theory. The workshop
was sponsored by IBM. Although there were just ten researchers, this workshop
gave birth to a new science called artificial intelligence. For the next twenty
years the field of AI would be dominated by the participants at the Dartmouth
workshop and their students.

1.2.2

The rise of artificial intelligence, or the era of great expectations
(1956–late 1960s)

The early years of AI are characterised by tremendous enthusiasm, great ideas
and very limited success. Only a few years before, computers had been introduced to perform routine mathematical calculations, but now AI researchers
were demonstrating that computers could do more than that. It was an era of
great expectations.
John McCarthy, one of the organisers of the Dartmouth workshop and the
inventor of the term ‘artificial intelligence’, moved from Dartmouth to MIT. He
defined the high-level language LISP – one of the oldest programming languages
(FORTRAN is just two years older), which is still in current use. In 1958,
McCarthy presented a paper, ‘Programs with Common Sense’, in which he
proposed a program called the Advice Taker to search for solutions to general
problems of the world (McCarthy, 1958). McCarthy demonstrated how his
program could generate, for example, a plan to drive to the airport, based on
some simple axioms. Most importantly, the program was designed to accept new
axioms, or in other words new knowledge, in different areas of expertise without
being reprogrammed. Thus the Advice Taker was the first complete knowledgebased system incorporating the central principles of knowledge representation
and reasoning.
Another organiser of the Dartmouth workshop, Marvin Minsky, also moved
to MIT. However, unlike McCarthy with his focus on formal logic, Minsky
developed an anti-logical outlook on knowledge representation and reasoning.
His theory of frames (Minsky, 1975) was a major contribution to knowledge
engineering.
The early work on neural computing and artificial neural networks started by
McCulloch and Pitts was continued. Learning methods were improved and Frank
Rosenblatt proved the perceptron convergence theorem, demonstrating that
his learning algorithm could adjust the connection strengths of a perceptron
(Rosenblatt, 1962).
One of the most ambitious projects of the era of great expectations was the
General Problem Solver (GPS) (Newell and Simon, 1961, 1972). Allen Newell and
Herbert Simon from the Carnegie Mellon University developed a generalpurpose program to simulate human problem-solving methods. GPS was
probably the first attempt to separate the problem-solving technique from the
data. It was based on the technique now referred to as means-ends analysis.

THE HISTORY OF ARTIFICIAL INTELLIGENCE
Newell and Simon postulated that a problem to be solved could be defined in
terms of states. The means-ends analysis was used to determine a difference
between the current state and the desirable state or the goal state of the
problem, and to choose and apply operators to reach the goal state. If the goal
state could not be immediately reached from the current state, a new state closer
to the goal would be established and the procedure repeated until the goal state
was reached. The set of operators determined the solution plan.
However, GPS failed to solve complicated problems. The program was based
on formal logic and therefore could generate an infinite number of possible
operators, which is inherently inefficient. The amount of computer time and
memory that GPS required to solve real-world problems led to the project being
abandoned.
In summary, we can say that in the 1960s, AI researchers attempted to
simulate the complex thinking process by inventing general methods for
solving broad classes of problems. They used the general-purpose search
mechanism to find a solution to the problem. Such approaches, now referred
to as weak methods, applied weak information about the problem domain; this
resulted in weak performance of the programs developed.
However, it was also a time when the field of AI attracted great scientists who
introduced fundamental new ideas in such areas as knowledge representation,
learning algorithms, neural computing and computing with words. These ideas
could not be implemented then because of the limited capabilities of computers,
but two decades later they have led to the development of real-life practical
applications.
It is interesting to note that Lotfi Zadeh, a professor from the University of
California at Berkeley, published his famous paper ‘Fuzzy sets’ also in the 1960s
(Zadeh, 1965). This paper is now considered the foundation of the fuzzy set
theory. Two decades later, fuzzy researchers have built hundreds of smart
machines and intelligent systems.
By 1970, the euphoria about AI was gone, and most government funding for
AI projects was cancelled. AI was still a relatively new field, academic in nature,
with few practical applications apart from playing games (Samuel, 1959, 1967;
Greenblatt et al., 1967). So, to the outsider, the achievements would be seen as
toys, as no AI system at that time could manage real-world problems.

1.2.3

Unfulfilled promises, or the impact of reality
(late 1960s–early 1970s)

From the mid-1950s, AI researchers were making promises to build all-purpose
intelligent machines on a human-scale knowledge base by the 1980s, and to
exceed human intelligence by the year 2000. By 1970, however, they realised
that such claims were too optimistic. Although a few AI programs could
demonstrate some level of machine intelligence in one or two toy problems,
almost no AI projects could deal with a wider selection of tasks or more difficult
real-world problems.

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INTRODUCTION TO KNOWLEDGE-BASED INTELLIGENT SYSTEMS
The main difficulties for AI in the late 1960s were:
.

Because AI researchers were developing general methods for broad classes
of problems, early programs contained little or even no knowledge about a
problem domain. To solve problems, programs applied a search strategy by
trying out different combinations of small steps, until the right one was
found. This method worked for ‘toy’ problems, so it seemed reasonable that, if
the programs could be ‘scaled up’ to solve large problems, they would finally
succeed. However, this approach was wrong.
Easy, or tractable, problems can be solved in polynomial time, i.e. for a
problem of size n, the time or number of steps needed to find the solution is
a polynomial function of n. On the other hand, hard or intractable problems
require times that are exponential functions of the problem size. While a
polynomial-time algorithm is considered to be efficient, an exponential-time
algorithm is inefficient, because its execution time increases rapidly with the
problem size. The theory of NP-completeness (Cook, 1971; Karp, 1972),
developed in the early 1970s, showed the existence of a large class of nondeterministic polynomial problems (NP problems) that are NP-complete. A
problem is called NP if its solution (if one exists) can be guessed and verified
in polynomial time; non-deterministic means that no particular algorithm
is followed to make the guess. The hardest problems in this class are
NP-complete. Even with faster computers and larger memories, these
problems are hard to solve.

.

Many of the problems that AI attempted to solve were too broad and too
difficult. A typical task for early AI was machine translation. For example, the
National Research Council, USA, funded the translation of Russian scientific
papers after the launch of the first artificial satellite (Sputnik) in 1957.
Initially, the project team tried simply replacing Russian words with English,
using an electronic dictionary. However, it was soon found that translation
requires a general understanding of the subject to choose the correct words.
This task was too difficult. In 1966, all translation projects funded by the US
government were cancelled.

.

In 1971, the British government also suspended support for AI research. Sir
James Lighthill had been commissioned by the Science Research Council of
Great Britain to review the current state of AI (Lighthill, 1973). He did not
find any major or even significant results from AI research, and therefore saw
no need to have a separate science called ‘artificial intelligence’.

1.2.4

The technology of expert systems, or the key to success
(early 1970s–mid-1980s)

Probably the most important development in the 1970s was the realisation
that the problem domain for intelligent machines had to be sufficiently
restricted. Previously, AI researchers had believed that clever search algorithms
and reasoning techniques could be invented to emulate general, human-like,
problem-solving methods. A general-purpose search mechanism could rely on

THE HISTORY OF ARTIFICIAL INTELLIGENCE
elementary reasoning steps to find complete solutions and could use weak
knowledge about domain. However, when weak methods failed, researchers
finally realised that the only way to deliver practical results was to solve typical
cases in narrow areas of expertise by making large reasoning steps.
The DENDRAL program is a typical example of the emerging technology
(Buchanan et al., 1969). DENDRAL was developed at Stanford University
to analyse chemicals. The project was supported by NASA, because an unmanned spacecraft was to be launched to Mars and a program was required to
determine the molecular structure of Martian soil, based on the mass spectral
data provided by a mass spectrometer. Edward Feigenbaum (a former student
of Herbert Simon), Bruce Buchanan (a computer scientist) and Joshua Lederberg
(a Nobel prize winner in genetics) formed a team to solve this challenging
problem.
The traditional method of solving such problems relies on a generateand-test technique: all possible molecular structures consistent with the mass
spectrogram are generated first, and then the mass spectrum is determined
or predicted for each structure and tested against the actual spectrum.
However, this method failed because millions of possible structures could be
generated – the problem rapidly became intractable even for decent-sized
molecules.
To add to the difficulties of the challenge, there was no scientific algorithm
for mapping the mass spectrum into its molecular structure. However, analytical
chemists, such as Lederberg, could solve this problem by using their skills,
experience and expertise. They could enormously reduce the number of possible
structures by looking for well-known patterns of peaks in the spectrum, and
thus provide just a few feasible solutions for further examination. Therefore,
Feigenbaum’s job became to incorporate the expertise of Lederberg into a
computer program to make it perform at a human expert level. Such programs
were later called expert systems. To understand and adopt Lederberg’s knowledge and operate with his terminology, Feigenbaum had to learn basic ideas in
chemistry and spectral analysis. However, it became apparent that Feigenbaum
used not only rules of chemistry but also his own heuristics, or rules-of-thumb,
based on his experience, and even guesswork. Soon Feigenbaum identified one
of the major difficulties in the project, which he called the ‘knowledge acquisition bottleneck’ – how to extract knowledge from human experts to apply to
computers. To articulate his knowledge, Lederberg even needed to study basics
in computing.
Working as a team, Feigenbaum, Buchanan and Lederberg developed
DENDRAL, the first successful knowledge-based system. The key to their success
was mapping all the relevant theoretical knowledge from its general form to
highly specific rules (‘cookbook recipes’) (Feigenbaum et al., 1971).
The significance of DENDRAL can be summarised as follows:
.

DENDRAL marked a major ‘paradigm shift’ in AI: a shift from generalpurpose, knowledge-sparse, weak methods to domain-specific, knowledgeintensive techniques.

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INTRODUCTION TO KNOWLEDGE-BASED INTELLIGENT SYSTEMS
.

The aim of the project was to develop a computer program to attain the level
of performance of an experienced human chemist. Using heuristics in the
form of high-quality specific rules – rules-of-thumb – elicited from human
experts, the DENDRAL team proved that computers could equal an expert in
narrow, defined, problem areas.

.

The DENDRAL project originated the fundamental idea of the new methodology of expert systems – knowledge engineering, which encompassed
techniques of capturing, analysing and expressing in rules an expert’s
‘know-how’.

DENDRAL proved to be a useful analytical tool for chemists and was marketed
commercially in the United States.
The next major project undertaken by Feigenbaum and others at Stanford
University was in the area of medical diagnosis. The project, called MYCIN,
started in 1972. It later became the Ph.D. thesis of Edward Shortliffe (Shortliffe,
1976). MYCIN was a rule-based expert system for the diagnosis of infectious
blood diseases. It also provided a doctor with therapeutic advice in a convenient,
user-friendly manner.
MYCIN had a number of characteristics common to early expert systems,
including:
.

MYCIN could perform at a level equivalent to human experts in the field and
considerably better than junior doctors.

.

MYCIN’s knowledge consisted of about 450 independent rules of IF-THEN
form derived from human knowledge in a narrow domain through extensive
interviewing of experts.

.

The knowledge incorporated in the form of rules was clearly separated from
the reasoning mechanism. The system developer could easily manipulate
knowledge in the system by inserting or deleting some rules. For example, a
domain-independent version of MYCIN called EMYCIN (Empty MYCIN) was
later produced at Stanford University (van Melle, 1979; van Melle et al., 1981).
It had all the features of the MYCIN system except the knowledge of
infectious blood diseases. EMYCIN facilitated the development of a variety
of diagnostic applications. System developers just had to add new knowledge
in the form of rules to obtain a new application.

MYCIN also introduced a few new features. Rules incorporated in MYCIN
reflected the uncertainty associated with knowledge, in this case with medical
diagnosis. It tested rule conditions (the IF part) against available data or data
requested from the physician. When appropriate, MYCIN inferred the truth of a
condition through a calculus of uncertainty called certainty factors. Reasoning
in the face of uncertainty was the most important part of the system.
Another probabilistic system that generated enormous publicity was
PROSPECTOR, an expert system for mineral exploration developed by the
Stanford Research Institute (Duda et al., 1979). The project ran from 1974 to

THE HISTORY OF ARTIFICIAL INTELLIGENCE
1983. Nine experts contributed their knowledge and expertise. To represent their
knowledge, PROSPECTOR used a combined structure that incorporated rules and
a semantic network. PROSPECTOR had over a thousand rules to represent
extensive domain knowledge. It also had a sophisticated support package
including a knowledge acquisition system.
PROSPECTOR operates as follows. The user, an exploration geologist, is asked
to input the characteristics of a suspected deposit: the geological setting,
structures, kinds of rocks and minerals. Then the program compares these
characteristics with models of ore deposits and, if necessary, queries the user to
obtain additional information. Finally, PROSPECTOR makes an assessment of
the suspected mineral deposit and presents its conclusion. It can also explain the
steps it used to reach the conclusion.
In exploration geology, important decisions are usually made in the face of
uncertainty, with knowledge that is incomplete or fuzzy. To deal with such
knowledge, PROSPECTOR incorporated Bayes’s rules of evidence to propagate
uncertainties through the system. PROSPECTOR performed at the level of an
expert geologist and proved itself in practice. In 1980, it identified a molybdenum deposit near Mount Tolman in Washington State. Subsequent drilling by a
mining company confirmed the deposit was worth over $100 million. You
couldn’t hope for a better justification for using expert systems.
The expert systems mentioned above have now become classics. A growing
number of successful applications of expert systems in the late 1970s
showed that AI technology could move successfully from the research laboratory
to the commercial environment. During this period, however, most expert
systems were developed with special AI languages, such as LISP, PROLOG and
OPS, based on powerful workstations. The need to have rather expensive
hardware and complicated programming languages meant that the challenge
of expert system development was left in the hands of a few research groups at
Stanford University, MIT, Stanford Research Institute and Carnegie-Mellon
University. Only in the 1980s, with the arrival of personal computers (PCs) and
easy-to-use expert system development tools – shells – could ordinary researchers
and engineers in all disciplines take up the opportunity to develop expert
systems.
A 1986 survey reported a remarkable number of successful expert system
applications in different areas: chemistry, electronics, engineering, geology,
management, medicine, process control and military science (Waterman,
1986). Although Waterman found nearly 200 expert systems, most of the
applications were in the field of medical diagnosis. Seven years later a similar
survey reported over 2500 developed expert systems (Durkin, 1994). The new
growing area was business and manufacturing, which accounted for about 60 per
cent of the applications. Expert system technology had clearly matured.
Are expert systems really the key to success in any field? In spite of a great
number of successful developments and implementations of expert systems in
different areas of human knowledge, it would be a mistake to overestimate the
capability of this technology. The difficulties are rather complex and lie in both
technical and sociological spheres. They include the following:

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INTRODUCTION TO KNOWLEDGE-BASED INTELLIGENT SYSTEMS
.

Expert systems are restricted to a very narrow domain of expertise. For
example, MYCIN, which was developed for the diagnosis of infectious blood
diseases, lacks any real knowledge of human physiology. If a patient has more
than one disease, we cannot rely on MYCIN. In fact, therapy prescribed for
the blood disease might even be harmful because of the other disease.

.

Because of the narrow domain, expert systems are not as robust and flexible as
a user might want. Furthermore, expert systems can have difficulty recognising domain boundaries. When given a task different from the typical
problems, an expert system might attempt to solve it and fail in rather
unpredictable ways.

.

Expert systems have limited explanation capabilities. They can show the
sequence of the rules they applied to reach a solution, but cannot relate
accumulated, heuristic knowledge to any deeper understanding of the
problem domain.

.

Expert systems are also difficult to verify and validate. No general technique
has yet been developed for analysing their completeness and consistency.
Heuristic rules represent knowledge in abstract form and lack even basic
understanding of the domain area. It makes the task of identifying incorrect,
incomplete or inconsistent knowledge very difficult.

.

Expert systems, especially the first generation, have little or no ability to learn
from their experience. Expert systems are built individually and cannot be
developed fast. It might take from five to ten person-years to build an expert
system to solve a moderately difficult problem (Waterman, 1986). Complex
systems such as DENDRAL, MYCIN or PROSPECTOR can take over 30 personyears to build. This large effort, however, would be difficult to justify if
improvements to the expert system’s performance depended on further
attention from its developers.

Despite all these difficulties, expert systems have made the breakthrough and
proved their value in a number of important applications.

1.2.5

How to make a machine learn, or the rebirth of neural networks
(mid-1980s–onwards)

In the mid-1980s, researchers, engineers and experts found that building an
expert system required much more than just buying a reasoning system or expert
system shell and putting enough rules in it. Disillusion about the applicability of
expert system technology even led to people predicting an AI ‘winter’ with
severely squeezed funding for AI projects. AI researchers decided to have a new
look at neural networks.
By the late 1960s, most of the basic ideas and concepts necessary for
neural computing had already been formulated (Cowan, 1990). However, only
in the mid-1980s did the solution emerge. The major reason for the delay was
technological: there were no PCs or powerful workstations to model and

THE HISTORY OF ARTIFICIAL INTELLIGENCE
experiment with artificial neural networks. The other reasons were psychological
and financial. For example, in 1969, Minsky and Papert had mathematically
demonstrated the fundamental computational limitations of one-layer
perceptrons (Minsky and Papert, 1969). They also said there was no reason to
expect that more complex multilayer perceptrons would represent much. This
certainly would not encourage anyone to work on perceptrons, and as a
result, most AI researchers deserted the field of artificial neural networks in the
1970s.
In the 1980s, because of the need for brain-like information processing, as
well as the advances in computer technology and progress in neuroscience, the
field of neural networks experienced a dramatic resurgence. Major contributions
to both theory and design were made on several fronts. Grossberg established a
new principle of self-organisation (adaptive resonance theory), which provided
the basis for a new class of neural networks (Grossberg, 1980). Hopfield
introduced neural networks with feedback – Hopfield networks, which attracted
much attention in the 1980s (Hopfield, 1982). Kohonen published a paper on
self-organised maps (Kohonen, 1982). Barto, Sutton and Anderson published
their work on reinforcement learning and its application in control (Barto et al.,
1983). But the real breakthrough came in 1986 when the back-propagation
learning algorithm, first introduced by Bryson and Ho in 1969 (Bryson and Ho,
1969), was reinvented by Rumelhart and McClelland in Parallel Distributed
Processing: Explorations in the Microstructures of Cognition (Rumelhart and
McClelland, 1986). At the same time, back-propagation learning was also
discovered by Parker (Parker, 1987) and LeCun (LeCun, 1988), and since then
has become the most popular technique for training multilayer perceptrons. In
1988, Broomhead and Lowe found a procedure to design layered feedforward
networks using radial basis functions, an alternative to multilayer perceptrons
(Broomhead and Lowe, 1988).
Artificial neural networks have come a long way from the early models of
McCulloch and Pitts to an interdisciplinary subject with roots in neuroscience,
psychology, mathematics and engineering, and will continue to develop in both
theory and practical applications. However, Hopfield’s paper (Hopfield, 1982)
and Rumelhart and McClelland’s book (Rumelhart and McClelland, 1986) were
the most significant and influential works responsible for the rebirth of neural
networks in the 1980s.

1.2.6

Evolutionary computation, or learning by doing
(early 1970s–onwards)

Natural intelligence is a product of evolution. Therefore, by simulating biological evolution, we might expect to discover how living systems are propelled
towards high-level intelligence. Nature learns by doing; biological systems are
not told how to adapt to a specific environment – they simply compete for
survival. The fittest species have a greater chance to reproduce, and thereby to
pass their genetic material to the next generation.

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INTRODUCTION TO KNOWLEDGE-BASED INTELLIGENT SYSTEMS
The evolutionary approach to artificial intelligence is based on the computational models of natural selection and genetics. Evolutionary computation
works by simulating a population of individuals, evaluating their performance,
generating a new population, and repeating this process a number of times.
Evolutionary computation combines three main techniques: genetic algorithms, evolutionary strategies, and genetic programming.
The concept of genetic algorithms was introduced by John Holland in the
early 1970s (Holland, 1975). He developed an algorithm for manipulating
artificial ‘chromosomes’ (strings of binary digits), using such genetic operations
as selection, crossover and mutation. Genetic algorithms are based on a solid
theoretical foundation of the Schema Theorem (Holland, 1975; Goldberg, 1989).
In the early 1960s, independently of Holland’s genetic algorithms, Ingo
Rechenberg and Hans-Paul Schwefel, students of the Technical University of
Berlin, proposed a new optimisation method called evolutionary strategies
(Rechenberg, 1965). Evolutionary strategies were designed specifically for solving
parameter optimisation problems in engineering. Rechenberg and Schwefel
suggested using random changes in the parameters, as happens in natural
mutation. In fact, an evolutionary strategies approach can be considered as an
alternative to the engineer’s intuition. Evolutionary strategies use a numerical
optimisation procedure, similar to a focused Monte Carlo search.
Both genetic algorithms and evolutionary strategies can solve a wide range of
problems. They provide robust and reliable solutions for highly complex, nonlinear search and optimisation problems that previously could not be solved at
all (Holland, 1995; Schwefel, 1995).
Genetic programming represents an application of the genetic model of
learning to programming. Its goal is to evolve not a coded representation
of some problem, but rather a computer code that solves the problem. That is,
genetic programming generates computer programs as the solution.
The interest in genetic programming was greatly stimulated by John Koza in
the 1990s (Koza, 1992, 1994). He used genetic operations to manipulate
symbolic code representing LISP programs. Genetic programming offers a
solution to the main challenge of computer science – making computers solve
problems without being explicitly programmed.
Genetic algorithms, evolutionary strategies and genetic programming represent rapidly growing areas of AI, and have great potential.

1.2.7

The new era of knowledge engineering, or computing with words
(late 1980s–onwards)

Neural network technology offers more natural interaction with the real world
than do systems based on symbolic reasoning. Neural networks can learn, adapt
to changes in a problem’s environment, establish patterns in situations where
rules are not known, and deal with fuzzy or incomplete information. However,
they lack explanation facilities and usually act as a black box. The process of
training neural networks with current technologies is slow, and frequent
retraining can cause serious difficulties.

THE HISTORY OF ARTIFICIAL INTELLIGENCE
Although in some special cases, particularly in knowledge-poor situations,
ANNs can solve problems better than expert systems, the two technologies are
not in competition now. They rather nicely complement each other.
Classic expert systems are especially good for closed-system applications with
precise inputs and logical outputs. They use expert knowledge in the form of
rules and, if required, can interact with the user to establish a particular fact. A
major drawback is that human experts cannot always express their knowledge in
terms of rules or explain the line of their reasoning. This can prevent the expert
system from accumulating the necessary knowledge, and consequently lead to
its failure. To overcome this limitation, neural computing can be used for
extracting hidden knowledge in large data sets to obtain rules for expert systems
(Medsker and Leibowitz, 1994; Zahedi, 1993). ANNs can also be used for
correcting rules in traditional rule-based expert systems (Omlin and Giles,
1996). In other words, where acquired knowledge is incomplete, neural networks
can refine the knowledge, and where the knowledge is inconsistent with some
given data, neural networks can revise the rules.
Another very important technology dealing with vague, imprecise and
uncertain knowledge and data is fuzzy logic. Most methods of handling
imprecision in classic expert systems are based on the probability concept.
MYCIN, for example, introduced certainty factors, while PROSPECTOR incorporated Bayes’ rules to propagate uncertainties. However, experts do not usually
think in probability values, but in such terms as often, generally, sometimes,
occasionally and rarely. Fuzzy logic is concerned with the use of fuzzy values
that capture the meaning of words, human reasoning and decision making. As a
method to encode and apply human knowledge in a form that accurately reflects
an expert’s understanding of difficult, complex problems, fuzzy logic provides
the way to break through the computational bottlenecks of traditional expert
systems.
At the heart of fuzzy logic lies the concept of a linguistic variable. The values
of the linguistic variable are words rather than numbers. Similar to expert
systems, fuzzy systems use IF-THEN rules to incorporate human knowledge, but
these rules are fuzzy, such as:
IF speed is high THEN stopping_distance is long
IF speed is low THEN stopping_distance is short.
Fuzzy logic or fuzzy set theory was introduced by Professor Lotfi Zadeh,
Berkeley’s electrical engineering department chairman, in 1965 (Zadeh, 1965). It
provided a means of computing with words. However, acceptance of fuzzy set
theory by the technical community was slow and difficult. Part of the problem
was the provocative name – ‘fuzzy’ – which seemed too light-hearted to be taken
seriously. Eventually, fuzzy theory, ignored in the West, was taken seriously
in the East – by the Japanese. It has been used successfully since 1987 in
Japanese-designed dishwashers, washing machines, air conditioners, television
sets, copiers and even cars.

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INTRODUCTION TO KNOWLEDGE-BASED INTELLIGENT SYSTEMS
The introduction of fuzzy products gave rise to tremendous interest in
this apparently ‘new’ technology first proposed over 30 years ago. Hundreds of
books and thousands of technical papers have been written on this topic. Some
of the classics are: Fuzzy Sets, Neural Networks and Soft Computing (Yager and
Zadeh, eds, 1994); The Fuzzy Systems Handbook (Cox, 1999); Fuzzy Engineering
(Kosko, 1997); Expert Systems and Fuzzy Systems (Negoita, 1985); and also the
best-seller science book, Fuzzy Thinking (Kosko, 1993), which popularised the
field of fuzzy logic.
Most fuzzy logic applications have been in the area of control engineering.
However, fuzzy control systems use only a small part of fuzzy logic’s power of
knowledge representation. Benefits derived from the application of fuzzy logic
models in knowledge-based and decision-support systems can be summarised as
follows (Cox, 1999; Turban and Aronson, 2000):
.

Improved computational power: Fuzzy rule-based systems perform faster
than conventional expert systems and require fewer rules. A fuzzy expert
system merges the rules, making them more powerful. Lotfi Zadeh believes
that in a few years most expert systems will use fuzzy logic to solve highly
nonlinear and computationally difficult problems.

.

Improved cognitive modelling: Fuzzy systems allow the encoding of knowledge in a form that reflects the way experts think about a complex problem.
They usually think in such imprecise terms as high and low, fast and slow,
heavy and light, and they also use such terms as very often and almost
never, usually and hardly ever, frequently and occasionally. In order to
build conventional rules, we need to define the crisp boundaries for these
terms, thus breaking down the expertise into fragments. However, this
fragmentation leads to the poor performance of conventional expert systems
when they deal with highly complex problems. In contrast, fuzzy expert
systems model imprecise information, capturing expertise much more closely
to the way it is represented in the expert mind, and thus improve cognitive
modelling of the problem.

.

The ability to represent multiple experts: Conventional expert systems are
built for a very narrow domain with clearly defined expertise. It makes the
system’s performance fully dependent on the right choice of experts.
Although a common strategy is to find just one expert, when a more complex
expert system is being built or when expertise is not well defined, multiple
experts might be needed. Multiple experts can expand the domain, synthesise expertise and eliminate the need for a world-class expert, who is likely
to be both very expensive and hard to access. However, multiple experts
seldom reach close agreements; there are often differences in opinions and
even conflicts. This is especially true in areas such as business and management where no simple solution exists and conflicting views should be taken
into account. Fuzzy expert systems can help to represent the expertise of
multiple experts when they have opposing views.

SUMMARY
Although fuzzy systems allow expression of expert knowledge in a more
natural way, they still depend on the rules extracted from the experts, and thus
might be smart or dumb. Some experts can provide very clever fuzzy rules – but
some just guess and may even get them wrong. Therefore, all rules must be tested
and tuned, which can be a prolonged and tedious process. For example, it took
Hitachi engineers several years to test and tune only 54 fuzzy rules to guide the
Sendai Subway System.
Using fuzzy logic development tools, we can easily build a simple fuzzy
system, but then we may spend days, weeks and even months trying out new
rules and tuning our system. How do we make this process faster or, in other
words, how do we generate good fuzzy rules automatically?
In recent years, several methods based on neural network technology have
been used to search numerical data for fuzzy rules. Adaptive or neural fuzzy
systems can find new fuzzy rules, or change and tune existing ones based on the
data provided. In other words, data in – rules out, or experience in – common
sense out.
So, where is knowledge engineering heading?
Expert, neural and fuzzy systems have now matured and have been applied to
a broad range of different problems, mainly in engineering, medicine, finance,
business and management. Each technology handles the uncertainty and
ambiguity of human knowledge differently, and each technology has found its
place in knowledge engineering. They no longer compete; rather they complement each other. A synergy of expert systems with fuzzy logic and neural
computing improves adaptability, robustness, fault-tolerance and speed of
knowledge-based systems. Besides, computing with words makes them more
‘human’. It is now common practice to build intelligent systems using existing
theories rather than to propose new ones, and to apply these systems to realworld problems rather than to ‘toy’ problems.

1.3 Summary
We live in the era of the knowledge revolution, when the power of a nation is
determined not by the number of soldiers in its army but the knowledge it
possesses. Science, medicine, engineering and business propel nations towards a
higher quality of life, but they also require highly qualified and skilful people.
We are now adopting intelligent machines that can capture the expertise of such
knowledgeable people and reason in a manner similar to humans.
The desire for intelligent machines was just an elusive dream until the first
computer was developed. The early computers could manipulate large data bases
effectively by following prescribed algorithms, but could not reason about the
information provided. This gave rise to the question of whether computers could
ever think. Alan Turing defined the intelligent behaviour of a computer as the
ability to achieve human-level performance in a cognitive task. The Turing test
provided a basis for the verification and validation of knowledge-based systems.

17

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INTRODUCTION TO KNOWLEDGE-BASED INTELLIGENT SYSTEMS
In 1956, a summer workshop at Dartmouth College brought together ten
researchers interested in the study of machine intelligence, and a new science –
artificial intelligence – was born.
Since the early 1950s, AI technology has developed from the curiosity of a
few researchers to a valuable tool to support humans making decisions. We
have seen historical cycles of AI from the era of great ideas and great
expectations in the 1960s to the disillusionment and funding cutbacks in
the early 1970s; from the development of the first expert systems such as
DENDRAL, MYCIN and PROSPECTOR in the 1970s to the maturity of expert
system technology and its massive applications in different areas in the 1980s/
90s; from a simple binary model of neurons proposed in the 1940s to a
dramatic resurgence of the field of artificial neural networks in the 1980s; from
the introduction of fuzzy set theory and its being ignored by the West in the
1960s to numerous ‘fuzzy’ consumer products offered by the Japanese in
the 1980s and world-wide acceptance of ‘soft’ computing and computing with
words in the 1990s.
The development of expert systems created knowledge engineering, the
process of building intelligent systems. Today it deals not only with expert
systems but also with neural networks and fuzzy logic. Knowledge engineering
is still an art rather than engineering, but attempts have already been made
to extract rules automatically from numerical data through neural network
technology.
Table 1.1 summarises the key events in the history of AI and knowledge
engineering from the first work on AI by McCulloch and Pitts in 1943, to the
recent trends of combining the strengths of expert systems, fuzzy logic and
neural computing in modern knowledge-based systems capable of computing
with words.
The most important lessons learned in this chapter are:
.

Intelligence is the ability to learn and understand, to solve problems and to
make decisions.

.

Artificial intelligence is a science that has defined its goal as making machines
do things that would require intelligence if done by humans.

.

A machine is thought intelligent if it can achieve human-level performance in
some cognitive task. To build an intelligent machine, we have to capture,
organise and use human expert knowledge in some problem area.

.

The realisation that the problem domain for intelligent machines had to be
sufficiently restricted marked a major ‘paradigm shift’ in AI from generalpurpose, knowledge-sparse, weak methods to domain-specific, knowledgeintensive methods. This led to the development of expert systems – computer
programs capable of performing at a human-expert level in a narrow problem
area. Expert systems use human knowledge and expertise in the form of
specific rules, and are distinguished by the clean separation of the knowledge
and the reasoning mechanism. They can also explain their reasoning
procedures.

SUMMARY
Table 1.1

A summary of the main events in the history of AI and knowledge engineering

Period

Key events

The birth of artificial
intelligence
(1943–56)

McCulloch and Pitts, A Logical Calculus of the Ideas
Immanent in Nervous Activity, 1943
Turing, Computing Machinery and Intelligence, 1950
The Electronic Numerical Integrator and Calculator project
(von Neumann)
Shannon, Programming a Computer for Playing Chess,
1950
The Dartmouth College summer workshop on machine
intelligence, artificial neural nets and automata theory,
1956

The rise of artificial
intelligence
(1956–late 1960s)

LISP (McCarthy)
The General Problem Solver (GPR) project (Newell and
Simon)
Newell and Simon, Human Problem Solving, 1972
Minsky, A Framework for Representing Knowledge, 1975

The disillusionment in
artificial intelligence
(late 1960s–early
1970s)
The discovery of
expert systems (early
1970s–mid-1980s)

Cook, The Complexity of Theorem Proving Procedures,
1971
Karp, Reducibility Among Combinatorial Problems, 1972
The Lighthill Report, 1971
DENDRAL (Feigenbaum, Buchanan and Lederberg, Stanford
University)
MYCIN (Feigenbaum and Shortliffe, Stanford University)
PROSPECTOR (Stanford Research Institute)
PROLOG – a Logic Programming Language (Colmerauer,
Roussel and Kowalski, France)
EMYCIN (Stanford University)
Waterman, A Guide to Expert Systems, 1986

The rebirth of artificial
neural networks
(1965–onwards)

Hopfield, Neural Networks and Physical Systems with
Emergent Collective Computational Abilities, 1982
Kohonen, Self-Organized Formation of Topologically Correct
Feature Maps, 1982
Rumelhart and McClelland, Parallel Distributed Processing,
1986
The First IEEE International Conference on Neural
Networks, 1987
Haykin, Neural Networks, 1994
Neural Network, MATLAB Application Toolbox (The
MathWork, Inc.)

19

20

INTRODUCTION TO KNOWLEDGE-BASED INTELLIGENT SYSTEMS
Table 1.1

(cont.)

Period

Key events

Evolutionary
computation (early
1970s–onwards)

Rechenberg, Evolutionsstrategien – Optimierung
Technischer Systeme Nach Prinzipien der Biologischen
Information, 1973
Holland, Adaptation in Natural and Artificial Systems,
1975
Koza, Genetic Programming: On the Programming of the
Computers by Means of Natural Selection, 1992
Schwefel, Evolution and Optimum Seeking, 1995
Fogel, Evolutionary Computation – Towards a New
Philosophy of Machine Intelligence, 1995

Computing with words
(late 1980s–onwards)

Zadeh, Fuzzy Sets, 1965
Zadeh, Fuzzy Algorithms, 1969
Mamdani, Application of Fuzzy Logic to Approximate
Reasoning Using Linguistic Synthesis, 1977
Sugeno, Fuzzy Theory, 1983
Japanese ‘fuzzy’ consumer products (dishwashers,
washing machines, air conditioners, television sets,
copiers)
Sendai Subway System (Hitachi, Japan), 1986
Negoita, Expert Systems and Fuzzy Systems, 1985
The First IEEE International Conference on Fuzzy Systems,
1992
Kosko, Neural Networks and Fuzzy Systems, 1992
Kosko, Fuzzy Thinking, 1993
Yager and Zadeh, Fuzzy Sets, Neural Networks and Soft
Computing, 1994
Cox, The Fuzzy Systems Handbook, 1994
Kosko, Fuzzy Engineering, 1996
Zadeh, Computing with Words – A Paradigm Shift, 1996
Fuzzy Logic, MATLAB Application Toolbox (The MathWork,
Inc.)

.

One of the main difficulties in building intelligent machines, or in other
words in knowledge engineering, is the ‘knowledge acquisition bottleneck’ –
extracting knowledge from human experts.

.

Experts think in imprecise terms, such as very often and almost never,
usually and hardly ever, frequently and occasionally, and use linguistic
variables, such as high and low, fast and slow, heavy and light. Fuzzy logic

QUESTIONS FOR REVIEW
or fuzzy set theory provides a means to compute with words. It concentrates
on the use of fuzzy values that capture the meaning of words, human
reasoning and decision making, and provides a way of breaking through the
computational burden of traditional expert systems.
.

Expert systems can neither learn nor improve themselves through experience.
They are individually created and demand large efforts for their development.
It can take from five to ten person-years to build even a moderate expert
system. Machine learning can accelerate this process significantly and
enhance the quality of knowledge by adding new rules or changing incorrect
ones.

.

Artificial neural networks, inspired by biological neural networks, learn from
historical cases and make it possible to generate rules automatically and thus
avoid the tedious and expensive processes of knowledge acquisition, validation and revision.

.

Integration of expert systems and ANNs, and fuzzy logic and ANNs improve
the adaptability, fault tolerance and speed of knowledge-based systems.

Questions for review
1 Define intelligence. What is the intelligent behaviour of a machine?
2 Describe the Turing test for artificial intelligence and justify its validity from a modern
standpoint.
3 Define artificial intelligence as a science. When was artificial intelligence born?
4 What are weak methods? Identify the main difficulties that led to the disillusion with AI
in the early 1970s.
5 Define expert systems. What is the main difference between weak methods and the
expert system technology?
6 List the common characteristics of early expert systems such as DENDRAL, MYCIN
and PROSPECTOR.
7 What are the limitations of expert systems?
8 What are the differences between expert systems and artificial neural networks?
9 Why was the field of ANN reborn in the 1980s?
10 What are the premises on which fuzzy logic is based? When was fuzzy set theory
introduced?
11 What are the main advantages of applying fuzzy logic in knowledge-based systems?
12 What are the benefits of integrating expert systems, fuzzy logic and neural
computing?

21

22

INTRODUCTION TO KNOWLEDGE-BASED INTELLIGENT SYSTEMS

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Rule-based expert systems

2

In which we introduce the most popular choice for building
knowledge-based systems: rule-based expert systems.

2.1 Introduction, or what is knowledge?
In the 1970s, it was finally accepted that to make a machine solve an intellectual
problem one had to know the solution. In other words, one has to have
knowledge, ‘know-how’, in some specific domain.

What is knowledge?
Knowledge is a theoretical or practical understanding of a subject or a domain.
Knowledge is also the sum of what is currently known, and apparently knowledge is power. Those who possess knowledge are called experts. They are the
most powerful and important people in their organisations. Any successful
company has at least a few first-class experts and it cannot remain in business
without them.

Who is generally acknowledged as an expert?
Anyone can be considered a domain expert if he or she has deep knowledge (of
both facts and rules) and strong practical experience in a particular domain. The
area of the domain may be limited. For example, experts in electrical machines
may have only general knowledge about transformers, while experts in life
insurance marketing might have limited understanding of a real estate insurance
policy. In general, an expert is a skilful person who can do things other people
cannot.

How do experts think?
The human mental process is internal, and it is too complex to be represented as
an algorithm. However, most experts are capable of expressing their knowledge
in the form of rules for problem solving. Consider a simple example. Imagine,
you meet an alien! He wants to cross a road. Can you help him? You are an
expert in crossing roads – you’ve been on this job for several years. Thus you are
able to teach the alien. How would you do this?

26

RULE-BASED EXPERT SYSTEMS
You explain to the alien that he can cross the road safely when the traffic light
is green, and he must stop when the traffic light is red. These are the basic rules.
Your knowledge can be formulated as the following simple statements:
IF
the ‘traffic light’ is green
THEN the action is go
IF
the ‘traffic light’ is red
THEN the action is stop
These statements represented in the IF-THEN form are called production
rules or just rules. The term ‘rule’ in AI, which is the most commonly used type
of knowledge representation, can be defined as an IF-THEN structure that relates
given information or facts in the IF part to some action in the THEN part. A rule
provides some description of how to solve a problem. Rules are relatively easy to
create and understand.

2.2 Rules as a knowledge representation technique
Any rule consists of two parts: the IF part, called the antecedent (premise or
condition) and the THEN part called the consequent (conclusion or action).
The basic syntax of a rule is:
IF

THEN 
In general, a rule can have multiple antecedents joined by the keywords AND
(conjunction), OR (disjunction) or a combination of both. However, it is a good
habit to avoid mixing conjunctions and disjunctions in the same rule.
IF
AND



.
.
.
AND 
THEN 
IF
OR



.
.
.
OR

THEN 

RULES AS A KNOWLEDGE REPRESENTATION TECHNIQUE
The consequent of a rule can also have multiple clauses:
IF

THEN 

.
.
.

The antecedent of a rule incorporates two parts: an object (linguistic object)
and its value. In our road crossing example, the linguistic object ‘traffic light’
can take either the value green or the value red. The object and its value are linked
by an operator. The operator identifies the object and assigns the value.
Operators such as is, are, is not, are not are used to assign a symbolic value to a
linguistic object. But expert systems can also use mathematical operators to
define an object as numerical and assign it to the numerical value. For example,
IF
‘age of the customer’ < 18
AND ‘cash withdrawal’ > 1000
THEN ‘signature of the parent’ is required
Similar to a rule antecedent, a consequent combines an object and a value
connected by an operator. The operator assigns the value to the linguistic object.
In the road crossing example, if the value of traffic light is green, the first rule sets
the linguistic object action to the value go. Numerical objects and even simple
arithmetical expression can also be used in a rule consequent.
IF
‘taxable income’ > 16283
THEN ‘Medicare levy’ ¼ ‘taxable income’  1.5 / 100
Rules can represent relations, recommendations, directives, strategies and
heuristics (Durkin, 1994).
Relation
IF
the ‘fuel tank’ is empty
THEN the car is dead
Recommendation
IF
the season is autumn
AND the sky is cloudy
AND the forecast is drizzle
THEN the advice is ‘take an umbrella’
Directive
IF
the car is dead
AND the ‘fuel tank’ is empty
THEN the action is ‘refuel the car’

27

28

RULE-BASED EXPERT SYSTEMS
Strategy
IF
the car is dead
THEN the action is ‘check the fuel tank’;
step1 is complete
IF
step1 is complete
AND the ‘fuel tank’ is full
THEN the action is ‘check the battery’;
step2 is complete
Heuristic
IF
the spill is liquid
AND the ‘spill pH’ < 6
AND the ‘spill smell’ is vinegar
THEN the ‘spill material’ is ‘acetic acid’

2.3 The main players in the expert system development team
As soon as knowledge is provided by a human expert, we can input it into a
computer. We expect the computer to act as an intelligent assistant in some
specific domain of expertise or to solve a problem that would otherwise have to
be solved by an expert. We also would like the computer to be able to integrate
new knowledge and to show its knowledge in a form that is easy to read and
understand, and to deal with simple sentences in a natural language rather than
an artificial programming language. Finally, we want our computer to explain
how it reaches a particular conclusion. In other words, we have to build an
expert system, a computer program capable of performing at the level of a
human expert in a narrow problem area.
The most popular expert systems are rule-based systems. A great number have
been built and successfully applied in such areas as business and engineering,
medicine and geology, power systems and mining. A large number of companies
produce and market software for rule-based expert system development – expert
system shells for personal computers.
Expert system shells are becoming particularly popular for developing rulebased systems. Their main advantage is that the system builder can now
concentrate on the knowledge itself rather than on learning a programming
language.

What is an expert system shell?
An expert system shell can be considered as an expert system with the
knowledge removed. Therefore, all the user has to do is to add the knowledge
in the form of rules and provide relevant data to solve a problem.
Let us now look at who is needed to develop an expert system and what skills
are needed.
In general, there are five members of the expert system development
team: the domain expert, the knowledge engineer, the programmer, the project

THE MAIN PLAYERS IN THE EXPERT SYSTEM DEVELOPMENT TEAM

Figure 2.1

The main players of the expert system development team

manager and the end-user. The success of their expert system entirely depends
on how well the members work together. The basic relations in the development
team are summarised in Figure 2.1.
The domain expert is a knowledgeable and skilled person capable of solving
problems in a specific area or domain. This person has the greatest expertise in a
given domain. This expertise is to be captured in the expert system. Therefore,
the expert must be able to communicate his or her knowledge, be willing to
participate in the expert system development and commit a substantial amount
of time to the project. The domain expert is the most important player in the
expert system development team.
The knowledge engineer is someone who is capable of designing, building
and testing an expert system. This person is responsible for selecting an
appropriate task for the expert system. He or she interviews the domain expert
to find out how a particular problem is solved. Through interaction with the
expert, the knowledge engineer establishes what reasoning methods the expert
uses to handle facts and rules and decides how to represent them in the expert
system. The knowledge engineer then chooses some development software or an
expert system shell, or looks at programming languages for encoding the
knowledge (and sometimes encodes it himself). And finally, the knowledge
engineer is responsible for testing, revising and integrating the expert system
into the workplace. Thus, the knowledge engineer is committed to the project
from the initial design stage to the final delivery of the expert system, and even
after the project is completed, he or she may also be involved in maintaining the
system.
The programmer is the person responsible for the actual programming,
describing the domain knowledge in terms that a computer can understand.
The programmer needs to have skills in symbolic programming in such AI

29

30

RULE-BASED EXPERT SYSTEMS
languages as LISP, Prolog and OPS5 and also some experience in the application
of different types of expert system shells. In addition, the programmer should
know conventional programming languages like C, Pascal, FORTRAN and Basic.
If an expert system shell is used, the knowledge engineer can easily encode the
knowledge into the expert system and thus eliminate the need for the programmer. However, if a shell cannot be used, a programmer must develop the
knowledge and data representation structures (knowledge base and database),
control structure (inference engine) and dialogue structure (user interface). The
programmer may also be involved in testing the expert system.
The project manager is the leader of the expert system development team,
responsible for keeping the project on track. He or she makes sure that all
deliverables and milestones are met, interacts with the expert, knowledge
engineer, programmer and end-user.
The end-user, often called just the user, is a person who uses the expert
system when it is developed. The user might be an analytical chemist determining the molecular structure of soil from Mars (Feigenbaum et al., 1971), a junior
doctor diagnosing an infectious blood disease (Shortliffe, 1976), an exploration
geologist trying to discover a new mineral deposit (Duda et al., 1979), or a power
system operator needing advice in an emergency (Negnevitsky, 1996). Each of
these users of expert systems has different needs, which the system must meet:
the system’s final acceptance will depend on the user’s satisfaction. The user
must not only be confident in the expert system performance but also feel
comfortable using it. Therefore, the design of the user interface of the expert
system is also vital for the project’s success; the end-user’s contribution here can
be crucial.
The development of an expert system can be started when all five players have
joined the team. However, many expert systems are now developed on personal
computers using expert system shells. This can eliminate the need for the
programmer and also might reduce the role of the knowledge engineer. For
small expert systems, the project manager, knowledge engineer, programmer
and even the expert could be the same person. But all team players are required
when large expert systems are developed.

2.4 Structure of a rule-based expert system
In the early 1970s, Newell and Simon from Carnegie-Mellon University proposed
a production system model, the foundation of the modern rule-based expert
systems (Newell and Simon, 1972). The production model is based on the idea
that humans solve problems by applying their knowledge (expressed as production rules) to a given problem represented by problem-specific information. The
production rules are stored in the long-term memory and the problem-specific
information or facts in the short-term memory. The production system model
and the basic structure of a rule-based expert system are shown in Figure 2.2.
A rule-based expert system has five components: the knowledge base, the
database, the inference engine, the explanation facilities, and the user interface.

STRUCTURE OF A RULE-BASED EXPERT SYSTEM

Figure 2.2 Production system and basic structure of a rule-based expert system:
(a) production system model; (b) basic structure of a rule-based expert system

The knowledge base contains the domain knowledge useful for problem
solving. In a rule-based expert system, the knowledge is represented as a set
of rules. Each rule specifies a relation, recommendation, directive, strategy or
heuristic and has the IF (condition) THEN (action) structure. When the condition
part of a rule is satisfied, the rule is said to fire and the action part is executed.
The database includes a set of facts used to match against the IF (condition)
parts of rules stored in the knowledge base.
The inference engine carries out the reasoning whereby the expert system
reaches a solution. It links the rules given in the knowledge base with the facts
provided in the database.

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RULE-BASED EXPERT SYSTEMS
The explanation facilities enable the user to ask the expert system how a
particular conclusion is reached and why a specific fact is needed. An expert
system must be able to explain its reasoning and justify its advice, analysis or
conclusion.
The user interface is the means of communication between a user seeking a
solution to the problem and an expert system. The communication should be as
meaningful and friendly as possible.
These five components are essential for any rule-based expert system. They
constitute its core, but there may be a few additional components.
The external interface allows an expert system to work with external data
files and programs written in conventional programming languages such as C,
Pascal, FORTRAN and Basic. The complete structure of a rule-based expert system
is shown in Figure 2.3.
The developer interface usually includes knowledge base editors, debugging
aids and input/output facilities.
All expert system shells provide a simple text editor to input and modify
rules, and to check their correct format and spelling. Many expert systems also

Figure 2.3

Complete structure of a rule-based expert system

FUNDAMENTAL CHARACTERISTICS OF AN EXPERT SYSTEM
include book-keeping facilities to monitor the changes made by the knowledge
engineer or expert. If a rule is changed, the editor will automatically store the
change date and the name of the person who made this change for later
reference. This is very important when a number of knowledge engineers and
experts have access to the knowledge base and can modify it.
Debugging aids usually consist of tracing facilities and break packages.
Tracing provides a list of all rules fired during the program’s execution, and a
break package makes it possible to tell the expert system in advance where to
stop so that the knowledge engineer or the expert can examine the current
values in the database.
Most expert systems also accommodate input/output facilities such as runtime knowledge acquisition. This enables the running expert system to ask for
needed information whenever this information is not available in the database.
When the requested information is input by the knowledge engineer or the
expert, the program resumes.
In general, the developer interface, and knowledge acquisition facilities in
particular, are designed to enable a domain expert to input his or her knowledge
directly in the expert system and thus to minimise the intervention of a
knowledge engineer.

2.5 Fundamental characteristics of an expert system
An expert system is built to perform at a human expert level in a narrow,
specialised domain. Thus, the most important characteristic of an expert
system is its high-quality performance. No matter how fast the system can solve
a problem, the user will not be satisfied if the result is wrong. On the other hand,
the speed of reaching a solution is very important. Even the most accurate
decision or diagnosis may not be useful if it is too late to apply, for instance, in
an emergency, when a patient dies or a nuclear power plant explodes. Experts
use their practical experience and understanding of the problem to find short
cuts to a solution. Experts use rules of thumb or heuristics. Like their human
counterparts, expert systems should apply heuristics to guide the reasoning and
thus reduce the search area for a solution.
A unique feature of an expert system is its explanation capability. This
enables the expert system to review its own reasoning and explain its decisions.
An explanation in expert systems in effect traces the rules fired during a
problem-solving session. This is, of course, a simplification; however a real or
‘human’ explanation is not yet possible because it requires basic understanding
of the domain. Although a sequence of rules fired cannot be used to justify a
conclusion, we can attach appropriate fundamental principles of the domain
expressed as text to each rule, or at least each high-level rule, stored in the
knowledge base. This is probably as far as the explanation capability can be
taken. However, the ability to explain a line of reasoning may not be essential for
some expert systems. For example, a scientific system built for experts may not
be required to provide extensive explanations, because the conclusion it reaches

33

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RULE-BASED EXPERT SYSTEMS
can be self-explanatory to other experts; a simple rule-tracing might be quite
appropriate. On the other hand, expert systems used in decision making usually
demand complete and thoughtful explanations, as the cost of a wrong decision
may be very high.
Expert systems employ symbolic reasoning when solving a problem.
Symbols are used to represent different types of knowledge such as facts,
concepts and rules. Unlike conventional programs written for numerical data
processing, expert systems are built for knowledge processing and can easily deal
with qualitative data.
Conventional programs process data using algorithms, or in other words, a
series of well-defined step-by-step operations. An algorithm always performs the
same operations in the same order, and it always provides an exact solution.
Conventional programs do not make mistakes – but programmers sometimes do.
Unlike conventional programs, expert systems do not follow a prescribed
sequence of steps. They permit inexact reasoning and can deal with incomplete,
uncertain and fuzzy data.

Can expert systems make mistakes?
Even a brilliant expert is only a human and thus can make mistakes. This
suggests that an expert system built to perform at a human expert level also
should be allowed to make mistakes. But we still trust experts, although we do
recognise that their judgements are sometimes wrong. Likewise, at least in most
cases, we can rely on solutions provided by expert systems, but mistakes are
possible and we should be aware of this.

Does it mean that conventional programs have an advantage over expert
systems?
In theory, conventional programs always provide the same ‘correct’ solutions.
However, we must remember that conventional programs can tackle problems if,
and only if, the data is complete and exact. When the data is incomplete or
includes some errors, a conventional program will provide either no solution at
all or an incorrect one. In contrast, expert systems recognise that the available
information may be incomplete or fuzzy, but they can work in such situations
and still arrive at some reasonable conclusion.
Another important feature that distinguishes expert systems from conventional programs is that knowledge is separated from its processing (the
knowledge base and the inference engine are split up). A conventional program
is a mixture of knowledge and the control structure to process this knowledge.
This mixing leads to difficulties in understanding and reviewing the program
code, as any change to the code affects both the knowledge and its processing. In
expert systems, knowledge is clearly separated from the processing mechanism.
This makes expert systems much easier to build and maintain. When an expert
system shell is used, a knowledge engineer or an expert simply enters rules in the
knowledge base. Each new rule adds some new knowledge and makes the expert
system smarter. The system can then be easily modified by changing or
subtracting rules.

FORWARD AND BACKWARD CHAINING INFERENCE TECHNIQUES
Table 2.1

Comparison of expert systems with conventional systems and human experts

Human experts

Expert systems

Conventional programs

Use knowledge in the
form of rules of thumb or
heuristics to solve
problems in a narrow
domain.

Process knowledge
expressed in the form of
rules and use symbolic
reasoning to solve
problems in a narrow
domain.

Process data and use
algorithms, a series of
well-defined operations, to
solve general numerical
problems.

In a human brain,
knowledge exists in a
compiled form.

Provide a clear separation
of knowledge from its
processing.

Do not separate
knowledge from the
control structure to
process this knowledge.

Capable of explaining a
line of reasoning and
providing the details.

Trace the rules fired during
a problem-solving session
and explain how a
particular conclusion was
reached and why specific
data was needed.

Do not explain how a
particular result was
obtained and why input
data was needed.

Use inexact reasoning
and can deal with
incomplete, uncertain and
fuzzy information.

Permit inexact reasoning
and can deal with
incomplete, uncertain and
fuzzy data.

Work only on problems
where data is complete
and exact.

Can make mistakes when
information is incomplete
or fuzzy.

Can make mistakes when
data is incomplete or fuzzy.

Provide no solution at all,
or a wrong one, when data
is incomplete or fuzzy.

Enhance the quality of
problem solving via years
of learning and practical
training. This process is
slow, inefficient and
expensive.

Enhance the quality of
problem solving by adding
new rules or adjusting old
ones in the knowledge
base. When new knowledge
is acquired, changes are
easy to accomplish.

Enhance the quality of
problem solving by
changing the program
code, which affects both
the knowledge and its
processing, making
changes difficult.

The characteristics of expert systems discussed above make them different
from conventional systems and human experts. A comparison is shown in
Table 2.1.

2.6 Forward chaining and backward chaining inference
techniques
In a rule-based expert system, the domain knowledge is represented by a set of
IF-THEN production rules and data is represented by a set of facts about
the current situation. The inference engine compares each rule stored in the

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RULE-BASED EXPERT SYSTEMS

Figure 2.4

The inference engine cycles via a match-fire procedure

knowledge base with facts contained in the database. When the IF (condition)
part of the rule matches a fact, the rule is fired and its THEN (action) part is
executed. The fired rule may change the set of facts by adding a new fact, as
shown in Figure 2.4. Letters in the database and the knowledge base are used to
represent situations or concepts.
The matching of the rule IF parts to the facts produces inference chains.
The inference chain indicates how an expert system applies the rules to reach
a conclusion. To illustrate chaining inference techniques, consider a simple
example.
Suppose the database initially includes facts A, B, C, D and E, and the
knowledge base contains only three rules:
Rule 1:

IF
AND
THEN

Y is true
D is true
Z is true

Rule 2:

IF
AND
AND
THEN

X is true
B is true
E is true
Y is true

Rule 3:

IF
THEN

A is true
X is true

The inference chain shown in Figure 2.5 indicates how the expert system
applies the rules to infer fact Z. First Rule 3 is fired to deduce new fact X from
given fact A. Then Rule 2 is executed to infer fact Y from initially known facts B
and E, and already known fact X. And finally, Rule 1 applies initially known fact
D and just-obtained fact Y to arrive at conclusion Z.
An expert system can display its inference chain to explain how a particular
conclusion was reached; this is an essential part of its explanation facilities.

FORWARD AND BACKWARD CHAINING INFERENCE TECHNIQUES

Figure 2.5

An example of an inference chain

The inference engine must decide when the rules have to be fired. There are
two principal ways in which rules are executed. One is called forward chaining
and the other backward chaining (Waterman and Hayes-Roth, 1978).

2.6.1

Forward chaining

The example discussed above uses forward chaining. Now consider this technique in more detail. Let us first rewrite our rules in the following form:
Rule 1:

Y&D!Z

Rule 2:

X&B&E!Y

Rule 3:

A!X

Arrows here indicate the IF and THEN parts of the rules. Let us also add two more
rules:
Rule 4:

C!L

Rule 5:

L&M!N

Figure 2.6 shows how forward chaining works for this simple set of rules.
Forward chaining is the data-driven reasoning. The reasoning starts from the
known data and proceeds forward with that data. Each time only the topmost
rule is executed. When fired, the rule adds a new fact in the database. Any rule
can be executed only once. The match-fire cycle stops when no further rules can
be fired.
In the first cycle, only two rules, Rule 3: A ! X and Rule 4: C ! L, match facts
in the database. Rule 3: A ! X is fired first as the topmost one. The IF part of this
rule matches fact A in the database, its THEN part is executed and new fact X is
added to the database. Then Rule 4: C ! L is fired and fact L is also placed in the
database.
In the second cycle, Rule 2: X & B & E ! Y is fired because facts B, E and X are
already in the database, and as a consequence fact Y is inferred and put in the
database. This in turn causes Rule 1: Y & D ! Z to execute, placing fact Z in
the database (cycle 3). Now the match-fire cycles stop because the IF part of
Rule 5: L & M ! N does not match all facts in the database and thus Rule 5
cannot be fired.

37

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RULE-BASED EXPERT SYSTEMS

Figure 2.6

Forward chaining

Forward chaining is a technique for gathering information and then inferring
from it whatever can be inferred. However, in forward chaining, many rules may
be executed that have nothing to do with the established goal. Suppose, in our
example, the goal was to determine fact Z. We had only five rules in the
knowledge base and four of them were fired. But Rule 4: C ! L, which is
unrelated to fact Z, was also fired among others. A real rule-based expert system
can have hundreds of rules, many of which might be fired to derive new facts
that are valid, but unfortunately unrelated to the goal. Therefore, if our goal is to
infer only one particular fact, the forward chaining inference technique would
not be efficient.
In such a situation, backward chaining is more appropriate.

2.6.2

Backward chaining

Backward chaining is the goal-driven reasoning. In backward chaining, an
expert system has the goal (a hypothetical solution) and the inference engine
attempts to find the evidence to prove it. First, the knowledge base is searched to
find rules that might have the desired solution. Such rules must have the goal in
their THEN (action) parts. If such a rule is found and its IF (condition) part
matches data in the database, then the rule is fired and the goal is proved.
However, this is rarely the case. Thus the inference engine puts aside the rule it is
working with (the rule is said to stack) and sets up a new goal, a sub-goal, to
prove the IF part of this rule. Then the knowledge base is searched again for rules
that can prove the sub-goal. The inference engine repeats the process of stacking
the rules until no rules are found in the knowledge base to prove the current
sub-goal.

FORWARD AND BACKWARD CHAINING INFERENCE TECHNIQUES

Figure 2.7

Backward chaining

Figure 2.7 shows how backward chaining works, using the rules for the
forward chaining example.
In Pass 1, the inference engine attempts to infer fact Z. It searches the
knowledge base to find the rule that has the goal, in our case fact Z, in its THEN
part. The inference engine finds and stacks Rule 1: Y & D ! Z. The IF part of
Rule 1 includes facts Y and D, and thus these facts must be established.
In Pass 2, the inference engine sets up the sub-goal, fact Y, and tries to
determine it. First it checks the database, but fact Y is not there. Then the
knowledge base is searched again for the rule with fact Y in its THEN part. The

39

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RULE-BASED EXPERT SYSTEMS
inference engine locates and stacks Rule 2: X & B & E ! Y. The IF part of Rule 2
consists of facts X, B and E, and these facts also have to be established.
In Pass 3, the inference engine sets up a new sub-goal, fact X. It checks the
database for fact X, and when that fails, searches for the rule that infers X.
The inference engine finds and stacks Rule 3: A ! X. Now it must determine
fact A.
In Pass 4, the inference engine finds fact A in the database, Rule 3: A ! X is
fired and new fact X is inferred.
In Pass 5, the inference engine returns to the sub-goal fact Y and once again
tries to execute Rule 2: X & B & E ! Y. Facts X, B and E are in the database and
thus Rule 2 is fired and a new fact, fact Y, is added to the database.
In Pass 6, the system returns to Rule 1: Y & D ! Z trying to establish the
original goal, fact Z. The IF part of Rule 1 matches all facts in the database, Rule 1
is executed and thus the original goal is finally established.
Let us now compare Figure 2.6 with Figure 2.7. As you can see, four rules were
fired when forward chaining was used, but just three rules when we applied
backward chaining. This simple example shows that the backward chaining
inference technique is more effective when we need to infer one particular fact,
in our case fact Z. In forward chaining, the data is known at the beginning of the
inference process, and the user is never asked to input additional facts. In
backward chaining, the goal is set up and the only data used is the data needed
to support the direct line of reasoning, and the user may be asked to input any
fact that is not in the database.

How do we choose between forward and backward chaining?
The answer is to study how a domain expert solves a problem. If an expert first
needs to gather some information and then tries to infer from it whatever can be
inferred, choose the forward chaining inference engine. However, if your expert
begins with a hypothetical solution and then attempts to find facts to prove it,
choose the backward chaining inference engine.
Forward chaining is a natural way to design expert systems for analysis and
interpretation. For example, DENDRAL, an expert system for determining the
molecular structure of unknown soil based on its mass spectral data (Feigenbaum
et al., 1971), uses forward chaining. Most backward chaining expert systems
are used for diagnostic purposes. For instance, MYCIN, a medical expert system
for diagnosing infectious blood diseases (Shortliffe, 1976), uses backward
chaining.

Can we combine forward and backward chaining?
Many expert system shells use a combination of forward and backward chaining
inference techniques, so the knowledge engineer does not have to choose
between them. However, the basic inference mechanism is usually backward
chaining. Only when a new fact is established is forward chaining employed to
maximise the use of the new data.

MEDIA ADVISOR: A DEMONSTRATION RULE-BASED EXPERT SYSTEM

2.7 MEDIA ADVISOR: a demonstration rule-based expert
system
To illustrate some of the ideas discussed above, we next consider a simple rulebased expert system. The Leonardo expert system shell was selected as a tool to
build a decision-support system called MEDIA ADVISOR. The system provides
advice on selecting a medium for delivering a training program based on the
trainee’s job. For example, if a trainee is a mechanical technician responsible for
maintaining hydraulic systems, an appropriate medium might be a workshop,
where the trainee could learn how basic hydraulic components operate, how to
troubleshoot hydraulics problems and how to make simple repairs to hydraulic
systems. On the other hand, if a trainee is a clerk assessing insurance applications, a training program might include lectures on specific problems of the task,
as well as tutorials where the trainee could evaluate real applications. For
complex tasks, where trainees are likely to make mistakes, a training program
should also include feedback on the trainee’s performance.

Knowledge base
/* MEDIA ADVISOR: a demonstration rule-based expert system
Rule:
if
or
or
or
then

1
the
the
the
the
the

environment is papers
environment is manuals
environment is documents
environment is textbooks
stimulus_situation is verbal

Rule:
if
or
or
or
then

2
the
the
the
the
the

environment is pictures
environment is illustrations
environment is photographs
environment is diagrams
stimulus_situation is visual

Rule:
if
or
or
then

3
the
the
the
the

environment is machines
environment is buildings
environment is tools
stimulus_situation is ‘physical object’

Rule:
if
or
or
then

4
the
the
the
the

environment is numbers
environment is formulas
environment is ‘computer programs’
stimulus_situation is symbolic

41

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RULE-BASED EXPERT SYSTEMS
Rule:
if
or
or
then

5
the
the
the
the

job is lecturing
job is advising
job is counselling
stimulus_response is oral

Rule:
if
or
or
then

6
the
the
the
the

job is building
job is repairing
job is troubleshooting
stimulus_response is ‘hands-on’

Rule:
if
or
or
then

7
the
the
the
the

job is writing
job is typing
job is drawing
stimulus_response is documented

Rule:
if
or
or
then

8
the
the
the
the

job is evaluating
job is reasoning
job is investigating
stimulus_response is analytical

Rule:
if
and
and
then

9
the stimulus_situation is ‘physical object’
the stimulus_response is ‘hands-on’
feedback is required
medium is workshop

Rule:
if
and
and
then

10
the stimulus_situation is symbolic
the stimulus_response is analytical
feedback is required
medium is ‘lecture – tutorial’

Rule:
if
and
and
then

11
the stimulus_situation is visual
the stimulus_response is documented
feedback is not required
medium is videocassette

Rule:
if
and
and
then

12
the stimulus_situation is visual
the stimulus_response is oral
feedback is required
medium is ‘lecture – tutorial’

MEDIA ADVISOR: A DEMONSTRATION RULE-BASED EXPERT SYSTEM
Rule:
if
and
and
then

13
the stimulus_situation is verbal
the stimulus_response is analytical
feedback is required
medium is ‘lecture – tutorial’

Rule:
if
and
and
then

14
the stimulus_situation is verbal
the stimulus_response is oral
feedback is required
medium is ‘role-play exercises’

/* The SEEK directive sets up the goal of the rule set
seek medium

Objects
MEDIA ADVISOR uses six linguistic objects: environment, stimulus_situation, job,
stimulus_response, feedback and medium. Each object can take one of the allowed
values (for example, object environment can take the value of papers, manuals,
documents, textbooks, pictures, illustrations, photographs, diagrams, machines, buildings, tools, numbers, formulas, computer programs). An object and its value
constitute a fact (for instance, the environment is machines, and the job is
repairing). All facts are placed in the database.
Object

Allowed values

Object

Allowed values

environment

papers
manuals
documents
textbooks
pictures
illustrations
photographs
diagrams
machines
buildings
tools
numbers
formulas
computer programs

job

lecturing
advising
counselling
building
repairing
troubleshooting
writing
typing
drawing
evaluating
reasoning
investigating

stimulus_ response

oral
hands-on
documented
analytical

feedback

required
not required

stimulus_situation

verbal
visual
physical object
symbolic

43

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RULE-BASED EXPERT SYSTEMS

Options
The final goal of the rule-based expert system is to produce a solution to the
problem based on input data. In MEDIA ADVISOR, the solution is a medium
selected from the list of four options:
medium
medium
medium
medium

is
is
is
is

workshop
‘lecture – tutorial’
videocassette
‘role-play exercises’

Dialogue
In the dialogue shown below, the expert system asks the user to input the data
needed to solve the problem (the environment, the job and feedback). Based on
the answers supplied by the user (answers are indicated by arrows), the expert
system applies rules from its knowledge base to infer that the stimulus_situation is
physical object, and the stimulus_response is hands-on. Rule 9 then selects one of
the allowed values of medium.
What sort of environment is a trainee dealing with on the job?
) machines
Rule:
if
or
or
then

3
the
the
the
the

environment is machines
environment is buildings
environment is tools
stimulus_situation is ‘physical object’

In what way is a trainee expected to act or respond on the job?
) repairing
Rule:
if
or
or
then

6
the
the
the
the

job is building
job is repairing
job is troubleshooting
stimulus_response is ‘hands-on’

Is feedback on the trainee’s progress required during training?
) required
Rule:
if
and
and
then

9
the stimulus_situation is ‘physical object’
the stimulus_response is ‘hands-on’
feedback is required
medium is workshop

medium is workshop

MEDIA: A DEMONSTRATION RULE-BASED EXPERT SYSTEM

Inference techniques
The standard inference technique in Leonardo is backward chaining with
opportunistic forward chaining, which is the most efficient way to deal with
the available information. However, Leonardo also enables the user to turn off
either backward or forward chaining, and thus allows us to study each inference
technique separately.
Forward chaining is data-driven reasoning, so we need first to provide some
data. Assume that
the environment is machines
‘environment’ instantiated by user input to ‘machines’
the job is repairing
‘job’ instantiated by user input to ‘repairing’
feedback is required
‘feedback’ instantiated by user input to ‘required’
The following process will then happen:
Rule: 3 fires
Rule: 6 fires
Rule: 9 fires
No rules fire

‘stimulus_situation’ instantiated by Rule: 3 to ‘physical object’
‘stimulus_response’ instantiated by Rule: 6 to ‘hands-on’
‘medium’ instantiated by Rule: 9 to ‘workshop’
stop

Backward chaining is goal-driven reasoning, so we need first to establish a
hypothetical solution (the goal). Let us, for example, set up the following goal:
‘medium’ is ‘workshop’
Pass 1
Trying Rule: 9
Rule: 9 stacked
Pass 2
Trying Rule: 3
Rule: 3 stacked
ask environment
)machines
Trying Rule: 3
Pass 3
Trying Rule: 9
Rule: 9 stacked

Need to find object ‘stimulus_situation’
Object ‘stimulus_situation’ sought as ‘physical
object’
Need to find object ‘environment’
Object ‘environment’ sought as ‘machines’
‘environment’ instantiated by user input to
‘machines’
‘stimulus_situation’ instantiated by Rule: 3 to
‘physical object’
Need to find object ‘stimulus_response’
Object ‘stimulus_response’ sought as ‘hands-on’

45

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RULE-BASED EXPERT SYSTEMS
Pass 4
Trying Rule: 6
Rule: 6 stacked

Need to find object ‘job’
Object ‘job’ sought as ‘building’

ask job
) repairing

‘job’ instantiated by user input to ‘repairing’

Trying Rule: 6

‘stimulus_response’ instantiated by Rule: 6 to
‘hands-on’

Pass 5
Trying Rule: 9
Rule: 9 stacked

Need to find object ‘feedback’
Object ‘feedback’ sought as ‘required’

ask feedback
) required

‘feedback’ instantiated by user input to ‘required’

Trying Rule: 9

‘medium’ instantiated by Rule: 9 to ‘workshop’

medium is workshop

It is useful to have a tree diagram that maps a consultation session with an
expert system. A diagram for MEDIA ADVISOR is shown in Figure 2.8. The root
node is the goal; when the system is started, the inference engine seeks to
determine the goal’s value.

Goal: medium

Rule: 9

Rule: 10

Rule: 11 Rule: 12

stimulus
situation
?

Rule: 1

Figure 2.8

Rule: 13

Rule: 14

stimulus
response
?

Rule: 2

Rule: 3

Rule: 4

Rule: 5

feedback
?

Rule: 6

environment
?

job
?

Ask:
environment

Ask:
job

Rule: 7

Rule: 8

Tree diagram for the rule-based expert system MEDIA ADVISOR

Ask:
feedback

CONFLICT RESOLUTION

Does MEDIA ADVISOR handle all possible situations?
When we start to use our expert system more often, we might find that the
provided options do not cover all possible situations. For instance, the following
dialogue might occur:
What sort of environment is a trainee dealing with on the job?
)illustrations
In what way is a trainee expected to act or respond on the job?
)drawing
Is feedback on the trainee’s progress required during training?
)required
I am unable to draw any conclusions on the basis of the data.
Thus, MEDIA ADVISOR in its present state cannot handle this particular
situation. Fortunately, the expert system can easily be expanded to accommodate more rules until it finally does what the user wants it to do.

2.8 Conflict resolution
Earlier in this chapter, we considered two simple rules for crossing a road. Let us
now add a third rule. We will get the following set of rules:
Rule 1:
IF
the ‘traffic light’ is green
THEN the action is go
Rule 2:
IF
the ‘traffic light’ is red
THEN the action is stop
Rule 3:
IF
the ‘traffic light’ is red
THEN the action is go

What will happen?
The inference engine compares IF (condition) parts of the rules with data
available in the database, and when conditions are satisfied the rules are set to
fire. The firing of one rule may affect the activation of other rules, and therefore
the inference engine must allow only one rule to fire at a time. In our road
crossing example, we have two rules, Rule 2 and Rule 3, with the same IF part.
Thus both of them can be set to fire when the condition part is satisfied. These
rules represent a conflict set. The inference engine must determine which rule to
fire from such a set. A method for choosing a rule to fire when more than one
rule can be fired in a given cycle is called conflict resolution.

47

48

RULE-BASED EXPERT SYSTEMS

If the traffic light is red, which rule should be executed?
In forward chaining, both rules would be fired. Rule 2 is fired first as the topmost one, and as a result, its THEN part is executed and linguistic object action
obtains value stop. However, Rule 3 is also fired because the condition part of
this rule matches the fact ‘traffic light’ is red, which is still in the database.
As a consequence, object action takes new value go. This simple example shows
that the rule order is vital when the forward chaining inference technique is used.

How can we resolve a conflict?
The obvious strategy for resolving conflicts is to establish a goal and stop the rule
execution when the goal is reached. In our problem, for example, the goal is to
establish a value for linguistic object action. When the expert system determines
a value for action, it has reached the goal and stops. Thus if the traffic light is
red, Rule 2 is executed, object action attains value stop and the expert system
stops. In the given example, the expert system makes a right decision; however if
we arranged the rules in the reverse order, the conclusion would be wrong. It
means that the rule order in the knowledge base is still very important.

Are there any other conflict resolution methods?
Several methods are in use (Giarratano and Riley, 1998; Shirai and Tsuji, 1982):
.

Fire the rule with the highest priority. In simple applications, the priority can
be established by placing the rules in an appropriate order in the knowledge
base. Usually this strategy works well for expert systems with around 100
rules. However, in some applications, the data should be processed in order of
importance. For example, in a medical consultation system (Durkin, 1994),
the following priorities are introduced:
Goal 1. Prescription is? Prescription
RULE 1 Meningitis Prescription1
(Priority 100)
IF
Infection is Meningitis
AND The Patient is a Child
THEN Prescription is Number_1
AND Drug Recommendation is Ampicillin
AND Drug Recommendation is Gentamicin
AND Display Meningitis Prescription1
RULE 2 Meningitis Prescription2
(Priority 90)
IF
Infection is Meningitis
AND The Patient is an Adult
THEN Prescription is Number_2
AND Drug Recommendation is Penicillin
AND Display Meningitis Prescription2

CONFLICT RESOLUTION
.

Fire the most specific rule. This method is also known as the longest
matching strategy. It is based on the assumption that a specific rule processes
more information than a general one. For example,
Rule 1:
IF
AND
AND
THEN

the season is autumn
the sky is cloudy
the forecast is rain
the advice is ‘stay home’

Rule 2:
IF
the season is autumn
THEN the advice is ‘take an umbrella’
If the season is autumn, the sky is cloudy and the forecast is rain, then Rule 1
would be fired because its antecedent, the matching part, is more specific than
that of Rule 2. But if it is known only that the season is autumn, then Rule 2
would be executed.
.

Fire the rule that uses the data most recently entered in the database. This
method relies on time tags attached to each fact in the database. In the conflict
set, the expert system first fires the rule whose antecedent uses the data most
recently added to the database. For example,
Rule 1:
IF
the forecast is rain
[08:16 PM 11/25/96]
THEN the advice is ‘take an umbrella’
Rule 2:
IF
the weather is wet
[10:18 AM 11/26/96]
THEN the advice is ‘stay home’
Assume that the IF parts of both rules match facts in the database. In this
case, Rule 2 would be fired since the fact weather is wet was entered after the
fact forecast is rain. This technique is especially useful for real-time expert
system applications when information in the database is constantly updated.

The conflict resolution methods considered above are simple and easily
implemented. In most cases, these methods provide satisfactory solutions.
However, as a program grows larger and more complex, it becomes increasingly
difficult for the knowledge engineer to manage and oversee rules in the
knowledge base. The expert system itself must take at least some of the burden
and understand its own behaviour.
To improve the performance of an expert system, we should supply the
system with some knowledge about the knowledge it possesses, or in other
words, metaknowledge.
Metaknowledge can be simply defined as knowledge about knowledge.
Metaknowledge is knowledge about the use and control of domain knowledge
in an expert system (Waterman, 1986). In rule-based expert systems, metaknowledge is represented by metarules. A metarule determines a strategy for the
use of task-specific rules in the expert system.

49

50

RULE-BASED EXPERT SYSTEMS

What is the origin of metaknowledge?
The knowledge engineer transfers the knowledge of the domain expert to the
expert system, learns how problem-specific rules are used, and gradually creates
in his or her own mind a new body of knowledge, knowledge about the overall
behaviour of the expert system. This new knowledge, or metaknowledge, is
largely domain-independent. For example,
Metarule 1:
Rules supplied by experts have higher priorities than rules supplied by
novices.
Metarule 2:
Rules governing the rescue of human lives have higher priorities than rules
concerned with clearing overloads on power system equipment.

Can an expert system understand and use metarules?
Some expert systems provide a separate inference engine for metarules. However,
most expert systems cannot distinguish between rules and metarules. Thus
metarules should be given the highest priority in the existing knowledge base.
When fired, a metarule ‘injects’ some important information into the database
that can change the priorities of some other rules.

2.9 Advantages and disadvantages of rule-based expert
systems
Rule-based expert systems are generally accepted as the best option for building
knowledge-based systems.

Which features make rule-based expert systems particularly attractive for
knowledge engineers?
Among these features are:
.

Natural knowledge representation. An expert usually explains the problemsolving procedure with such expressions as this: ‘In such-and-such situation,
I do so-and-so’. These expressions can be represented quite naturally as
IF-THEN production rules.

.

Uniform structure. Production rules have the uniform IF-THEN structure.
Each rule is an independent piece of knowledge. The very syntax of production rules enables them to be self-documented.

.

Separation of knowledge from its processing. The structure of a rule-based
expert system provides an effective separation of the knowledge base from the
inference engine. This makes it possible to develop different applications
using the same expert system shell. It also allows a graceful and easy
expansion of the expert system. To make the system smarter, a knowledge
engineer simply adds some rules to the knowledge base without intervening
in the control structure.

SUMMARY
.

Dealing with incomplete and uncertain knowledge. Most rule-based expert
systems are capable of representing and reasoning with incomplete and
uncertain knowledge. For example, the rule
IF
AND
AND
THEN

season is autumn
sky is ‘cloudy’
wind is low
forecast is clear
forecast is drizzle
forecast is rain

{ cf 0.1 };
{ cf 1.0 };
{ cf 0.9 }

could be used to express the uncertainty of the following statement, ‘If the
season is autumn and it looks like drizzle, then it will probably be another wet
day today’.
The rule represents the uncertainty by numbers called certainty factors
fcf 0.1g. The expert system uses certainty factors to establish the degree of
confidence or level of belief that the rule’s conclusion is true. This topic will
be considered in detail in Chapter 3.
All these features of the rule-based expert systems make them highly desirable
for knowledge representation in real-world problems.

Are rule-based expert systems problem-free?
There are three main shortcomings:
.

Opaque relations between rules. Although the individual production rules
tend to be relatively simple and self-documented, their logical interactions
within the large set of rules may be opaque. Rule-based systems make it
difficult to observe how individual rules serve the overall strategy. This
problem is related to the lack of hierarchical knowledge representation in
the rule-based expert systems.

.

Ineffective search strategy. The inference engine applies an exhaustive
search through all the production rules during each cycle. Expert systems
with a large set of rules (over 100 rules) can be slow, and thus large rule-based
systems can be unsuitable for real-time applications.

.

Inability to learn. In general, rule-based expert systems do not have an
ability to learn from the experience. Unlike a human expert, who knows
when to ‘break the rules’, an expert system cannot automatically modify its
knowledge base, or adjust existing rules or add new ones. The knowledge
engineer is still responsible for revising and maintaining the system.

2.10 Summary
In this chapter, we presented an overview of rule-based expert systems. We
briefly discussed what knowledge is, and how experts express their knowledge in
the form of production rules. We identified the main players in the expert

51

52

RULE-BASED EXPERT SYSTEMS
system development team and showed the structure of a rule-based system. We
discussed fundamental characteristics of expert systems and noted that expert
systems can make mistakes. Then we reviewed the forward and backward
chaining inference techniques and debated conflict resolution strategies. Finally,
the advantages and disadvantages of rule-based expert systems were examined.
The most important lessons learned in this chapter are:
.

Knowledge is a theoretical or practical understanding of a subject. Knowledge
is the sum of what is currently known.

.

An expert is a person who has deep knowledge in the form of facts and rules
and strong practical experience in a particular domain. An expert can do
things other people cannot.

.

The experts can usually express their knowledge in the form of production
rules.

.

Production rules are represented as IF (antecedent) THEN (consequent)
statements. A production rule is the most popular type of knowledge
representation. Rules can express relations, recommendations, directives,
strategies and heuristics.

.

A computer program capable of performing at a human-expert level in a
narrow problem domain area is called an expert system. The most popular
expert systems are rule-based expert systems.

.

In developing rule-based expert systems, shells are becoming particularly
common. An expert system shell is a skeleton expert system with the
knowledge removed. To build a new expert system application, all the user
has to do is to add the knowledge in the form of rules and provide relevant
data. Expert system shells offer a dramatic reduction in the development time
of expert systems.

.

The expert system development team should include the domain expert, the
knowledge engineer, the programmer, the project manager and the end-user.
The knowledge engineer designs, builds and tests an expert system. He or she
captures the knowledge from the domain expert, establishes reasoning
methods and chooses the development software. For small expert systems
based on expert system shells, the project manager, knowledge engineer,
programmer and even the expert could be the same person.

.

A rule-based expert system has five basic components: the knowledge base,
the database, the inference engine, the explanation facilities and the user
interface. The knowledge base contains the domain knowledge represented as
a set of rules. The database includes a set of facts used to match against the IF
parts of rules. The inference engine links the rules with the facts and carries
out the reasoning whereby the expert system reaches a solution. The
explanation facilities enable the user to query the expert system about how
a particular conclusion is reached and why a specific fact is needed. The user
interface is the means of communication between a user and an expert
system.

QUESTIONS FOR REVIEW
.

Expert systems separate knowledge from its processing by splitting up the
knowledge base and the inference engine. This makes the task of building and
maintaining an expert system much easier. When an expert system shell is
used, a knowledge engineer or an expert simply enter rules in the knowledge
base. Each new rule adds some new knowledge and makes the expert system
smarter.

.

Expert systems provide a limited explanation capability by tracing the rules
fired during a problem-solving session.

.

Unlike conventional programs, expert systems can deal with incomplete and
uncertain data and permit inexact reasoning. However, like their human
counterparts, expert systems can make mistakes when information is incomplete or fuzzy.

.

There are two principal methods to direct search and reasoning: forward
chaining and backward chaining inference techniques. Forward chaining is
data-driven reasoning; it starts from the known data and proceeds forward
until no further rules can be fired. Backward chaining is goal-driven reasoning; an expert system has a hypothetical solution (the goal), and the inference
engine attempts to find the evidence to prove it.

.

If more than one rule can be fired in a given cycle, the inference engine
must decide which rule to fire. A method for deciding is called conflict
resolution.

.

Rule-based expert systems have the advantages of natural knowledge representation, uniform structure, separation of knowledge from its processing, and
coping with incomplete and uncertain knowledge.

.

Rule-based expert systems also have disadvantages, especially opaque relations between rules, ineffective search strategy, and inability to learn.

Questions for review
1 What is knowledge? Explain why experts usually have detailed knowledge of a limited
area of a specific domain. What do we mean by heuristic?
2 What is a production rule? Give an example and define two basic parts of the
production rule.
3 List and describe the five major players in the expert system development team. What
is the role of the knowledge engineer?
4 What is an expert system shell? Explain why the use of an expert system shell can
dramatically reduce the development time of an expert system.
5 What is a production system model? List and define the five basic components of an
expert system.
6 What are the fundamental characteristics of an expert system? What are the
differences between expert systems and conventional programs?

53

54

RULE-BASED EXPERT SYSTEMS
7 Can an expert system make mistakes? Why?
8 Describe the forward chaining inference process. Give an example.
9 Describe the backward chaining inference process. Give an example.
10 List problems for which the forward chaining inference technique is appropriate. Why is
backward chaining used for diagnostic problems?
11 What is a conflict set of rules? How can we resolve a conflict? List and describe the
basic conflict resolution methods.
12 List advantages of rule-based expert systems. What are their disadvantages?

References
Duda, R., Gaschnig, J. and Hart, P. (1979). Model design in the PROSPECTOR
consultant system for mineral exploration, Expert Systems in the Microelectronic
Age, D. Michie, ed., Edinburgh University Press, Edinburgh, Scotland, pp. 153–167.
Durkin, J. (1994). Expert Systems Design and Development. Prentice Hall, Englewood
Cliffs, NJ.
Feigenbaum, E.A., Buchanan, B.G. and Lederberg, J. (1971). On generality and
problem solving: a case study using the DENDRAL program, Machine Intelligence
6, B. Meltzer and D. Michie, eds, Edinburgh University Press, Edinburgh, Scotland,
pp. 165–190.
Giarratano, J. and Riley, G. (1998). Expert Systems: Principles and Programming, 3rd edn.
PWS Publishing Company, Boston.
Negnevitsky, M. (1996). Crisis management in power systems: a knowledge based
approach, Applications of Artificial Intelligence in Engineering XI, R.A. Adey,
G. Rzevski and A.K. Sunol, eds, Computational Mechanics Publications, Southampton, UK, pp. 122–141.
Newell, A. and Simon, H.A. (1972). Human Problem Solving. Prentice Hall, Englewood
Cliffs, NJ.
Shirai, Y. and Tsuji, J. (1982). Artificial Intelligence: Concepts, Technologies and Applications. John Wiley, New York.
Shortliffe, E.H. (1976). MYCIN: Computer-Based Medical Consultations. Elsevier Press,
New York.
Waterman, D.A. (1986). A Guide to Expert Systems. Addison-Wesley, Reading, MA.
Waterman, D.A. and Hayes-Roth, F. (1978). An overview of pattern-directed inference
systems, Pattern-Directed Inference Systems, D.A. Waterman and F. Hayes-Roth, eds,
Academic Press, New York.

Uncertainty management in
rule-based expert systems

3

In which we present the main uncertainty management paradigms,
Bayesian reasoning and certainty factors, discuss their relative
merits and consider examples to illustrate the theory.

3.1 Introduction, or what is uncertainty?
One of the common characteristics of the information available to human
experts is its imperfection. Information can be incomplete, inconsistent, uncertain, or all three. In other words, information is often unsuitable for solving a
problem. However, an expert can cope with these defects and can usually make
correct judgements and right decisions. Expert systems also have to be able to
handle uncertainty and draw valid conclusions.

What is uncertainty in expert systems?
Uncertainty can be defined as the lack of the exact knowledge that would enable
us to reach a perfectly reliable conclusion (Stephanou and Sage, 1987). Classical
logic permits only exact reasoning. It assumes that perfect knowledge always
exists and the law of the excluded middle can always be applied:
IF
A is true
THEN A is not false
and
IF
B is false
THEN B is not true
Unfortunately most real-world problems where expert systems could be used
do not provide us with such clear-cut knowledge. The available information
often contains inexact, incomplete or even unmeasurable data.

What are the sources of uncertain knowledge in expert systems?
In general, we can identify four main sources: weak implications, imprecise
language, unknown data, and the difficulty of combining the views of different

56

UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
experts (Bonissone and Tong, 1985). Let us consider these sources in more
detail.
.

Weak implications. Rule-based expert systems often suffer from weak
implications and vague associations. Domain experts and knowledge engineers have the painful, and rather hopeless, task of establishing concrete
correlations between IF (condition) and THEN (action) parts of the rules.
Therefore, expert systems need to have the ability to handle vague associations, for example by accepting the degree of correlations as numerical
certainty factors.

.

Imprecise language. Our natural language is inherently ambiguous and
imprecise. We describe facts with such terms as often and sometimes,
frequently and hardly ever. As a result, it can be difficult to express
knowledge in the precise IF-THEN form of production rules. However, if the
meaning of the facts is quantified, it can be used in expert systems. In 1944,
Ray Simpson asked 355 high school and college students to place 20 terms
like often on a scale between 1 and 100 (Simpson, 1944). In 1968, Milton
Hakel repeated this experiment (Hakel, 1968). Their results are presented in
Table 3.1.
Quantifying the meaning of the terms enables an expert system to
establish an appropriate matching of the IF (condition) part of the rules with
facts available in the database.

.

Unknown data. When the data is incomplete or missing, the only solution is
to accept the value ‘unknown’ and proceed to an approximate reasoning with
this value.

.

Combining the views of different experts. Large expert systems usually
combine the knowledge and expertise of a number of experts. For example,
nine experts participated in the development of PROSPECTOR, an expert
system for mineral exploration (Duda et al., 1979). Unfortunately, experts
seldom reach exactly the same conclusions. Usually, experts have contradictory opinions and produce conflicting rules. To resolve the conflict, the
knowledge engineer has to attach a weight to each expert and then calculate
the composite conclusion. However, even a domain expert generally does not
have the same uniform level of expertise throughout a domain. In addition,
no systematic method exists to obtain weights.

In summary, an expert system should be able to manage uncertainties because
any real-world domain contains inexact knowledge and needs to cope with
incomplete, inconsistent or even missing data. A number of numeric and nonnumeric methods have been developed to deal with uncertainty in rule-based
expert systems (Bhatnagar and Kanal, 1986). In this chapter, we consider the
most popular uncertainty management paradigms: Bayesian reasoning and
certainty factors. However, we first look at the basic principles of classical
probability theory.

BASIC PROBABILITY THEORY
Table 3.1

Quantification of ambiguous and imprecise terms on a time-frequency scale
Ray Simpson (1944)

Term
Always
Very often
Usually
Often
Generally
Frequently
Rather often
About as often as not
Now and then
Sometimes
Occasionally
Once in a while
Not often
Usually not
Seldom
Hardly ever
Very seldom
Rarely
Almost never
Never

Milton Hakel (1968)

Mean value
99
88
85
78
78
73
65
50
20
20
20
15
13
10
10
7
6
5
3
0

Term
Always
Very often
Usually
Often
Rather often
Frequently
Generally
About as often as not
Now and then
Sometimes
Occasionally
Once in a while
Not often
Usually not
Seldom
Hardly ever
Very seldom
Rarely
Almost never
Never

Mean value
100
87
79
74
74
72
72
50
34
29
28
22
16
16
9
8
7
5
2
0

3.2 Basic probability theory
The basic concept of probability plays a significant role in our everyday life. We
try to determine the probability of rain and the prospects of our promotion,
the odds that the Australian cricket team will win the next test match, and the
likelihood of winning a million dollars in Tattslotto.
The concept of probability has a long history that goes back thousands of
years when words like ‘probably’, ‘likely’, ‘maybe’, ‘perhaps’ and ‘possibly’ were
introduced into spoken languages (Good, 1959). However, the mathematical
theory of probability was formulated only in the 17th century.

How can we define probability?
The probability of an event is the proportion of cases in which the event occurs
(Good, 1959). Probability can also be defined as a scientific measure of chance.
Detailed analysis of modern probability theory can be found in such well-known
textbooks as Feller (1957) and Fine (1973). In this chapter, we examine only the
basic ideas used in representing uncertainties in expert systems.
Probability can be expressed mathematically as a numerical index with a
range between zero (an absolute impossibility) to unity (an absolute certainty).
Most events have a probability index strictly between 0 and 1, which means that

57

58

UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
each event has at least two possible outcomes: favourable outcome or success,
and unfavourable outcome or failure.
The probability of success and failure can be determined as follows:

PðsuccessÞ ¼
PðfailureÞ ¼

the number of successes
the number of possible outcomes

the number of failures
the number of possible outcomes

ð3:1Þ
ð3:2Þ

Therefore, if s is the number of times success can occur, and f is the number of
times failure can occur, then
PðsuccessÞ ¼ p ¼
PðfailureÞ ¼ q ¼

s
sþf

f
sþf

ð3:3Þ
ð3:4Þ

and
pþq¼1

ð3:5Þ

Let us consider classical examples with a coin and a die. If we throw a coin,
the probability of getting a head will be equal to the probability of getting a tail.
In a single throw, s ¼ f ¼ 1, and therefore the probability of getting a head (or a
tail) is 0.5.
Consider now a dice and determine the probability of getting a 6 from a single
throw. If we assume a 6 as the only success, then s ¼ 1 and f ¼ 5, since there is
just one way of getting a 6, and there are five ways of not getting a 6 in a single
throw. Therefore, the probability of getting a 6 is
p¼

1
¼ 0:1666
1þ5

and the probability of not getting a 6 is
q¼

5
¼ 0:8333
1þ5

So far, we have been concerned with events that are independent and
mutually exclusive (i.e. events that cannot happen simultaneously). In the dice
experiment, the two events of obtaining a 6 and, for example, a 1 are mutually
exclusive because we cannot obtain a 6 and a 1 simultaneously in a single throw.
However, events that are not independent may affect the likelihood of one or
the other occurring. Consider, for instance, the probability of getting a 6 in a

BASIC PROBABILITY THEORY
single throw, knowing this time that a 1 has not come up. There are still five
ways of not getting a 6, but one of them can be eliminated as we know that a 1
has not been obtained. Thus,

p¼

1
1 þ ð5  1Þ

Let A be an event in the world and B be another event. Suppose that events A
and B are not mutually exclusive, but occur conditionally on the occurrence of
the other. The probability that event A will occur if event B occurs is called the
conditional probability. Conditional probability is denoted mathematically as
pðAjBÞ in which the vertical bar represents GIVEN and the complete probability
expression is interpreted as ‘Conditional probability of event A occurring given
that event B has occurred’.

pðAjBÞ ¼

the number of times A and B can occur
the number of times B can occur

ð3:6Þ

The number of times A and B can occur, or the probability that both A and B
will occur, is called the joint probability of A and B. It is represented
mathematically as pðA \ BÞ. The number of ways B can occur is the probability
of B, pðBÞ, and thus

pðAjBÞ ¼

pðA \ BÞ
pðBÞ

ð3:7Þ

Similarly, the conditional probability of event B occurring given that event A
has occurred equals

pðBjAÞ ¼

pðB \ AÞ
pðAÞ

ð3:8Þ

Hence,
pðB \ AÞ ¼ pðBjAÞ  pðAÞ

ð3:9Þ

The joint probability is commutative, thus
pðA \ BÞ ¼ pðB \ AÞ
Therefore,
pðA \ BÞ ¼ pðBjAÞ  pðAÞ

ð3:10Þ

59

60

UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
Substituting Eq. (3.10) into Eq. (3.7) yields the following equation:

pðAjBÞ ¼

pðBjAÞ  pðAÞ
;
pðBÞ

ð3:11Þ

where:

pðAjBÞ is the conditional probability that event A occurs given that event
B has occurred;
pðBjAÞ is the conditional probability of event B occurring given that event A
has occurred;
pðAÞ is the probability of event A occurring;
pðBÞ is the probability of event B occurring.
Equation (3.11) is known as the Bayesian rule, which is named after Thomas
Bayes, an 18th-century British mathematician who introduced this rule.
The concept of conditional probability introduced so far considered that
event A was dependent upon event B. This principle can be extended to event A
being dependent on a number of mutually exclusive events B1 ; B2 ; . . . ; Bn . The
following set of equations can then be derived from Eq. (3.7):
pðA \ B1 Þ ¼ pðAjB1 Þ  pðB1 Þ
pðA \ B2 Þ ¼ pðAjB2 Þ  pðB2 Þ
..
.
pðA \ Bn Þ ¼ pðAjBn Þ  pðBn Þ
or when combined:
n
X

pðA \ Bi Þ ¼

i¼1

n
X

pðAjBi Þ  pðBi Þ

ð3:12Þ

i¼1

If Eq. (3.12) is summed over an exhaustive list of events for Bi as illustrated in
Figure 3.1, we obtain
n
X

pðA \ Bi Þ ¼ pðAÞ

ð3:13Þ

i¼1

It reduces Eq. (3.12) to the following conditional probability equation:

pðAÞ ¼

n
X
i¼1

pðAjBi Þ  pðBi Þ

ð3:14Þ

BAYESIAN REASONING

Figure 3.1

The joint probability

If the occurrence of event A depends on only two mutually exclusive events,
i.e. B and NOT B, then Eq. (3.14) becomes
pðAÞ ¼ pðAjBÞ  pðBÞ þ pðAj:BÞ  pð:BÞ;

ð3:15Þ

where : is the logical function NOT.
Similarly,
pðBÞ ¼ pðBjAÞ  pðAÞ þ pðBj:AÞ  pð:AÞ

ð3:16Þ

Let us now substitute Eq. (3.16) into the Bayesian rule (3.11) to yield
pðAjBÞ ¼

pðBjAÞ  pðAÞ
pðBjAÞ  pðAÞ þ pðBj:AÞ  pð:AÞ

ð3:17Þ

Equation (3.17) provides the background for the application of probability
theory to manage uncertainty in expert systems.

3.3 Bayesian reasoning
With Eq. (3.17) we can now leave basic probability theory and turn our attention
back to expert systems. Suppose all rules in the knowledge base are represented
in the following form:
IF
E is true
THEN H is true {with probability p}
This rule implies that if event E occurs, then the probability that event H will
occur is p.

What if event E has occurred but we do not know whether event H has
occurred? Can we compute the probability that event H has occurred as
well?
Equation (3.17) tells us how to do this. We simply use H and E instead of A and B.
In expert systems, H usually represents a hypothesis and E denotes evidence to

61

62

UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
support this hypothesis. Thus, Eq. (3.17) expressed in terms of hypotheses and
evidence looks like this (Firebaugh, 1989):
pðHjEÞ ¼

pðEjHÞ  pðHÞ
pðEjHÞ  pðHÞ þ pðEj:HÞ  pð:HÞ

ð3:18Þ

where:

pðHÞ is the prior probability of hypothesis H being true;
pðEjHÞ is the probability that hypothesis H being true will result in evidence E;
pð:HÞ is the prior probability of hypothesis H being false;
pðEj:HÞ is the probability of finding evidence E even when hypothesis H is
false.
Equation (3.18) suggests that the probability of hypothesis H, pðHÞ, has to be
defined before any evidence is examined. In expert systems, the probabilities
required to solve a problem are provided by experts. An expert determines the
prior probabilities for possible hypotheses pðHÞ and pð:HÞ, and also the conditional probabilities for observing evidence E if hypothesis H is true, pðEjHÞ, and
if hypothesis H is false, pðEj:HÞ. Users provide information about the evidence
observed and the expert system computes pðHjEÞ for hypothesis H in light of the
user-supplied evidence E. Probability pðHjEÞ is called the posterior probability
of hypothesis H upon observing evidence E.

What if the expert, based on single evidence E, cannot choose a single
hypothesis but rather provides multiple hypotheses H1 , H2 , .. . , Hm ? Or
given multiple evidences E1 , E2 , . . . , En , the expert also produces
multiple hypotheses?
We can generalise Eq. (3.18) to take into account both multiple hypotheses
H1 ; H2 ; . . . ; Hm and multiple evidences E1 ; E2 ; . . . ; En . But the hypotheses as well as
the evidences must be mutually exclusive and exhaustive.
Single evidence E and multiple hypotheses H1 ; H2 ; . . . ; Hm follow:
pðHi jEÞ ¼

pðEjHi Þ  pðHi Þ
m
X
pðEjHk Þ  pðHk Þ

ð3:19Þ

k¼1

Multiple evidences E1 ; E2 ; . . . ; En and multiple hypotheses H1 ; H2 ; . . . ; Hm
follow:
pðHi jE1 E2 . . . En Þ ¼

pðE1 E2 . . . En jHi Þ  pðHi Þ
m
X
pðE1 E2 . . . En jHk Þ  pðHk Þ

ð3:20Þ

k¼1

An application of Eq. (3.20) requires us to obtain the conditional probabilities
of all possible combinations of evidences for all hypotheses. This requirement

BAYESIAN REASONING
places an enormous burden on the expert and makes his or her task practically
impossible. Therefore, in expert systems, subtleties of evidence should be
suppressed and conditional independence among different evidences assumed
(Ng and Abramson, 1990). Thus, instead of unworkable Eq. (3.20), we attain:

pðHi jE1 E2 . . . En Þ ¼

pðE1 jHi Þ  pðE2 jHi Þ  . . .  pðEn jHi Þ  pðHi Þ
m
X
pðE1 jHk Þ  pðE2 jHk Þ  . . .  pðEn jHk Þ  pðHk Þ

ð3:21Þ

k¼1

How does an expert system compute all posterior probabilities and finally
rank potentially true hypotheses?
Let us consider a simple example. Suppose an expert, given three conditionally
independent evidences E1 , E2 and E3 , creates three mutually exclusive and
exhaustive hypotheses H1 , H2 and H3 , and provides prior probabilities for these
hypotheses – pðH1 Þ, pðH2 Þ and pðH3 Þ, respectively. The expert also determines the
conditional probabilities of observing each evidence for all possible hypotheses.
Table 3.2 illustrates the prior and conditional probabilities provided by the expert.
Assume that we first observe evidence E3 . The expert system computes the
posterior probabilities for all hypotheses according to Eq. (3.19):

pðHi jE3 Þ ¼

pðE3 jHi Þ  pðHi Þ
;
3
X
pðE3 jHk Þ  pðHk Þ

i ¼ 1; 2; 3

k¼1

Thus,
pðH1 jE3 Þ ¼

0:6  0:40
¼ 0:34
0:6  0:40 þ 0:7  0:35 þ 0:9  0:25

pðH2 jE3 Þ ¼

0:7  0:35
¼ 0:34
0:6  0:40 þ 0:7  0:35 þ 0:9  0:25

pðH3 jE3 Þ ¼

0:9  0:25
¼ 0:32
0:6  0:40 þ 0:7  0:35 þ 0:9  0:25
Table 3.2

The prior and conditional probabilities
Hypothesis

Probability

i ¼1

i¼2

i¼3

pðHi Þ

0.40

0.35

0.25

pðE1 jHi Þ

0.3

0.8

0.5

pðE2 jHi Þ

0.9

0.0

0.7

pðE3 jHi Þ

0.6

0.7

0.9

63

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UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
As you can see, after evidence E3 is observed, belief in hypothesis H1 decreases
and becomes equal to belief in hypothesis H2 . Belief in hypothesis H3 increases
and even nearly reaches beliefs in hypotheses H1 and H2 .
Suppose now that we observe evidence E1 . The posterior probabilities are
calculated by Eq. (3.21):
pðHi jE1 E3 Þ ¼

pðE1 jHi Þ  pðE3 jHi Þ  pðHi Þ
;
3
X
pðE1 jHk Þ  pðE3 jHk Þ  pðHk Þ

i ¼ 1; 2; 3

k¼1

Hence,
pðH1 jE1 E3 Þ ¼

0:3  0:6  0:40
¼ 0:19
0:3  0:6  0:40 þ 0:8  0:7  0:35 þ 0:5  0:9  0:25

pðH2 jE1 E3 Þ ¼

0:8  0:7  0:35
¼ 0:52
0:3  0:6  0:40 þ 0:8  0:7  0:35 þ 0:5  0:9  0:25

pðH3 jE1 E3 Þ ¼

0:5  0:9  0:25
¼ 0:29
0:3  0:6  0:40 þ 0:8  0:7  0:35 þ 0:5  0:9  0:25

Hypothesis H2 is now considered as the most likely one, while belief in
hypothesis H1 has decreased dramatically.
After observing evidence E2 as well, the expert system calculates the final
posterior probabilities for all hypotheses:
pðHi jE1 E2 E3 Þ ¼

pðE1 jHi Þ  pðE2 jHi Þ  pðE3 jHi Þ  pðHi Þ
;
3
X
pðE1 jHk Þ  pðE2 jHk Þ  pðE3 jHk Þ  pðHk Þ

i ¼ 1; 2; 3

k¼1

Thus,
pðH1 jE1 E2 E3 Þ ¼

0:30:90:60:40
0:30:90:60:40þ0:80:00:70:35þ0:50:70:90:25

¼ 0:45
pðH2 jE1 E2 E3 Þ ¼

0:80:00:70:35
0:30:90:60:40þ0:80:00:70:35þ0:50:70:90:25

¼0
pðH3 jE1 E2 E3 Þ ¼

0:50:70:90:25
0:30:90:60:40þ0:80:00:70:35þ0:50:70:90:25

¼ 0:55
Although the initial ranking provided by the expert was H1 , H2 and H3 , only
hypotheses H1 and H3 remain under consideration after all evidences (E1 , E2 and

FORECAST: BAYESIAN ACCUMULATION OF EVIDENCE
E3 ) were observed. Hypothesis H2 can now be completely abandoned. Note that
hypothesis H3 is considered more likely than hypothesis H1 .
PROSPECTOR, an expert system for mineral exploration, was the first system
to use Bayesian rules of evidence to compute pðHjEÞ and propagate uncertainties
throughout the system (Duda et al., 1979). To help interpret Bayesian reasoning
in expert systems, consider a simple example.

3.4 FORECAST: Bayesian accumulation of evidence
Let us develop an expert system for a real problem such as the weather forecast.
Our expert system will be required to work out if it is going to rain tomorrow. It
will need some real data, which can be obtained from the weather bureau.
Table 3.3 summarises London weather for March 1982. It gives the minimum
and maximum temperatures, rainfall and sunshine for each day. If rainfall is zero
it is a dry day.
The expert system should give us two possible outcomes – tomorrow is rain and
tomorrow is dry – and provide their likelihood. In other words, the expert system
must determine the conditional probabilities of the two hypotheses tomorrow is
rain and tomorrow is dry.
To apply the Bayesian rule (3.18), we should provide the prior probabilities of
these hypotheses.
The first thing to do is to write two basic rules that, with the data provided,
could predict the weather for tomorrow.
Rule: 1
IF
today is rain
THEN tomorrow is rain
Rule: 2
IF
today is dry
THEN tomorrow is dry
Using these rules we will make only ten mistakes – every time a wet day
precedes a dry one, or a dry day precedes a wet one. Thus, we can accept the prior
probabilities of 0.5 for both hypotheses and rewrite our rules in the following
form:
Rule: 1
IF
today is rain {LS 2.5 LN .6}
THEN tomorrow is rain {prior .5}
Rule: 2
IF
today is dry {LS 1.6 LN .4}
THEN tomorrow is dry {prior .5}

65

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UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
Table 3.3

London weather summary for March 1982

Day of
month

Min. temp.
8C

Max. temp.
8C

Rainfall
mm

Sunshine
hours

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31

9.4
4.2
7.6
5.7
3.0
4.4
4.8
1.8
2.4
5.5
3.7
5.9
3.0
5.4
8.8
2.4
4.3
3.4
4.4
5.1
4.4
5.6
5.7
2.9
5.8
3.9
3.8
5.8
6.7
4.5
4.6

11.0
12.5
11.2
10.5
12.0
9.6
9.4
9.2
10.2
12.7
10.9
10.0
11.9
12.1
9.1
8.4
10.8
11.1
8.4
7.9
7.3
14.0
14.0
13.9
16.4
17.0
18.3
15.4
8.8
9.6
9.6

17.5
4.1
7.7
0.0
0.0
0.0
4.6
5.5
4.8
4.2
4.4
4.8
0.0
4.8
8.8
3.0
0.0
4.2
5.4
3.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
3.2
0.0
4.8
3.2

3.2
6.2
1.1
4.3
9.5
3.5
10.1
7.8
4.1
3.8
9.2
7.1
8.3
1.8
0.0
3.1
4.3
6.6
0.7
0.1
0.0
6.8
8.8
9.5
10.3
9.9
8.3
7.0
4.2
8.8
4.2

Actual
weather

Weather
forecast

Rain
Rain
Rain
Dry
Dry
Dry
Rain
Rain
Rain
Rain
Rain
Rain
Dry
Rain
Rain
Rain
Dry
Rain
Rain
Rain
Dry
Dry
Dry
Dry
Dry
Dry
Dry
Rain
Dry
Rain
Rain

–
Rain
Rain
Rain*
Dry
Dry
Rain
Rain
Rain
Rain
Rain
Rain
Rain*
Dry*
Rain
Rain
Dry
Rain
Rain
Rain
Dry
Dry
Dry
Dry
Dry
Dry
Dry
Dry*
Dry
Rain
Rain

* errors in weather forecast

The value of LS represents a measure of the expert belief in hypothesis H if
evidence E is present. It is called likelihood of sufficiency. The likelihood of
sufficiency is defined as the ratio of pðEjHÞ over pðEj:HÞ
LS ¼

pðEjHÞ
pðEj:HÞ

ð3:22Þ

In our case, LS is the probability of getting rain today if we have rain tomorrow,
divided by the probability of getting rain today if there is no rain tomorrow:
LS ¼

pðtoday is rain j tomorrow is rainÞ
pðtoday is rain j tomorrow is dryÞ

FORECAST: BAYESIAN ACCUMULATION OF EVIDENCE
LN, as you may already have guessed, is a measure of discredit to hypothesis H
if evidence E is missing. LN is called likelihood of necessity and defined as:
LN ¼

pð:EjHÞ
pð:Ej:HÞ

ð3:23Þ

In our weather example, LN is the probability of not getting rain today if we
have rain tomorrow, divided by the probability of not getting rain today if there
is no rain tomorrow:
LN ¼

pðtoday is dry j tomorrow is rainÞ
pðtoday is dry j tomorrow is dryÞ

Note that LN cannot be derived from LS. The domain expert must provide
both values independently.

How does the domain expert determine values of the likelihood of
sufficiency and the likelihood of necessity? Is the expert required to deal
with conditional probabilities?
To provide values for LS and LN, an expert does not need to determine exact
values of conditional probabilities. The expert decides likelihood ratios directly.
High values of LS ðLS >> 1Þ indicate that the rule strongly supports the
hypothesis if the evidence is observed, and low values of LN ð0 < LN < 1Þ suggest
that the rule also strongly opposes the hypothesis if the evidence is missing.
Since the conditional probabilities can be easily computed from the likelihood
ratios LS and LN, this approach can use the Bayesian rule to propagate evidence.
Go back now to the London weather. Rule 1 tells us that if it is raining today,
there is a high probability of rain tomorrow ðLS ¼ 2:5Þ. But even if there is no
rain today, or in other words today is dry, there is still some chance of having
rain tomorrow ðLN ¼ 0:6Þ.
Rule 2, on the other hand, clarifies the situation with a dry day. If it is dry
today, then the probability of a dry day tomorrow is also high ðLS ¼ 1:6Þ.
However, as you can see, the probability of rain tomorrow if it is raining today
is higher than the probability of a dry day tomorrow if it is dry today. Why? The
values of LS and LN are usually determined by the domain expert. In our weather
example, these values can also be confirmed from the statistical information
published by the weather bureau. Rule 2 also determines the chance of a dry day
tomorrow even if today we have rain ðLN ¼ 0:4Þ.

How does the expert system get the overall probability of a dry or wet
day tomorrow?
In the rule-based expert system, the prior probability of the consequent, pðHÞ, is
converted into the prior odds:
OðHÞ ¼

pðHÞ
1  pðHÞ

ð3:24Þ

67

68

UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
The prior probability is only used when the uncertainty of the consequent is
adjusted for the first time. Then in order to obtain the posterior odds, the prior
odds are updated by LS if the antecedent of the rule (in other words evidence) is
true and by LN if the antecedent is false:
OðHjEÞ ¼ LS  OðHÞ

ð3:25Þ

and
OðHj:EÞ ¼ LN  OðHÞ

ð3:26Þ

The posterior odds are then used to recover the posterior probabilities:
pðHjEÞ ¼

OðHjEÞ
1 þ OðHjEÞ

ð3:27Þ

and
pðHj:EÞ ¼

OðHj:EÞ
1 þ OðHj:EÞ

ð3:28Þ

Our London weather example shows how this scheme works. Suppose the
user indicates that today is rain. Rule 1 is fired and the prior probability of
tomorrow is rain is converted into the prior odds:
Oðtomorrow is rainÞ ¼

0:5
¼ 1:0
1  0:5

The evidence today is rain increases the odds by a factor of 2.5, thereby raising the
probability from 0.5 to 0.71:
Oðtomorrow is rain j today is rainÞ ¼ 2:5  1:0 ¼ 2:5
pðtomorrow is rain j today is rainÞ ¼

2:5
¼ 0:71
1 þ 2:5

Rule 2 is also fired. The prior probability of tomorrow is dry is converted into
the prior odds, but the evidence today is rain reduces the odds by a factor of 0.4.
This, in turn, diminishes the probability of tomorrow is dry from 0.5 to 0.29:

Oðtomorrow is dryÞ ¼

0:5
¼ 1:0
1  0:5

Oðtomorrow is dry j today is rainÞ ¼ 0:4  1:0 ¼ 0:4
pðtomorrow is dry j today is rainÞ ¼

0:4
¼ 0:29
1 þ 0:4

FORECAST: BAYESIAN ACCUMULATION OF EVIDENCE
Hence if it is raining today there is a 71 per cent chance of it raining and a
29 per cent chance of it being dry tomorrow.
Further suppose that the user input is today is dry. By a similar calculation
there is a 62 per cent chance of it being dry and a 38 per cent chance of it raining
tomorrow.
Now we have examined the basic principles of Bayesian rules of evidence, we
can incorporate some new knowledge in our expert system. To do this, we need
to determine conditions when the weather actually did change. Analysis of the
data provided in Table 3.3 allows us to develop the following knowledge base
(the Leonardo expert system shell is used here).

Knowledge base
/* FORECAST: BAYESIAN ACCUMULATION OF EVIDENCE
control bayes
Rule: 1
if
today is rain {LS 2.5 LN .6}
then tomorrow is rain {prior .5}
Rule: 2
if
today is dry {LS 1.6 LN .4}
then tomorrow is dry {prior .5}
Rule:
if
and
then

3

Rule:
if
and
and
then

4

Rule:
if
and
then

5

Rule:
if
and
and
then

6

today is rain
rainfall is low {LS 10 LN 1}
tomorrow is dry {prior .5}
today is rain
rainfall is low
temperature is cold {LS 1.5 LN 1}
tomorrow is dry {prior .5}
today is dry
temperature is warm {LS 2 LN .9}
tomorrow is rain {prior .5}
today is dry
temperature is warm
sky is overcast {LS 5 LN 1}
tomorrow is rain {prior .5}

/* The SEEK directive sets up the goal of the rule set
seek tomorrow

69

70

UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS

Dialogue
Based on the information provided by the user, the expert system determines
whether we can expect a dry day tomorrow. The user’s answers are indicated by
arrows. We assume that rainfall is low if it is less than 4.1 mm, the temperature is
cold if the average daily temperature is lower than or equal to 7.08C, and warm if
it is higher than 7.08C. Finally, sunshine less than 4.6 hours a day stands for
overcast.
What is the weather today?
) rain
Rule: 1
if
today is rain {LS 2.5 LN .6}
then tomorrow is rain {prior .5}
Oðtomorrow is rainÞ ¼

0:5
¼ 1:0
1  0:5

Oðtomorrow is rain j today is rainÞ ¼ 2:5  1:0 ¼ 2:5
pðtomorrow is rain j today is rainÞ ¼
tomorrow is rain

2:5
¼ 0:71
1 þ 2:5

{0.71}

Rule: 2
if
today is dry {LS 1.6 LN .4}
then tomorrow is dry {prior .5}
Oðtomorrow is dryÞ ¼

0:5
¼ 1:0
1  0:5

Oðtomorrow is dry j today is rainÞ ¼ 0:4  1:0 ¼ 0:4
pðtomorrow is dry j today is rainÞ ¼
tomorrow is rain
dry

0:4
¼ 0:29
1 þ 0:4

{0.71}
{0.29}

What is the rainfall today?
) low
Rule:
if
and
then

3
today is rain
rainfall is low {LS 10 LN 1}
tomorrow is dry {prior .5}

Oðtomorrow is dryÞ ¼

0:29
¼ 0:41
1  0:29

Oðtomorrow is dry j today is rain \ rainfall is lowÞ ¼ 10  0:41 ¼ 4:1

FORECAST: BAYESIAN ACCUMULATION OF EVIDENCE
pðtomorrow is dry j today is rain \ rainfall is lowÞ ¼
tomorrow is dry
rain

4:1
¼ 0:80
1 þ 4:1

{0.80}
{0.71}

What is the temperature today?
) cold
Rule:
if
and
and
then

4
today is rain
rainfall is low
temperature is cold {LS 1.5 LN 1}
tomorrow is dry {prior .5}

Oðtomorrow is dryÞ ¼

0:80
¼4
1  0:80

Oðtomorrow is dry j today is rain \ rainfall is low \ temperature is coldÞ
¼ 1:50  4 ¼ 6
pðtomorrow is dry j today is rain \ rainfall is low \ temperature is coldÞ
6
¼
¼ 0:86
1þ6
tomorrow is dry
rain
Rule:
if
and
then

{0.86}
{0.71}

5
today is dry
temperature is warm {LS 2 LN .9}
tomorrow is rain {prior .5}

Oðtomorrow is rainÞ ¼

0:71
¼ 2:45
1  0:71

Oðtomorrow is rain j today is not dry \ temperature is not warmÞ ¼ 0:9  2:45 ¼ 2:21
pðtomorrow is rain j today is not dry \ temperature is not warmÞ ¼
tomorrow is dry
rain

{0.86}
{0.69}

What is the cloud cover today?
) overcast
Rule:
if
and
and
then

6
today is dry
temperature is warm
sky is overcast {LS 5 LN 1}
tomorrow is rain {prior .5}

2:21
¼ 0:69
1 þ 2:21

71

72

UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
Oðtomorrow is rainÞ ¼

0:69
¼ 2:23
1  0:69

Oðtomorrow is rain j today is not dry \ temperature is not warm \ sky is overcastÞ
¼ 1:0  2:23 ¼ 2:23
pðtomorrow is rain j today is not dry \ temperature is not warm \ sky is overcastÞ
2:23
¼
¼ 0:69
1 þ 2:23
tomorrow is dry
rain

{0.86}
{0.69}

This means that we have two potentially true hypotheses, tomorrow is dry and
tomorrow is rain, but the likelihood of the first one is higher.
From Table 3.3 you can see that our expert system made only four mistakes.
This is an 86 per cent success rate, which compares well with the results provided
in Naylor (1987) for the same case of the London weather.

3.5 Bias of the Bayesian method
The framework for Bayesian reasoning requires probability values as primary
inputs. The assessment of these values usually involves human judgement.
However, psychological research shows that humans either cannot elicit probability values consistent with the Bayesian rules or do it badly (Burns and Pearl,
1981; Tversky and Kahneman, 1982). This suggests that the conditional probabilities may be inconsistent with the prior probabilities given by the expert.
Consider, for example, a car that does not start and makes odd noises when you
press the starter. The conditional probability of the starter being faulty if the car
makes odd noises may be expressed as:
IF
the symptom is ‘odd noises’
THEN the starter is bad {with probability 0.7}
Apparently the conditional probability that the starter is not bad if the car
makes odd noises is:
pðstarter is not bad j odd noisesÞ ¼ pðstarter is good j odd noisesÞ ¼ 1  0:7 ¼ 0:3
Therefore, we can obtain a companion rule that states
IF
the symptom is ‘odd noises’
THEN the starter is good {with probability 0.3}

BIAS OF THE BAYESIAN METHOD
Domain experts do not deal easily with conditional probabilities and quite
often deny the very existence of the hidden implicit probability (0.3 in our
example).
In our case, we would use available statistical information and empirical
studies to derive the following two rules:
IF
the starter is bad
THEN the symptom is ‘odd noises’ {with probability 0.85}
IF
the starter is bad
THEN the symptom is not ‘odd noises’ {with probability 0.15}
To use the Bayesian rule, we still need the prior probability, the probability
that the starter is bad if the car does not start. Here we need an expert judgement.
Suppose, the expert supplies us the value of 5 per cent. Now we can apply the
Bayesian rule (3.18) to obtain
pðstarter is bad j odd noisesÞ ¼

0:85  0:05
¼ 0:23
0:85  0:05 þ 0:15  0:95

The number obtained is significantly lower than the expert’s estimate of 0.7
given at the beginning of this section.

Why this inconsistency? Did the expert make a mistake?
The most obvious reason for the inconsistency is that the expert made different
assumptions when assessing the conditional and prior probabilities. We may
attempt to investigate it by working backwards from the posterior probability
pðstarter is bad j odd noisesÞ to the prior probability pðstarter is badÞ. In our case,
we can assume that
pðstarter is goodÞ ¼ 1  pðstarter is badÞ
From Eq. (3.18) we obtain:
pðHÞ ¼

pðHjEÞ  pðEj:HÞ
pðHjEÞ  pðEj:HÞ þ pðEjHÞ½1  pðHjEÞ

where:
pðHÞ ¼ pðstarter is badÞ;
pðHjEÞ ¼ pðstarter is bad j odd noisesÞ;
pðEjHÞ ¼ pðodd noises j starter is badÞ;
pðEj:HÞ ¼ pðodd noises j starter is goodÞ.
If we now take the value of 0.7, pðstarter is badjodd noisesÞ, provided by the
expert as the correct one, the prior probability pðstarter is badÞ would have

73

74

UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
to be:
pðHÞ ¼

0:7  0:15
¼ 0:29
0:7  0:15 þ 0:85  ð1  0:7Þ

This value is almost six times larger than the figure of 5 per cent provided by
the expert. Thus the expert indeed uses quite different estimates of the prior and
conditional probabilities.
In fact, the prior probabilities also provided by the expert are likely to be
inconsistent with the likelihood of sufficiency, LS, and the likelihood of
necessity, LN. Several methods are proposed to handle this problem (Duda
et al., 1976). The most popular technique, first applied in PROSPECTOR, is the
use of a piecewise linear interpolation model (Duda et al., 1979).
However, to use the subjective Bayesian approach, we must satisfy many
assumptions, including the conditional independence of evidence under both a
hypothesis and its negation. As these assumptions are rarely satisfied in real
world problems, only a few systems have been built based on Bayesian reasoning. The best known one is PROSPECTOR, an expert system for mineral
exploration (Duda et al., 1979).

3.6 Certainty factors theory and evidential reasoning
Certainty factors theory is a popular alternative to Bayesian reasoning. The basic
principles of this theory were first introduced in MYCIN, an expert system for the
diagnosis and therapy of blood infections and meningitis (Shortliffe and
Buchanan, 1975). The developers of MYCIN found that medical experts
expressed the strength of their belief in terms that were neither logical nor
mathematically consistent. In addition, reliable statistical data about the
problem domain was not available. Therefore, the MYCIN team was unable to
use a classical probability approach. Instead they decided to introduce a
certainty factor (cf ), a number to measure the expert’s belief. The maximum
value of the certainty factor was þ1:0 (definitely true) and the minimum 1:0
(definitely false). A positive value represented a degree of belief and a negative
a degree of disbelief. For example, if the expert stated that some evidence
was almost certainly true, a cf value of 0.8 would be assigned to this evidence.
Table 3.4 shows some uncertain terms interpreted in MYCIN (Durkin, 1994).
In expert systems with certainty factors, the knowledge base consists of a set
of rules that have the following syntax:
IF

THEN  {cf}
where cf represents belief in hypothesis H given that evidence E has occurred.
The certainty factors theory is based on two functions: measure of belief
MBðH; EÞ, and measure of disbelief MDðH; EÞ (Shortliffe and Buchanan, 1975).

CERTAINTY FACTORS THEORY AND EVIDENTIAL REASONING
Table 3.4

Uncertain terms and their interpretation

Term

Certainty factor

Definitely not
Almost certainly not
Probably not
Maybe not
Unknown
Maybe
Probably
Almost certainly
Definitely

1:0
0:8
0:6
0:4
0:2 to þ0:2
þ0:4
þ0:6
þ0:8
þ1:0

These functions indicate, respectively, the degree to which belief in hypothesis H
would be increased if evidence E were observed, and the degree to which
disbelief in hypothesis H would be increased by observing the same evidence E.
The measure of belief and disbelief can be defined in terms of prior and
conditional probabilities as follows (Ng and Abramson, 1990):
8
<1
MBðH; EÞ ¼ max ½pðHjEÞ; pðHÞ  pðHÞ
:
max ½1; 0  pðHÞ
8
<1
MDðH; EÞ ¼ min ½pðHjEÞ; pðHÞ  pðHÞ
:
min ½1; 0  pðHÞ

if pðHÞ ¼ 1
otherwise

ð3:29Þ

if pðHÞ ¼ 0
otherwise

ð3:30Þ

where:
pðHÞ is the prior probability of hypothesis H being true;
pðHjEÞ is the probability that hypothesis H is true given evidence E.
The values of MBðH; EÞ and MDðH; EÞ range between 0 and 1. The strength of
belief or disbelief in hypothesis H depends on the kind of evidence E observed.
Some facts may increase the strength of belief, but some increase the strength of
disbelief.

How can we determine the total strength of belief or disbelief in a
hypothesis?
To combine them into one number, the certainty factor, the following equation
is used:

cf ¼

MBðH; EÞ  MDðH; EÞ
1  min ½MBðH; EÞ; MDðH; EÞ

ð3:31Þ

75

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UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
Thus cf, which can range in MYCIN from 1 to þ1, indicates the total belief in
hypothesis H.
The MYCIN approach can be illustrated through an example. Consider a
simple rule:
IF
A is X
THEN B is Y
Quite often, an expert may not be absolutely certain that this rule holds. Also
suppose it has been observed that in some cases, even when the IF part of the
rule is satisfied and object A takes on value X, object B can acquire some different
value Z. In other words, we have here the uncertainty of a quasi-statistical kind.
The expert usually can associate a certainty factor with each possible value B
given that A has value X. Thus our rule might look as follows:
IF
A is X
THEN B is Y {cf 0.7};
B is Z {cf 0.2}

What does it mean? Where is the other 10 per cent?
It means that, given A has received value X, B will be Y 70 per cent and Z 20 per
cent of the time. The other 10 per cent of the time it could be anything. In such a
way the expert might reserve a possibility that object B can take not only two
known values, Y and Z, but also some other value that has not yet been observed.
Note that we assign multiple values to object B.
The certainty factor assigned by a rule is then propagated through the
reasoning chain. Propagation of the certainty factor involves establishing the
net certainty of the rule consequent when the evidence in the rule antecedent is
uncertain. The net certainty for a single antecedent rule, cf ðH; EÞ, can be easily
calculated by multiplying the certainty factor of the antecedent, cf ðEÞ, with
the rule certainty factor, cf
cf ðH; EÞ ¼ cf ðEÞ  cf
For example,
IF
the sky is clear
THEN the forecast is sunny {cf 0.8}
and the current certainty factor of sky is clear is 0.5, then
cf ðH; EÞ ¼ 0:5  0:8 ¼ 0:4
This result, according to Table 3.4, would read as ‘It may be sunny’.

ð3:32Þ

CERTAINTY FACTORS THEORY AND EVIDENTIAL REASONING

How does an expert system establish the certainty factor for rules with
multiple antecedents?
For conjunctive rules such as


.
.
.
AND 
THEN  {cf}
IF
AND

the net certainty of the consequent, or in other words the certainty of hypothesis
H, is established as follows:
cf ðH; E1 \ E2 \ . . . \ En Þ ¼ min ½cf ðE1 Þ; cf ðE2 Þ; . . . ; cf ðEn Þ  cf

ð3:33Þ

For example,
IF
sky is clear
AND the forecast is sunny
THEN the action is ‘wear sunglasses’ {cf 0.8}
and the certainty of sky is clear is 0.9 and the certainty of the forecast is sunny
is 0.7, then
cf ðH; E1 \ E2 Þ ¼ min ½0:9; 0:7  0:8 ¼ 0:7  0:8 ¼ 0:56
According to Table 3.4, this conclusion might be interpreted as ‘Probably it
would be a good idea to wear sunglasses today’.
For disjunctive rules such as


.
.
.
OR

THEN  {cf}
IF
OR

the certainty of hypothesis H, is determined as follows:
cf ðH; E1 [ E2 [ . . . [ En Þ ¼ max ½cf ðE1 Þ; cf ðE2 Þ; . . . ; cf ðEn Þ  cf

ð3:34Þ

77

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UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
For example,
IF
sky is overcast
OR
the forecast is rain
THEN the action is ‘take an umbrella’ {cf 0.9}
and the certainty of sky is overcast is 0.6 and the certainty of the forecast is rain
is 0.8, then
cf ðH; E1 [ E2 Þ ¼ max ½0:6; 0:8  0:9 ¼ 0:8  0:9 ¼ 0:72;
which can be interpreted as ‘Almost certainly an umbrella should be taken today’.

Sometimes two or even more rules can affect the same hypothesis. How
does an expert system cope with such situations?
When the same consequent is obtained as a result of the execution of two or
more rules, the individual certainty factors of these rules must be merged to give
a combined certainty factor for a hypothesis. Suppose the knowledge base
consists of the following rules:
Rule 1:

IF
THEN

A is X
C is Z {cf 0.8}

Rule 2:

IF
THEN

B is Y
C is Z {cf 0.6}

What certainty should be assigned to object C having value Z if both Rule 1 and
Rule 2 are fired? Our common sense suggests that, if we have two pieces of
evidence (A is X and B is Y) from different sources (Rule 1 and Rule 2) supporting
the same hypothesis (C is Z), then the confidence in this hypothesis should
increase and become stronger than if only one piece of evidence had been
obtained.
To calculate a combined certainty factor we can use the following equation
(Durkin, 1994):

cf ðcf1 ; cf2 Þ ¼

8
cf1 þ cf2  ð1  cf1 Þ
>
>
<
cf þ cf
1

2

>
1  min ½jcf1 j; jcf2 j
>
:
cf1 þ cf2  ð1 þ cf1 Þ

if cf1 > 0 and cf2 > 0
if cf1 < 0 or cf2 < 0
if cf1 < 0 and cf2 < 0

where:
cf1 is the confidence in hypothesis H established by Rule 1;
cf2 is the confidence in hypothesis H established by Rule 2;
jcf1 j and jcf2 j are absolute magnitudes of cf1 and cf2 , respectively.

ð3:35Þ

CERTAINTY FACTORS THEORY AND EVIDENTIAL REASONING
Thus, if we assume that
cf ðE1 Þ ¼ cf ðE2 Þ ¼ 1:0
then from Eq. (3.32) we get:
cf1 ðH; E1 Þ ¼ cf ðE1 Þ  cf1 ¼ 1:0  0:8 ¼ 0:8
cf2 ðH; E2 Þ ¼ cf ðE2 Þ  cf2 ¼ 1:0  0:6 ¼ 0:6
and from Eq. (3.35) we obtain:
cf ðcf1 ; cf2 Þ ¼ cf1 ðH; E1 Þ þ cf2 ðH; E2 Þ  ½1  cf1 ðH; E1 Þ
¼ 0:8 þ 0:6  ð1  0:8Þ ¼ 0:92
This example shows an incremental increase of belief in a hypothesis and also
confirms our expectations.
Consider now a case when rule certainty factors have the opposite signs.
Suppose that
cf ðE1 Þ ¼ 1 and cf ðE2 Þ ¼ 1:0;
then
cf1 ðH; E1 Þ ¼ 1:0  0:8 ¼ 0:8
cf2 ðH; E2 Þ ¼ 1:0  0:6 ¼ 0:6
and from Eq. (3.35) we obtain:
cf ðcf1 ; cf2 Þ ¼

cf1 ðH; E1 Þ þ cf2 ðH; E2 Þ
0:8  0:6
¼ 0:5
¼
1  min ½jcf1 ðH; E1 Þj; jcf2 ðH; E2 Þj
1  min ½0:8; 0:6

This example shows how a combined certainty factor, or in other words net
belief, is obtained when one rule, Rule 1, confirms a hypothesis but another,
Rule 2, discounts it.
Let us consider now the case when rule certainty factors have negative signs.
Suppose that:
cf ðE1 Þ ¼ cf ðE2 Þ ¼ 1:0;
then
cf1 ðH; E1 Þ ¼ 1:0  0:8 ¼ 0:8
cf2 ðH; E2 Þ ¼ 1:0  0:6 ¼ 0:6

79

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UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
and from Eq. (3.35) we obtain:
cf ðcf1 ; cf2 Þ ¼ cf1 ðH; E1 Þ þ cf2 ðH; E2 Þ  ½1 þ cf1 ðH; E1 Þ
¼ 0:8  0:6  ð1  0:8Þ ¼ 0:92
This example represents an incremental increase of disbelief in a hypothesis.
The certainty factors theory provides a practical alternative to Bayesian
reasoning. The heuristic manner of combining certainty factors is different from
the manner in which they would be combined if they were probabilities. The
certainty theory is not ‘mathematically pure’ but does mimic the thinking
process of a human expert.
To illustrate the evidential reasoning and the method of certainty factors
propagation through a set of rules, consider again the FORECAST expert system
developed in section 3.4.

3.7 FORECAST: an application of certainty factors
The expert system is required to predict whether it will rain tomorrow, or in
other words to establish certainty factors for the multivalued object tomorrow. To
simplify our task, we use the same set of rules as in section 3.4.

Knowledge base
/* FORECAST: AN APPLICATION OF CERTAINTY FACTORS
control cf
control ‘threshold 0.01’
Rule: 1
if
today is rain
then tomorrow is rain {cf 0.5}
Rule: 2
if
today is dry
then tomorrow is dry {cf 0.5}
Rule:
if
and
then

3
today is rain
rainfall is low
tomorrow is dry {cf 0.6}

Rule:
if
and
and
then

4
today is rain
rainfall is low
temperature is cold
tomorrow is dry {cf 0.7}

FORECAST: AN APPLICATION OF CERTAINTY FACTORS
Rule:
if
and
then

5
today is dry
temperature is warm
tomorrow is rain {cf 0.65}

Rule:
if
and
and
then

6
today is dry
temperature is warm
sky is overcast
tomorrow is rain {cf 0.55}

seek tomorrow

Dialogue
To apply an inexact reasoning technique based on certainty factors, the expert
system prompts the user to input not only the object value but also the certainty
associated with this value. For example, using the Leonardo scale from 0 to 1.0,
the following dialogue might be obtained:
What is the weather today?
) rain
Rule: 1
if
today is rain
then tomorrow is rain {cf 0.5}
cf ðtomorrow is rain, today is rainÞ ¼ cf ðtoday is rainÞ  cf ¼ 1:0  0:5 ¼ 0:5
tomorrow is rain

{0.50}

What is the rainfall today?
) low
To what degree do you believe the rainfall is low? Enter a numeric certainty
between 0 and 1.0 inclusive.
) 0.8
Rule:
if
and
then

3
today is rain
rainfall is low
tomorrow is dry {cf 0.6}

cf ðtomorrow is dry, today is rain \ rainfall is lowÞ
¼ min ½cf ðtoday is rainÞ; cf ðrainfall is lowÞ  cf ¼ min ½1; 0:8  0:6 ¼ 0:48
tomorrow is rain
dry

{0.50}
{0.48}

81

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UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
What is the temperature today?
) cold
To what degree do you believe the temperature is cold? Enter a numeric certainty
between 0 and 1.0 inclusive.
) 0.9
Rule:
if
and
and
then

4
today is rain
rainfall is low
temperature is cold
tomorrow is dry {cf 0.7}

cf ðtomorrow is dry, today is rain \ rainfall is low \ temperature is coldÞ
¼ min ½cf ðtoday is rainÞ; cf ðrainfall is lowÞ; cf ðtemperature is coldÞ  cf
¼ min ½1; 0:8; 0:9  0:7 ¼ 0:56
tomorrow is dry
rain

{0.56}
{0.50}

cf ðcfRule:3 ; cfRule:4 Þ ¼ cfRule:3 þ cfRule:4  ð1  cfRule:3 Þ
¼ 0:48 þ 0:56  ð1  0:48Þ ¼ 0:77
tomorrow is dry
rain

{0.77}
{0.50}

Now we would conclude that the probability of having a dry day tomorrow is
almost certain; however we also may expect some rain!

3.8 Comparison of Bayesian reasoning and certainty factors
In the previous sections, we outlined the two most popular techniques for
uncertainty management in expert systems. Now we will compare these techniques and determine the kinds of problems that can make effective use of either
Bayesian reasoning or certainty factors.
Probability theory is the oldest and best-established technique to deal with
inexact knowledge and random data. It works well in such areas as forecasting
and planning, where statistical data is usually available and accurate probability
statements can be made.
An expert system that applied the Bayesian technique, PROSPECTOR, was
developed to aid exploration geologists in their search for ore deposits. It
was very successful; for example using geological, geophysical and geochemical
data, PROSPECTOR predicted the existence of molybdenum near Mount Tolman
in Washington State (Campbell et al., 1982). But the PROSPECTOR team could
rely on valid data about known mineral deposits and reliable statistical information. The probabilities of each event were defined as well. The PROSPECTOR

SUMMARY
team also could assume the conditional independence of evidence, a constraint
that must be satisfied in order to apply the Bayesian approach.
However, in many areas of possible applications of expert systems, reliable
statistical information is not available or we cannot assume the conditional
independence of evidence. As a result, many researchers have found the Bayesian
method unsuitable for their work. For example, Shortliffe and Buchanan
could not use a classical probability approach in MYCIN because the medical
field often could not provide the required data (Shortliffe and Buchanan,
1975). This dissatisfaction motivated the development of the certainty factors
theory.
Although the certainty factors approach lacks the mathematical correctness
of the probability theory, it appears to outperform subjective Bayesian reasoning
in such areas as diagnostics, particularly in medicine. In diagnostic expert
systems like MYCIN, rules and certainty factors come from the expert’s knowledge and his or her intuitive judgements. Certainty factors are used in cases
where the probabilities are not known or are too difficult or expensive to obtain.
The evidential reasoning mechanism can manage incrementally acquired
evidence, the conjunction and disjunction of hypotheses, as well as evidences
with different degrees of belief. Besides, the certainty factors approach provides
better explanations of the control flow through a rule-based expert system.
The Bayesian approach and certainty factors are different from one another,
but they share a common problem: finding an expert able to quantify personal,
subjective and qualitative information. Humans are easily biased, and therefore
the choice of an uncertainty management technique strongly depends on the
existing domain expert.
The Bayesian method is likely to be the most appropriate if reliable statistical
data exists, the knowledge engineer is able to lead, and the expert is available for
serious decision-analytical conversations. In the absence of any of the specified
conditions, the Bayesian approach might be too arbitrary and even biased to
produce meaningful results. It should also be mentioned that the Bayesian belief
propagation is of exponential complexity, and thus is impractical for large
knowledge bases.
The certainty factors technique, despite the lack of a formal foundation, offers
a simple approach for dealing with uncertainties in expert systems and delivers
results acceptable in many applications.

3.9 Summary
In this chapter, we presented two uncertainty management techniques used in
expert systems: Bayesian reasoning and certainty factors. We identified the main
sources of uncertain knowledge and briefly reviewed probability theory. We
considered the Bayesian method of accumulating evidence and developed a
simple expert system based on the Bayesian approach. Then we examined the
certainty factors theory (a popular alternative to Bayesian reasoning) and
developed an expert system based on evidential reasoning. Finally, we compared

83

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UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
Bayesian reasoning and certainty factors, and determined appropriate areas for
their applications.
The most important lessons learned in this chapter are:

.

Uncertainty is the lack of exact knowledge that would allow us to reach a
perfectly reliable conclusion. The main sources of uncertain knowledge in
expert systems are: weak implications, imprecise language, missing data and
combining the views of different experts.

.

Probability theory provides an exact, mathematically correct, approach to
uncertainty management in expert systems. The Bayesian rule permits us
to determine the probability of a hypothesis given that some evidence has
been observed.

.

PROSPECTOR, an expert system for mineral exploration, was the first
successful system to employ Bayesian rules of evidence to propagate uncertainties throughout the system.

.

In the Bayesian approach, an expert is required to provide the prior
probability of hypothesis H and values for the likelihood of sufficiency, LS,
to measure belief in the hypothesis if evidence E is present, and the likelihood
of necessity, LN, to measure disbelief in hypothesis H if the same evidence is
missing. The Bayesian method uses rules of the following form:
IF
E is true {LS, LN}
THEN H is true {prior probability}

.

To employ the Bayesian approach, we must satisfy the conditional independence of evidence. We also should have reliable statistical data and define the
prior probabilities for each hypothesis. As these requirements are rarely
satisfied in real-world problems, only a few systems have been built based
on Bayesian reasoning.

.

Certainty factors theory is a popular alternative to Bayesian reasoning. The
basic principles of this theory were introduced in MYCIN, a diagnostic
medical expert system.

.

Certainty factors theory provides a judgemental approach to uncertainty
management in expert systems. An expert is required to provide a certainty
factor, cf, to represent the level of belief in hypothesis H given that evidence E
has been observed. The certainty factors method uses rules of the following
form:
IF
E is true
THEN H is true {cf}

.

Certainty factors are used if the probabilities are not known or cannot be
easily obtained. Certainty theory can manage incrementally acquired
evidence, the conjunction and disjunction of hypotheses, as well as evidences
with different degrees of belief.

REFERENCES
.

Both Bayesian reasoning and certainty theory share a common problem:
finding an expert able to quantify subjective and qualitative information.

Questions for review
1 What is uncertainty? When can knowledge be inexact and data incomplete or
inconsistent? Give an example of inexact knowledge.
2 What is probability? Describe mathematically the conditional probability of event A
occurring given that event B has occurred. What is the Bayesian rule?
3 What is Bayesian reasoning? How does an expert system rank potentially true
hypotheses? Give an example.
4 Why was the PROSPECTOR team able to apply the Bayesian approach as an
uncertainty management technique? What requirements must be satisfied before
Bayesian reasoning will be effective?
5 What are the likelihood of sufficiency and likelihood of necessity? How does an expert
determine values for LS and LN?
6 What is a prior probability? Give an example of the rule representation in the expert
system based on Bayesian reasoning.
7 How does a rule-based expert system propagate uncertainties using the Bayesian
approach?
8 Why may conditional probabilities be inconsistent with the prior probabilities provided
by the expert? Give an example of such an inconsistency.
9 Why is the certainty factors theory considered as a practical alternative to Bayesian
reasoning? What are the measure of belief and the measure of disbelief? Define a
certainty factor.
10 How does an expert system establish the net certainty for conjunctive and disjunctive
rules? Give an example for each case.
11 How does an expert system combine certainty factors of two or more rules affecting
the same hypothesis? Give an example.
12 Compare Bayesian reasoning and certainty factors. Which applications are most
suitable for Bayesian reasoning and which for certainty factors? Why? What is a
common problem in both methods?

References
Bhatnagar, R.K. and Kanal, L.N. (1986). Handling uncertain information: A review of
numeric and non-numeric methods, Uncertainty in AI, L.N. Kanal and J.F. Lemmer,
eds, Elsevier North-Holland, New York, pp. 3–26.
Bonissone, P.P. and Tong, R.M. (1985). Reasoning with uncertainty in expert systems,
International Journal on Man–Machine Studies, 22(3), 241–250.

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UNCERTAINTY MANAGEMENT IN RULE-BASED EXPERT SYSTEMS
Burns, M. and Pearl, J. (1981). Causal and diagnostic inferences: A comparison of
validity, Organizational Behaviour and Human Performance, 28, 379–394.
Campbell, A.N., Hollister, V.F., Duda, R.O. and Hart, P.E. (1982). Recognition of
a hidden mineral deposit by an artificial intelligence program, Science, 217(3),
927–929.
Good, I.J. (1959). Kinds of probability, Science, 129(3347), 443–447.
Duda, R.O., Hart, P.E. and Nilsson, N.L. (1976). Subjective Bayesian methods for a
rule-based inference system, Proceedings of the National Computer Conference
(AFIPS), vol. 45, pp. 1075–1082.
Duda, R.O., Gaschnig, J. and Hart, P.E. (1979). Model design in the PROSPECTOR
consultant system for mineral exploration, Expert Systems in the Microelectronic Age,
D. Michie, ed., Edinburgh University Press, Edinburgh, Scotland, pp. 153–167.
Durkin, J. (1994). Expert Systems Design and Development. Prentice Hall, Englewood
Cliffs, NJ.
Feller, W. (1957). An Introduction to Probability Theory and Its Applications. John Wiley,
New York.
Fine, T.L. (1973). Theories of Probability: An Examination of Foundations. Academic
Press, New York.
Firebaugh, M.W. (1989). Artificial Intelligence: A Knowledge-based Approach. PWS-KENT
Publishing Company, Boston.
Hakel, M.D. (1968). How often is often? American Psychologist, no. 23, 533–534.
Naylor, C. (1987). Build Your Own Expert System. Sigma Press, England.
Ng, K.-C. and Abramson, B. (1990). Uncertainty management in expert systems, IEEE
Expert, 5(2), 29–47.
Shortliffe, E.H. and Buchanan, B.G. (1975). A model of inexact reasoning in
medicine, Mathematical Biosciences, 23(3/4), 351–379.
Simpson, R. (1944). The specific meanings of certain terms indicating differing
degrees of frequency, The Quarterly Journal of Speech, no. 30, 328–330.
Stephanou, H.E. and Sage, A.P. (1987). Perspectives on imperfect information
processing, IEEE Transactions on Systems, Man, and Cybernetics, SMC-17(5),
780–798.
Tversky, A. and Kahneman, D. (1982). Causal schemes in judgements under
uncertainty, Judgements Under Uncertainty: Heuristics and Biases, D. Kahneman,
P. Slovic and A. Tversky, eds, Cambridge University Press, New York.

Fuzzy expert systems

4

In which we present fuzzy set theory, consider how to build fuzzy
expert systems and illustrate the theory through an example.

4.1 Introduction, or what is fuzzy thinking?
Experts usually rely on common sense when they solve problems. They also use
vague and ambiguous terms. For example, an expert might say, ‘Though the
power transformer is slightly overloaded, I can keep this load for a while’. Other
experts have no difficulties with understanding and interpreting this statement
because they have the background to hearing problems described like this.
However, a knowledge engineer would have difficulties providing a computer
with the same level of understanding. How can we represent expert knowledge
that uses vague and ambiguous terms in a computer? Can it be done at all?
This chapter attempts to answer these questions by exploring the fuzzy set
theory (or fuzzy logic). We review the philosophical ideas behind fuzzy logic,
study its apparatus and then consider how fuzzy logic is used in fuzzy expert
systems.
Let us begin with a trivial, but still basic and essential, statement: fuzzy logic is
not logic that is fuzzy, but logic that is used to describe fuzziness. Fuzzy logic
is the theory of fuzzy sets, sets that calibrate vagueness. Fuzzy logic is based on
the idea that all things admit of degrees. Temperature, height, speed, distance,
beauty – all come on a sliding scale. The motor is running really hot. Tom is
a very tall guy. Electric cars are not very fast. High-performance drives require
very rapid dynamics and precise regulation. Hobart is quite a short distance
from Melbourne. Sydney is a beautiful city. Such a sliding scale often makes it
impossible to distinguish members of a class from non-members. When does a
hill become a mountain?
Boolean or conventional logic uses sharp distinctions. It forces us to draw
lines between members of a class and non-members. It makes us draw lines in
the sand. For instance, we may say, ‘The maximum range of an electric vehicle is
short’, regarding a range of 300 km or less as short, and a range greater than
300 km as long. By this standard, any electric vehicle that can cover a distance of
301 km (or 300 km and 500 m or even 300 km and 1 m) would be described as

88

FUZZY EXPERT SYSTEMS
long-range. Similarly, we say Tom is tall because his height is 181 cm. If we drew
a line at 180 cm, we would find that David, who is 179 cm, is small. Is David
really a small man or have we just drawn an arbitrary line in the sand? Fuzzy
logic makes it possible to avoid such absurdities.
Fuzzy logic reflects how people think. It attempts to model our sense of words,
our decision making and our common sense. As a result, it is leading to new,
more human, intelligent systems.
Fuzzy, or multi-valued logic was introduced in the 1930s by Jan Lukasiewicz, a
Polish logician and philosopher (Lukasiewicz, 1930). He studied the mathematical representation of fuzziness based on such terms as tall, old and hot. While
classical logic operates with only two values 1 (true) and 0 (false), Lukasiewicz
introduced logic that extended the range of truth values to all real numbers in
the interval between 0 and 1. He used a number in this interval to represent the
possibility that a given statement was true or false. For example, the possibility
that a man 181 cm tall is really tall might be set to a value of 0.86. It is likely that
the man is tall. This work led to an inexact reasoning technique often called
possibility theory.
Later, in 1937, Max Black, a philosopher, published a paper called ‘Vagueness:
an exercise in logical analysis’ (Black, 1937). In this paper, he argued that a
continuum implies degrees. Imagine, he said, a line of countless ‘chairs’. At one
end is a Chippendale. Next to it is a near-Chippendale, in fact indistinguishable
from the first item. Succeeding ‘chairs’ are less and less chair-like, until the line
ends with a log. When does a chair become a log? The concept chair does not
permit us to draw a clear line distinguishing chair from not-chair. Max Black
also stated that if a continuum is discrete, a number can be allocated to each
element. This number will indicate a degree. But the question is degree of what.
Black used the number to show the percentage of people who would call an
element in a line of ‘chairs’ a chair; in other words, he accepted vagueness as a
matter of probability.
However, Black’s most important contribution was in the paper’s appendix.
Here he defined the first simple fuzzy set and outlined the basic ideas of fuzzy set
operations.
In 1965 Lotfi Zadeh, Professor and Head of the Electrical Engineering
Department at the University of California at Berkeley, published his famous
paper ‘Fuzzy sets’. In fact, Zadeh rediscovered fuzziness, identified and explored
it, and promoted and fought for it.
Zadeh extended the work on possibility theory into a formal system of
mathematical logic, and even more importantly, he introduced a new concept
for applying natural language terms. This new logic for representing and
manipulating fuzzy terms was called fuzzy logic, and Zadeh became the Master
of fuzzy logic.

Why fuzzy?
As Zadeh said, the term is concrete, immediate and descriptive; we all know what
it means. However, many people in the West were repelled by the word fuzzy,
because it is usually used in a negative sense.

FUZZY SETS

Figure 4.1 Range of logical values in Boolean and fuzzy logic: (a) Boolean logic; (b) multivalued logic

Why logic?
Fuzziness rests on fuzzy set theory, and fuzzy logic is just a small part of that
theory. However, Zadeh used the term fuzzy logic in a broader sense (Zadeh,
1965):
Fuzzy logic is determined as a set of mathematical principles for knowledge
representation based on degrees of membership rather than on crisp membership of classical binary logic.
Unlike two-valued Boolean logic, fuzzy logic is multi-valued. It deals with
degrees of membership and degrees of truth. Fuzzy logic uses the continuum
of logical values between 0 (completely false) and 1 (completely true). Instead of
just black and white, it employs the spectrum of colours, accepting that things
can be partly true and partly false at the same time. As can be seen in Figure 4.1,
fuzzy logic adds a range of logical values to Boolean logic. Classical binary logic
now can be considered as a special case of multi-valued fuzzy logic.

4.2 Fuzzy sets
The concept of a set is fundamental to mathematics. However, our own language
is the supreme expression of sets. For example, car indicates the set of cars. When
we say a car, we mean one out of the set of cars.
Let X be a classical (crisp) set and x an element. Then the element x either
belongs to X ðx 2 XÞ or does not belong to X ðx 62 XÞ. That is, classical set theory
imposes a sharp boundary on this set and gives each member of the set the value
of 1, and all members that are not within the set a value of 0. This is known as
the principle of dichotomy. Let us now dispute this principle.
Consider the following classical paradoxes of logic.
1

Pythagorean School (400 BC):
Question: Does the Cretan philosopher tell the truth when he asserts that
‘All Cretans always lie’?
Boolean logic: This assertion contains a contradiction.
Fuzzy logic: The philosopher does and does not tell the truth!

2

Russell’s Paradox:
The barber of a village gives a hair cut only to those who do not cut their hair
themselves.

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FUZZY EXPERT SYSTEMS
Question: Who cuts the barber’s hair?
Boolean logic: This assertion contains a contradiction.
Fuzzy logic: The barber cuts and doesn’t cut his own hair!
Crisp set theory is governed by a logic that uses one of only two values: true or
false. This logic cannot represent vague concepts, and therefore fails to give the
answers on the paradoxes. The basic idea of the fuzzy set theory is that an
element belongs to a fuzzy set with a certain degree of membership. Thus, a
proposition is not either true or false, but may be partly true (or partly false) to
any degree. This degree is usually taken as a real number in the interval [0,1].
The classical example in the fuzzy set theory is tall men. The elements of the
fuzzy set ‘tall men’ are all men, but their degrees of membership depend on their
height, as shown in Table 4.1. Suppose, for example, Mark at 205 cm tall is given
a degree of 1, and Peter at 152 cm is given a degree of 0. All men of intermediate
height have intermediate degrees. They are partly tall. Obviously, different
people may have different views as to whether a given man should be considered
as tall. However, our candidates for tall men could have the memberships
presented in Table 4.1.
It can be seen that the crisp set asks the question, ‘Is the man tall?’ and draws
a line at, say, 180 cm. Tall men are above this height and not tall men below. In
contrast, the fuzzy set asks, ‘How tall is the man?’ The answer is the partial
membership in the fuzzy set, for example, Tom is 0.82 tall.
A fuzzy set is capable of providing a graceful transition across a boundary, as
shown in Figure 4.2.
We might consider a few other sets such as ‘very short men’, ‘short men’,
‘average men’ and ‘very tall men’.
In Figure 4.2 the horizontal axis represents the universe of discourse –
the range of all possible values applicable to a chosen variable. In our case, the
variable is the human height. According to this representation, the universe of
men’s heights consists of all tall men. However, there is often room for
Table 4.1

Degree of membership of ‘tall men’
Degree of membership

Name

Height, cm

Crisp

Fuzzy

Chris
Mark
John
Tom
David
Mike
Bob
Steven
Bill
Peter

208
205
198
181
179
172
167
158
155
152

1
1
1
1
0
0
0
0
0
0

1.00
1.00
0.98
0.82
0.78
0.24
0.15
0.06
0.01
0.00

FUZZY SETS

Figure 4.2

Crisp (a) and fuzzy (b) sets of ‘tall men’

discretion, since the context of the universe may vary. For example, the set of
‘tall men’ might be part of the universe of human heights or mammal heights, or
even all animal heights.
The vertical axis in Figure 4.2 represents the membership value of the fuzzy
set. In our case, the fuzzy set of ‘tall men’ maps height values into corresponding
membership values. As can be seen from Figure 4.2, David who is 179 cm tall,
which is just 2 cm less than Tom, no longer suddenly becomes a not tall (or short)
man (as he would in crisp sets). Now David and other men are gradually removed
from the set of ‘tall men’ according to the decrease of their heights.

What is a fuzzy set?
A fuzzy set can be simply defined as a set with fuzzy boundaries.
Let X be the universe of discourse and its elements be denoted as x. In classical
set theory, crisp set A of X is defined as function fA ðxÞ called the characteristic
function of A
fA ðxÞ : X ! 0; 1;
where

fA ðxÞ ¼

1;
0;

if x 2 A
if x 2
6 A

ð4:1Þ

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FUZZY EXPERT SYSTEMS
This set maps universe X to a set of two elements. For any element x of
universe X, characteristic function fA ðxÞ is equal to 1 if x is an element of set A,
and is equal to 0 if x is not an element of A.
In the fuzzy theory, fuzzy set A of universe X is defined by function A ðxÞ
called the membership function of set A
A ðxÞ : X ! ½0; 1;

ð4:2Þ

where
A ðxÞ ¼ 1 if x is totally in A;
A ðxÞ ¼ 0 if x is not in A;
0 < A ðxÞ < 1 if x is partly in A.
This set allows a continuum of possible choices. For any element x of universe
X, membership function A ðxÞ equals the degree to which x is an element of set
A. This degree, a value between 0 and 1, represents the degree of membership,
also called membership value, of element x in set A.

How to represent a fuzzy set in a computer?
The membership function must be determined first. A number of methods
learned from knowledge acquisition can be applied here. For example, one of the
most practical approaches for forming fuzzy sets relies on the knowledge of a
single expert. The expert is asked for his or her opinion whether various elements
belong to a given set. Another useful approach is to acquire knowledge from
multiple experts. A new technique to form fuzzy sets was recently introduced. It
is based on artificial neural networks, which learn available system operation
data and then derive the fuzzy sets automatically.
Now we return to our ‘tall men’ example. After acquiring the knowledge for
men’s heights, we could produce a fuzzy set of tall men. In a similar manner, we
could obtain fuzzy sets of short and average men. These sets are shown in Figure
4.3, along with crisp sets. The universe of discourse – the men’s heights – consists
of three sets: short, average and tall men. In fuzzy logic, as you can see, a man who
is 184 cm tall is a member of the average men set with a degree of membership
of 0.1, and at the same time, he is also a member of the tall men set with a degree of
0.4. This means that a man of 184 cm tall has partial membership in multiple sets.
Now assume that universe of discourse X, also called the reference super set,
is a crisp set containing five elements X ¼ fx1 ; x2 ; x3 ; x4 ; x5 g. Let A be a crisp
subset of X and assume that A consists of only two elements, A ¼ fx2 ; x3 g. Subset
A can now be described by A ¼ fðx1 ; 0Þ; ðx2 ; 1Þ; ðx3 ; 1Þ; ðx4 ; 0Þ; ðx5 ; 0Þg, i.e. as a set
of pairs fðxi ; A ðxi Þg, where A ðxi Þ is the membership function of element xi in
the subset A.
The question is whether A ðxÞ can take only two values, either 0 or 1, or any
value between 0 and 1. It was also the basic question in fuzzy sets examined by
Lotfi Zadeh in 1965 (Zadeh, 1965).

FUZZY SETS

Figure 4.3

Crisp (a) and fuzzy (b) sets of short, average and tall men

If X is the reference super set and A is a subset of X, then A is said to be a fuzzy
subset of X if, and only if,
A ¼ fðx; A ðxÞg

x 2 X; A ðxÞ : X ! ½0; 1

ð4:3Þ

In a special case, when X ! f0; 1g is used instead of X ! ½0; 1, the fuzzy
subset A becomes the crisp subset A.
Fuzzy and crisp sets can be also presented as shown in Figure 4.4.

Figure 4.4

Representation of crisp and fuzzy subset of X

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FUZZY EXPERT SYSTEMS
Fuzzy subset A of the finite reference super set X can be expressed as,
A ¼ fðx1 ; A ðx1 Þg; fðx2 ; A ðx2 Þg; . . . ; fðxn ; A ðxn Þg

ð4:4Þ

However, it is more convenient to represent A as,
A ¼ fA ðx1 Þ=x1 g; fA ðx2 Þ=x2 g; . . . ; fA ðxn Þ=xn g;

ð4:5Þ

where the separating symbol / is used to associate the membership value with its
coordinate on the horizontal axis.
To represent a continuous fuzzy set in a computer, we need to express it as a
function and then to map the elements of the set to their degree of membership.
Typical functions that can be used are sigmoid, gaussian and pi. These functions
can represent the real data in fuzzy sets, but they also increase the time of
computation. Therefore, in practice, most applications use linear fit functions
similar to those shown in Figure 4.3. For example, the fuzzy set of tall men in
Figure 4.3 can be represented as a fit-vector,
tall men ¼ (0/180, 0.5/185, 1/190) or
tall men ¼ (0/180, 1/190)
Fuzzy sets of short and average men can be also represented in a similar manner,
short men ¼ (1/160, 0.5/165, 0/170) or
short men ¼ (1/160, 0/170)
average men ¼ (0/165, 1/175, 0/185)

4.3 Linguistic variables and hedges
At the root of fuzzy set theory lies the idea of linguistic variables. A linguistic
variable is a fuzzy variable. For example, the statement ‘John is tall’ implies that
the linguistic variable John takes the linguistic value tall. In fuzzy expert systems,
linguistic variables are used in fuzzy rules. For example,
IF
wind is strong
THEN sailing is good
IF
project_duration is long
THEN completion_risk is high
IF
speed is slow
THEN stopping_distance is short
The range of possible values of a linguistic variable represents the universe of
discourse of that variable. For example, the universe of discourse of the linguistic

LINGUISTIC VARIABLES AND HEDGES
variable speed might have the range between 0 and 220 km per hour and may
include such fuzzy subsets as very slow, slow, medium, fast, and very fast. Each
fuzzy subset also represents a linguistic value of the corresponding linguistic
variable.
A linguistic variable carries with it the concept of fuzzy set qualifiers, called
hedges. Hedges are terms that modify the shape of fuzzy sets. They include
adverbs such as very, somewhat, quite, more or less and slightly. Hedges can modify
verbs, adjectives, adverbs or even whole sentences. They are used as
.

All-purpose modifiers, such as very, quite or extremely.

.

Truth-values, such as quite true or mostly false.

.

Probabilities, such as likely or not very likely.

.

Quantifiers, such as most, several or few.

.

Possibilities, such as almost impossible or quite possible.

Hedges act as operations themselves. For instance, very performs concentration and creates a new subset. From the set of tall men, it derives the subset of very
tall men. Extremely serves the same purpose to a greater extent.
An operation opposite to concentration is dilation. It expands the set. More or
less performs dilation; for example, the set of more or less tall men is broader than
the set of tall men.
Hedges are useful as operations, but they can also break down continuums
into fuzzy intervals. For example, the following hedges could be used to describe
temperature: very cold, moderately cold, slightly cold, neutral, slightly hot, moderately
hot and very hot. Obviously these fuzzy sets overlap. Hedges help to reflect human
thinking, since people usually cannot distinguish between slightly hot and
moderately hot.
Figure 4.5 illustrates an application of hedges. The fuzzy sets shown previously in Figure 4.3 are now modified mathematically by the hedge very.
Consider, for example, a man who is 185 cm tall. He is a member of the tall
men set with a degree of membership of 0.5. However, he is also a member of the
set of very tall men with a degree of 0.15, which is fairly reasonable.

Figure 4.5

Fuzzy sets with very hedge

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FUZZY EXPERT SYSTEMS
Let us now consider the hedges often used in practical applications.
.

Very, the operation of concentration, as we mentioned above, narrows a set
down and thus reduces the degree of membership of fuzzy elements. This
operation can be given as a mathematical square:
very

A ðxÞ ¼ ½A ðxÞ2

ð4:6Þ

Hence, if Tom has a 0.86 membership in the set of tall men, he will have a
0.7396 membership in the set of very tall men.
.

Extremely serves the same purpose as very, but does it to a greater extent. This
operation can be performed by raising A ðxÞ to the third power:
extremely

A

ðxÞ ¼ ½A ðxÞ3

ð4:7Þ

If Tom has a 0.86 membership in the set of tall men, he will have a 0.7396
membership in the set of very tall men and 0.6361 membership in the set of
extremely tall men.
.

Very very is just an extension of concentration. It can be given as a square of
the operation of concentration:
very very

A

very

ðxÞ ¼ ½A ðxÞ2 ¼ ½A ðxÞ4

ð4:8Þ

For example, Tom, with a 0.86 membership in the tall men set and a 0.7396
membership in the very tall men set, will have a membership of 0.5470 in the
set of very very tall men.
.

More or less, the operation of dilation, expands a set and thus increases the
degree of membership of fuzzy elements. This operation is presented as:
or less
more
ðxÞ ¼
A

pffiffiffiffiffiffiffiffiffiffiffiffi
A ðxÞ

ð4:9Þ

Hence, if Tom has a 0.86 membership in the set of tall men, he will have a
0.9274 membership in the set of more or less tall men.
.

Indeed, the operation of intensification, intensifies the meaning of the whole
sentence. It can be done by increasing the degree of membership above 0.5
and decreasing those below 0.5. The hedge indeed may be given by either:
indeed
ðxÞ ¼ 2½A ðxÞ2
A

if 0 4 A ðxÞ 4 0:5

ð4:10Þ

or
indeed
ðxÞ ¼ 1
A

2½1

A ðxÞ2

if 0:5 < A ðxÞ 4 1

ð4:11Þ

If Tom has a 0.86 membership in the set of tall men, he can have a 0.9608
membership in the set of indeed tall men. In contrast, Mike, who has a
0.24 membership in tall men set, will have a 0.1152 membership in the indeed
tall men set.

OPERATIONS OF FUZZY SETS
Table 4.2

Representation of hedges in fuzzy logic

Hedge

Mathematical expression

A little

½ A ðxÞ1:3

Slightly

½ A ðxÞ1:7

Very

½ A ðxÞ2

Extremely

½ A ðxÞ3

Very very

½ A ðxÞ4

More or less

pffiffiffiffiffiffiffiffiffiffiffiffi
A ðxÞ

Somewhat

pffiffiffiffiffiffiffiffiffiffiffiffi
A ðxÞ

Indeed

2½ A ðxÞ2
1

2½1

Graphical representation

if 0 4 A 4 0:5
A ðxÞ2 if 0:5 < A 4 1

Mathematical and graphical representation of hedges are summarised in
Table 4.2.

4.4 Operations of fuzzy sets
The classical set theory developed in the late 19th century by Georg Cantor
describes how crisp sets can interact. These interactions are called operations.

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FUZZY EXPERT SYSTEMS

Figure 4.6

Operations on classical sets

We look at four of them: complement, containment, intersection and union.
These operations are presented graphically in Figure 4.6. Let us compare
operations of classical and fuzzy sets.

Complement
.

Crisp sets: Who does not belong to the set?

.

Fuzzy sets: How much do elements not belong to the set?

The complement of a set is an opposite of this set. For example, if we have the set
of tall men, its complement is the set of NOT tall men. When we remove the tall
men set from the universe of discourse, we obtain the complement. If A is the
fuzzy set, its complement :A can be found as follows:
:A ðxÞ ¼ 1

A ðxÞ

ð4:12Þ

For example, if we have a fuzzy set of tall men, we can easily obtain the fuzzy set
of NOT tall men:
tall men ¼ ð0=180; 0:25=182:5; 0:5=185; 0:75=187:5; 1=190Þ
NOT tall men ¼ ð1=180; 0:75=182:5; 0:5=185; 0:25=187:5; 0=190Þ

Containment
.

Crisp sets: Which sets belong to which other sets?

.

Fuzzy sets: Which sets belong to other sets?

OPERATIONS OF FUZZY SETS
Similar to a Chinese box or Russian doll, a set can contain other sets. The smaller
set is called the subset. For example, the set of tall men contains all tall men.
Therefore, very tall men is a subset of tall men. However, the tall men set is just a
subset of the set of men. In crisp sets, all elements of a subset entirely belong to
a larger set and their membership values are equal to 1. In fuzzy sets, however,
each element can belong less to the subset than to the larger set. Elements of the
fuzzy subset have smaller memberships in it than in the larger set.
tall men ¼ ð0=180; 0:25=182:5; 0:50=185; 0:75=187:5; 1=190Þ
very tall men ¼ ð0=180; 0:06=182:5; 0:25=185; 0:56=187:5; 1=190Þ

Intersection
.

Crisp sets: Which element belongs to both sets?

.

Fuzzy sets: How much of the element is in both sets?

In classical set theory, an intersection between two sets contains the elements
shared by these sets. If we have, for example, the set of tall men and the set of fat
men, the intersection is the area where these sets overlap, i.e. Tom is in the
intersection only if he is tall AND fat. In fuzzy sets, however, an element may
partly belong to both sets with different memberships. Thus, a fuzzy intersection
is the lower membership in both sets of each element.
The fuzzy operation for creating the intersection of two fuzzy sets A and B on
universe of discourse X can be obtained as:
A\B ðxÞ ¼ min ½A ðxÞ; B ðxÞ ¼ A ðxÞ \ B ðxÞ;

where x 2 X

ð4:13Þ

Consider, for example, the fuzzy sets of tall and average men:
tall men ¼ ð0=165; 0=175; 0:0=180; 0:25=182:5; 0:5=185; 1=190Þ
average men ¼ ð0=165; 1=175; 0:5=180; 0:25=182:5; 0:0=185; 0=190Þ
According to Eq. (4.13), the intersection of these two sets is
tall men \ average men ¼ ð0=165; 0=175; 0=180; 0:25=182:5; 0=185; 0=190Þ
or
tall men \ average men ¼ ð0=180; 0:25=182:5; 0=185Þ
This solution is represented graphically in Figure 4.3.

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FUZZY EXPERT SYSTEMS

Union
.

Crisp sets: Which element belongs to either set?

.

Fuzzy sets: How much of the element is in either set?

The union of two crisp sets consists of every element that falls into either set. For
example, the union of tall men and fat men contains all men who are tall OR fat,
i.e. Tom is in the union since he is tall, and it does not matter whether he is fat or
not. In fuzzy sets, the union is the reverse of the intersection. That is, the union
is the largest membership value of the element in either set.
The fuzzy operation for forming the union of two fuzzy sets A and B on
universe X can be given as:
A[B ðxÞ ¼ max ½A ðxÞ; B ðxÞ ¼ A ðxÞ [ B ðxÞ;

where x 2 X

ð4:14Þ

Consider again the fuzzy sets of tall and average men:
tall men ¼ ð0=165; 0=175; 0:0=180; 0:25=182:5; 0:5=185; 1=190Þ
average men ¼ ð0=165; 1=175; 0:5=180; 0:25=182:5; 0:0=185; 0=190Þ
According to Eq. (4.14), the union of these two sets is
tall men [ average men ¼ ð0=165; 1=175; 0:5=180; 0:25=182:5; 0:5=185; 1=190Þ
Diagrams for fuzzy set operations are shown in Figure 4.7.
Crisp and fuzzy sets have the same properties; crisp sets can be considered as
just a special case of fuzzy sets. Frequently used properties of fuzzy sets are
described below.

Commutativity
A[B¼B[A
A\B¼B\A
Example:
tall men OR short men ¼ short men OR tall men
tall men AND short men ¼ short men AND tall men

Associativity
A [ ðB [ CÞ ¼ ðA [ BÞ [ C
A \ ðB \ CÞ ¼ ðA \ BÞ \ C

OPERATIONS OF FUZZY SETS

Figure 4.7

Operations of fuzzy sets

Example:
tall men OR (short men OR average men) ¼ (tall men OR short men) OR
average men
tall men AND (short men AND average men) ¼ (tall men AND short men) AND
average men

Distributivity
A [ ðB \ CÞ ¼ ðA [ BÞ \ ðA [ CÞ
A \ ðB [ CÞ ¼ ðA \ BÞ [ ðA \ CÞ
Example:
tall men OR (short men AND average men) ¼ (tall men OR short men) AND
(tall men OR average men)
tall men AND (short men OR average men) ¼ (tall men AND short men) OR
(tall men AND average men)

Idempotency
A[A¼A
A\A¼A

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FUZZY EXPERT SYSTEMS
Example:
tall men OR tall men ¼ tall men
tall men AND tall men ¼ tall men

Identity
= ¼A
A [O
A\X¼A
= ¼O
=
A \O
A[X¼X
Example:
tall
tall
tall
tall

men OR undefined ¼ tall men
men AND unknown ¼ tall men
men AND undefined ¼ undefined
men OR unknown ¼ unknown

where undefined is an empty (null) set, the set having all degree of memberships equal to 0, and unknown is a set having all degree of memberships equal
to 1.

Involution
:ð:AÞ ¼ A
Example:
NOT (NOT tall men) ¼ tall men

Transitivity
If ðA  BÞ \ ðB  CÞ then A  C
Every set contains the subsets of its subsets.
Example:
IF (extremely tall men  very tall men) AND (very tall men  tall men)
THEN (extremely tall men  tall men)

De Morgan’s Laws
:ðA \ BÞ ¼ :A [ :B
:ðA [ BÞ ¼ :A \ :B

FUZZY RULES
Example:
NOT (tall men AND short men) ¼ NOT tall men OR NOT short men
NOT (tall men OR short men) ¼ NOT tall men AND NOT short men
Using fuzzy set operations, their properties and hedges, we can easily obtain a
variety of fuzzy sets from the existing ones. For example, if we have fuzzy set A
of tall men and fuzzy set B of short men, we can derive fuzzy set C of not very tall
men and not very short men or even set D of not very very tall and not very very short
men from the following operations:
C ðxÞ ¼ ½1

A ðxÞ2  \ ½1

ðB ðxÞ2 

D ðxÞ ¼ ½1

A ðxÞ4  \ ½1

ðB ðxÞ4 

Generally, we apply fuzzy operations and hedges to obtain fuzzy sets which
can represent linguistic descriptions of our natural language.

4.5 Fuzzy rules
In 1973, Lotfi Zadeh published his second most influential paper (Zadeh, 1973).
This paper outlined a new approach to analysis of complex systems, in which
Zadeh suggested capturing human knowledge in fuzzy rules.

What is a fuzzy rule?
A fuzzy rule can be defined as a conditional statement in the form:
IF
x is A
THEN y is B
where x and y are linguistic variables; and A and B are linguistic values
determined by fuzzy sets on the universe of discourses X and Y, respectively.

What is the difference between classical and fuzzy rules?
A classical IF-THEN rule uses binary logic, for example,
Rule: 1
IF
speed is > 100
THEN stopping_distance is long
Rule: 2
IF
speed is < 40
THEN stopping_distance is short
The variable speed can have any numerical value between 0 and 220 km/h, but
the linguistic variable stopping_distance can take either value long or short. In

103

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FUZZY EXPERT SYSTEMS
other words, classical rules are expressed in the black-and-white language of
Boolean logic. However, we can also represent the stopping distance rules in a
fuzzy form:
Rule: 1
IF
speed is fast
THEN stopping_distance is long
Rule: 2
IF
speed is slow
THEN stopping_distance is short
Here the linguistic variable speed also has the range (the universe of discourse)
between 0 and 220 km/h, but this range includes fuzzy sets, such as slow, medium
and fast. The universe of discourse of the linguistic variable stopping_distance can
be between 0 and 300 m and may include such fuzzy sets as short, medium and
long. Thus fuzzy rules relate to fuzzy sets.
Fuzzy expert systems merge the rules and consequently cut the number of
rules by at least 90 per cent.

How to reason with fuzzy rules?
Fuzzy reasoning includes two distinct parts: evaluating the rule antecedent (the
IF part of the rule) and implication or applying the result to the consequent
(the THEN part of the rule).
In classical rule-based systems, if the rule antecedent is true, then the
consequent is also true. In fuzzy systems, where the antecedent is a fuzzy
statement, all rules fire to some extent, or in other words they fire partially. If
the antecedent is true to some degree of membership, then the consequent is
also true to that same degree.
Consider, for example, two fuzzy sets, ‘tall men’ and ‘heavy men’ represented
in Figure 4.8.

Figure 4.8

Fuzzy sets of tall and heavy men

FUZZY RULES

Figure 4.9

Monotonic selection of values for man weight

These fuzzy sets provide the basis for a weight estimation model. The model
is based on a relationship between a man’s height and his weight, which is
expressed as a single fuzzy rule:
IF
height is tall
THEN weight is heavy
The value of the output or a truth membership grade of the rule consequent
can be estimated directly from a corresponding truth membership grade in the
antecedent (Cox, 1999). This form of fuzzy inference uses a method called
monotonic selection. Figure 4.9 shows how various values of men’s weight are
derived from different values for men’s height.

Can the antecedent of a fuzzy rule have multiple parts?
As a production rule, a fuzzy rule can have multiple antecedents, for example:
IF
AND
AND
THEN

project_duration is long
project_staffing is large
project_funding is inadequate
risk is high

IF
service is excellent
OR
food is delicious
THEN tip is generous
All parts of the antecedent are calculated simultaneously and resolved in a
single number, using fuzzy set operations considered in the previous section.

Can the consequent of a fuzzy rule have multiple parts?
The consequent of a fuzzy rule can also include multiple parts, for instance:
IF
temperature is hot
THEN hot_water is reduced;
cold_water is increased

105

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FUZZY EXPERT SYSTEMS
In this case, all parts of the consequent are affected equally by the antecedent.
In general, a fuzzy expert system incorporates not one but several rules that
describe expert knowledge and play off one another. The output of each rule is a
fuzzy set, but usually we need to obtain a single number representing the expert
system output. In other words, we want to get a precise solution, not a fuzzy one.

How are all these output fuzzy sets combined and transformed into a
single number?
To obtain a single crisp solution for the output variable, a fuzzy expert system
first aggregates all output fuzzy sets into a single output fuzzy set, and then
defuzzifies the resulting fuzzy set into a single number. In the next section we
will see how the whole process works from the beginning to the end.

4.6 Fuzzy inference
Fuzzy inference can be defined as a process of mapping from a given input to an
output, using the theory of fuzzy sets.

4.6.1

Mamdani-style inference

The most commonly used fuzzy inference technique is the so-called Mamdani
method. In 1975, Professor Ebrahim Mamdani of London University built one
of the first fuzzy systems to control a steam engine and boiler combination
(Mamdani and Assilian, 1975). He applied a set of fuzzy rules supplied by
experienced human operators.
The Mamdani-style fuzzy inference process is performed in four steps:
fuzzification of the input variables, rule evaluation, aggregation of the rule
outputs, and finally defuzzification.
To see how everything fits together, we examine a simple two-input oneoutput problem that includes three rules:
Rule: 1
IF
x is A3
OR
y is B1
THEN z is C1

Rule: 1
IF
project_funding is adequate
OR
project_staffing is small
THEN risk is low

Rule: 2
IF
x is A2
AND y is B2
THEN z is C2

Rule: 2
IF
project_funding is marginal
AND project_staffing is large
THEN risk is normal

Rule: 3
IF
x is A1
THEN z is C3

Rule: 3
IF
project_funding is inadequate
THEN risk is high

where x, y and z (project funding, project staffing and risk) are linguistic variables; A1, A2 and A3 (inadequate, marginal and adequate) are linguistic values

FUZZY INFERENCE
determined by fuzzy sets on universe of discourse X (project funding); B1 and B2
(small and large) are linguistic values determined by fuzzy sets on universe of
discourse Y (project staffing); C1, C2 and C3 (low, normal and high) are linguistic
values determined by fuzzy sets on universe of discourse Z (risk).
The basic structure of Mamdani-style fuzzy inference for our problem is
shown in Figure 4.10.
Step 1:

Fuzzification
The first step is to take the crisp inputs, x1 and y1 (project funding and
project staffing), and determine the degree to which these inputs belong
to each of the appropriate fuzzy sets.
What is a crisp input and how is it determined?
The crisp input is always a numerical value limited to the universe of
discourse. In our case, values of x1 and y1 are limited to the universe
of discourses X and Y, respectively. The ranges of the universe of
discourses can be determined by expert judgements. For instance, if we
need to examine the risk involved in developing the ‘fuzzy’ project,
we can ask the expert to give numbers between 0 and 100 per cent that
represent the project funding and the project staffing, respectively. In
other words, the expert is required to answer to what extent the project
funding and the project staffing are really adequate. Of course, various
fuzzy systems use a variety of different crisp inputs. While some of the
inputs can be measured directly (height, weight, speed, distance,
temperature, pressure etc.), some of them can be based only on expert
estimate.
Once the crisp inputs, x1 and y1, are obtained, they are fuzzified
against the appropriate linguistic fuzzy sets. The crisp input x1 (project
funding rated by the expert as 35 per cent) corresponds to the membership functions A1 and A2 (inadequate and marginal) to the degrees of 0.5
and 0.2, respectively, and the crisp input y1 (project staffing rated as 60
per cent) maps the membership functions B1 and B2 (small and large) to
the degrees of 0.1 and 0.7, respectively. In this manner, each input is
fuzzified over all the membership functions used by the fuzzy rules.

Step 2:

Rule evaluation
The second step is to take the fuzzified inputs, ðx¼A1Þ ¼ 0:5, ðx¼A2Þ ¼
0:2, ðy¼B1Þ ¼ 0:1 and ðy¼B2Þ ¼ 0:7, and apply them to the antecedents
of the fuzzy rules. If a given fuzzy rule has multiple antecedents, the
fuzzy operator (AND or OR) is used to obtain a single number that
represents the result of the antecedent evaluation. This number (the
truth value) is then applied to the consequent membership function.
To evaluate the disjunction of the rule antecedents, we use the OR
fuzzy operation. Typically, fuzzy expert systems make use of the
classical fuzzy operation union (4.14) shown in Figure 4.10 (Rule 1):
A[B ðxÞ ¼ max ½A ðxÞ; B ðxÞ

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FUZZY EXPERT SYSTEMS

Figure 4.10 The basic structure of Mamdani-style fuzzy inference

FUZZY INFERENCE
However, the OR operation can be easily customised if necessary. For
example, the MATLAB Fuzzy Logic Toolbox has two built-in OR
methods: max and the probabilistic OR method, probor. The probabilistic OR, also known as the algebraic sum, is calculated as:
A[B ðxÞ ¼ probor ½A ðxÞ; B ðxÞ ¼ A ðxÞ þ B ðxÞ

A ðxÞ  B ðxÞ ð4:15Þ

Similarly, in order to evaluate the conjunction of the rule antecedents, we apply the AND fuzzy operation intersection (4.13) also
shown in Figure 4.10 (Rule 2):
A\B ðxÞ ¼ min ½A ðxÞ; B ðxÞ
The Fuzzy Logic Toolbox also supports two AND methods: min and the
product, prod. The product is calculated as:
A\B ðxÞ ¼ prod ½A ðxÞ; B ðxÞ ¼ A ðxÞ  B ðxÞ

ð4:16Þ

Do different methods of the fuzzy operations produce different results?
Fuzzy researchers have proposed and applied several approaches to
execute AND and OR fuzzy operators (Cox, 1999) and, of course,
different methods may lead to different results. Most fuzzy packages
also allow us to customise the AND and OR fuzzy operations and a user
is required to make the choice.
Let us examine our rules again.
Rule: 1
IF
x is A3 (0.0)
OR
y is B1 (0.1)
THEN z is C1 (0.1)
C1 ðzÞ ¼ max ½A3 ðxÞ; B1 ðyÞ ¼ max ½0:0; 0:1 ¼ 0:1
or
C1 ðzÞ ¼ probor ½A3 ðxÞ; B1 ðyÞ ¼ 0:0 þ 0:1

0:0  0:1 ¼ 0:1

Rule: 2
IF
x is A2 (0.2)
AND y is B2 (0.7)
THEN z is C2 (0.2)
C2 ðzÞ ¼ min ½A2 ðxÞ; B2 ðyÞ ¼ min ½0:2; 0:7 ¼ 0:2
or
C2 ðzÞ ¼ prod ½A2 ðxÞ; B2 ðyÞ ¼ 0:2  0:7 ¼ 0:14
Thus, Rule 2 can be also represented as shown in Figure 4.11.
Now the result of the antecedent evaluation can be applied to the
membership function of the consequent. In other words, the consequent membership function is clipped or scaled to the level of the
truth value of the rule antecedent.

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FUZZY EXPERT SYSTEMS

Figure 4.11 The AND product fuzzy operation

What do we mean by ‘clipped or scaled’?
The most common method of correlating the rule consequent with the
truth value of the rule antecedent is to simply cut the consequent
membership function at the level of the antecedent truth. This method
is called clipping or correlation minimum. Since the top of the
membership function is sliced, the clipped fuzzy set loses some information. However, clipping is still often preferred because it involves less
complex and faster mathematics, and generates an aggregated output
surface that is easier to defuzzify.
While clipping is a frequently used method, scaling or correlation
product offers a better approach for preserving the original shape of
the fuzzy set. The original membership function of the rule consequent
is adjusted by multiplying all its membership degrees by the truth value
of the rule antecedent. This method, which generally loses less
information, can be very useful in fuzzy expert systems.
Clipped and scaled membership functions are illustrated in
Figure 4.12.
Step 3:

Aggregation of the rule outputs
Aggregation is the process of unification of the outputs of all rules.
In other words, we take the membership functions of all rule consequents previously clipped or scaled and combine them into a single
fuzzy set. Thus, the input of the aggregation process is the list of
clipped or scaled consequent membership functions, and the output is
one fuzzy set for each output variable. Figure 4.10 shows how the
output of each rule is aggregated into a single fuzzy set for the overall
fuzzy output.

Figure 4.12 Clipped (a) and scaled (b) membership functions

FUZZY INFERENCE
Step 4:

Defuzzification
The last step in the fuzzy inference process is defuzzification. Fuzziness
helps us to evaluate the rules, but the final output of a fuzzy system has
to be a crisp number. The input for the defuzzification process is the
aggregate output fuzzy set and the output is a single number.
How do we defuzzify the aggregate fuzzy set?
There are several defuzzification methods (Cox, 1999), but probably the
most popular one is the centroid technique. It finds the point where a
vertical line would slice the aggregate set into two equal masses.
Mathematically this centre of gravity (COG) can be expressed as
Z

b

A ðxÞxdx

COG ¼ Za

ð4:17Þ

b

A ðxÞdx

a

As Figure 4.13 shows, a centroid defuzzification method finds a
point representing the centre of gravity of the fuzzy set, A, on the
interval, ab.
In theory, the COG is calculated over a continuum of points in
the aggregate output membership function, but in practice, a reasonable estimate can be obtained by calculating it over a sample of
points, as shown in Figure 4.13. In this case, the following formula is
applied:
b
X

COG ¼

A ðxÞx

x¼a
b
X

ð4:18Þ
A ðxÞ

x¼a

Let us now calculate the centre of gravity for our problem. The
solution is presented in Figure 4.14.

Figure 4.13 The centroid method of defuzzification

111

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FUZZY EXPERT SYSTEMS

Figure 4.14 Defuzzifying the solution variable’s fuzzy set

ð0 þ 10 þ 20Þ  0:1 þ ð30 þ 40 þ 50 þ 60Þ  0:2 þ ð70 þ 80 þ 90 þ 100Þ  0:5
0:1 þ 0:1 þ 0:1 þ 0:2 þ 0:2 þ 0:2 þ 0:2 þ 0:5 þ 0:5 þ 0:5 þ 0:5
¼ 67:4

COG ¼

Thus, the result of defuzzification, crisp output z1, is 67.4. It means,
for instance, that the risk involved in our ‘fuzzy’ project is 67.4 per
cent.

4.6.2

Sugeno-style inference

Mamdani-style inference, as we have just seen, requires us to find the centroid of
a two-dimensional shape by integrating across a continuously varying function.
In general, this process is not computationally efficient.

Could we shorten the time of fuzzy inference?
We can use a single spike, a singleton, as the membership function of the rule
consequent. This method was first introduced by Michio Sugeno, the ‘Zadeh of
Japan’, in 1985 (Sugeno, 1985). A singleton, or more precisely a fuzzy singleton,
is a fuzzy set with a membership function that is unity at a single particular point
on the universe of discourse and zero everywhere else.
Sugeno-style fuzzy inference is very similar to the Mamdani method. Sugeno
changed only a rule consequent. Instead of a fuzzy set, he used a mathematical
function of the input variable. The format of the Sugeno-style fuzzy rule is
IF
x is A
AND y is B
THEN z is f ðx; yÞ
where x, y and z are linguistic variables; A and B are fuzzy sets on universe of
discourses X and Y, respectively; and f ðx; yÞ is a mathematical function.

FUZZY INFERENCE

Figure 4.15 The basic structure of Sugeno-style fuzzy inference

113

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FUZZY EXPERT SYSTEMS
The most commonly used zero-order Sugeno fuzzy model applies fuzzy rules
in the following form:
IF
x is A
AND y is B
THEN z is k
where k is a constant.
In this case, the output of each fuzzy rule is constant. In other words, all
consequent membership functions are represented by singleton spikes. Figure
4.15 shows the fuzzy inference process for a zero-order Sugeno model. Let us
compare Figure 4.15 with Figure 4.10. The similarity of Sugeno and Mamdani
methods is quite noticeable. The only distinction is that rule consequents are
singletons in Sugeno’s method.

How is the result, crisp output, obtained?
As you can see from Figure 4.15, the aggregation operation simply includes all
the singletons. Now we can find the weighted average (WA) of these singletons:
WA ¼

ðk1Þ  k1 þ ðk2Þ  k2 þ ðk3Þ  k3 0:1  20 þ 0:2  50 þ 0:5  80
¼
¼ 65
ðk1Þ þ ðk2Þ þ ðk3Þ
0:1 þ 0:2 þ 0:5

Thus, a zero-order Sugeno system might be sufficient for our problem’s needs.
Fortunately, singleton output functions satisfy the requirements of a given
problem quite often.

How do we make a decision on which method to apply – Mamdani or
Sugeno?
The Mamdani method is widely accepted for capturing expert knowledge. It
allows us to describe the expertise in more intuitive, more human-like manner.
However, Mamdani-type fuzzy inference entails a substantial computational
burden. On the other hand, the Sugeno method is computationally effective and
works well with optimisation and adaptive techniques, which makes it very
attractive in control problems, particularly for dynamic nonlinear systems.

4.7 Building a fuzzy expert system
To illustrate the design of a fuzzy expert system, we will consider a problem of
operating a service centre of spare parts (Turksen et al., 1992).
A service centre keeps spare parts and repairs failed ones. A customer brings a
failed item and receives a spare of the same type. Failed parts are repaired, placed
on the shelf, and thus become spares. If the required spare is available on the
shelf, the customer takes it and leaves the service centre. However, if there is no
spare on the shelf, the customer has to wait until the needed item becomes
available. The objective here is to advise a manager of the service centre on
certain decision policies to keep the customers satisfied.

BUILDING A FUZZY EXPERT SYSTEM
A typical process in developing the fuzzy expert system incorporates the
following steps:
1. Specify the problem and define linguistic variables.
2. Determine fuzzy sets.
3. Elicit and construct fuzzy rules.
4. Encode the fuzzy sets, fuzzy rules and procedures to perform fuzzy inference
into the expert system.
5. Evaluate and tune the system.
Step 1:

Specify the problem and define linguistic variables
The first, and probably the most important, step in building any expert
system is to specify the problem. We need to describe our problem in
terms of knowledge engineering. In other words, we need to determine
problem input and output variables and their ranges.
For our problem, there are four main linguistic variables: average
waiting time (mean delay) m, repair utilisation factor of the service
centre , number of servers s, and initial number of spare parts n.
The customer’s average waiting time, m, is the most important
criterion of the service centre’s performance. The actual mean delay
in service should not exceed the limits acceptable to customers.
The repair utilisation factor of the service centre, , is the ratio of the
customer arrival rate, , to the customer departure rate, . Magnitudes
of  and  indicate the rates of an item’s failure (failures per unit time)
and repair (repairs per unit time), respectively. Apparently, the
repair rate is proportional to the number of servers, s. To increase
the productivity of the service centre, its manager will try to keep the
repair utilisation factor as high as possible.
The number of servers, s, and the initial number of spares, n, directly
affect the customer’s average waiting time, and thus have a major
impact on the centre’s performance. By increasing s and n, we achieve
lower values of the mean delay, but, at the same time we increase the
costs of employing new servers, building up the number of spares and
expanding the inventory capacities of the service centre for additional
spares.
Let us determine the initial number of spares n, given the customer’s
mean delay m, number of servers s, and repair utilisation factor, .
Thus, in the decision model considered here, we have three inputs –
m, s and , and one output – n. In other words, a manager of the service
centre wants to determine the number of spares required to maintain
the actual mean delay in customer service within an acceptable range.
Now we need to specify the ranges of our linguistic variables.
Suppose we obtain the results shown in Table 4.3 where the intervals
for m, s and n are normalised to be within the range of ½0; 1 by dividing
base numerical values by the corresponding maximum magnitudes.

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FUZZY EXPERT SYSTEMS
Table 4.3

Linguistic variables and their ranges
Linguistic variable: Mean delay, m

Linguistic value

Notation

Numerical range (normalised)

Very Short
Short
Medium

VS
S
M

[0, 0.3]
[0.1, 0.5]
[0.4, 0.7]

Linguistic variable: Number of servers, s
Linguistic value

Notation

Numerical range (normalised)

Small
Medium
Large

S
M
L

[0, 0.35]
[0.30, 0.70]
[0.60, 1]

Linguistic variable: Repair utilisation factor, q
Linguistic value

Notation

Numerical range

Low
Medium
High

L
M
H

[0, 0.6]
[0.4, 0.8]
[0.6, 1]

Linguistic variable: Number of spares, n
Linguistic value

Notation

Numerical range (normalised)

Very Small
Small
Rather Small
Medium
Rather Large
Large
Very Large

VS
S
RS
M
RL
L
VL

[0, 0.30]
[0, 0.40]
[0.25, 0.45]
[0.30, 0.70]
[0.55, 0.75]
[0.60, 1]
[0.70, 1]

Note, that for the customer mean delay m, we consider only three
linguistic values – Very Short, Short and Medium because other values
such as Long and Very Long are simply not practical. A manager of the
service centre cannot afford to keep customers waiting longer than a
medium time.
In practice, all linguistic variables, linguistic values and their ranges
are usually chosen by the domain expert.
Step 2:

Determine fuzzy sets
Fuzzy sets can have a variety of shapes. However, a triangle or a trapezoid
can often provide an adequate representation of the expert knowledge,
and at the same time significantly simplifies the process of computation.
Figures 4.16 to 4.19 show the fuzzy sets for all linguistic variables
used in our problem. As you may notice, one of the key points here is to
maintain sufficient overlap in adjacent fuzzy sets for the fuzzy system
to respond smoothly.

BUILDING A FUZZY EXPERT SYSTEM

Figure 4.16 Fuzzy sets of mean delay m

Figure 4.17 Fuzzy sets of number of servers s

Figure 4.18 Fuzzy sets of repair utilisation factor 

Figure 4.19 Fuzzy sets of number of spares n

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FUZZY EXPERT SYSTEMS
Step 3:

Elicit and construct fuzzy rules
Next we need to obtain fuzzy rules. To accomplish this task, we might
ask the expert to describe how the problem can be solved using the
fuzzy linguistic variables defined previously.
Required knowledge also can be collected from other sources such as
books, computer databases, flow diagrams and observed human behaviour. In our case, we could apply rules provided in the research paper
(Turksen et al., 1992).
There are three input and one output variables in our example. It is
often convenient to represent fuzzy rules in a matrix form. A two-byone system (two inputs and one output) is depicted as an M  N matrix
of input variables. The linguistic values of one input variable form the
horizontal axis and the linguistic values of the other input variable
form the vertical axis. At the intersection of a row and a column lies
the linguistic value of the output variable. For a three-by-one system
(three inputs and one output), the representation takes the shape of an
M  N  K cube. This form of representation is called a fuzzy associative memory (FAM).
Let us first make use of a very basic relation between the repair
utilisation factor , and the number of spares n, assuming that other
input variables are fixed. This relation can be expressed in the following
form: if  increases, then n will not decrease. Thus we could write the
following three rules:
1. If (utilisation_factor is L) then (number_of_spares is S)
2. If (utilisation_factor is M) then (number_of_spares is M)
3. If (utilisation_factor is H) then (number_of_spares is L)
Now we can develop the 3  3 FAM that will represent the rest of
the rules in a matrix form. The results of this effort are shown in
Figure 4.20.
Meanwhile, a detailed analysis of the service centre operation,
together with an ‘expert touch’ (Turksen et al., 1992), may enable us
to derive 27 rules that represent complex relationships between all
variables used in the expert system. Table 4.4 contains these rules and
Figure 4.21 shows the cube ð3  3  3Þ FAM representation.

Figure 4.20 The square FAM representation

BUILDING A FUZZY EXPERT SYSTEM
Table 4.4

The rule table

Rule

m

s



n

Rule

m

s



n

Rule

m

s



n

1
2
3
4
5
6
7
8
9

VS
S
M
VS
S
M
VS
S
M

S
S
S
M
M
M
L
L
L

L
L
L
L
L
L
L
L
L

VS
VS
VS
VS
VS
VS
S
S
VS

10
11
12
13
14
15
16
17
18

VS
S
M
VS
S
M
VS
S
M

S
S
S
M
M
M
L
L
L

M
M
M
M
M
M
M
M
M

S
VS
VS
RS
S
VS
M
RS
S

19
20
21
22
23
24
25
26
27

VS
S
M
VS
S
M
VS
S
M

S
S
S
M
M
M
L
L
L

H
H
H
H
H
H
H
H
H

VL
L
M
M
M
S
RL
M
RS

Figure 4.21 Cube FAM and sliced cube FAM representations

First we developed 12 ð3 þ 3  3Þ rules, but then we obtained 27
ð3  3  3Þ rules. If we implement both schemes, we can compare
results; only the system’s performance can tell us which scheme is
better.
Rule Base 1
1. If (utilisation_factor is L) then (number_of_spares is S)
2. If (utilisation_factor is M) then (number_of_spares is M)
3. If (utilisation_factor is H) then (number_of_spares is L)
4. If (mean_delay is VS) and (number_of_servers is S)
then (number_of_spares is VL)
5. If (mean_delay is S) and (number_of_servers is S)
then (number_of_spares is L)

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FUZZY EXPERT SYSTEMS
6. If (mean_delay is M) and (number_of_servers is S)
then (number_of_spares is M)
7. If (mean_delay is VS) and (number_of_servers is M)
then (number_of_spares is RL)
8. If (mean_delay is S) and (number_of_servers is M)
then (number_of_spares is RS)
9. If (mean_delay is M) and (number_of_servers is M)
then (number_of_spares is S)
10. If (mean_delay is VS) and (number_of_servers is L)
then (number_of_spares is M)
11. If (mean_delay is S) and (number_of_servers is L)
then (number_of_spares is S)
12. If (mean_delay is M) and (number_of_servers is L)
then (number_of_spares is VS)
Rule Base 2
1. If (mean_delay is VS) and (number_of_servers is S)
and (utilisation_factor is L) then (number_of_spares is
2. If (mean_delay is S) and (number_of_servers is S)
and (utilisation_factor is L) then (number_of_spares is
3. If (mean_delay is M) and (number_of_servers is S)
and (utilisation_factor is L) then (number_of_spares is
4. If (mean_delay is VS) and (number_of_servers is M)
and (utilisation_factor is L) then (number_of_spares is
5. If (mean_delay is S) and (number_of_servers is M)
and (utilisation_factor is L) then (number_of_spares is
6. If (mean_delay is M) and (number_of_servers is M)
and (utilisation_factor is L) then (number_of_spares is
7. If (mean_delay is VS) and (number_of_servers is L)
and (utilisation_factor is L) then (number_of_spares is
8. If (mean_delay is S) and (number_of_servers is L)
and (utilisation_factor is L) then (number_of_spares is
9. If (mean_delay is M) and (number_of_servers is L)
and (utilisation_factor is L) then (number_of_spares is
10. If (mean_delay is VS) and (number_of_servers is S)
and (utilisation_factor is M) then (number_of_spares
11. If (mean_delay is S) and (number_of_servers is S)
and (utilisation_factor is M) then (number_of_spares
12. If (mean_delay is M) and (number_of_servers is S)
and (utilisation_factor is M) then (number_of_spares
13. If (mean_delay is VS) and (number_of_servers is M)
and (utilisation_factor is M) then (number_of_spares
14. If (mean_delay is S) and (number_of_servers is M)
and (utilisation_factor is M) then (number_of_spares
15. If (mean_delay is M) and (number_of_servers is M)
and (utilisation_factor is M) then (number_of_spares
16. If (mean_delay is VS) and (number_of_servers is L)
and (utilisation_factor is M) then (number_of_spares
17. If (mean_delay is S) and (number_of_servers is L)
and (utilisation_factor is M) then (number_of_spares
18. If (mean_delay is M) and (number_of_servers is L)
and (utilisation_factor is M) then (number_of_spares

VS)
VS)
VS)
VS)
VS)
VS)
S)
S)
VS)

is S)
is VS)
is VS)
is RS)
is S)
is VS)
is M)
is RS)
is S)

19. If (mean_delay is VS) and (number_of_servers is S)
and (utilisation_factor is H) then (number_of_spares is VL)

BUILDING A FUZZY EXPERT SYSTEM
20. If (mean_delay is S) and (number_of_servers is S)
and (utilisation_factor is H) then (number_of_spares
21. If (mean_delay is M) and (number_of_servers is S)
and (utilisation_factor is H) then (number_of_spares
22. If (mean_delay is VS) and (number_of_servers is M)
and (utilisation_factor is H) then (number_of_spares
23. If (mean_delay is S) and (number_of_servers is M)
and (utilisation_factor is H) then (number_of_spares
24. If (mean_delay is M) and (number_of_servers is M)
and (utilisation_factor is H) then (number_of_spares
25. If (mean_delay is VS) and (number_of_servers is L)
and (utilisation_factor is H) then (number_of_spares
26. If (mean_delay is S) and (number_of_servers is L)
and (utilisation_factor is H) then (number_of_spares
27. If (mean_delay is M) and (number_of_servers is L)
and (utilisation_factor is H) then (number_of_spares

is L)
is M)
is M)
is M)
is S)
is RL)
is M)
is RS)

Step 4:

Encode the fuzzy sets, fuzzy rules and procedures to perform fuzzy
inference into the expert system
The next task after defining fuzzy sets and fuzzy rules is to encode
them, and thus actually build a fuzzy expert system. To accomplish this
task, we may choose one of two options: to build our system using a
programming language such as C or Pascal, or to apply a fuzzy logic
development tool such as MATLAB Fuzzy Logic Toolbox1 from the
MathWorks or Fuzzy Knowledge BuilderTM from Fuzzy Systems
Engineering.
Most experienced fuzzy system builders often prefer the C/C++
programming language (Cox, 1999; Li and Gupta, 1995) because it
offers greater flexibility. However, for rapid developing and prototyping a fuzzy expert system, the best choice is a fuzzy logic
development tool. Such a tool usually provides complete environments
for building and testing fuzzy systems. For example, the MATLAB Fuzzy
Logic Toolbox has five integrated graphical editors: the fuzzy inference
system editor, the rule editor, the membership function editor, the
fuzzy inference viewer, and the output surface viewer. All these features
make designing fuzzy systems much easier. This option is also preferable for novices, who do not have sufficient experience in building
fuzzy expert systems. When a fuzzy logic development tool is chosen,
the knowledge engineer needs only to encode fuzzy rules in Englishlike syntax, and define membership functions graphically.
To build our fuzzy expert system, we will use one of the most
popular tools, the MATLAB Fuzzy Logic Toolbox. It provides a systematic framework for computing with fuzzy rules and graphical user
interfaces. It is easy to master and convenient to use, even for new
fuzzy system builders.

Step 5:

Evaluate and tune the system
The last, and the most laborious, task is to evaluate and tune the system.
We want to see whether our fuzzy system meets the requirements

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FUZZY EXPERT SYSTEMS

Figure 4.22 Three-dimensional plots for rule base 1

specified at the beginning. Several test situations depend on the mean
delay, number of servers and repair utilisation factor. The Fuzzy Logic
Toolbox can generate surface to help us analyse the system’s performance. Figure 4.22 represents three-dimensional plots for the two-input
one-output system.
But our system has three inputs and one output. Can we move
beyond three dimensions? When we move beyond three dimensions,
we encounter difficulties in displaying the results. Luckily, the
Fuzzy Logic Toolbox has a special capability: it can generate a threedimensional output surface by varying any two of the inputs and
keeping other inputs constant. Thus we can observe the performance of
our three-input one-output system on two three-dimensional plots.
Although the fuzzy system works well, we may attempt to improve it
by applying Rule Base 2. The results are shown in Figure 4.23. If we
compare Figures 4.22 and 4.23, we will see the improvement.
However, even now, the expert might not be satisfied with the
system performance. To improve it, he or she may suggest additional
sets – Rather Small and Rather Large – on the universe of discourse
Number of servers (as shown in Figure 4.24), and to extend the rule base
according to the FAM presented in Figure 4.25. The ease with which a
fuzzy system can be modified and extended permits us to follow the
expert suggestions and quickly obtain results shown in Figure 4.26.

Figure 4.23 Three-dimensional plots for rule base 2

BUILDING A FUZZY EXPERT SYSTEM

Figure 4.24 Modified fuzzy sets of number of servers s

Figure 4.25 Cube FAM of rule base 3

Figure 4.26 Three-dimensional plots for rule base 3

123

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FUZZY EXPERT SYSTEMS
In general, tuning a fuzzy expert system takes much more time and effort
than determining fuzzy sets and constructing fuzzy rules. Usually a reasonable
solution to the problem can be achieved from the first series of fuzzy sets and
fuzzy rules. This is an acknowledged advantage of fuzzy logic; however, improving the system becomes rather an art than engineering.
Tuning fuzzy systems may involve executing a number of actions in the
following order:
1

Review model input and output variables, and if required redefine their
ranges. Pay particular attention to the variable units. Variables used in the
same domain must be measured in the same units on the universe of
discourse.

2

Review the fuzzy sets, and if required define additional sets on the universe
of discourse. The use of wide fuzzy sets may cause the fuzzy system to
perform roughly.

3

Provide sufficient overlap between neighbouring sets. Although there is no
precise method to determine the optimum amount of overlap, it is
suggested that triangle-to-triangle and trapezoid-to-triangle fuzzy sets
should overlap between 25 and 50 per cent of their bases (Cox, 1999).

4

Review the existing rules, and if required add new rules to the rule base.

5

Examine the rule base for opportunities to write hedge rules to capture the
pathological behaviour of the system.

6

Adjust the rule execution weights. Most fuzzy logic tools allow control of the
importance of rules by changing a weight multiplier.
In the Fuzzy Logic Toolbox, all rules have a default weight of (1.0), but
the user can reduce the force of any rule by adjusting its weight. For
example, if we specify
If (utilisation_factor is H) then (number_of_spares is L) (0.6)
then the rule’s force will be reduced by 40 per cent.

7

Revise shapes of the fuzzy sets. In most cases, fuzzy systems are highly
tolerant of a shape approximation, and thus a system can still behave well
even when the shapes of the fuzzy sets are not precisely defined.

But how about defuzzification methods? Should we try different
techniques to tune our system?
The centroid technique appears to provide consistent results. This is a wellbalanced method sensitive to the height and width of the total fuzzy region as
well as to sparse singletons. Therefore, unless you have a strong reason to believe
that your fuzzy system will behave better under other defuzzification methods,
the centroid technique is recommended.

SUMMARY

4.8 Summary
In this chapter, we introduced fuzzy logic and discussed the philosophical ideas
behind it. We presented the concept of fuzzy sets, considered how to represent a
fuzzy set in a computer, and examined operations of fuzzy sets. We also defined
linguistic variables and hedges. Then we presented fuzzy rules and explained the
main differences between classical and fuzzy rules. We explored two fuzzy
inference techniques – Mamdani and Sugeno – and suggested appropriate areas
for their application. Finally, we introduced the main steps in developing a fuzzy
expert system, and illustrated the theory through the actual process of building
and tuning a fuzzy system.
The most important lessons learned in this chapter are:
.

Fuzzy logic is a logic that describes fuzziness. As fuzzy logic attempts to model
humans’ sense of words, decision making and common sense, it is leading to
more human intelligent machines.

.

Fuzzy logic was introduced by Jan Lukasiewicz in the 1920s, scrutinised by
Max Black in the 1930s, and rediscovered, extended into a formal system of
mathematical logic and promoted by Lotfi Zadeh in the 1960s.

.

Fuzzy logic is a set of mathematical principles for knowledge representation
based on degrees of membership rather than on the crisp membership of
classical binary logic. Unlike two-valued Boolean logic, fuzzy logic is multivalued.

.

A fuzzy set is a set with fuzzy boundaries, such as short, average or tall for men’s
height. To represent a fuzzy set in a computer, we express it as a function
and then map the elements of the set to their degree of membership. Typical
membership functions used in fuzzy expert systems are triangles and
trapezoids.

.

A linguistic variable is used to describe a term or concept with vague or fuzzy
values. These values are represented in fuzzy sets.

.

Hedges are fuzzy set qualifiers used to modify the shape of fuzzy sets. They
include adverbs such as very, somewhat, quite, more or less and slightly. Hedges
perform mathematical operations of concentration by reducing the degree of
membership of fuzzy elements (e.g. very tall men), dilation by increasing the
degree of membership (e.g. more or less tall men) and intensification by
increasing the degree of membership above 0.5 and decreasing those below
0.5 (e.g. indeed tall men).

.

Fuzzy sets can interact. These relations are called operations. The main
operations of fuzzy sets are: complement, containment, intersection and
union.

.

Fuzzy rules are used to capture human knowledge. A fuzzy rule is a
conditional statement in the form:
IF
x is A
THEN y is B

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FUZZY EXPERT SYSTEMS
where x and y are linguistic variables and A and B are linguistic values
determined by fuzzy sets.
.

Fuzzy inference is a process of mapping from a given input to an output by
using the theory of fuzzy sets. The fuzzy inference process includes four steps:
fuzzification of the input variables, rule evaluation, aggregation of the rule
outputs and defuzzification.

.

The two fuzzy inference techniques are the Mamdani and Sugeno methods.
The Mamdani method is widely accepted in fuzzy expert systems for its ability
to capture expert knowledge in fuzzy rules. However, Mamdani-type fuzzy
inference entails a substantial computational burden.

.

To improve the computational efficiency of fuzzy inference, Sugeno used a
single spike, a singleton, as the membership function of the rule consequent.
The Sugeno method works well with optimisation and adaptive techniques,
which makes it very attractive in control, particularly for dynamic nonlinear
systems.

.

Building a fuzzy expert system is an iterative process that involves defining
fuzzy sets and fuzzy rules, evaluating and then tuning the system to meet the
specified requirements.

.

Tuning is the most laborious and tedious part in building a fuzzy system. It
often involves adjusting existing fuzzy sets and fuzzy rules.

Questions for review
1 What is fuzzy logic? Who are the founders of fuzzy logic? Why is fuzzy logic leading to
more human intelligent machines?
2 What are a fuzzy set and a membership function? What is the difference between a
crisp set and a fuzzy set? Determine possible fuzzy sets on the universe of discourse
for man weights.
3 Define a linguistic variable and its value. Give an example. How are linguistic variables
used in fuzzy rules? Give a few examples of fuzzy rules.
4 What is a hedge? How do hedges modify the existing fuzzy sets? Give examples of
hedges performing operations of concentration, dilation and intensification. Provide
appropriate mathematical expressions and their graphical representations.
5 Define main operations of fuzzy sets. Provide examples. How are fuzzy set operations,
their properties and hedges used to obtain a variety of fuzzy sets from the existing
ones?
6 What is a fuzzy rule? What is the difference between classical and fuzzy rules? Give
examples.
7 Define fuzzy inference. What are the main steps in the fuzzy inference process?
8 How do we evaluate multiple antecedents of fuzzy rules? Give examples. Can different
methods of executing the AND and OR fuzzy operations provide different results? Why?

BIBLIOGRAPHY
9 What is clipping a fuzzy set? What is scaling a fuzzy set? Which method best preserves
the original shape of the fuzzy set? Why? Give an example.
10 What is defuzzification? What is the most popular defuzzification method? How do we
determine the final output of a fuzzy system mathematically and graphically?
11 What are the differences between Mamdani-type and Sugeno-type fuzzy inferences?
What is a singleton?
12 What are the main steps in developing a fuzzy expert system? What is the most
laborious and tedious part in this process? Why?

References
Chang, A.M. and Hall, L.O. (1992). The validation of fuzzy knowledge-based systems,
Fuzzy Logic for the Management of Uncertainty, L.A. Zadeh and J. Kacprzyk, eds, John
Wiley, New York, pp. 589–604.
Black, M. (1937). Vagueness: An exercise in logical analysis, Philosophy of Science, 4,
427–455.
Cox, E. (1999). The Fuzzy Systems Handbook: A Practitioner’s Guide to Building, Using,
and Maintaining Fuzzy Systems, 2nd edn. Academic Press, San Diego, CA.
Li, H. and Gupta, M. (1995). Fuzzy Logic and Intelligent Systems. Kluwer Academic
Publishers, Boston.
Lukasiewicz, J. (1930). Philosophical remarks on many-valued systems of propositional logic. Reprinted in Selected Works, L. Borkowski, ed., Studies in Logic and the
Foundations of Mathematics, North-Holland, Amsterdam, 1970, pp. 153–179.
Mamdani, E.H. and Assilian, S. (1975). An experiment in linguistic synthesis with a
fuzzy logic controller, International Journal of Man–Machine Studies, 7(1), 1–13.
Sugeno, M. (1985). Industrial Applications of Fuzzy Control. North-Holland, Amsterdam.
Turksen, I.B., Tian, Y. and Berg, M. (1992). A fuzzy expert system for a service centre
of spare parts, Expert Systems with Applications, 5, 447–464.
Zadeh, L. (1965). Fuzzy sets, Information and Control, 8(3), 338–353.
Zadeh, L. (1973). Outline of a new approach to the analysis of complex systems and
decision processes, IEEE Transactions on Systems, Man, and Cybernetics, SMC-3(1),
28–44.

Bibliography
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Wiley, New York, pp. 589–604.
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Electrical and Electronics Engineers, New York, pp. 313–340.
Dubois, D. and Pride, H. (1992). Fuzzy rules in knowledge-based systems, An
Introduction to Fuzzy Logic Applications in Intelligent Systems, R.R. Yager and L.A.
Zadeh, eds, Kluwer Academic Publishers, Boston, pp. 45–68.
Dubois, D., Pride, H. and Yager, R.R. (1993). Fuzzy rules in knowledge-based systems,
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Frame-based expert systems

5

In which we introduce frames as one of the common methods used
for representing knowledge in expert systems, describe how to
develop a frame-based expert system and illustrate the theory
through an example.

5.1 Introduction, or what is a frame?
Knowledge in a computer can be represented through several techniques. In the
previous chapters, we considered rules. In this chapter, we will use frames for
the knowledge representation.

What is a frame?
A frame is a data structure with typical knowledge about a particular object or
concept. Frames, first proposed by Marvin Minsky in the 1970s (Minsky, 1975),
are used to capture and represent knowledge in a frame-based expert system.
Boarding passes shown in Figure 5.1 represent typical frames with knowledge
about airline passengers. Both frames have the same structure.
Each frame has its own name and a set of attributes, or slots, associated with
it. Name, weight, height and age are slots in the frame Person. Model, processor,
memory and price are slots in the frame Computer. Each attribute or slot has a
value attached to it. In Figure 5.1(a), for example, slot Carrier has value QANTAS
AIRWAYS and slot Gate has value 2. In some cases, instead of a particular value, a
slot may have a procedure that determines the value.
In expert systems, frames are often used in conjunction with production
rules.

Why is it necessary to use frames?
Frames provide a natural way for the structured and concise representation of
knowledge. In a single entity, a frame combines all necessary knowledge about a
particular object or concept. A frame provides a means of organising knowledge
in slots to describe various attributes and characteristics of the object.
Earlier we argued that many real-world problems can be naturally expressed
by IF-THEN production rules. However, a rule-based expert system using a

132

FRAME-BASED EXPERT SYSTEMS

Figure 5.1

Boarding pass frames

systematic search technique works with facts scattered throughout the entire
knowledge base. It may search through the knowledge that is not relevant to a
given problem, and as a result, the search may take a great deal of time. If, for
example, we are searching for knowledge about Qantas frequent flyers, then we
want to avoid the search through knowledge about Air New Zealand or British
Airways passengers. In this situation, we need frames to collect the relevant facts
within a single structure.
Basically, frames are an application of object-oriented programming for
expert systems.

What is object-oriented programming?
Object-oriented programming can be defined as a programming method that
uses objects as a basis for analysis, design and implementation. In objectoriented programming, an object is defined as a concept, abstraction or thing
with crisp boundaries and meaning for the problem at hand (Rumbaugh et al.,
1991). All objects have identity and are clearly distinguishable. Michael Black,
Audi 5000 Turbo, IBM Aptiva S35 are examples of objects.
An object combines both data structure and its behaviour in a single entity.
This is in sharp contrast to conventional programming, in which data structure
and the program behaviour have concealed or vague connections.
Object-oriented programming offers a natural way of representing the real
world in a computer, and also illuminates the problem of data dependency,
which is inherent in conventional programming (Taylor, 1992). When programmers create an object in an object-oriented programming language, they first
assign a name to the object, then determine a set of attributes to describe the
object’s characteristics, and at last write procedures to specify the object’s
behaviour.
A knowledge engineer refers to an object as a frame, the term introduced
by Minsky, which has become the AI jargon. Today the terms are used as
synonyms.

FRAMES AS A KNOWLEDGE REPRESENTATION TECHNIQUE

5.2 Frames as a knowledge representation technique
The concept of a frame is defined by a collection of slots. Each slot describes a
particular attribute or operation of the frame. In many respects, a frame
resembles the traditional ‘record’ that contains information relevant to typical
entities. Slots are used to store values. A slot may contain a default value or a
pointer to another frame, a set of rules or procedure by which the slot value is
obtained. In general, slots may include such information as:
1.

Frame name.

2.

Relationship of the frame to the other frames. The frame IBM Aptiva S35
might be a member of the class Computer, which in turn might belong to the
class Hardware.

3.

Slot value. A slot value can be symbolic, numeric or Boolean. For example,
in the frames shown in Figure 5.1, the slot Name has symbolic values, and
the slot Gate numeric values. Slot values can be assigned when the frame is
created or during a session with the expert system.

4.

Default slot value. The default value is taken to be true when no evidence to
the contrary has been found. For example, a car frame might have four
wheels and a chair frame four legs as default values in the corresponding
slots.

5.

Range of the slot value. The range of the slot value determines whether a
particular object or concept complies with the stereotype requirements
defined by the frame. For example, the cost of a computer might be specified
between $750 and $1500.

6.

Procedural information. A slot can have a procedure (a self-contained
arbitrary piece of computer code) attached to it, which is executed if the slot
value is changed or needed. There are two types of procedures often attached
to slots:
(a) WHEN CHANGED procedure is executed when new information is
placed in the slot.
(b) WHEN NEEDED procedure is executed when information is needed for
the problem solving, but the slot value is unspecified.
Such procedural attachments are often called demons.

Frame-based expert systems also provide an extension to the slot-value
structure through the application of facets.

What is a facet?
A facet is a means of providing extended knowledge about an attribute of a
frame. Facets are used to establish the attribute value, control end-user queries,
and tell the inference engine how to process the attribute.
In general, frame-based expert systems allow us to attach value, prompt
and inference facets to attributes. Value facets specify default and initial values

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FRAME-BASED EXPERT SYSTEMS
of an attribute. Prompt facets enable the end-user to enter the attribute value
on-line during a session with the expert system. And finally, inference facets
allow us to stop the inference process when the value of a specified attribute
changes.

What is the correct level of decomposition of a problem into frames, slots
and facets?
Decomposition of a problem into frames, frames into slots and facets depends on
the nature of the problem itself and the judgement of the knowledge engineer.
There is no predefined ‘correct’ representation.
Figure 5.2 illustrates frames describing computers. The topmost frame represents the class Computer and the frames below describe instances IBM Aptiva S35
and IBM Aptiva S9C. Two types of attributes are used here: string [Str] for symbolic
information and numeric [N] for numeric data. Note default and initial value
facets attached to the slots Floppy, Power Supply, Warranty and Stock in the class
Computer. The attribute names, types, default and initial values are the properties
inherited by instances.

What are the class and instances?
The word ‘frame’ often has a vague meaning. The frame may refer to a particular
object, for example the computer IBM Aptiva S35, or to a group of similar objects.
To be more precise, we will use the instance-frame when referring to a particular
object, and the class-frame when referring to a group of similar objects.
A class-frame describes a group of objects with common attributes. Animal,
person, car and computer are all class-frames. In AI, however, the abbreviation
‘class’ is often used instead of the term ‘class-frame’.
Each frame in a frame-based system ‘knows’ its class. In other words, the
frame’s class is an implicit property of the frame. For example, instances in
Figure 5.2 identify their class in the slot Class.

If objects are the basis of the frame-based systems, why bother with
classes?
Grouping objects into classes helps us to represent a problem in an abstract form.
Minsky himself described frames as ‘data structures for representing stereotyped
situations’. In general, we are less concerned with defining strictly and exhaustively the properties of each object, and more concerned with the salient
properties typical for the entire class. Let us take, for example, the class of birds.
Can a bird fly? A typical answer is yes. Almost all birds can fly, and thus we think
of the ability to fly as being an essential property of the class of birds, even
though there are birds, such as ostriches, which cannot fly. In other words, an
eagle is a better member of the class bird than an ostrich because an eagle is a
more typical representative of birds.
Frame-based systems support class inheritance. The fundamental idea of
inheritance is that attributes of the class-frame represent things that are
typically true for all objects in the class. However, slots in the instance-frames
can be filled with actual data uniquely specified for each instance.

FRAMES AS A KNOWLEDGE REPRESENTATION TECHNIQUE

Figure 5.2

Computer class and instances

Consider the simple frame structure represented in Figure 5.3. The class
Passenger car has several attributes typical for all cars. This class is too heterogeneous to have any of the attributes filled in, even though we can place certain
restrictions upon such attributes as Engine type, Drivetrain type and Transmission
type. Note that these attributes are declared as compound [C]. Compound
attributes can assume only one value from a group of symbolic values, for

135

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FRAME-BASED EXPERT SYSTEMS
-

-

-

Figure 5.3 Inheritance of slot values in a simple frame structure: (a) relations of the car
frames; (b) car frames and their slots

FRAMES AS A KNOWLEDGE REPRESENTATION TECHNIQUE
example the attribute Engine type can assume the value of either In-line 4 cylinder
or V6, but not both.
The class Mazda is linked to its superclass Passenger car by the ‘is-a’ relation.
The Mazda inherits all attributes of the superclass and also declares the attribute
Country of manufacture with the default value Japan attached to it. The class
Mazda 626 introduces three additional attributes: Model, Colour and Owner.
Finally, the instance-frame Mazda DR-1216 inherits its country of manufacture
from the Mazda frame, as the Mazda 626 does, and establishes single values for
all compound attributes.

Can an instance-frame overwrite attribute values inherited from the classframe?
An instance-frame can overwrite, or in other words violate, some of the typical
attribute values in the hierarchy. For example, the class Mazda 626 has an average
fuel consumption of 22 miles per gallon, but the instance Mazda DR-1216 has a
worse figure because it has done a lot of miles. Thus the Mazda DR-1216 frame
remains the instance of the class Mazda 626, with access to the properties further
up the hierarchy, even though it violates the typical value in its class.
Relationships between frames in such a hierarchy constitute a process of
specialisation. The class-frame on the top of the hierarchy represents some
generic concept, class-frames further down stand for a more restricted concept
and the instances are closer to exemplification.

How are objects related in a frame-based system? Is the ‘is-a’
relationship the only one available to us?
In general, there are three types of relationships between objects: generalisation,
aggregation and association.
Generalisation denotes ‘a-kind-of’ or ‘is-a’ relationship between a superclass
and its subclasses. For example, a car is a vehicle, or in other words, Car
represents a subclass of the more general superclass Vehicle. Each subclass
inherits all features of the superclass.
Aggregation is ‘a-part-of’ or ‘part-whole’ relationship in which several
subclasses representing components are associated with a superclass representing a whole. For example, an engine is a part of a car.
Association describes some semantic relationship between different classes
which are unrelated otherwise. For example, Mr Black owns a house, a car and a
computer. Such classes as House, Car and Computer are mutually independent,
but they are linked with the frame Mr Black through the semantic association.
Unlike generalisation and aggregation relationships, associations usually
appear as verbs and are inherently bi-directional.
Does a computer own Mr Black? Of course, the name of a bi-directional
association reads in a particular direction (Mr Black owns a computer), but this
direction can be changed to the opposite. The inverse of owns is belongs to, and
thus we can anticipate that a computer belongs to Mr Black. In fact, both
directions are equally meaningful and refer to the same association.
Figure 5.4 illustrates all three types of relationships between different objects.

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Figure 5.4 Three types of relationships among objects: (a) generalisation;
(b) aggregation; (c) association

5.3 Inheritance in frame-based systems
Inheritance is an essential feature of frame-based systems. Inheritance can be
defined as the process by which all characteristics of a class-frame are assumed by
the instance-frame.
A common use of inheritance is to impose default features on all instanceframes. We can create just one class-frame that contains generic characteristics of
some object or concept, and then obtain several instance-frames without
encoding the class-level characteristics.
A hierarchical arrangement of a frame-based system can be viewed as a tree
that is turned over. The highest level of abstraction is represented at the top by
the root of the tree. Branches below the root illustrate lower levels of abstraction,
and leaves at the bottom appear as instance-frames. Each frame inherits
characteristics of all related frames at the higher levels.
Figure 5.5 shows a hierarchy of frames representing zero-emission (ZE)
vehicles. The root, ZE vehicle, has three branches: Electric vehicle, Solar vehicle

INHERITANCE IN FRAME-BASED SYSTEMS

Figure 5.5

One-parent inheritance in the zero-emission vehicle structure

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FRAME-BASED EXPERT SYSTEMS
and Muscle vehicle. Let us now follow just one branch, the Electric vehicle branch.
It is subdivided into Car, Motorcycle and Scooter. Then Car branches into Sedan,
Van and Truck, and finally, the leaf, the instance-frame Ford Ecostar, appears at
the bottom. The instance Ford Ecostar inherits all the characteristics of its parent
frame.
The instance Ford Ecostar indeed has only one parent, the class-frame Van.
Furthermore, in Figure 5.5, any frame except the root frame ZE vehicle has only
one parent. In this type of structure, each frame inherits knowledge from its
parent, grandparent, great-grandparent, etc.

Can a frame have more than one parent?
In many problems, it is quite natural to represent objects relating to different
worlds. For example, we may wish to create a class of muscle-solar-electric
vehicles. In such vehicles, people can pedal, while an electric drive system is used
to travel uphill, and solar panels assist in recharging batteries for the electric
system. Thus, the frame Muscle-Solar-Electric vehicle should combine specific
properties of three classes, Muscle vehicle, Solar vehicle and Electric vehicle. The
only requirement for multiple parent inheritance is that attributes of all parents
must be uniquely specified.
In frame-based systems, several classes can use the same attribute names.
However, when we use multiple inheritance, all parents must have unique
attribute names. If we want, for example to create a child class Muscle-SolarElectric vehicle related to parents Muscle vehicle, Solar vehicle and Electric vehicle, we
must get rid of such properties as Weight and Top speed in the parent classes. Only
then can we create the child class. In other words, to create multiple inheritance
we must reconsider an entire structure of our system, as can be seen in Figure 5.6.
In frame-based systems, inheritance means code reuse, and the job of the
knowledge engineer is to group similar classes together and reuse common code.
The most important advantage of inheritance is the conceptual simplification,
which is achieved by reducing the number of independent and specific features
in the expert system.

Are there any disadvantages?
As is so often the case, much of the appealing simplicity of ideas behind the
frame-based systems has been lost in the implementation stage. Brachman and
Levesque (1985) argue that if we allow unrestrained overwriting of inherited
properties, it may become impossible to represent either definitive statements
(such as ‘all squares are equilateral rectangles’) or contingent universal conditions (such as ‘all the squares on Kasimir Malevich’s paintings are either black,
red or white’). In general, frame-based systems cannot distinguish between
essential properties (those that an instance must have in order to be considered
a member of a class) and accidental properties (those that all the instances of a
class just happen to have). Instances inherit all typical properties, and because
those properties can be overwritten anywhere in the frame hierarchy it may
become impossible to construct composite concepts when using multiple
inheritance.

INHERITANCE IN FRAME-BASED SYSTEMS

Figure 5.6

Multiple inheritance

This appears to undermine the whole idea of the frame knowledge representation. However, frames offer us a powerful tool for combining declarative and
procedural knowledge, although they leave the knowledge engineer with difficult decisions to make about the hierarchical structure of the system and its
inheritance paths. Appeals to so-called ‘typical’ properties do not always work,
because they may lead us to unexpected results. Thus, although we may use
frames to represent the fact that an ostrich is a bird, it is certainly not a typical
bird, in the way that an eagle is. Frame-based expert systems, such as Level5
Object, provide no safeguards against creating incoherent structures. However,

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such systems do provide data and control structures that are more suited for the
simulation of human reasoning than any conventional programming language.
Furthermore, to combine the power of both techniques of knowledge representation – rules and frames – modern frame-based expert systems use rules for
interaction with information contained in the frames.

5.4 Methods and demons
As we have already discussed, frames provide us with a structural and concise
means of organising knowledge. However, we expect an expert system to act as
an intelligent assistant – we require it not only to store the knowledge but also to
validate and manipulate this knowledge. To add actions to our frames, we need
methods and demons.

What are methods and demons?
A method is a procedure associated with a frame attribute that is executed
whenever requested (Durkin, 1994). In Level5 Object, for example, a method is
represented by a series of commands similar to a macro in a spreadsheet
program. We write a method for a specific attribute to determine the attribute’s
value or execute a series of actions when the attribute’s value changes.
Most frame-based expert systems use two types of methods: WHEN
CHANGED and WHEN NEEDED.
In general, a demon has an IF-THEN structure. It is executed whenever an
attribute in the demon’s IF statement changes its value. In this sense, demons
and methods are very similar, and the two terms are often used as synonyms.
However, methods are more appropriate if we need to write complex procedures.
Demons, on the other hand, are usually limited to IF-THEN statements.
Let us now examine a WHEN CHANGED method. A WHEN CHANGED
method is executed immediately when the value of its attribute changes. To
understand how WHEN CHANGED methods work, we consider a simple
problem adapted from Sterling and Shapiro (1994). We will use the expert
system shell Level5 Object, which offers features commonly found in most
frame-based expert systems and object-oriented programming languages.
The expert system is required to assist a loan officer in evaluating credit
requests from small business ventures. A credit request is to be classified into one
of three categories, ‘Give credit’, ‘Deny credit’ or ‘Consult a superior’, based on
the collateral and financial rating of the business, and the bank’s expected yield
from the loan. When a loan officer provides a qualitative rating of the expected
yield from the loan, the expert system compares the business collateral with the
amount of credit requested, evaluates a financial rating based on a weighted sum
of the business’s net worth to assets, last year’s sales growth, gross profit on sales
and short-term debt to sales, and finally determines a category for the credit
request.
The expert system is expected to provide details of any business venture and
evaluate the credit request for the business selected by the user (a loan officer).

METHODS AND DEMONS

Figure 5.7

Input display for the request selection

The input display for the request selection is shown in Figure 5.7. The data on
the display change depending on which business is selected.
The class Action Data, shown in Figure 5.8, is used to control the input display.
The user can move to the next, previous, first or last request in the list of requests
and examine the business data. The WHEN CHANGED methods here allow us to
advance through a list of requests. Note that all attributes in Figure 5.8 are
declared as simple [S]. Simple attributes can assume either a value of TRUE or
FALSE. Let us examine the WHEN CHANGED method attached to the attribute
Goto Next.

How does this method work?
In Level5 Object, any method begins with the reserved words WHEN CHANGED
or WHEN NEEDED, which are followed by the reserved word BEGIN and a series
of commands to be executed. The reserved word END completes a method. To
refer to a particular attribute in a method, we must specify the class name as well
as the attribute name. The syntax is:
 OF 
For example, the statement Goto Next OF Action Data refers to the attribute Goto
Next of the class Action Data.
The Next pushbutton on the input display is attached to the attribute Goto
Next of the class Action Data. When we select this pushbutton at run time, the
attribute Goto Next receives a value of TRUE, causing the WHEN CHANGED
method attached to it to execute. The method’s first command assigns the

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Figure 5.8

The class Action Data and WHEN CHANGED methods

number of the currently selected instance of the class Request to the attribute
Current Request Number, which is used as a reference point. The FIND command
uses the number stored in Current Request Number to determine the next request
in the list. The LIMIT 1 command tells Level5 Object to find the first instance
that matches the search condition. The WHERE clause
WHERE Request Number OF Request > Current Request Number
locates the first instance of the class Request whose number is greater than the
value of Current Request Number. The request list is maintained in increasing
order to ensure that the proper instance is retrieved. If, for example, the current
instance number is 6, then the FIND command will retrieve the instance with
the number 7.
Let us now consider the class Request and its instances represented in Figure
5.9. The instances, Request 1 and Request 2, have the same attributes as the class
Request, but each instance holds specific values for these attributes. To show the
attribute values on the input display, we have to create value-boxes (display
items that show data) and then attach these value-boxes to the appropriate
attributes. When we run the application, the value-boxes show the attribute

METHODS AND DEMONS

Figure 5.9

Class Request and its instances

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FRAME-BASED EXPERT SYSTEMS
values of the currently selected instance of the class Request and WHEN
CHANGED methods cause actions to occur.

When are WHEN NEEDED methods to be used?
In many applications, an attribute is assigned to some initial or default value.
However, in some applications, a WHEN NEEDED method can be used to obtain
the attribute value only when it is needed. In other words, a WHEN NEEDED
method is executed when information associated with a particular attribute is
needed for solving the problem, but the attribute value is undetermined. We will
return to this method when we discuss rules for our credit evaluation example.

5.5 Interaction of frames and rules
Most frame-based expert systems allow us to use a set of rules to evaluate
information contained in frames.

Are there any specific differences between rules used in rule-based
expert systems and those used in frame-based systems?
Every rule has an IF-THEN structure, and every rule relates given information or
facts in its IF part to some action in its THEN part. In this sense, there are no
differences between rules used in a rule-based expert system and those used in a
frame-based system. However, in frame-based systems, rules often use pattern
matching clauses. These clauses contain variables that are used for finding
matching conditions among all instance-frames.

How does an inference engine work in a frame-based system? What
causes rules to fire?
Let us again compare rule-based and frame-based expert systems. In a rule-based
expert system, the inference engine links the rules contained in the knowledge
base with data given in the database. When the goal is set up – or in other words
when an expert system receives the instruction to determine a value for the
specified object – the inference engine searches the knowledge base to find a rule
that has the goal in its consequent (THEN part). If such a rule is found and its
antecedent (IF part) matches data in the database, the rule is fired and the
specified object, the goal, obtains its value. If no rules are found that can derive a
value for the goal, the system queries the user to supply that value.
In a frame-based system, the inference engine also searches for the goal, or in
other terms for the specified attribute, until its value is obtained.
In a rule-based expert system, the goal is defined for the rule base. In a framebased system, rules play an auxiliary role. Frames represent here a major source
of knowledge, and both methods and demons are used to add actions to the
frames. Thus, we might expect that the goal in a frame-based system can be
established either in a method or in a demon. Let us return to our credit
evaluation example.

INTERACTION OF FRAMES AND RULES

Figure 5.10 The Credit Evaluation class, WHEN CHANGED and WHEN NEEDED methods

Suppose we want to evaluate the credit request selected by the user. The
expert system is expected to begin the evaluation when the user clicks the
Evaluate Credit pushbutton on the input display. This pushbutton is attached to
the attribute Evaluate Credit of the class Credit Evaluation shown in Figure 5.10.
The attribute Evaluate Credit has the WHEN CHANGED method attached to it,
and when we select the Evaluate Credit pushbutton at run time, the attribute
Evaluate Credit receives a new value, a value of TRUE. This change causes the
WHEN CHANGED method to execute. The PURSUE command tells Level5 Object
to establish the value of the attribute Evaluation of the class Credit Evaluation. A
simple set of rules shown in Figure 5.11 is used to determine the attribute’s value.

How does the inference engine work here?
Based on the goal, Evaluation OF Credit Evaluation, the inference engine finds
those rules whose consequents contain the goal of interest and examines them
one at a time in the order in which they appear in the rule base. That is,
the inference engine starts with RULE 9 and attempts to establish whether the
attribute Evaluation receives the Give credit value. This is done by examining
the validity of each antecedent of the rule. In other words, the inference engine
attempts to determine first whether the attribute Collateral has the value of
Excellent, and next whether the attribute Financial rating is Excellent. To determine whether Collateral OF Credit Evaluation is Excellent, the inference engine
examines RULE 1 and RULE 2, and to determine whether Financial rating OF
Credit Evaluation is Excellent, it looks at RULE 8. If all of the rule antecedents are
valid, then the inference engine will conclude that Evaluation OF Credit Evaluation is Give credit. However, if any of the antecedents are invalid, then the
conclusion is invalid. In this case, the inference engine will examine the next
rule, RULE 10, which can establish a value for the attribute Evaluation.

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FRAME-BASED EXPERT SYSTEMS

Figure 5.11 Rules for credit evaluation

What happens if Collateral OF Credit Evaluation is Good?
Based on the set of rules provided for credit evaluation, the inference engine
cannot establish the value of the attribute Evaluation in some cases. This is
especially true when the collateral is good and the financial rating of the
business is excellent or good. In fact, if we have a look at Figure 5.10, we find

BUY SMART: A FRAME-BASED EXPERT SYSTEM
cases that are not represented in the rule base. However, it is not necessary
always to rely on a set of rules. We can use the WHEN NEEDED method to
establish the attribute value.
The WHEN NEEDED method shown in Figure 5.10 is attached to the attribute
Evaluation. The inference engine executes this method when it needs to
determine the value of Evaluation. When the WHEN NEEDED method is
executed, the attribute Evaluation receives the value Consult a superior.

How does the inference engine know where, and in what order, to obtain
the value of an attribute?
In our case, if the WHEN NEEDED method were executed first, the attribute
Evaluation would always receive the value Consult a superior, and no rules would
ever be fired. Thus, the inference engine has to obtain the value from the WHEN
NEEDED method only if it has not been determined from the rule base. In other
words, the search order for the attribute value has to be determined first. It can
be done, for example, by means of the SEARCH ORDER facet attached to an
attribute that tells the inference engine where, and in what order, to obtain the
value of this attribute.
In Level5 Object, a search order can be specified for every attribute, and in our
credit evaluation example, we set the search order for the Evaluation value to
RULES, WHEN NEEDED. It makes certain that the inference engine starts the
search from the rule base.

5.6 Buy Smart: a frame-based expert system
To illustrate the ideas discussed above, we consider a simple frame-based expert
system, Buy Smart, which advises property buyers.
We will review the main steps in developing frame-based systems, and show
how to use methods and demons to bring frames to life. To aid us in this effort
we will use the Level5 Object expert system shell.

Are there any differences between the main steps in building a rule-based
expert system and a frame-based one?
The basic steps are essentially the same. First, the knowledge engineer needs to
obtain a general understanding of the problem and the overall knowledge
structure. He or she then decides which expert system tool to use for developing
a prototype system. Then the knowledge engineer actually creates the knowledge
base and tests it by running a number of consultations. And finally, the expert
system is expanded, tested and revised until it does what the user wants it to do.
The principal difference between the design of a rule-based expert system and
a frame-based one lies in how the knowledge is viewed and represented in the
system.
In a rule-based system, a set of rules represents the domain knowledge useful
for problem solving. Each rule captures some heuristic of the problem, and each
new rule adds some new knowledge and thus makes the system smarter. The rulebased system can easily be modified by changing, adding or subtracting rules.

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FRAME-BASED EXPERT SYSTEMS
In a frame-based system, the problem is viewed in a different manner. Here,
the overall hierarchical structure of the knowledge is decided first. Classes and
their attributes are identified, and hierarchical relationships between frames are
established. The architecture of a frame-based system should not only provide a
natural description of the problem, but also allow us to add actions to the frames
through methods and demons.
The development of a frame-based system typically involves the following
steps:
1

Specify the problem and define the scope of the system.

2

Determine classes and their attributes.

3

Define instances.

4

Design displays.

5

Define WHEN CHANGED and WHEN NEEDED methods, and demons.

6

Define rules.

7

Evaluate and expand the system.

Step 1:

Specify the problem and define the scope of the system
In our Buy Smart example, we start by collecting some information
about properties for sale in our region. We can identify relevant details
such as the property type, location, number of bedrooms and bathrooms, and of course, the property price. We also should provide a
short description and a nice photo for each property.
We expect that some of the properties will be sold and new properties will appear on the market. Thus, we need to build a database that
can be easily modified and then accessed from the expert system.
Level5 Object allows us to access, modify, delete and perform other
actions on data within a dBASE III database.
Can we store descriptions and pictures of the properties within a
database?
Property descriptions and pictures should be stored separately, descriptions as text files (*.txt) and pictures as bit-map files (*.bmp). If we then
set up a display that includes a text-box and a picture-box, we will be
able to view a property description and its picture in this display by
reading the text file into the text-box and the bit-map file into the
picture-box, respectively.
Now we create an external database file, house.dbf, using dBASE III or
Microsoft Excel, as shown in Table 5.1.
The next step is to list all possible queries we might think of:
.
.
.
.
.

What is the maximum amount you want to spend on a property?
What type of property do you prefer?
Which suburb would you like to live in?
How many bedrooms do you want?
How many bathrooms do you want?

BUY SMART: A FRAME-BASED EXPERT SYSTEM
Table 5.1

The property database house.dbf

Area

Suburb

Price

Type

Central Suburbs
Central Suburbs
Southern Suburbs
Central Suburbs
Northern Suburbs
Central Suburbs
Central Suburbs
Eastern Shore
Central Suburbs
Central Suburbs
Eastern Shore
Northern Suburbs
.
.
.

New Town
Taroona
Kingston
North Hobart
West Moonah
Taroona
Lenah Valley
Old Beach
South Hobart
South Hobart
Cambridge
Glenorchy
.
.
.

164000
150000
225000
127000
89500
110000
145000
79500
140000
115000
94500
228000
.
.
.

House
House
Townhouse
House
Unit
House
House
Unit
House
House
Unit
Townhouse
.
.
.

Bathrooms

Construction

Phone

1
1
2
1
1
1
1
1
1
1
1
2
.
.
.

Weatherboard
Brick
Brick
Brick
Weatherboard
Brick
Brick
Brick
Brick
Brick
Brick
Weatherboard
.
.
.

(03)
(03)
(03)
(03)
(03)
(03)
(03)
(03)
(03)
(03)
(03)
(03)

6226
6226
6229
6226
6225
6229
6278
6249
6228
6227
6248
6271
.
.
.

4212
1416
4200
8620
4666
5316
2317
7298
5460
8937
1459
6347

Bedrooms
3
3
4
3
2
3
3
2
3
3
2
4
.
.
.

Pictfile

Textfile

house01.bmp
house02.bmp
house03.bmp
house04.bmp
house05.bmp
house06.bmp
house07.bmp
house08.bmp
house09.bmp
house10.bmp
house11.bmp
house12.bmp
.
.
.

house01.txt
house02.txt
house03.txt
house04.txt
house05.txt
house06.txt
house07.txt
house08.txt
house09.txt
house10.txt
house11.txt
house12.txt
.
.
.

Once these queries are answered, the expert system is expected to
provide a list of suitable properties.
Step 2:

Determine classes and their attributes
Here, we identify the problem’s principal classes. We begin with the
general or conceptual type of classes. For example, we can talk about
the concept of a property and describe general features that are
common to most properties. We can characterise each property by its
location, price, type, number of bedrooms and bathrooms, construction, picture and description. We also need to present contact details of
the property, such as its address or phone number. Thus, the class

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Figure 5.12 Class Property and its instances

Property can be presented as shown in Figure 5.12. Note that we added
the attribute Instance Number as well. This attribute does not characterise the property but will assist Level5 Object in accessing the external
database.
Step 3:

Define instances
Once we determined the class-frame Property, we can easily create its
instances by using data stored in the dBASE III database. For most
frame-based expert systems like Level5 Object, this task requires us to

BUY SMART: A FRAME-BASED EXPERT SYSTEM
tell the system that we want a new instance to be created. For example,
to create a new instance of the class Property, we can use the following
code:
MAKE Property
WITH Area := area OF dB3 HOUSE 1
WITH Suburb := suburb OF dB3 HOUSE 1
WITH Price := price OF dB3 HOUSE 1
WITH Type := type OF dB3 HOUSE 1
WITH Bedrooms := bedrooms OF dB3 HOUSE 1
WITH Bathrooms := bathrooms OF dB3 HOUSE 1
WITH Construction := construct OF dB3 HOUSE 1
WITH Phone := phone OF dB3 HOUSE 1
WITH Pictfile := pictfile OF dB3 HOUSE 1
WITH Textfile := textfile OF dB3 HOUSE 1
WITH Instance Number := Current Instance Number
Here, the class dB3 HOUSE 1 is used to represent the structure of the
external database file house.dbf. Each row in the property database,
shown in Table 5.1, represents an instance of the class Property, and
each column represents an attribute. A newly created instance-frame
receives the values of the current record of the database. Figure 5.12
shows instances that are created from the external database. These
instances are linked to the class Property, and they inherit all attributes
of this class.
Step 4:

Design displays
Once the principal classes and their attributes are determined, we can
design major displays for our application. We need the Application Title
Display to present some general information to the user at the beginning of each application. This display may consist of the application
title, general description of the problem, representative graphics and
also copyright information. An example of the Application Title Display
is shown in Figure 5.13.
The next display we can think of is the Query Display. This display
should allow us to indicate our preferences by answering the queries
presented by the expert system. The Query Display may look like a
display shown in Figure 5.14. Here, the user is asked to select the most
important things he or she is looking for in the property. Based on
these selections, the expert system will then come up with a complete
list of suitable properties.
And finally, we should design the Property Information Display. This
display has to provide us with the list of suitable properties, an
opportunity to move to the next, previous, first or last property in the
list, and also a chance to look at the property picture and its description. Such a display may look like the one presented in Figure 5.15.
Note that the picture-box and text-box are included in the display.

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Figure 5.13 The Application Title Display

Figure 5.14 The Query Display

BUY SMART: A FRAME-BASED EXPERT SYSTEM

Figure 5.15 The Property Information Display

How are these displays linked?
Level5 Object allows us to link these displays by attaching the Continue
pushbutton on the Application Title Display to the Query Display, and
the Search pushbutton on the Query Display to the Property Information
Display. When we run the application, clicking on either the Continue
or Search pushbutton will cause a new display to appear.
Now we have to bring these displays to life.
Step 5:

Define WHEN CHANGED and WHEN NEEDED methods, and demons
At this point, we have already created the problem principal classes and
their attributes. We also determined the class instances, and established
the mechanism for creating these instances from the external database.
And finally, we designed static displays for presenting information to
the user. We must now develop a way to bring our application to life.
There are two ways to accomplish this task. The first one relies on WHEN
CHANGED and WHEN NEEDED methods, and demons. The second
approach involves pattern-matching rules. In frame-based systems, we
always first consider an application of methods and demons.
What we need now is to decide when to create instances of the class
Property. There are two possible solutions. The first one is to create all
instances at once when the user clicks on the Continue pushbutton on
the Application Title Display, and then remove inappropriate instances
step-by-step based on the user’s preferences when he or she selects
pushbuttons on the Query Display.
The second approach is to create only relevant instances after the
user has made all selections on the Query Display. This approach

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illuminates the necessity to remove inappropriate instances of the class
Property, but may add to the complexity of the system’s design.
In our design here, we give preference to the first approach. It will
provide us with an opportunity to use demons instead of rules.
However, you could use the other approach.
Let us now create an additional class, the class Action Data, shown in
Figure 5.16. The WHEN CHANGED method attached to the attribute
Load Properties allows us to create all instances of the class Property.
How do we make this method work?
To make it work, we attach the Continue pushbutton on the Application
Title Display to the attribute Load Properties. Now when we select this
pushbutton at run time, the attribute Load Properties receives a value of
TRUE, causing its WHEN CHANGED method to execute and create all
instances of the class Property. The number of the instances created
equals the number of records in the external database.
Now the Query Display appears (remember that we attach the
Continue pushbutton of the Application Title Display to the Query
Display), and the user is required to choose the most desirable features
of the property by selecting appropriate pushbuttons. Each pushbutton
here is associated with a demon that removes inappropriate instances
of the class Properties. A set of demons is shown in Figure 5.17.
How do demons work here?
A demon does not go into action until something happens. In our
application, it means that a demon is fired only if the user selects a
corresponding pushbutton.

Figure 5.16 The WHEN CHANGED method of the attribute Load Properties

BUY SMART: A FRAME-BASED EXPERT SYSTEM

Figure 5.17 Demons for the Query Display

Let us consider, for example, DEMON 1 associated with the Central
Suburbs pushbutton. When the user clicks on the Central Suburbs
pushbutton on the Query Display, DEMON 1 is fired. The first command
of the demon consequent tells Level5 Object to find the class Property.
The WHERE clause,
WHERE Area OF Property <> ‘‘Central Suburbs’’
finds all instances of the class Property that do not match the user
selection. It looks for any instance where the value of the attribute

157

158

FRAME-BASED EXPERT SYSTEMS
Area is not equal to Central Suburbs. Then, the FORGET CURRENT
command removes the current instance of the class Property from the
application.
Once the property features are selected, the user clicks on the Search
pushbutton on the Query Display to obtain a list of properties with these
features. This list will appear on the Property Information Display (recall
that the Search pushbutton is attached to the Property Information
Display).
Can we view pictures and descriptions of the properties?
Let us first create two more attributes, Load Instance Number and Goto
First Property, for the class Action Data as shown in Figure 5.18. Let us
also attach the Search pushbutton on the Query Display to the attribute
Load Instance Number. Now when we click on the Search pushbutton at
run time, the attribute Load Instance Number will receive a value of
TRUE, causing its WHEN CHANGED method to execute. This method
determines the total number of instances left in the class Property. It
also assigns the attribute Goto First Property a value of TRUE, subsequently causing its WHEN CHANGED method to execute.
The method attached to the attribute Goto First Property ensures that
we are always positioned at the first property when we enter the
Property Information Display. It also loads the value of the attribute
Pictfile into the display’s picture-box and the value of Textfile into the
text-box. As a result, we can see the property picture and its description
as shown in Figure 5.15.

Figure 5.18 The WHEN CHANGED methods of the attributes Load Instance Number and
Goto First Property

BUY SMART: A FRAME-BASED EXPERT SYSTEM
Step 6:

Define rules
When we design a frame-based expert system, one of the most
important and difficult decisions is whether to use rules or manage
with methods and demons instead. This decision is usually based on
the personal preferences of the designer. In our application, we use
methods and demons because they offer us a powerful but simple way
of representing procedures. On the other hand, in the credit evaluation
example considered earlier, we applied a set of rules. In general,
however, rules are not effective at dealing with procedural knowledge.

Step 7:

Evaluate and expand the system
We have now completed the initial design of our Buy Smart expert
system. The next task is to evaluate it. We want to make sure that
the system’s performance meets our expectations. In other words, we
want to run a test case.
1.

To begin the test, we click on the Continue pushbutton on the
Application Title Display. The attribute Load Properties of the class
Action Data receives a value of TRUE. The WHEN CHANGED
method attached to Load Properties is executed, and all instances
of the class Property are created.

2.

The Query Display appears, and we make our selections, for
example:
) Central Suburbs
DEMON 1
IF selected OF Central Suburbs pushbutton
THEN FIND Property
WHERE Area OF Property <> ‘‘Central Suburbs’’
WHEN FOUND
FORGET CURRENT Property
FIND END
) House
DEMON 5
IF selected OF House pushbutton
THEN FIND Property
WHERE Type OF Property <> ‘‘House’’
WHEN FOUND
FORGET CURRENT Property
FIND END
) Three bedrooms
DEMON 10
IF selected OF Three bedroom pushbutton
THEN FIND Property
WHERE Bedrooms OF Property <> 3
WHEN FOUND
FORGET CURRENT Property
FIND END

159

160

FRAME-BASED EXPERT SYSTEMS
) One bathroom
DEMON 12
IF selected OF One bathroom pushbutton
THEN FIND Property
WHERE Bathrooms OF Property <> 1
WHEN FOUND
FORGET CURRENT Property
FIND END
) $ 200,000
DEMON 18
IF selected OF $200,000 pushbutton
THEN FIND Property
WHERE Price OF Property > 200000
WHEN FOUND
FORGET CURRENT Property
FIND END
The demons remove those Property instances whose features do
not match our selections.
3.

Now we click on the Search pushbutton. The attribute Load Instance
Number of the class Action Data receives a value of TRUE. The
WHEN CHANGED method attached to Load Instance Number is
executed. It determines the number of instances left in the class
Property, and also assigns the attribute Goto First Property a value
of TRUE. Now the WHEN CHANGED method attached to Goto
First Property is executed. It finds the first Property instance, and
assigns the attribute filename of the Property picturebox a value of
house01.bmp, and the attribute filename of the Property textbox a
value of house01.txt (recall that both the Property picturebox and
Property textbox have been created on the Property Information
Display).

4.

The Property Information Display appears. In the example shown in
Figure 5.15, we can examine 12 properties that satisfy our requirements. Note that we are positioned at the first property in the
property list, the property picture appears in the picture-box and
the property description in the text-box. However, we cannot
move to the next, previous or last property in the property list by
using the pushbuttons assigned on the display. To make them
functional, we need to create additional attributes in the class
Action Data, and then attach WHEN CHANGED methods as shown
in Figure 5.19.

Now the Buy Smart expert system is ready for expansion, and we can
add new properties to the external database.

SUMMARY

Figure 5.19 The WHEN CHANGED methods of the attributes Goto Next Property, Goto
Previous Property and Goto Last Property

5.7 Summary
In this chapter, we presented an overview of frame-based expert systems. We
considered the concept of a frame and discussed how to use frames for
knowledge representation. We found that inheritance is an essential feature of
the frame-based systems. We examined the application of methods, demons and
rules. Finally, we considered the development of a frame-based expert system
through an example.

161

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FRAME-BASED EXPERT SYSTEMS
The most important lessons learned in this chapter are:
.

A frame is a data structure with typical knowledge about a particular object or
concept.

.

Frames are used to represent knowledge in a frame-based expert system. A
frame contains knowledge of a given object, including its name and a set of
attributes also called slots. Name, weight, height and age are attributes of the
frame Person. Model, processor, memory and price are attributes of the frame
Computer.

.

Attributes are used to store values. An attribute may contain a default value or
a pointer to another frame, set of rules or procedure by which the attribute
value is obtained.

.

Frame-based systems can also extend the attribute-value structure through
the application of facets. Facets are used to establish the attribute value,
control end-user queries, and tell the inference engine how to process the
attribute.

.

A frame may refer to a group of similar objects, or to a particular object. A
class-frame describes a group of objects with common attributes. Animal,
person, car and computer are all class-frames. An instance-frame describes a
particular object.

.

Frame-based systems support class inheritance, i.e. the process by which
all characteristics of a class-frame are assumed by the instance-frame.
The fundamental idea of inheritance is that attributes of the class-frame
represent things that are typically true for all objects in the class, but slots
in the instance-frames are filled with actual data that is unique for each
instance.

.

A frame can inherit attributes from more than one parent through multipleparent inheritance.

.

Frames communicate with each other by methods and demons. A method is a
procedure associated with a frame attribute; it is executed whenever
requested. Most frame-based expert systems use two types of methods: WHEN
CHANGED and WHEN NEEDED. The WHEN CHANGED method is executed
when new information is placed in the slot, and the WHEN NEEDED method
is executed when information is needed for solving the problem but the slot
value is unspecified.

.

Demons are similar to methods, and the terms are often used as synonyms.
However, methods are more appropriate if we need to write complex
procedures. Demons, on the other hand, are usually limited to IF-THEN
statements.

.

In frame-based expert systems, rules often use pattern matching clauses.
These clauses contain variables that are used for locating matching conditions
among all instance-frames.

REFERENCES
.

Although frames provide a powerful tool for combining declarative and
procedural knowledge, they leave the knowledge engineer with difficult
decisions about the hierarchical structure of the system and its inheritance
paths.

Questions for review
1 What is a frame? What are the class and instances? Give examples.
2 Design the class-frame for the object Student, determine its attributes and define
several instances for this class.
3 What is a facet? Give examples of various types of facets.
4 What is the correct level of decomposition of a problem into frames, slots and facets?
Justify your answer through an example.
5 How are objects related in frame-based systems? What are the ‘a-kind-of’ and ‘a-partof’ relationships? Give examples.
6 Define inheritance in frame-based systems. Why is inheritance an essential feature of
the frame-based systems?
7 Can a frame inherit attributes from more than one parent? Give an example.
8 What is a method? What are the most popular types of methods used in frame-based
expert systems?
9 What is a demon? What are the differences between demons and methods?
10 What are the differences, if any, between rules used in rule-based expert systems and
those used in frame-based systems?
11 What are the main steps in developing a frame-based expert system?
12 List some advantages of frame-based expert systems. What are the difficulties
involved in developing a frame-based expert system?

References
Brachman, R.J. and Levesque, H.J. (1985). Readings in Knowledge Representation.
Morgan Kaufmann, Los Altos, CA.
Durkin, J. (1994). Expert Systems Design and Development. Prentice Hall, Englewood
Cliffs, NJ.
Minsky, M. (1975). A framework for representing knowledge, The Psychology of
Computer Vision, P. Winston, ed., McGraw-Hill, New York, pp. 211–277.
Rumbaugh, J., Blaha, M., Premerlani, W., Eddy, F. and Lorensen, W. (1991). Objectoriented Modelling and Design. Prentice Hall, Englewood Cliffs, NJ.
Sterling, L. and Shapiro E. (1994). The Art of Prolog: Advanced Programming Techniques.
MIT Press, Cambridge, MA.
Taylor, D. (1992). Object-Oriented Information Systems. John Wiley, New York.

163

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FRAME-BASED EXPERT SYSTEMS

Bibliography
Aikens, J.S. (1984). A representation scheme using both frames and rules, Rule-Based
Expert Systems, B.G. Buchanan and E.H. Shortliffe, eds, Addison-Wesley, Reading,
MA, pp. 424–440.
Alpert, S.R., Woyak, S.W., Shrobe, H.J. and Arrowood, L.F. (1990). Guest Editors
Introduction: Object-oriented programming in AI, IEEE Expert, 5(6), 6–7.
Brachman, R.J. and Levesque, H.J. (2004). Knowledge Representation and Reasoning.
Morgan Kaufmann, Los Altos, CA.
Budd, T. (2002). An Introduction to Object Oriented Programming, 3rd edn. AddisonWesley, Reading, MA.
Fikes, R. and Kehler, T. (1985). The role of frame-based representation in reasoning,
Communications of the ACM, 28(9), 904–920.
Goldstein, I. and Papert, S. (1977). Artificial intelligence, language, and the study of
knowledge, Cognitive Science, 1(1), 84–123.
Jackson, P. (1999). Introduction to Expert Systems, 3rd edn. Addison-Wesley, Harlow.
Levesque, H.J. and Brachman, R.J. (1985). A fundamental trade-off in knowledge
representation and reasoning. Readings in Knowledge Representation, R.J. Brachman
and H.J. Levesque, eds, Morgan Kaufmann, Los Altos, CA.
Luger, G.F. (2002). Artificial Intelligence: Structures and Strategies for Complex Problem
Solving, 4th edn. Addison-Wesley, Harlow.
Payne, E.C. and McArthur, R.C. (1990). Developing Expert Systems: A Knowledge
Engineer’s Handbook for Rules and Objects. John Wiley, New York.
Rosson, M.B. and Alpert, S.R. (1990). The cognitive consequences of object-oriented
design, Human–Computer Interaction, 5(4), 345–79.
Stefik, M.J. (1979). An examination of frame-structured representation systems,
Proceedings of the 6th International Joint Conference on Artificial Intelligence, Tokyo,
Japan, August 1979, pp. 845–852.
Stefik, M.J. (1995). Introduction to Knowledge Systems. Morgan Kaufmann, San
Francisco, CA.
Stefik, M.J. and Bobrow, D.G. (1986). Object-oriented programming: themes and
variations, Al Magazine, 6(4), 40–62.
Touretzky, D.S. (1986). The Mathematics of Inheritance Systems. Morgan Kaufmann, Los
Altos, CA.
Waterman, D.A. (1986). A Guide to Expert Systems. Addison-Wesley, Reading, MA.
Winston, P.H. (1977). Representing knowledge in frames, Chapter 7 of Artificial
Intelligence, Addison-Wesley, Reading, MA, pp. 181–187.
Winston, P.H. (1992). Artificial Intelligence, 3rd edn. Addison-Wesley, Reading, MA.

Artificial neural networks

6

In which we consider how our brains work and how to build and train
artificial neural networks.

6.1 Introduction, or how the brain works
‘The computer hasn’t proved anything yet,’ angry Garry Kasparov, the world
chess champion, said after his defeat in New York in May 1997. ‘If we were
playing a real competitive match, I would tear down Deep Blue into pieces.’
But Kasparov’s efforts to downplay the significance of his defeat in the sixgame match was futile. The fact that Kasparov – probably the greatest chess
player the world has seen – was beaten by a computer marked a turning point in
the quest for intelligent machines.
The IBM supercomputer called Deep Blue was capable of analysing 200
million positions a second, and it appeared to be displaying intelligent thoughts.
At one stage Kasparov even accused the machine of cheating!
‘There were many, many discoveries in this match, and one of them was
that sometimes the computer plays very, very human moves.
It deeply understands positional factors. And that is an outstanding
scientific achievement.’
Traditionally, it has been assumed that to beat an expert in a chess game, a
computer would have to formulate a strategy that goes beyond simply doing
a great number of ‘look-ahead’ moves per second. Chess-playing programs must
be able to improve their performance with experience or, in other words, a
machine must be capable of learning.

What is machine learning?
In general, machine learning involves adaptive mechanisms that enable computers to learn from experience, learn by example and learn by analogy.
Learning capabilities can improve the performance of an intelligent system over
time. Machine learning mechanisms form the basis for adaptive systems. The
most popular approaches to machine learning are artificial neural networks
and genetic algorithms. This chapter is dedicated to neural networks.

166

ARTIFICIAL NEURAL NETWORKS

What is a neural network?
A neural network can be defined as a model of reasoning based on the human
brain. The brain consists of a densely interconnected set of nerve cells, or basic
information-processing units, called neurons. The human brain incorporates
nearly 10 billion neurons and 60 trillion connections, synapses, between them
(Shepherd and Koch, 1990). By using multiple neurons simultaneously, the
brain can perform its functions much faster than the fastest computers in
existence today.
Although each neuron has a very simple structure, an army of such elements
constitutes a tremendous processing power. A neuron consists of a cell body,
soma, a number of fibres called dendrites, and a single long fibre called the
axon. While dendrites branch into a network around the soma, the axon
stretches out to the dendrites and somas of other neurons. Figure 6.1 is a
schematic drawing of a neural network.
Signals are propagated from one neuron to another by complex electrochemical reactions. Chemical substances released from the synapses cause a
change in the electrical potential of the cell body. When the potential reaches its
threshold, an electrical pulse, action potential, is sent down through the axon.
The pulse spreads out and eventually reaches synapses, causing them to increase
or decrease their potential. However, the most interesting finding is that a neural
network exhibits plasticity. In response to the stimulation pattern, neurons
demonstrate long-term changes in the strength of their connections. Neurons
also can form new connections with other neurons. Even entire collections of
neurons may sometimes migrate from one place to another. These mechanisms
form the basis for learning in the brain.
Our brain can be considered as a highly complex, nonlinear and parallel
information-processing system. Information is stored and processed in a neural
network simultaneously throughout the whole network, rather than at specific
locations. In other words, in neural networks, both data and its processing are
global rather than local.
Owing to the plasticity, connections between neurons leading to the ‘right
answer’ are strengthened while those leading to the ‘wrong answer’ weaken. As a
result, neural networks have the ability to learn through experience.
Learning is a fundamental and essential characteristic of biological neural
networks. The ease and naturalness with which they can learn led to attempts to
emulate a biological neural network in a computer.

Figure 6.1

Biological neural network

INTRODUCTION, OR HOW THE BRAIN WORKS
Although a present-day artificial neural network (ANN) resembles the human
brain much as a paper plane resembles a supersonic jet, it is a big step forward.
ANNs are capable of ‘learning’, that is, they use experience to improve their
performance. When exposed to a sufficient number of samples, ANNs can
generalise to others they have not yet encountered. They can recognise handwritten characters, identify words in human speech, and detect explosives
at airports. Moreover, ANNs can observe patterns that human experts fail
to recognise. For example, Chase Manhattan Bank used a neural network to
examine an array of information about the use of stolen credit cards – and
discovered that the most suspicious sales were for women’s shoes costing
between $40 and $80.

How do artificial neural nets model the brain?
An artificial neural network consists of a number of very simple and highly
interconnected processors, also called neurons, which are analogous to the
biological neurons in the brain. The neurons are connected by weighted links
passing signals from one neuron to another. Each neuron receives a number of
input signals through its connections; however, it never produces more than a
single output signal. The output signal is transmitted through the neuron’s
outgoing connection (corresponding to the biological axon). The outgoing
connection, in turn, splits into a number of branches that transmit the same
signal (the signal is not divided among these branches in any way). The outgoing
branches terminate at the incoming connections of other neurons in the
network. Figure 6.2 represents connections of a typical ANN, and Table 6.1
shows the analogy between biological and artificial neural networks (Medsker
and Liebowitz, 1994).

How does an artificial neural network ‘learn’?
The neurons are connected by links, and each link has a numerical weight
associated with it. Weights are the basic means of long-term memory in ANNs.
They express the strength, or in other words importance, of each neuron input.
A neural network ‘learns’ through repeated adjustments of these weights.

Figure 6.2

Architecture of a typical artificial neural network

167

168

ARTIFICIAL NEURAL NETWORKS
Table 6.1

Analogy between biological and artificial neural networks

Biological neural network

Artificial neural network

Soma
Dendrite
Axon
Synapse

Neuron
Input
Output
Weight

But does the neural network know how to adjust the weights?
As shown in Figure 6.2, a typical ANN is made up of a hierarchy of layers, and the
neurons in the networks are arranged along these layers. The neurons connected
to the external environment form input and output layers. The weights are
modified to bring the network input/output behaviour into line with that of the
environment.
Each neuron is an elementary information-processing unit. It has a means of
computing its activation level given the inputs and numerical weights.
To build an artificial neural network, we must decide first how many neurons
are to be used and how the neurons are to be connected to form a network. In
other words, we must first choose the network architecture. Then we decide
which learning algorithm to use. And finally we train the neural network, that is,
we initialise the weights of the network and update the weights from a set of
training examples.
Let us begin with a neuron, the basic building element of an ANN.

6.2 The neuron as a simple computing element
A neuron receives several signals from its input links, computes a new activation
level and sends it as an output signal through the output links. The input signal
can be raw data or outputs of other neurons. The output signal can be either a
final solution to the problem or an input to other neurons. Figure 6.3 shows
a typical neuron.

Figure 6.3

Diagram of a neuron

THE NEURON AS A SIMPLE COMPUTING ELEMENT

How does the neuron determine its output?
In 1943, Warren McCulloch and Walter Pitts proposed a very simple idea that is
still the basis for most artificial neural networks.
The neuron computes the weighted sum of the input signals and compares
the result with a threshold value, . If the net input is less than the threshold, the
neuron output is 1. But if the net input is greater than or equal to the
threshold, the neuron becomes activated and its output attains a value þ1
(McCulloch and Pitts, 1943).
In other words, the neuron uses the following transfer or activation function:

X¼

n
X

ð6:1Þ

xi wi

i¼1


Y¼

þ1
1

if X 5 
if X < 

where X is the net weighted input to the neuron, xi is the value of input i, wi is
the weight of input i, n is the number of neuron inputs, and Y is the output
of the neuron.
This type of activation function is called a sign function.
Thus the actual output of the neuron with a sign activation function can be
represented as
"
Y ¼ sign

n
X

#
x i wi  

ð6:2Þ

i¼1

Is the sign function the only activation function used by neurons?
Many activation functions have been tested, but only a few have found practical
applications. Four common choices – the step, sign, linear and sigmoid functions –
are illustrated in Figure 6.4.
The step and sign activation functions, also called hard limit functions, are
often used in decision-making neurons for classification and pattern recognition
tasks.

Figure 6.4

Activation functions of a neuron

169

170

ARTIFICIAL NEURAL NETWORKS

Figure 6.5

Single-layer two-input perceptron

The sigmoid function transforms the input, which can have any value
between plus and minus infinity, into a reasonable value in the range between
0 and 1. Neurons with this function are used in the back-propagation networks.
The linear activation function provides an output equal to the neuron
weighted input. Neurons with the linear function are often used for linear
approximation.

Can a single neuron learn a task?
In 1958, Frank Rosenblatt introduced a training algorithm that provided the first
procedure for training a simple ANN: a perceptron (Rosenblatt, 1958). The
perceptron is the simplest form of a neural network. It consists of a single neuron
with adjustable synaptic weights and a hard limiter. A single-layer two-input
perceptron is shown in Figure 6.5.

6.3 The perceptron
The operation of Rosenblatt’s perceptron is based on the McCulloch and Pitts
neuron model. The model consists of a linear combiner followed by a hard
limiter. The weighted sum of the inputs is applied to the hard limiter, which
produces an output equal to þ1 if its input is positive and 1 if it is negative. The
aim of the perceptron is to classify inputs, or in other words externally applied
stimuli x1 ; x2 ; . . . ; xn , into one of two classes, say A1 and A2 . Thus, in the case of
an elementary perceptron, the n-dimensional space is divided by a hyperplane
into two decision regions. The hyperplane is defined by the linearly separable
function
n
X

x i wi   ¼ 0

ð6:3Þ

i¼1

For the case of two inputs, x1 and x2 , the decision boundary takes the form of
a straight line shown in bold in Figure 6.6(a). Point 1, which lies above the
boundary line, belongs to class A1 ; and point 2, which lies below the line,
belongs to class A2 . The threshold  can be used to shift the decision boundary.

THE PERCEPTRON

Figure 6.6 Linear separability in the perceptrons: (a) two-input perceptron;
(b) three-input perceptron

With three inputs the hyperplane can still be visualised. Figure 6.6(b) shows
three dimensions for the three-input perceptron. The separating plane here is
defined by the equation
x1 w1 þ x2 w2 þ x3 w3   ¼ 0

But how does the perceptron learn its classification tasks?
This is done by making small adjustments in the weights to reduce the difference
between the actual and desired outputs of the perceptron. The initial weights are
randomly assigned, usually in the range ½0:5; 0:5, and then updated to obtain
the output consistent with the training examples. For a perceptron, the process
of weight updating is particularly simple. If at iteration p, the actual output is
YðpÞ and the desired output is Yd ðpÞ, then the error is given by
eð pÞ ¼ Yd ð pÞ  Yð pÞ

where p ¼ 1; 2; 3; . . .

ð6:4Þ

Iteration p here refers to the pth training example presented to the perceptron.
If the error, eð pÞ, is positive, we need to increase perceptron output Yð pÞ, but if
it is negative, we need to decrease Yð pÞ. Taking into account that each
perceptron input contributes xi ð pÞ  wi ð pÞ to the total input Xð pÞ, we find that
if input value xi ð pÞ is positive, an increase in its weight wi ð pÞ tends to increase
perceptron output Yð pÞ, whereas if xi ð pÞ is negative, an increase in wi ð pÞ tends to
decrease Yð pÞ. Thus, the following perceptron learning rule can be established:
wi ð p þ 1Þ ¼ wi ð pÞ þ   xi ð pÞ  eð pÞ;

ð6:5Þ

where  is the learning rate, a positive constant less than unity.
The perceptron learning rule was first proposed by Rosenblatt in 1960
(Rosenblatt, 1960). Using this rule we can derive the perceptron training
algorithm for classification tasks.

171

172

ARTIFICIAL NEURAL NETWORKS
Step 1:

Initialisation
Set initial weights w1 ; w2 ; . . . ; wn and threshold  to random numbers in
the range ½0:5; 0:5.

Step 2:

Activation
Activate the perceptron by applying inputs x1 ð pÞ; x2 ð pÞ; . . . ; xn ð pÞ and
desired output Yd ð pÞ. Calculate the actual output at iteration p ¼ 1
"
#
n
X
xi ð pÞwi ð pÞ   ;
ð6:6Þ
Yð pÞ ¼ step
i¼1

where n is the number of the perceptron inputs, and step is a step
activation function.
Step 3:

Weight training
Update the weights of the perceptron
wi ð p þ 1Þ ¼ wi ð pÞ þ wi ð pÞ;

ð6:7Þ

where wi ð pÞ is the weight correction at iteration p.
The weight correction is computed by the delta rule:
wi ð pÞ ¼   xi ð pÞ  eð pÞ
Step 4:

ð6:8Þ

Iteration
Increase iteration p by one, go back to Step 2 and repeat the process
until convergence.

Can we train a perceptron to perform basic logical operations such as
AND, OR or Exclusive-OR?
The truth tables for the operations AND, OR and Exclusive-OR are shown in
Table 6.2. The table presents all possible combinations of values for two
variables, x1 and x2 , and the results of the operations. The perceptron must be
trained to classify the input patterns.
Let us first consider the operation AND. After completing the initialisation
step, the perceptron is activated by the sequence of four input patterns
representing an epoch. The perceptron weights are updated after each activation. This process is repeated until all the weights converge to a uniform set of
values. The results are shown in Table 6.3.
Table 6.2

Truth tables for the basic logical operations

Input variables
x1
x2
0
0
1
1

0
1
0
1

AND
x1 \ x2

OR
x1 [ x2

Exclusive-OR
x1 x2

0
0
0
1

0
1
1
1

0
1
1
0

THE PERCEPTRON
Table 6.3

Example of perceptron learning: the logical operation AND
Initial
weights

Final
weights

Epoch

x1

x2

Desired
output
Yd

1

0
0
1
1

0
1
0
1

0
0
0
1

0.3
0.3
0.3
0.2

0.1
0.1
0.1
0.1

0
0
1
0

0
0
1
1

0.3
0.3
0.2
0.3

0.1
0.1
0.1
0.0

2

0
0
1
1

0
1
0
1

0
0
0
1

0.3
0.3
0.3
0.2

0.0
0.0
0.0
0.0

0
0
1
1

0
0
1
0

0.3
0.3
0.2
0.2

0.0
0.0
0.0
0.0

3

0
0
1
1

0
1
0
1

0
0
0
1

0.2
0.2
0.2
0.1

0.0
0.0
0.0
0.0

0
0
1
0

0
0
1
1

0.2
0.2
0.1
0.2

0.0
0.0
0.0
0.1

4

0
0
1
1

0
1
0
1

0
0
0
1

0.2
0.2
0.2
0.1

0.1
0.1
0.1
0.1

0
0
1
1

0
0
1
0

0.2
0.2
0.1
0.1

0.1
0.1
0.1
0.1

5

0
0
1
1

0
1
0
1

0
0
0
1

0.1
0.1
0.1
0.1

0.1
0.1
0.1
0.1

0
0
0
1

0
0
0
0

0.1
0.1
0.1
0.1

0.1
0.1
0.1
0.1

Inputs

w1

Error

w2

Actual
output
Y

e

w1

w2

Threshold:  ¼ 0:2; learning rate:  ¼ 0:1.

In a similar manner, the perceptron can learn the operation OR. However, a
single-layer perceptron cannot be trained to perform the operation Exclusive-OR.
A little geometry can help us to understand why this is. Figure 6.7 represents
the AND, OR and Exclusive-OR functions as two-dimensional plots based on the
values of the two inputs. Points in the input space where the function output is 1
are indicated by black dots, and points where the output is 0 are indicated by
white dots.

Figure 6.7

Two-dimensional plots of basic logical operations

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ARTIFICIAL NEURAL NETWORKS
In Figures 6.7(a) and (b), we can draw a line so that black dots are on one side
and white dots on the other, but dots shown in Figure 6.7(c) are not separable by
a single line. A perceptron is able to represent a function only if there is some
line that separates all the black dots from all the white dots. Such functions are
called linearly separable. Therefore, a perceptron can learn the operations AND
and OR, but not Exclusive-OR.

But why can a perceptron learn only linearly separable functions?
The fact that a perceptron can learn only linearly separable functions directly
follows from Eq. (6.1). The perceptron output Y is 1 only if the total weighted
input X is greater than or equal to the threshold value . This means that the
entire input space is divided in two along a boundary defined by X ¼ . For
example, a separating line for the operation AND is defined by the equation
x1 w1 þ x2 w2 ¼ 
If we substitute values for weights w1 and w2 and threshold  given in Table 6.3,
we obtain one of the possible separating lines as
0:1x1 þ 0:1x2 ¼ 0:2
or
x1 þ x2 ¼ 2
Thus, the region below the boundary line, where the output is 0, is given by
x1 þ x2  2 < 0;
and the region above this line, where the output is 1, is given by
x1 þ x2  2 5 0
The fact that a perceptron can learn only linear separable functions is rather
bad news, because there are not many such functions.

Can we do better by using a sigmoidal or linear element in place of the
hard limiter?
Single-layer perceptrons make decisions in the same way, regardless of the activation function used by the perceptron (Shynk, 1990; Shynk and Bershad, 1992). It
means that a single-layer perceptron can classify only linearly separable patterns,
regardless of whether we use a hard-limit or soft-limit activation function.
The computational limitations of a perceptron were mathematically analysed
in Minsky and Papert’s famous book Perceptrons (Minsky and Papert, 1969). They
proved that Rosenblatt’s perceptron cannot make global generalisations on the
basis of examples learned locally. Moreover, Minsky and Papert concluded that

MULTILAYER NEURAL NETWORKS
the limitations of a single-layer perceptron would also hold true for multilayer
neural networks. This conclusion certainly did not encourage further research on
artificial neural networks.

How do we cope with problems which are not linearly separable?
To cope with such problems we need multilayer neural networks. In fact, history
has proved that the limitations of Rosenblatt’s perceptron can be overcome by
advanced forms of neural networks, for example multilayer perceptrons trained
with the back-propagation algorithm.

6.4 Multilayer neural networks
A multilayer perceptron is a feedforward neural network with one or more
hidden layers. Typically, the network consists of an input layer of source
neurons, at least one middle or hidden layer of computational neurons, and
an output layer of computational neurons. The input signals are propagated in a
forward direction on a layer-by-layer basis. A multilayer perceptron with two
hidden layers is shown in Figure 6.8.

But why do we need a hidden layer?
Each layer in a multilayer neural network has its own specific function. The
input layer accepts input signals from the outside world and redistributes these
signals to all neurons in the hidden layer. Actually, the input layer rarely
includes computing neurons, and thus does not process input patterns. The
output layer accepts output signals, or in other words a stimulus pattern, from
the hidden layer and establishes the output pattern of the entire network.
Neurons in the hidden layer detect the features; the weights of the neurons
represent the features hidden in the input patterns. These features are then used
by the output layer in determining the output pattern.
With one hidden layer, we can represent any continuous function of the
input signals, and with two hidden layers even discontinuous functions can be
represented.

Figure 6.8

Multilayer perceptron with two hidden layers

175

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ARTIFICIAL NEURAL NETWORKS

Why is a middle layer in a multilayer network called a ‘hidden’ layer?
What does this layer hide?
A hidden layer ‘hides’ its desired output. Neurons in the hidden layer cannot be
observed through the input/output behaviour of the network. There is no obvious
way to know what the desired output of the hidden layer should be. In other
words, the desired output of the hidden layer is determined by the layer itself.

Can a neural network include more than two hidden layers?
Commercial ANNs incorporate three and sometimes four layers, including one
or two hidden layers. Each layer can contain from 10 to 1000 neurons.
Experimental neural networks may have five or even six layers, including three
or four hidden layers, and utilise millions of neurons, but most practical
applications use only three layers, because each additional layer increases the
computational burden exponentially.

How do multilayer neural networks learn?
More than a hundred different learning algorithms are available, but the
most popular method is back-propagation. This method was first proposed in
1969 (Bryson and Ho, 1969), but was ignored because of its demanding computations. Only in the mid-1980s was the back-propagation learning algorithm
rediscovered.
Learning in a multilayer network proceeds the same way as for a perceptron. A
training set of input patterns is presented to the network. The network computes
its output pattern, and if there is an error – or in other words a difference
between actual and desired output patterns – the weights are adjusted to reduce
this error.
In a perceptron, there is only one weight for each input and only one output.
But in the multilayer network, there are many weights, each of which contributes to more than one output.

How can we assess the blame for an error and divide it among the
contributing weights?
In a back-propagation neural network, the learning algorithm has two phases.
First, a training input pattern is presented to the network input layer. The
network then propagates the input pattern from layer to layer until the output
pattern is generated by the output layer. If this pattern is different from the
desired output, an error is calculated and then propagated backwards through
the network from the output layer to the input layer. The weights are modified
as the error is propagated.
As with any other neural network, a back-propagation one is determined by
the connections between neurons (the network’s architecture), the activation
function used by the neurons, and the learning algorithm (or the learning law)
that specifies the procedure for adjusting weights.
Typically, a back-propagation network is a multilayer network that has three
or four layers. The layers are fully connected, that is, every neuron in each layer
is connected to every other neuron in the adjacent forward layer.

MULTILAYER NEURAL NETWORKS
A neuron determines its output in a manner similar to Rosenblatt’s perceptron. First, it computes the net weighted input as before:

X¼

n
X

xi wi  ;

i¼1

where n is the number of inputs, and  is the threshold applied to the neuron.
Next, this input value is passed through the activation function. However,
unlike a percepron, neurons in the back-propagation network use a sigmoid
activation function:
Y sigmoid ¼

1
1 þ eX

ð6:9Þ

The derivative of this function is easy to compute. It also guarantees that the
neuron output is bounded between 0 and 1.

What about the learning law used in the back-propagation networks?
To derive the back-propagation learning law, let us consider the three-layer
network shown in Figure 6.9. The indices i, j and k here refer to neurons in the
input, hidden and output layers, respectively.
Input signals, x1 ; x2 ; . . . ; xn , are propagated through the network from left to
right, and error signals, e1 ; e2 ; . . . ; el , from right to left. The symbol wij denotes the
weight for the connection between neuron i in the input layer and neuron j in
the hidden layer, and the symbol wjk the weight between neuron j in the hidden
layer and neuron k in the output layer.

Figure 6.9

Three-layer back-propagation neural network

177

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ARTIFICIAL NEURAL NETWORKS
To propagate error signals, we start at the output layer and work backward to
the hidden layer. The error signal at the output of neuron k at iteration p is
defined by
ek ð pÞ ¼ yd;k ð pÞ  yk ð pÞ;

ð6:10Þ

where yd;k ð pÞ is the desired output of neuron k at iteration p.
Neuron k, which is located in the output layer, is supplied with a desired
output of its own. Hence, we may use a straightforward procedure to update
weight wjk . In fact, the rule for updating weights at the output layer is similar to
the perceptron learning rule of Eq. (6.7):
wjk ð p þ 1Þ ¼ wjk ð pÞ þ wjk ð pÞ;

ð6:11Þ

where wjk ð pÞ is the weight correction.
When we determined the weight correction for the perceptron, we used input
signal xi . But in the multilayer network, the inputs of neurons in the output layer
are different from the inputs of neurons in the input layer.

As we cannot apply input signal xi , what should we use instead?
We use the output of neuron j in the hidden layer, yj , instead of input xi . The
weight correction in the multilayer network is computed by (Fu, 1994):
wjk ð pÞ ¼   yj ð pÞ  k ð pÞ;

ð6:12Þ

where k ð pÞ is the error gradient at neuron k in the output layer at iteration p.

What is the error gradient?
The error gradient is determined as the derivative of the activation function
multiplied by the error at the neuron output.
Thus, for neuron k in the output layer, we have
k ð pÞ ¼

@yk ð pÞ
 ek ð pÞ;
@Xk ð pÞ

ð6:13Þ

where yk ð pÞ is the output of neuron k at iteration p, and Xk ð pÞ is the net weighted
input to neuron k at the same iteration.
For a sigmoid activation function, Eq. (6.13) can be represented as
(
@
k ð pÞ ¼

1
1 þ exp½Xk ðpÞ

Thus, we obtain:

@Xk ðpÞ

)
 ek ðpÞ ¼

exp½Xk ðpÞ
f1 þ exp½Xk ðpÞg2

 ek ðpÞ

MULTILAYER NEURAL NETWORKS
k ð pÞ ¼ yk ð pÞ  ½1  yk ð pÞ  ek ð pÞ;

ð6:14Þ

where
yk ð pÞ ¼

1
:
1 þ exp½Xk ðpÞ

How can we determine the weight correction for a neuron in the hidden
layer?
To calculate the weight correction for the hidden layer, we can apply the same
equation as for the output layer:
wij ð pÞ ¼   xi ð pÞ  j ð pÞ;

ð6:15Þ

where j ð pÞ represents the error gradient at neuron j in the hidden layer:
j ð pÞ ¼ yj ð pÞ  ½1  yj ð pÞ 

l
X

k ð pÞwjk ð pÞ;

k¼1

where l is the number of neurons in the output layer;
yj ð pÞ ¼
Xj ð pÞ ¼

1
;
1 þ eXj ð pÞ
n
X

xi ð pÞ  wij ð pÞ  j ;

i¼1

and n is the number of neurons in the input layer.
Now we can derive the back-propagation training algorithm.
Step 1:

Initialisation
Set all the weights and threshold levels of the network to random
numbers uniformly distributed inside a small range (Haykin, 1999):


2:4
2:4
;
;þ

Fi
Fi
where Fi is the total number of inputs of neuron i in the network. The
weight initialisation is done on a neuron-by-neuron basis.

Step 2:

Activation
Activate the back-propagation neural network by applying inputs
x1 ð pÞ; x2 ð pÞ; . . . ; xn ð pÞ and desired outputs yd;1 ð pÞ; yd;2 ð pÞ; . . . ; yd;n ð pÞ.
(a) Calculate the actual outputs of the neurons in the hidden layer:
"
#
n
X
xi ð pÞ  wij ð pÞ  j ;
yj ð pÞ ¼ sigmoid
i¼1

where n is the number of inputs of neuron j in the hidden layer,
and sigmoid is the sigmoid activation function.

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ARTIFICIAL NEURAL NETWORKS
(b) Calculate the actual outputs of the neurons in the output layer:
2
3
m
X
4
yk ð pÞ ¼ sigmoid
xjk ð pÞ  wjk ð pÞ  k 5;
j¼1

where m is the number of inputs of neuron k in the output layer.
Step 3:

Weight training
Update the weights in the back-propagation network propagating
backward the errors associated with output neurons.
(a) Calculate the error gradient for the neurons in the output layer:
k ð pÞ ¼ yk ð pÞ  ½1  yk ð pÞ  ek ð pÞ
where
ek ð pÞ ¼ yd;k ð pÞ  yk ð pÞ
Calculate the weight corrections:
wjk ð pÞ ¼   yj ð pÞ  k ð pÞ
Update the weights at the output neurons:
wjk ð p þ 1Þ ¼ wjk ð pÞ þ wjk ð pÞ
(b) Calculate the error gradient for the neurons in the hidden layer:
j ð pÞ ¼ yj ð pÞ  ½1  yj ð pÞ 

l
X

k ð pÞ  wjk ð pÞ

k¼1

Calculate the weight corrections:
wij ð pÞ ¼   xi ð pÞ  j ð pÞ
Update the weights at the hidden neurons:
wij ð p þ 1Þ ¼ wij ð pÞ þ wij ð pÞ
Step 4:

Iteration
Increase iteration p by one, go back to Step 2 and repeat the process
until the selected error criterion is satisfied.

As an example, we may consider the three-layer back-propagation network
shown in Figure 6.10. Suppose that the network is required to perform logical
operation Exclusive-OR. Recall that a single-layer perceptron could not do
this operation. Now we will apply the three-layer net.
Neurons 1 and 2 in the input layer accept inputs x1 and x2 , respectively, and
redistribute these inputs to the neurons in the hidden layer without any
processing:
x13 ¼ x14 ¼ x1 and x23 ¼ x24 ¼ x2 .

MULTILAYER NEURAL NETWORKS

Figure 6.10 Three-layer network for solving the Exclusive-OR operation

The effect of the threshold applied to a neuron in the hidden or output layer
is represented by its weight, , connected to a fixed input equal to 1.
The initial weights and threshold levels are set randomly as follows:
w13 ¼ 0:5, w14 ¼ 0:9, w23 ¼ 0:4, w24 ¼ 1:0, w35 ¼ 1:2, w45 ¼ 1:1,
3 ¼ 0:8, 4 ¼ 0:1 and 5 ¼ 0:3.
Consider a training set where inputs x1 and x2 are equal to 1 and desired
output yd;5 is 0. The actual outputs of neurons 3 and 4 in the hidden layer are
calculated as
y3 ¼ sigmoid ðx1 w13 þ x2 w23  3 Þ ¼ 1=½1 þ eð10:5þ10:410:8Þ  ¼ 0:5250
y4 ¼ sigmoid ðx1 w14 þ x2 w24  4 Þ ¼ 1=½1 þ eð10:9þ11:0þ10:1Þ  ¼ 0:8808
Now the actual output of neuron 5 in the output layer is determined as
y5 ¼ sigmoid ðy3 w35 þ y4 w45  5 Þ ¼ 1=½1 þ eð0:52501:2þ0:88081:110:3Þ  ¼ 0:5097
Thus, the following error is obtained:
e ¼ yd;5  y5 ¼ 0  0:5097 ¼ 0:5097
The next step is weight training. To update the weights and threshold levels
in our network, we propagate the error, e, from the output layer backward to the
input layer.
First, we calculate the error gradient for neuron 5 in the output layer:
5 ¼ y5 ð1  y5 Þe ¼ 0:5097  ð1  0:5097Þ  ð0:5097Þ ¼ 0:1274

181

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ARTIFICIAL NEURAL NETWORKS
Then we determine the weight corrections assuming that the learning rate
parameter, , is equal to 0.1:
w35 ¼   y3  5 ¼ 0:1  0:5250  ð0:1274Þ ¼ 0:0067
w45 ¼   y4  5 ¼ 0:1  0:8808  ð0:1274Þ ¼ 0:0112
5 ¼   ð1Þ  5 ¼ 0:1  ð1Þ  ð0:1274Þ ¼ 0:0127
Next we calculate the error gradients for neurons 3 and 4 in the hidden layer:
3 ¼ y3 ð1  y3 Þ  5  w35 ¼ 0:5250  ð1  0:5250Þ  ð0:1274Þ  ð1:2Þ ¼ 0:0381
4 ¼ y4 ð1  y4 Þ  5  w45 ¼ 0:8808  ð1  0:8808Þ  ð0:1274Þ  1:1 ¼ 0:0147
We then determine the weight corrections:
w13 ¼   x1  3 ¼ 0:1  1  0:0381 ¼ 0:0038
w23 ¼   x2  3 ¼ 0:1  1  0:0381 ¼ 0:0038
3 ¼   ð1Þ  3 ¼ 0:1  ð1Þ  0:0381 ¼ 0:0038
w14 ¼   x1  4 ¼ 0:1  1  ð0:0147Þ ¼ 0:0015
w24 ¼   x2  4 ¼ 0:1  1  ð0:0147Þ ¼ 0:0015
4 ¼   ð1Þ  4 ¼ 0:1  ð1Þ  ð0:0147Þ ¼ 0:0015
At last, we update all weights and threshold levels in our network:
w13 ¼ w13 þ w13 ¼ 0:5 þ 0:0038 ¼ 0:5038
w14 ¼ w14 þ w14 ¼ 0:9  0:0015 ¼ 0:8985
w23 ¼ w23 þ w23 ¼ 0:4 þ 0:0038 ¼ 0:4038
w24 ¼ w24 þ w24 ¼ 1:0  0:0015 ¼ 0:9985
w35 ¼ w35 þ w35 ¼ 1:2  0:0067 ¼ 1:2067
w45 ¼ w45 þ w45 ¼ 1:1  0:0112 ¼ 1:0888
3 ¼ 3 þ 3 ¼ 0:8  0:0038 ¼ 0:7962
4 ¼ 4 þ 4 ¼ 0:1 þ 0:0015 ¼ 0:0985
5 ¼ 5 þ 5 ¼ 0:3 þ 0:0127 ¼ 0:3127
The training process is repeated until the sum of squared errors is less than
0.001.

Why do we need to sum the squared errors?
The sum of the squared errors is a useful indicator of the network’s performance.
The back-propagation training algorithm attempts to minimise this criterion.
When the value of the sum of squared errors in an entire pass through all

MULTILAYER NEURAL NETWORKS

Figure 6.11 Learning curve for operation Exclusive-OR

training sets, or epoch, is sufficiently small, a network is considered to have
converged. In our example, the sufficiently small sum of squared errors is
defined as less than 0.001. Figure 6.11 represents a learning curve: the sum of
squared errors plotted versus the number of epochs used in training. The
learning curve shows how fast a network is learning.
It took 224 epochs or 896 iterations to train our network to perform the
Exclusive-OR operation. The following set of final weights and threshold levels
satisfied the chosen error criterion:
w13 ¼ 4:7621, w14 ¼ 6:3917, w23 ¼ 4:7618, w24 ¼ 6:3917, w35 ¼ 10:3788,
w45 ¼ 9:7691, 3 ¼ 7:3061, 4 ¼ 2:8441 and 5 ¼ 4:5589.
The network has solved the problem! We may now test our network by
presenting all training sets and calculating the network’s output. The results are
shown in Table 6.4.

Table 6.4

Final results of three-layer network learning: the logical operation Exclusive-OR

x1

x2

Desired
output
yd

1
0
1
0

1
1
0
0

0
1
1
0

Inputs

Actual
output
y5

Error
e

0.0155
0.9849
0.9849
0.0175

0.0155
0.0151
0.0151
0.0175

Sum of
squared
errors
0.0010

183

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ARTIFICIAL NEURAL NETWORKS

The initial weights and thresholds are set randomly. Does this mean that
the same network may find different solutions?
The network obtains different weights and threshold values when it starts from
different initial conditions. However, we will always solve the problem, although
using a different number of iterations. For instance, when the network was
trained again, we obtained the following solution:
w13 ¼ 6:3041, w14 ¼ 5:7896, w23 ¼ 6:2288, w24 ¼ 6:0088, w35 ¼ 9:6657,
w45 ¼ 9:4242, 3 ¼ 3:3858, 4 ¼ 2:8976 and 5 ¼ 4:4859.

Can we now draw decision boundaries constructed by the multilayer
network for operation Exclusive-OR?
It may be rather difficult to draw decision boundaries constructed by neurons
with a sigmoid activation function. However, we can represent each neuron in
the hidden and output layers by a McCulloch and Pitts model, using a sign
function. The network in Figure 6.12 is also trained to perform the Exclusive-OR
operation (Touretzky and Pomerlean, 1989; Haykin, 1999).
The positions of the decision boundaries constructed by neurons 3 and 4 in
the hidden layer are shown in Figure 6.13(a) and (b), respectively. Neuron 5
in the output layer performs a linear combination of the decision boundaries
formed by the two hidden neurons, as shown in Figure 6.13(c). The network in
Figure 6.12 does indeed separate black and white dots and thus solves the
Exclusive-OR problem.

Is back-propagation learning a good method for machine learning?
Although widely used, back-propagation learning is not immune from problems.
For example, the back-propagation learning algorithm does not seem to function
in the biological world (Stork, 1989). Biological neurons do not work backward
to adjust the strengths of their interconnections, synapses, and thus backpropagation learning cannot be viewed as a process that emulates brain-like
learning.

Figure 6.12 Network represented by McCulloch–Pitts model for solving the Exclusive-OR
operation.

ACCELERATED LEARNING IN MULTILAYER NEURAL NETWORKS

Figure 6.13 (a) Decision boundary constructed by hidden neuron 3 of the network in
Figure 6.12; (b) decision boundary constructed by hidden neuron 4; (c) decision
boundaries constructed by the complete three-layer network

Another apparent problem is that the calculations are extensive and, as a
result, training is slow. In fact, a pure back-propagation algorithm is rarely used
in practical applications.
There are several possible ways to improve the computational efficiency of the
back-propagation algorithm (Caudill, 1991; Jacobs, 1988; Stubbs, 1990). Some of
them are discussed below.

6.5 Accelerated learning in multilayer neural networks
A multilayer network, in general, learns much faster when the sigmoidal
activation function is represented by a hyperbolic tangent,
Y tan h ¼

2a
 a;
1 þ ebX

ð6:16Þ

where a and b are constants.
Suitable values for a and b are: a ¼ 1:716 and b ¼ 0:667 (Guyon, 1991).
We also can accelerate training by including a momentum term in the delta
rule of Eq. (6.12) (Rumelhart et al., 1986):
wjk ð pÞ ¼

 wjk ð p  1Þ þ   yj ð pÞ  k ð pÞ;

ð6:17Þ

where
is a positive number ð0 4 < 1Þ called the momentum constant.
Typically, the momentum constant is set to 0.95.
Equation (6.17) is called the generalised delta rule. In a special case, when
¼ 0, we obtain the delta rule of Eq. (6.12).

Why do we need the momentum constant?
According to the observations made in Watrous (1987) and Jacobs (1988), the
inclusion of momentum in the back-propagation algorithm has a stabilising
effect on training. In other words, the inclusion of momentum tends to

185

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Figure 6.14 Learning with momentum

accelerate descent in the steady downhill direction, and to slow down the
process when the learning surface exhibits peaks and valleys.
Figure 6.14 represents learning with momentum for operation Exclusive-OR.
A comparison with a pure back-propagation algorithm shows that we reduced
the number of epochs from 224 to 126.

In the delta and generalised delta rules, we use a constant and rather
small value for the learning rate parameter, a. Can we increase this value
to speed up training?
One of the most effective means to accelerate the convergence of backpropagation learning is to adjust the learning rate parameter during training.
The small learning rate parameter, , causes small changes to the weights in the
network from one iteration to the next, and thus leads to the smooth learning
curve. On the other hand, if the learning rate parameter, , is made larger to
speed up the training process, the resulting larger changes in the weights may
cause instability and, as a result, the network may become oscillatory.
To accelerate the convergence and yet avoid the danger of instability, we can
apply two heuristics (Jacobs, 1988):
.

Heuristic 1. If the change of the sum of squared errors has the same algebraic
sign for several consequent epochs, then the learning rate parameter, ,
should be increased.

.

Heuristic 2. If the algebraic sign of the change of the sum of squared errors
alternates for several consequent epochs, then the learning rate parameter, ,
should be decreased.

ACCELERATED LEARNING IN MULTILAYER NEURAL NETWORKS
Adapting the learning rate requires some changes in the back-propagation
algorithm. First, the network outputs and errors are calculated from the initial
learning rate parameter. If the sum of squared errors at the current epoch exceeds
the previous value by more than a predefined ratio (typically 1.04), the learning
rate parameter is decreased (typically by multiplying by 0.7) and new weights
and thresholds are calculated. However, if the error is less than the previous one,
the learning rate is increased (typically by multiplying by 1.05).
Figure 6.15 represents an example of back-propagation training with adaptive
learning rate. It demonstrates that adapting the learning rate can indeed
decrease the number of iterations.
Learning rate adaptation can be used together with learning with momentum. Figure 6.16 shows the benefits of applying simultaneously both techniques.
The use of momentum and adaptive learning rate significantly improves the
performance of a multilayer back-propagation neural network and minimises
the chance that the network can become oscillatory.
Neural networks were designed on an analogy with the brain. The brain’s
memory, however, works by association. For example, we can recognise a
familiar face even in an unfamiliar environment within 100–200 ms. We can
also recall a complete sensory experience, including sounds and scenes, when we
hear only a few bars of music. The brain routinely associates one thing with
another.

Figure 6.15 Learning with adaptive learning rate

187

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ARTIFICIAL NEURAL NETWORKS

Figure 6.16 Learning with momentum and adaptive learning rate

Can a neural network simulate associative characteristics of the human
memory?
Multilayer neural networks trained with the back-propagation algorithm are
used for pattern recognition problems. But, as we noted, such networks are not
intrinsically intelligent. To emulate the human memory’s associative characteristics we need a different type of network: a recurrent neural network.

6.6 The Hopfield network
A recurrent neural network has feedback loops from its outputs to its inputs. The
presence of such loops has a profound impact on the learning capability of the
network.

How does the recurrent network learn?
After applying a new input, the network output is calculated and fed back to
adjust the input. Then the output is calculated again, and the process is repeated
until the output becomes constant.

Does the output always become constant?
Successive iterations do not always produce smaller and smaller output changes,
but on the contrary may lead to chaotic behaviour. In such a case, the network
output never becomes constant, and the network is said to be unstable.
The stability of recurrent networks intrigued several researchers in the 1960s
and 1970s. However, none was able to predict which network would be stable,

THE HOPFIELD NETWORK

Figure 6.17 Single-layer n-neuron Hopfield network

and some researchers were pessimistic about finding a solution at all. The problem
was solved only in 1982, when John Hopfield formulated the physical principle of
storing information in a dynamically stable network (Hopfield, 1982).
Figure 6.17 shows a single-layer Hopfield network consisting of n neurons.
The output of each neuron is fed back to the inputs of all other neurons (there is
no self-feedback in the Hopfield network).
The Hopfield network usually uses McCulloch and Pitts neurons with the sign
activation function as its computing element.

How does this function work here?
It works in a similar way to the sign function represented in Figure 6.4. If the
neuron’s weighted input is less than zero, the output is 1; if the input is greater
than zero, the output is þ1. However, if the neuron’s weighted input is exactly
zero, its output remains unchanged – in other words, a neuron remains in its
previous state, regardless of whether it is þ1 or 1.

Y

sign

8
>
< þ1;
¼ 1;
>
:
Y;

if X > 0
if X < 0

ð6:18Þ

if X ¼ 0

The sign activation function may be replaced with a saturated linear
function, which acts as a pure linear function within the region ½1; 1 and as
a sign function outside this region. The saturated linear function is shown in
Figure 6.18.
The current state of the network is determined by the current outputs of all
neurons, y1 ; y2 ; . . . ; yn . Thus, for a single-layer n-neuron network, the state can be
defined by the state vector as
3
y1
6 y2 7
6 7
7
Y¼6
6 .. 7
4 . 5
2

yn

ð6:19Þ

189

190

ARTIFICIAL NEURAL NETWORKS

Figure 6.18 The saturated linear activation function

In the Hopfield network, synaptic weights between neurons are usually
represented in matrix form as follows:

W¼

M
X

Ym YTm  MI;

ð6:20Þ

m¼1

where M is the number of states to be memorised by the network, Ym is the
n-dimensional binary vector, I is n  n identity matrix, and superscript T denotes
a matrix transposition.
An operation of the Hopfield network can be represented geometrically.
Figure 6.19 shows a three-neuron network represented as a cube in the threedimensional space. In general, a network with n neurons has 2n possible states
and is associated with an n-dimensional hypercube. In Figure 6.19, each state is
represented by a vertex. When a new input vector is applied, the network moves
from one state-vertex to another until it becomes stable.

Figure 6.19 Cube representation of the possible states for the three-neuron Hopfield
network

THE HOPFIELD NETWORK

What determines a stable state-vertex?
The stable state-vertex is determined by the weight matrix W, the current input
vector X, and the threshold matrix . If the input vector is partially incorrect or
incomplete, the initial state will converge into the stable state-vertex after a few
iterations.
Suppose, for instance, that our network is required to memorise two opposite
states, ð1; 1; 1Þ and ð1; 1; 1Þ. Thus,
3
2 3
2
1
1
7
6 7
6
Y1 ¼ 4 1 5 and Y2 ¼ 4 1 5;
1
1
where Y1 and Y2 are the three-dimensional vectors.
We also can represent these vectors in the row, or transposed, form
YT1 ¼ ½ 1

1

1  and YT2 ¼ ½ 1

1

1 

The 3  3 identity matrix I is
2

1

6
I ¼ 40
0

0
1
0

0

3

7
05
1

Thus, we can now determine the weight matrix as follows:
W ¼ Y1 YT1 þ Y2 YT2  2I
or
2 3
1
6 7
W ¼ 4 1 5½ 1
1

2

1

3
1
6
7
1  þ 4 1 5½ 1
1

2

1

1
6
1   24 0
0

0
1
0

3 2
0
0
7 6
05 ¼ 42
1
2

2
0
2

3
2
7
25
0

Next, the network is tested by the sequence of input vectors, X1 and X2 ,
which are equal to the output (or target) vectors Y1 and Y2 , respectively. We
want to see whether our network is capable of recognising familiar patterns.

How is the Hopfield network tested?
First, we activate it by applying the input vector X. Then, we calculate the
actual output vector Y, and finally, we compare the result with the initial input
vector X.
Ym ¼ sign ðW Xm  hÞ;

m ¼ 1; 2; . . . ; M

where h is the threshold matrix.

ð6:21Þ

191

192

ARTIFICIAL NEURAL NETWORKS
In our example, we may assume all thresholds to be zero. Thus,
82
>
< 0 2
6
Y1 ¼ sign 4 2 0
>
:
2 2

32 3 2 39 2 3
1
0 >
1
2
=
6 7
76 7 6 7
2 54 1 5  4 0 5 ¼ 4 1 5
>
;
1
0
1
0

and
82
>
< 0 2
6
Y2 ¼ sign 4 2 0
>
:
2 2

3 2 39 2
32
3
1
0 >
2
1
=
7 6 7
76
6
7
2 54 1 5  4 0 5 ¼ 4 1 5
>
;
1
0
0
1

As we see, Y1 ¼ X1 and Y2 ¼ X2 . Thus, both states, ð1; 1; 1Þ and ð1; 1; 1Þ, are
said to be stable.

How about other states?
With three neurons in the network, there are eight possible states. The remaining six states are all unstable. However, stable states (also called fundamental
memories) are capable of attracting states that are close to them. As shown in
Table 6.5, the fundamental memory ð1; 1; 1Þ attracts unstable states ð1; 1; 1Þ,
ð1; 1; 1Þ and ð1; 1; 1Þ. Each of these unstable states represents a single
error, compared to the fundamental memory ð1; 1; 1Þ. On the other hand, the

Table 6.5

Operation of the three-neuron Hopfield network
Inputs

Possible
state

Iteration

Outputs

x1

x2

x3

y1

y2

y3

Fundamental
memory

1

1

1

0

1

1

1

1

1

1

1

1

1

1

1

1

0
1

1
1

1
1

1
1

1
1

1
1

1
1

1

1

1

1 1

1

0
1

1
1

1
1

1
1

1
1

1
1

1
1

1

1

1

0
1

1
1

1
1

1
1

1
1

1
1

1
1

1

1

1

1 1 1

0

1

1

1

1

1

1

1 1 1

1 1

1

0
1

1
1

1
1

1
1

1
1

1
1

1
1

1 1 1

1 1

0
1

1
1

1
1

1
1

1
1

1
1

1
1

1 1 1

0
1

1
1

1
1

1
1

1
1

1
1

1
1

1 1 1

1

1

1 1

1 1 1

THE HOPFIELD NETWORK
fundamental memory ð1; 1; 1Þ attracts unstable states ð1; 1; 1Þ, ð1; 1; 1Þ
and ð1; 1; 1Þ. Here again, each of the unstable states represents a single error,
compared to the fundamental memory. Thus, the Hopfield network can indeed
act as an error correction network. Let us now summarise the Hopfield network
training algorithm.
Step 1:

Storage
The n-neuron Hopfield network is required to store a set of M fundamental memories, Y1 ; Y2 ; . . . ; YM . The synaptic weight from neuron i to
neuron j is calculated as

wij ¼

8
M
>

: m¼1
0;

i 6¼ j

ð6:22Þ

;

i¼j

where ym;i and ym;j are the ith and the jth elements of the fundamental
memory Ym , respectively. In matrix form, the synaptic weights
between neurons are represented as
W¼

M
X

Ym YTm  MI

m¼1

The Hopfield network can store a set of fundamental memories if the
weight matrix is symmetrical, with zeros in its main diagonal (Cohen
and Grossberg, 1983). That is,
2

0
6w
6 21
6 .
6 .
6 .
W¼6
6w
6 i1
6 .
6 .
4 .
wn1

w12
0
..
.
wi2
..
.
wn2








w1i
w2i
..
.
0
..
.
wni








3
w1n
w2n 7
7
.. 7
7
. 7
7;
win 7
7
.. 7
7
. 5

ð6:23Þ

0

where wij ¼ wji .
Once the weights are calculated, they remain fixed.
Step 2:

Testing
We need to confirm that the Hopfield network is capable of recalling all
fundamental memories. In other words, the network must recall any
fundamental memory Ym when presented with it as an input. That is,
xm;i ¼ ym;i ;
0
ym;i

i ¼ 1; 2; . . . ; n;
1
n
X
¼ sign@
wij xm;j  i A;
j¼1

m ¼ 1; 2; . . . ; M

193

194

ARTIFICIAL NEURAL NETWORKS
where ym;i is the ith element of the actual output vector Ym , and xm;j is
the jth element of the input vector Xm . In matrix form,
Xm ¼ Ym ;
m ¼ 1; 2; . . . ; M
Ym ¼ sign ðWXm  hÞ
If all fundamental memories are recalled perfectly we may proceed to
the next step.
Step 3:

Retrieval
Present an unknown n-dimensional vector (probe), X, to the network
and retrieve a stable state. Typically, the probe represents a corrupted or
incomplete version of the fundamental memory, that is,
X 6¼ Ym ;

m ¼ 1; 2; . . . ; M

(a) Initialise the retrieval algorithm of the Hopfield network by setting
xj ð0Þ ¼ xj

j ¼ 1; 2; . . . ; n

and calculate the initial state for each neuron
0
1
n
X
@
i ¼ 1; 2; . . . ; n
wij xj ð0Þ  i A;
yi ð0Þ ¼ sign
j¼1

where xj ð0Þ is the jth element of the probe vector X at iteration
p ¼ 0, and yi ð0Þ is the state of neuron i at iteration p ¼ 0.
In matrix form, the state vector at iteration p ¼ 0 is presented as
Yð0Þ ¼ sign ½WXð0Þ  h 
(b) Update the elements of the state vector, Yð pÞ, according to the
following rule:
0
1
n
X
wij xj ð pÞ  i A
yi ð p þ 1Þ ¼ sign@
j¼1

Neurons for updating are selected asynchronously, that is,
randomly and one at a time.
Repeat the iteration until the state vector becomes unchanged,
or in other words, a stable state is achieved. The condition for
stability can be defined as:
0
1
n
X
yi ð p þ 1Þ ¼ sign@
i ¼ 1; 2; . . . ; n
ð6:24Þ
wij yj ð pÞ  i A;
j¼1

or, in matrix form,
Yð p þ 1Þ ¼ sign ½W Yð pÞ  h 

ð6:25Þ

THE HOPFIELD NETWORK
The Hopfield network will always converge to a stable state if the retrieval is
done asynchronously (Haykin, 1999). However, this stable state does not
necessarily represent one of the fundamental memories, and if it is a fundamental memory it is not necessarily the closest one.
Suppose, for example, we wish to store three fundamental memories in the
five-neuron Hopfield network:
X1 ¼ ðþ1; þ1; þ1; þ1; þ1Þ
X2 ¼ ðþ1; 1; þ1; 1; þ1Þ
X3 ¼ ð1; þ1; 1; þ1; 1Þ
The weight matrix is constructed from Eq. (6.20),
2

0
6
6 1
6
W¼6
6 3
6
4 1
3

1
3
0 1
1
0

1
3
1

3 1
1
3

0
1

3
3
7
1 7
7
37
7
7
1 5
0

Assume now that the probe vector is represented by
X ¼ ðþ1; þ1; 1; þ1; þ1Þ
If we compare this probe with the fundamental memory X1 , we find that these
two vectors differ only in a single bit. Thus, we may expect that the probe X will
converge to the fundamental memory X1 . However, when we apply the Hopfield
network training algorithm described above, we obtain a different result. The
pattern produced by the network recalls the memory X3 , a false memory.
This example reveals one of the problems inherent to the Hopfield network.
Another problem is the storage capacity, or the largest number of fundamental memories that can be stored and retrieved correctly. Hopfield showed
experimentally (Hopfield, 1982) that the maximum number of fundamental
memories Mmax that can be stored in the n-neuron recurrent network is
limited by
Mmax ¼ 0:15n

ð6:26Þ

We also may define the storage capacity of a Hopfield network on the basis
that most of the fundamental memories are to be retrieved perfectly (Amit,
1989):

Mmax ¼

n
2 ln n

ð6:27Þ

195

196

ARTIFICIAL NEURAL NETWORKS

What if we want all the fundamental memories to be retrieved perfectly?
It can be shown that to retrieve all the fundamental memories perfectly, their
number must be halved (Amit, 1989):
Mmax ¼

n
4 ln n

ð6:28Þ

As we can see now, the storage capacity of a Hopfield network has to be kept
rather small for the fundamental memories to be retrievable. This is a major
limitation of the Hopfield network.
Strictly speaking, a Hopfield network represents an auto-associative type of
memory. In other words, a Hopfield network can retrieve a corrupted or
incomplete memory but cannot associate it with another different memory.
In contrast, human memory is essentially associative. One thing may remind
us of another, and that of another, and so on. We use a chain of mental
associations to recover a lost memory. If we, for example, forget where we left an
umbrella, we try to recall where we last had it, what we were doing, and who we
were talking to. Thus, we attempt to establish a chain of associations, and
thereby to restore a lost memory.

Why can’t a Hopfield network do this job?
The Hopfield network is a single-layer network, and thus the output pattern
appears on the same set of neurons to which the input pattern was applied. To
associate one memory with another, we need a recurrent neural network capable
of accepting an input pattern on one set of neurons and producing a related, but
different, output pattern on another set of neurons. In fact, we need a two-layer
recurrent network, the bidirectional associative memory.

6.7 Bidirectional associative memory
Bidirectional associative memory (BAM), first proposed by Bart Kosko, is a
heteroassociative network (Kosko, 1987, 1988). It associates patterns from one
set, set A, to patterns from another set, set B, and vice versa. Like a Hopfield
network, the BAM can generalise and also produce correct outputs despite
corrupted or incomplete inputs. The basic BAM architecture is shown in Figure
6.20. It consists of two fully connected layers: an input layer and an output layer.

How does the BAM work?
The input vector Xð pÞ is applied to the transpose of weight matrix WT to
produce an output vector Yð pÞ, as illustrated in Figure 6.20(a). Then, the output
vector Yð pÞ is applied to the weight matrix W to produce a new input vector
Xð p þ 1Þ, as in Figure 6.20(b). This process is repeated until input and output
vectors become unchanged, or in other words, the BAM reaches a stable state.
The basic idea behind the BAM is to store pattern pairs so that when
n-dimensional vector X from set A is presented as input, the BAM recalls

BIDIRECTIONAL ASSOCIATIVE MEMORY

Figure 6.20 BAM operation: (a) forward direction; (b) backward direction

m-dimensional vector Y from set B, but when Y is presented as input, the BAM
recalls X.
To develop the BAM, we need to create a correlation matrix for each pattern
pair we want to store. The correlation matrix is the matrix product of the input
vector X, and the transpose of the output vector YT . The BAM weight matrix is
the sum of all correlation matrices, that is,
W¼

M
X

Xm YTm ;

ð6:29Þ

m¼1

where M is the number of pattern pairs to be stored in the BAM.
Like a Hopfield network, the BAM usually uses McCulloch and Pitts neurons
with the sign activation function.
The BAM training algorithm can be presented as follows.
Step 1:

Storage
The BAM is required to store M pairs of patterns. For example, we may
wish to store four pairs:
2 3
2
2
2
3
3
3
1
1
1
1
617
6 1 7
6 17
6 1 7
6 7
6
6
6
7
7
7
6 7
6
6
6
7
7
7
617
6 1 7
6 1 7
6 17
6
6
6
6
7
7
7
7
Set A: X1 ¼ 6 7 X2 ¼ 6
7 X3 ¼ 6 1 7 X4 ¼ 6 1 7
617
6 1 7
6
6
7
7
6 7
6
6
6
7
7
7
415
4 1 5
4 15
4 1 5
1
1
1
1
2 3
2
2
2
3
3
3
1
1
1
1
6 7
6
6
6
7
7
7
Set B: Y1 ¼ 4 1 5 Y2 ¼ 4 1 5 Y3 ¼ 4 1 5 Y4 ¼ 4 1 5
1

1

1

1

197

198

ARTIFICIAL NEURAL NETWORKS
In this case, the BAM input layer must have six neurons and the output
layer three neurons.
The weight matrix is determined as

W¼

4
X

Xm YTm

m¼1

or
2

2 3
1
617
6 7
6 7
617
7
W ¼6
6 1 7½ 1
6 7
6 7
415
1
2

1

2

3

6 1 7
7
6
7
6
6 1 7
7
1 þ 6
6 1 7½ 1
7
6
7
6
4 1 5
1

3

1
6 1 7
6
7
6
7
6 17
7
þ6
6 1 7½ 1
6
7
6
7
4 1 5
1
Step 2:

1

1

2

4
64
6
6
60
1  ¼ 6
60
6
6
44
4

1

3

6 17
7
6
7
6
6 1 7
7
1 1  þ 6
6 1 7½ 1 1
7
6
7
6
4 15
3

1

1

0 4
0 47
7
7
4 07
7
4 07
7
7
0 45
0 4

Testing
The BAM should be able to receive any vector from set A and retrieve
the associated vector from set B, and receive any vector from set B and
retrieve the associated vector from set A. Thus, first we need to confirm
that the BAM is able to recall Ym when presented with Xm . That is,
Ym ¼ sign ðWT Xm Þ;

m ¼ 1; 2; . . . ; M

ð6:30Þ

For instance,
8
>
>
>
>
>
2
>
>
>
< 4
6
Y1 ¼ sign ðWT X1 Þ ¼ sign 4 0
>
>
>
4
>
>
>
>
>
:

4
0
4

0
4
0

0 4
4 0
0 4

2 39
1 >
>
7>
> 2 3
36
6 1 7>
>
1
4 6 7>
>
1 7= 6 7
76
7 ¼ 415
0 56
6 1 7>
6 7>
1
4 6 7>
>
>
4 1 5>
>
>
;
1

Then, we confirm that the BAM recalls Xm when presented with Ym .
That is,
Xm ¼ sign ðW Ym Þ;

m ¼ 1; 2; . . . ; M

ð6:31Þ

BIDIRECTIONAL ASSOCIATIVE MEMORY
For instance,
82
4
>
>
>
6
>
>
64
>
>
>
<6
60
X3 ¼ sign ðW Y3 Þ ¼ sign 6
60
>
>
6
>
>
6
>
>
44
>
>
:
4

9 2
3
3
4
1
>
>
>
6
7
>
3>
47
72
> 6 17
1 >
>
7
6
7
=
6 1 7
0 76
74 1 7
7
5 ¼6
7
6
7
>
07
>
6 1 7
>
1 >
7
6
> 4 17
>
5
0 45
>
>
;
0 4
1
0
0
4
4

In our example, all four pairs are recalled perfectly, and we can proceed
to the next step.
Step 3:

Retrieval
Present an unknown vector (probe) X to the BAM and retrieve a
stored association. The probe may present a corrupted or incomplete
version of a pattern from set A (or from set B) stored in the BAM.
That is,
X 6¼ Xm ;

m ¼ 1; 2; . . . ; M

(a) Initialise the BAM retrieval algorithm by setting
Xð0Þ ¼ X;

p¼0

and calculate the BAM output at iteration p
Yð pÞ ¼ sign ½WT Xð pÞ
(b) Update the input vector Xð pÞ:
Xð p þ 1Þ ¼ sign ½W Yð pÞ
and repeat the iteration until equilibrium, when input and output
vectors remain unchanged with further iterations. The input and
output patterns will then represent an associated pair.
The BAM is unconditionally stable (Kosko, 1992). This means that
any set of associations can be learned without risk of instability. This
important quality arises from the BAM using the transpose relationship
between weight matrices in forward and backward directions.
Let us now return to our example. Suppose we use vector X as a probe. It
represents a single error compared with the pattern X1 from set A:
X ¼ ð1; þ1; þ1; þ1; þ1; þ1Þ
This probe applied as the BAM input produces the output vector Y1 from set B.
The vector Y1 is then used as input to retrieve the vector X1 from set A. Thus, the
BAM is indeed capable of error correction.

199

200

ARTIFICIAL NEURAL NETWORKS
There is also a close relationship between the BAM and the Hopfield network.
If the BAM weight matrix is square and symmetrical, then W ¼ WT . In this case,
input and output layers are of the same size, and the BAM can be reduced to the
autoassociative Hopfield network. Thus, the Hopfield network can be considered
as a BAM special case.
The constraints imposed on the storage capacity of the Hopfield network can
also be extended to the BAM. In general, the maximum number of associations
to be stored in the BAM should not exceed the number of neurons in the smaller
layer. Another, even more serious problem, is incorrect convergence. The BAM
may not always produce the closest association. In fact, a stable association may
be only slightly related to the initial input vector.
The BAM still remains the subject of intensive research. However, despite all
its current problems and limitations, the BAM promises to become one of the
most useful artificial neural networks.

Can a neural network learn without a ‘teacher’?
The main property of a neural network is an ability to learn from its environment, and to improve its performance through learning. So far we have
considered supervised or active learning – learning with an external ‘teacher’
or a supervisor who presents a training set to the network. But another type of
learning also exists: unsupervised learning.
In contrast to supervised learning, unsupervised or self-organised learning
does not require an external teacher. During the training session, the neural
network receives a number of different input patterns, discovers significant
features in these patterns and learns how to classify input data into appropriate
categories. Unsupervised learning tends to follow the neuro-biological organisation of the brain.
Unsupervised learning algorithms aim to learn rapidly. In fact, self-organising
neural networks learn much faster than back-propagation networks, and thus
can be used in real time.

6.8 Self-organising neural networks
Self-organising neural networks are effective in dealing with unexpected and
changing conditions. In this section, we consider Hebbian and competitive
learning, which are based on self-organising networks.

6.8.1

Hebbian learning

In 1949, neuropsychologist Donald Hebb proposed one of the key ideas in
biological learning, commonly known as Hebb’s Law (Hebb, 1949). Hebb’s Law
states that if neuron i is near enough to excite neuron j and repeatedly
participates in its activation, the synaptic connection between these two
neurons is strengthened and neuron j becomes more sensitive to stimuli from
neuron i.

SELF-ORGANISING NEURAL NETWORKS

Figure 6.21 Hebbian learning in a neural network

We can represent Hebb’s Law in the form of two rules as follows (Stent, 1973):
1.

If two neurons on either side of a connection are activated synchronously,
then the weight of that connection is increased.

2.

If two neurons on either side of a connection are activated asynchronously,
then the weight of that connection is decreased.

Hebb’s Law provides the basis for learning without a teacher. Learning here is
a local phenomenon occurring without feedback from the environment. Figure
6.21 shows Hebbian learning in a neural network.
Using Hebb’s Law we can express the adjustment applied to the weight wij at
iteration p in the following form:
wij ð pÞ ¼ F½ yj ð pÞ; xi ð pÞ;

ð6:32Þ

where F½yj ð pÞ; xi ð pÞ is a function of both postsynaptic and presynaptic activities.
As a special case, we can represent Hebb’s Law as follows (Haykin, 1999):
wij ð pÞ ¼  yj ð pÞ xi ð pÞ;

ð6:33Þ

where  is the learning rate parameter.
This equation is referred to as the activity product rule. It shows how a
change in the weight of the synaptic connection between a pair of neurons is
related to a product of the incoming and outgoing signals.
Hebbian learning implies that weights can only increase. In other words,
Hebb’s Law allows the strength of a connection to increase, but it does not
provide a means to decrease the strength. Thus, repeated application of the input
signal may drive the weight wij into saturation. To resolve this problem, we
might impose a limit on the growth of synaptic weights. It can be done by
introducing a non-linear forgetting factor into Hebb’s Law in Eq. (6.33) as
follows (Kohonen, 1989):
wij ð pÞ ¼  yj ð pÞ xi ð pÞ  yj ð pÞ wij ð pÞ
where

is the forgetting factor.

ð6:34Þ

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ARTIFICIAL NEURAL NETWORKS

What does a forgetting factor mean?
Forgetting factor specifies the weight decay in a single learning cycle. It usually
falls in the interval between 0 and 1. If the forgetting factor is 0, the neural
network is capable only of strengthening its synaptic weights, and as a result,
these weights grow towards infinity. On the other hand, if the forgetting factor is
close to 1, the network remembers very little of what it learns. Therefore, a rather
small forgetting factor should be chosen, typically between 0.01 and 0.1, to
allow only a little ‘forgetting’ while limiting the weight growth.
Equation (6.34) may also be written in the form referred to as a generalised
activity product rule
wij ð pÞ ¼

yj ð pÞ½ xi ð pÞ  wij ð pÞ;

ð6:35Þ

where ¼ = .
The generalised activity product rule implies that, if the presynaptic activity
(input of neuron i) at iteration p, xi ð pÞ, is less than wij ð pÞ= , then the modified
synaptic weight at iteration ð p þ 1Þ, wij ð p þ 1Þ, will decrease by an amount
proportional to the postsynaptic activity (output of neuron j) at iteration
p, yj ð pÞ. On the other hand, if xi ð pÞ is greater than wij ð pÞ= , then the modified
synaptic weight at iteration ð p þ 1Þ, wij ð p þ 1Þ, will increase also in proportion to
the output of neuron j, yj ð pÞ. In other words, we can determine the activity
balance point for modifying the synaptic weight as a variable equal to wij ð pÞ= .
This approach solves the problem of an infinite increase of the synaptic weights.
Let us now derive the generalised Hebbian learning algorithm.
Step 1:

Initialisation
Set initial synaptic weights and thresholds to small random values, say
in an interval ½0; 1. Also assign small positive values to the learning rate
parameter  and forgetting factor .

Step 2:

Activation
Compute the neuron output at iteration p
yj ð pÞ ¼

n
X

xi ð pÞ wij ð pÞ  j ;

i¼1

where n is the number of neuron inputs, and j is the threshold value of
neuron j.
Step 3:

Learning
Update the weights in the network:
wij ð p þ 1Þ ¼ wij ð pÞ þ wij ð pÞ;
where wij ð pÞ is the weight correction at iteration p.
The weight correction is determined by the generalised activity
product rule:
wij ð pÞ ¼

yj ð pÞ½ xi ð pÞ  wij ð pÞ

SELF-ORGANISING NEURAL NETWORKS
Step 4:

Iteration
Increase iteration p by one, go back to Step 2 and continue until the
synaptic weights reach their steady-state values.

To illustrate Hebbian learning, consider a fully connected feedforward
network with a single layer of five computation neurons, as shown in Figure
6.22(a). Each neuron is represented by a McCulloch and Pitts model with the
sign activation function. The network is trained with the generalised activity
product rule on the following set of input vectors:
2 3
2 3
2 3
2 3
2 3
0
0
0
0
0
6 7
6 7
6 7
6 7
6 7
607
617
607
607
617
6 7
6 7
6 7
6 7
6 7
7 X2 ¼ 6 0 7 X3 ¼ 6 0 7 X4 ¼ 6 1 7 X5 ¼ 6 0 7
X1 ¼ 6
0
6 7
6 7
6 7
6 7
6 7
6 7
6 7
6 7
6 7
6 7
405
405
415
405
405
0
1
0
0
1

Figure 6.22 Unsupervised Hebbian learning in a single-layer network: (a) initial and final
states of the network; (b) initial and final weight matrices

203

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ARTIFICIAL NEURAL NETWORKS
Here, the input vector X1 is the null vector. As you may also notice, input signals
x4 (in the vector X3 ) and x3 (in the vector X4 ) are the only unity components in
the corresponding vectors, while unity signals x2 and x5 always come together, as
seen in the vectors X2 and X5 .
In our example, the initial weight matrix is represented by the 5  5 identity
matrix I. Thus, in the initial state, each of the neurons in the input layer is
connected to the neuron in the same position in the output layer with a synaptic
weight of 1, and to the other neurons with weights of 0. The thresholds are set to
random numbers in the interval between 0 and 1. The learning rate parameter 
and forgetting factor are taken as 0.1 and 0.02, respectively.
After training, as can be seen from Figure 6.22(b), the weight matrix becomes
different from the initial identity matrix I. The weights between neuron 2 in the
input layer and neuron 5 in the output layer, and neuron 5 in the input layer and
neuron 2 in the output layer have increased from 0 to 2.0204. Our network has
learned new associations. At the same time, the weight between neuron 1 in the
input layer and neuron 1 in the output layer has become 0. The network has
forgotten this association.
Let us now test our network. A test input vector, or probe, is defined as
2 3
1
6 7
607
6 7
7
X¼6
607
6 7
405
1

When this probe is presented to the network, we obtain

Y ¼ sign ðW X  h Þ
82
0
0
>
>
>
>
6
>
0
2:0204
>
6
<6
Y ¼ sign 6
0
60
>
>6
>
0
0
>
4
>
>
:
0 2:0204

0
0
1:0200
0
0

32 3 2
39 2 3
0
1
0:4940 >
0
>
> 6 7
76 7 6
7>
2:0204 76 0 7 6 0:2661 7>
17
>
6
76 7 6
7= 6 7
7
6
7
6
7
6
0
0 76 0 7  6 0:0907 7 ¼ 6 0 7
7
> 6 7
76 7 6
7>
0:9996
0 54 0 5 4 0:9478 5>
0
>
4
5
>
>
;
0
2:0204
1
0:0737
1
0
0

Sure enough, the network has associated input x5 with outputs y2 and y5 because
inputs x2 and x5 were coupled during training. But the network cannot associate
input x1 with output y1 any more because unity input x1 did not appear during
training and our network has lost the ability to recognise it.
Thus, a neural network really can learn to associate stimuli commonly
presented together, and most important, the network can learn without a
‘teacher’.

SELF-ORGANISING NEURAL NETWORKS

6.8.2

Competitive learning

Another popular type of unsupervised learning is competitive learning. In
competitive learning, neurons compete among themselves to be activated. While
in Hebbian learning, several output neurons can be activated simultaneously, in
competitive learning only a single output neuron is active at any time. The
output neuron that wins the ‘competition’ is called the winner-takes-all neuron.
The basic idea of competitive learning was introduced in the early 1970s
(Grossberg, 1972; von der Malsburg, 1973; Fukushima, 1975). However,
competitive learning did not attract much interest until the late 1980s, when
Teuvo Kohonen introduced a special class of artificial neural networks called
self-organising feature maps (Kohonen, 1989). These maps are based on
competitive learning.

What is a self-organising feature map?
Our brain is dominated by the cerebral cortex, a very complex structure of
billions of neurons and hundreds of billions of synapses. The cortex is neither
uniform nor homogeneous. It includes areas, identified by the thickness of their
layers and the types of neurons within them, that are responsible for different
human activities (motor, visual, auditory, somatosensory, etc.), and thus associated with different sensory inputs. We can say that each sensory input is mapped
into a corresponding area of the cerebral cortex; in other words, the cortex is a
self-organising computational map in the human brain.

Can we model the self-organising map?
Kohonen formulated the principle of topographic map formation (Kohonen,
1990). This principle states that the spatial location of an output neuron in
the topographic map corresponds to a particular feature of the input pattern.
Kohonen also proposed the feature-mapping model shown in Figure 6.23
(Kohonen, 1982). This model captures the main features of self-organising maps
in the brain and yet can be easily represented in a computer.

Figure 6.23 Feature-mapping Kohonen model

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ARTIFICIAL NEURAL NETWORKS
The Kohonen model provides a topological mapping, placing a fixed number
of input patterns from the input layer into a higher-dimensional output or
Kohonen layer. In Figure 6.23, the Kohonen layer consists of a two-dimensional
lattice made up of 4-by-4 neurons, with each neuron having two inputs. The
winning neuron is shown in black and its neighbours in grey. Here, the winner’s
neighbours are neurons in close physical proximity to the winner.

How close is ‘close physical proximity’?
How close physical proximity is, is determined by the network designer. The
winner’s neighbourhood may include neurons within one, two or even three
positions on either side. For example, Figure 6.23 depicts the winner’s neighbourhood of size one. Generally, training in the Kohonen network begins with
the winner’s neighbourhood of a fairly large size. Then, as training proceeds, the
neighbourhood size gradually decreases.
The Kohonen network consists of a single layer of computation neurons, but
it has two different types of connections. There are forward connections from
the neurons in the input layer to the neurons in the output layer, and also
lateral connections between neurons in the output layer, as shown in
Figure 6.24. The lateral connections are used to create a competition between
neurons. The neuron with the largest activation level among all neurons in the
output layer becomes the winner (the winner-takes-all neuron). This neuron is
the only neuron that produces an output signal. The activity of all other neurons
is suppressed in the competition.
When an input pattern is presented to the network, each neuron in the
Kohonen layer receives a full copy of the input pattern, modified by its path
through the weights of the synaptic connections between the input layer and
the Kohonen layer. The lateral feedback connections produce excitatory or
inhibitory effects, depending on the distance from the winning neuron. This is
achieved by the use of a Mexican hat function which describes synaptic weights
between neurons in the Kohonen layer.

What is the Mexican hat function?
The Mexican hat function shown in Figure 6.25 represents the relationship
between the distance from the winner-takes-all neuron and the strength of the

Figure 6.24 Architecture of the Kohonen network

SELF-ORGANISING NEURAL NETWORKS

Figure 6.25 The Mexican hat function of lateral connection

connections within the Kohonen layer. According to this function, the near
neighbourhood (a short-range lateral excitation area) has a strong excitatory
effect, remote neighbourhood (an inhibitory penumbra) has a mild inhibitory effect and very remote neighbourhood (an area surrounding the inhibitory
penumbra) has a weak excitatory effect, which is usually neglected.
In the Kohonen network, a neuron learns by shifting its weights from inactive
connections to active ones. Only the winning neuron and its neighbourhood are
allowed to learn. If a neuron does not respond to a given input pattern, then
learning cannot occur in that particular neuron.
The output signal, yj , of the winner-takes-all neuron j is set equal to one
and the output signals of all the other neurons (the neurons that lose the
competition) are set to zero.
The standard competitive learning rule (Haykin, 1999) defines the change
wij applied to synaptic weight wij as

wij ¼

ðxi  wij Þ;
0;

if neuron j wins the competition
if neuron j loses the competition

ð6:36Þ

where xi is the input signal and  is the learning rate parameter. The learning
rate parameter lies in the range between 0 and 1.
The overall effect of the competitive learning rule resides in moving the
synaptic weight vector Wj of the winning neuron j towards the input pattern X.
The matching criterion is equivalent to the minimum Euclidean distance
between vectors.

What is the Euclidean distance?
The Euclidean distance between a pair of n-by-1 vectors X and Wj is defined by
"
d ¼ kX  Wj k ¼

n
X
ðxi  wij Þ2

#1=2
;

ð6:37Þ

i¼1

where xi and wij are the ith elements of the vectors X and Wj , respectively.

207

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ARTIFICIAL NEURAL NETWORKS

Figure 6.26 Euclidean distance as a measure of similarity between vectors X and Wj

The similarity between the vectors X and Wj is determined as the reciprocal of
the Euclidean distance d. In Figure 6.26, the Euclidean distance between the
vectors X and Wj is presented as the length of the line joining the tips of
those vectors. Figure 6.26 clearly demonstrates that the smaller the Euclidean
distance is, the greater will be the similarity between the vectors X and Wj .
To identify the winning neuron, jX , that best matches the input vector X, we
may apply the following condition (Haykin, 1999):
jX ¼ min kX  Wj k;
j

j ¼ 1; 2; . . . ; m

ð6:38Þ

where m is the number of neurons in the Kohonen layer.
Suppose, for instance, that the two-dimensional input vector X is presented to
the three-neuron Kohonen network,

X¼

0:52
0:12



The initial weight vectors, Wj , are given by

W1 ¼

0:27
0:81




W2 ¼

0:42
0:70




W3 ¼

0:43
0:21



We find the winning (best-matching) neuron jX using the minimum-distance
Euclidean criterion:
qffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi qffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
d1 ¼ ðx1  w11 Þ2 þ ðx2  w21 Þ2 ¼ ð0:52  0:27Þ2 þ ð0:12  0:81Þ2 ¼ 0:73
qffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi qffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
d2 ¼ ðx1  w12 Þ2 þ ðx2  w22 Þ2 ¼ ð0:52  0:42Þ2 þ ð0:12  0:70Þ2 ¼ 0:59
qffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi qffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
d3 ¼ ðx1  w13 Þ2 þ ðx2  w23 Þ2 ¼ ð0:52  0:43Þ2 þ ð0:12  0:21Þ2 ¼ 0:13
Thus, neuron 3 is the winner and its weight vector W3 is to be updated
according to the competitive learning rule described in Eq. (6.36). Assuming that
the learning rate parameter  is equal to 0.1, we obtain
w13 ¼ ðx1  w13 Þ ¼ 0:1ð0:52  0:43Þ ¼ 0:01
w23 ¼ ðx2  w23 Þ ¼ 0:1ð0:12  0:21Þ ¼ 0:01

SELF-ORGANISING NEURAL NETWORKS
The updated weight vector W3 at iteration ð p þ 1Þ is determined as:

W3 ð p þ 1Þ ¼ W3 ð pÞ þ W3 ð pÞ ¼

0:43
0:21




þ

0:01
0:01




¼

0:44



0:20

The weight vector W3 of the winning neuron 3 becomes closer to the input
vector X with each iteration.
Let us now summarise the competitive learning algorithm as follows
(Kohonen, 1989):
Step 1:

Initialisation
Set initial synaptic weights to small random values, say in an interval
½0; 1, and assign a small positive value to the learning rate parameter .

Step 2:

Activation and similarity matching
Activate the Kohonen network by applying the input vector X, and find
the winner-takes-all (best matching) neuron jX at iteration p, using the
minimum-distance Euclidean criterion
(
jX ð pÞ ¼ min kX  Wj ð pÞk ¼
j

n
X

)1=2
½xi  wij ð pÞ

2

;

j ¼ 1; 2; . . . ; m

i¼1

where n is the number of neurons in the input layer, and m is the
number of neurons in the output or Kohonen layer.
Step 3:

Learning
Update the synaptic weights
wij ð p þ 1Þ ¼ wij ð pÞ þ wij ð pÞ;
where wij ð pÞ is the weight correction at iteration p.
The weight correction is determined by the competitive learning
rule

wij ð pÞ ¼

½xi  wij ð pÞ;
0;

j 2 j ð pÞ
;
j 62 j ð pÞ

ð6:39Þ

where  is the learning rate parameter, and j ð pÞ is the neighbourhood function centred around the winner-takes-all neuron jX at
iteration p.
The neighbourhood function j usually has a constant amplitude. It
implies that all the neurons located inside the topological neighbourhood are activated simultaneously, and the relationship among
those neurons is independent of their distance from the winner-takesall neuron jX . This simple form of a neighbourhood function is shown
in Figure 6.27.

209

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ARTIFICIAL NEURAL NETWORKS

Figure 6.27 Rectangular neighbourhood function

Figure 6.28 Competitive learning in the Kohonen network: (a) initial random weights;
(b) network after 100 iterations; (c) network after 1000 iterations; (d) network after
10,000 iterations

SELF-ORGANISING NEURAL NETWORKS
The rectangular neighbourhood function j takes on a binary
character. Thus, identifying the neuron outputs, we may write

1; j 2 j ð pÞ
ð6:40Þ
yj ¼
0; j 62 j ð pÞ
Step 4:

Iteration
Increase iteration p by one, go back to Step 2 and continue until the
minimum-distance Euclidean criterion is satisfied, or no noticeable
changes occur in the feature map.

To illustrate competitive learning, consider the Kohonen network with 100
neurons arranged in the form of a two-dimensional lattice with 10 rows and
10 columns. The network is required to classify two-dimensional input vectors.
In other words, each neuron in the network should respond only to the input
vectors occurring in its region.
The network is trained with 1000 two-dimensional input vectors generated
randomly in a square region in the interval between 1 and þ1. Initial synaptic
weights are also set to random values in the interval between 1 and þ1, and the
learning rate parameter  is equal to 0.1.
Figure 6.28 demonstrates different stages in the process of network learning.
Each neuron is represented by a black dot at the location of its two weights, w1j
and w2j . Figure 6.28(a) shows the initial synaptic weights randomly distributed
in the square region. Figures 6.28(b), (c) and (d) present the weight vectors in the
input space after 100, 1000 and 10,000 iterations, respectively.
The results shown in Figure 6.28 demonstrate the self-organisation of the
Kohonen network that characterises unsupervised learning. At the end of
the learning process, the neurons are mapped in the correct order and the map
itself spreads out to fill the input space. Each neuron now is able to identify input
vectors in its own input space.
To see how neurons respond, let us test our network by applying the
following input vectors:

X1 ¼

0:2
0:9




X2 ¼

0:6
0:2




X3 ¼

0:7
0:8



As illustrated in Figure 6.29, neuron 6 responds to the input vector X1 , neuron
69 responds to the input vector X2 and neuron 92 to the input vector X3 . Thus,
the feature map displayed in the input space in Figure 6.29 is topologically
ordered and the spatial location of a neuron in the lattice corresponds to a
particular feature of input patterns.

211

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ARTIFICIAL NEURAL NETWORKS

Figure 6.29 Topologically ordered feature map displayed in the input space

6.9 Summary
In this chapter, we introduced artificial neural networks and discussed the
basic ideas behind machine learning. We presented the concept of a perceptron
as a simple computing element and considered the perceptron learning rule.
We explored multilayer neural networks and discussed how to improve the
computational efficiency of the back-propagation learning algorithm. Then we
introduced recurrent neural networks, considered the Hopfield network training
algorithm and bidirectional associative memory (BAM). Finally, we presented
self-organising neural networks and explored Hebbian and competitive learning.
The most important lessons learned in this chapter are:
.

Machine learning involves adaptive mechanisms that enable computers to
learn from experience, learn by example and learn by analogy. Learning
capabilities can improve the performance of an intelligent system over time.
One of the most popular approaches to machine learning is artificial neural
networks.

.

An artificial neural network consists of a number of very simple and highly
interconnected processors, called neurons, which are analogous to the
biological neurons in the brain. The neurons are connected by weighted links
that pass signals from one neuron to another. Each link has a numerical
weight associated with it. Weights are the basic means of long-term memory
in ANNs. They express the strength, or importance, of each neuron input. A
neural network ‘learns’ through repeated adjustments of these weights.

SUMMARY
.

In the 1940s, Warren McCulloch and Walter Pitts proposed a simple neuron
model that is still the basis for most artificial neural networks. The neuron
computes the weighted sum of the input signals and compares the result with
a threshold value. If the net input is less than the threshold, the neuron
output is 1. But if the net input is greater than or equal to the threshold, the
neuron becomes activated and its output attains a value þ1.

.

Frank Rosenblatt suggested the simplest form of a neural network, which he
called a perceptron. The operation of the perceptron is based on the
McCulloch and Pitts neuron model. It consists of a single neuron with
adjustable synaptic weights and a hard limiter. The perceptron learns its task
by making small adjustments in the weights to reduce the difference between
the actual and desired outputs. The initial weights are randomly assigned and
then updated to obtain the output consistent with the training examples.

.

A perceptron can learn only linearly separable functions and cannot make
global generalisations on the basis of examples learned locally. The limitations of Rosenblatt’s perceptron can be overcome by advanced forms of neural
networks, such as multilayer perceptrons trained with the back-propagation
algorithm.

.

A multilayer perceptron is a feedforward neural network with an input layer of
source neurons, at least one middle or hidden layer of computational neurons,
and an output layer of computational neurons. The input layer accepts input
signals from the outside world and redistributes these signals to all neurons in
the hidden layer. The hidden layer detects the feature. The weights of the
neurons in the hidden layer represent the features in the input patterns. The
output layer establishes the output pattern of the entire network.

.

Learning in a multilayer network proceeds in the same way as in a perceptron.
The learning algorithm has two phases. First, a training input pattern is
presented to the network input layer. The network propagates the input
pattern from layer to layer until the output pattern is generated by the output
layer. If it is different from the desired output, an error is calculated and then
propagated backwards through the network from the output layer to the
input layer. The weights are modified as the error is propagated.

.

Although widely used, back-propagation learning is not without problems.
Because the calculations are extensive and, as a result, training is slow, a pure
back-propagation algorithm is rarely used in practical applications. There are
several possible ways to improve computational efficiency. A multilayer
network learns much faster when the sigmoidal activation function is
represented by a hyperbolic tangent. The use of momentum and adaptive
learning rate also significantly improves the performance of a multilayer
back-propagation neural network.

.

While multilayer back-propagation neural networks are used for pattern
recognition problems, the associative memory of humans is emulated by a
different type of network called recurrent: a recurrent network, which has
feedback loops from its outputs to its inputs. John Hopfield formulated the

213

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ARTIFICIAL NEURAL NETWORKS
physical principle of storing information in a dynamically stable network,
and also proposed a single-layer recurrent network using McCulloch and Pitts
neurons with the sign activation function.
.

The Hopfield network training algorithm has two basic phases: storage and
retrieval. In the first phase, the network is required to store a set of states, or
fundamental memories, determined by the current outputs of all neurons.
This is achieved by calculating the network’s weight matrix. Once the weights
are calculated, they remain fixed. In the second phase, an unknown corrupted
or incomplete version of the fundamental memory is presented to the
network. The network output is calculated and fed back to adjust the input.
This process is repeated until the output becomes constant. For the fundamental memories to be retrievable, the storage capacity of the Hopfield
network has to be kept small.

.

The Hopfield network represents an autoassociative type of memory. It
can retrieve a corrupted or incomplete memory but cannot associate one
memory with another. To overcome this limitation, Bart Kosko proposed
the bidirectional associative memory (BAM). BAM is a heteroassociative
network. It associates patterns from one set to patterns from another set and
vice versa. As with a Hopfield network, the BAM can generalise and produce
correct outputs despite corrupted or incomplete inputs. The basic BAM
architecture consists of two fully connected layers – an input layer and an
output layer.

.

The idea behind the BAM is to store pattern pairs so that when n-dimensional
vector X from set A is presented as input, the BAM recalls m-dimensional
vector Y from set B, but when Y is presented as input, the BAM recalls X. The
constraints on the storage capacity of the Hopfield network can also be
extended to the BAM. The number of associations to be stored in the BAM
should not exceed the number of neurons in the smaller layer. Another
problem is incorrect convergence, that is, the BAM may not always produce
the closest association.

.

In contrast to supervised learning, or learning with an external ‘teacher’ who
presents a training set to the network, unsupervised or self-organised learning
does not require a teacher. During a training session, the neural network
receives a number of different input patterns, discovers significant features in
these patterns and learns how to classify input.

.

Hebb’s Law, introduced by Donald Hebb in the late 1940s, states that if
neuron i is near enough to excite neuron j and repeatedly participates in its
activation, the synaptic connection between these two neurons is strengthened and neuron j becomes more sensitive to stimuli from neuron i. This law
provides the basis for learning without a teacher. Learning here is a local
phenomenon occurring without feedback from the environment.

.

Another popular type of unsupervised learning is competitive learning. In
competitive learning, neurons compete among themselves to become active.
The output neuron that wins the ‘competition’ is called the winner-takes-all

QUESTIONS FOR REVIEW
neuron. Although competitive learning was proposed in the early 1970s, it
was largely ignored until the late 1980s, when Teuvo Kohonen introduced a
special class of artificial neural networks called self-organising feature maps.
He also formulated the principle of topographic map formation which states
that the spatial location of an output neuron in the topographic map
corresponds to a particular feature of the input pattern.
.

The Kohonen network consists of a single layer of computation neurons, but
it has two different types of connections. There are forward connections from
the neurons in the input layer to the neurons in the output layer, and lateral
connections between neurons in the output layer. The lateral connections are
used to create a competition between neurons. In the Kohonen network, a
neuron learns by shifting its weights from inactive connections to active ones.
Only the winning neuron and its neighbourhood are allowed to learn. If a
neuron does not respond to a given input pattern, then learning does not
occur in that neuron.

Questions for review
1 How does an artificial neural network model the brain? Describe two major classes of
learning paradigms: supervised learning and unsupervised (self-organised) learning.
What are the features that distinguish these two paradigms from each other?
2 What are the problems with using a perceptron as a biological model? How does the
perceptron learn? Demonstrate perceptron learning of the binary logic function OR.
Why can the perceptron learn only linearly separable functions?
3 What is a fully connected multilayer perceptron? Construct a multilayer perceptron with
an input layer of six neurons, a hidden layer of four neurons and an output layer of two
neurons. What is a hidden layer for, and what does it hide?
4 How does a multilayer neural network learn? Derive the back-propagation training
algorithm. Demonstrate multilayer network learning of the binary logic function
Exclusive-OR.
5 What are the main problems with the back-propagation learning algorithm? How can
learning be accelerated in multilayer neural networks? Define the generalised delta
rule.
6 What is a recurrent neural network? How does it learn? Construct a single six-neuron
Hopfield network and explain its operation. What is a fundamental memory?
7 Derive the Hopfield network training algorithm. Demonstrate how to store three
fundamental memories in the six-neuron Hopfield network.
8 The delta rule and Hebb’s rule represent two different methods of learning in neural
networks. Explain the differences between these two rules.
9 What is the difference between autoassociative and heteroassociative types of
memory? What is the bidirectional associative memory (BAM)? How does the BAM
work?

215

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ARTIFICIAL NEURAL NETWORKS
10 Derive the BAM training algorithm. What constraints are imposed on the storage
capacity of the BAM? Compare the BAM storage capacity with the storage capacity of
the Hopfield network.
11 What does Hebb’s Law represent? Derive the activity product rule and the generalised
activity product rule. What is the meaning of the forgetting factor? Derive the
generalised Hebbian learning algorithm.
12 What is competitive learning? What are the differences between Hebbian and
competitive learning paradigms? Describe the feature-mapping Kohonen model. Derive
the competitive learning algorithm.

References
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computational abilities, Proceedings of the National Academy of Sciences of the USA,
79, 2554–2558.
Jacobs, R.A. (1988). Increased rates of convergence through learning rate adaptation,
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Kohonen, T. (1982). Self-organized formation of topologically correct feature maps,
Biological Cybernetics, 43, 59–69.
Kohonen, T. (1989). Self-Organization and Associative Memory, 3rd edn. SpringerVerlag, Berlin, Heidelberg.
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Kosko, B. (1988). Bidirectional associative memories, IEEE Transactions on Systems,
Man, and Cybernetics, SMC-18, 49–60.

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Kosko, B. (1992). Neural Networks and Fuzzy Systems: A Dynamical Systems Approach to
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Neural Computing. Macmillan College Publishing Company, New York.
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Stent, G.S. (1973). A physiological mechanism for Hebb’s postulate of learning,
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Stork, D. (1989). Is backpropagation biologically plausible?, Proceedings of the International Joint Conference on Neural Networks, Washington, DC, vol. 2, pp. 241–246.
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striate cortex, Kybernetik, 14, 85–100.
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217

Evolutionary computation

7

In which we consider the field of evolutionary computation, including
genetic algorithms, evolution strategies and genetic programming,
and their applications to machine learning.

7.1 Introduction, or can evolution be intelligent?
Intelligence can be defined as the capability of a system to adapt its behaviour to
an ever-changing environment. According to Alan Turing (Turing, 1950), the
form or appearance of a system is irrelevant to its intelligence. However, from
our everyday experience we know that evidences of intelligent behaviour are
easily observed in humans. But we are products of evolution, and thus by
modelling the process of evolution, we might expect to create intelligent
behaviour. Evolutionary computation simulates evolution on a computer. The
result of such a simulation is a series of optimisation algorithms, usually based
on a simple set of rules. Optimisation iteratively improves the quality of
solutions until an optimal, or at least feasible, solution is found.
But is evolution really intelligent? We can consider the behaviour of an
individual organism as an inductive inference about some yet unknown aspects
of its environment (Fogel et al., 1966). Then if, over successive generations, the
organism survives, we can say that this organism is capable of learning to predict
changes in its environment. Evolution is a tortuously slow process from the
human perspective, but the simulation of evolution on a computer does not take
billions of years!
The evolutionary approach to machine learning is based on computational
models of natural selection and genetics. We call them evolutionary computation, an umbrella term that combines genetic algorithms, evolution strategies
and genetic programming. All these techniques simulate evolution by using the
processes of selection, mutation and reproduction.

7.2 Simulation of natural evolution
On 1 July 1858, Charles Darwin presented his theory of evolution before the
Linnean Society of London. This day marks the beginning of a revolution in

220

EVOLUTIONARY COMPUTATION
biology. Darwin’s classical theory of evolution, together with Weismann’s
theory of natural selection and Mendel’s concept of genetics, now represent
the neo-Darwinian paradigm (Keeton, 1980; Mayr, 1988).
Neo-Darwinism is based on processes of reproduction, mutation, competition and selection. The power to reproduce appears to be an essential property
of life. The power to mutate is also guaranteed in any living organism that
reproduces itself in a continuously changing environment. Processes of competition and selection normally take place in the natural world, where
expanding populations of different species are limited by a finite space.
If the process of evolution is to be emulated on a computer, what is being
optimised by evolution in natural life? Evolution can be seen as a process
leading to the maintenance or increase of a population’s ability to survive
and reproduce in a specific environment (Hartl and Clark, 1989). This
ability is called evolutionary fitness. Although fitness cannot be measured
directly, it can be estimated on the basis of the ecology and functional
morphology of the organism in its environment (Hoffman, 1989). Evolutionary fitness can also be viewed as a measure of the organism’s ability to
anticipate changes in its environment (Atmar, 1994). Thus, the fitness, or
the quantitative measure of the ability to predict environmental changes
and respond adequately, can be considered as the quality that is being
optimised in natural life.
To illustrate fitness, we can use the concept of adaptive topology (Wright,
1932). We can represent a given environment by a landscape where each peak
corresponds to the optimised fitness of a species. As evolution takes place, each
species of a given population moves up the slopes of the landscape towards the
peaks. Environmental conditions change over time, and thus the species have
to continuously adjust their routes. As a result, only the fittest can reach the
peaks.
Adaptive topology is a continuous function; it simulates the fact that the
environment, or natural topology, is not static. The shape of the topology
changes over time, and all species continually undergo selection. The goal of
evolution is to generate a population of individuals with increasing fitness.
But how is a population with increasing fitness generated? Michalewicz
(1996) suggests a simple explanation based on a population of rabbits. Some
rabbits are faster than others, and we may say that these rabbits possess superior
fitness because they have a greater chance of avoiding foxes, surviving and
then breeding. Of course, some of the slower rabbits may survive too. As a
result, some slow rabbits breed with fast rabbits, some fast with other fast rabbits,
and some slow rabbits with other slow rabbits. In other words, the breeding
generates a mixture of rabbit genes. If two parents have superior fitness, there is a
good chance that a combination of their genes will produce an offspring with
even higher fitness. Over time the entire population of rabbits becomes faster to
meet their environmental challenges in the face of foxes. However, environmental conditions could change in favour of say, fat but smart rabbits. To
optimise survival, the genetic structure of the rabbit population will change
accordingly. At the same time, faster and smarter rabbits encourage the breeding

SIMULATION OF NATURAL EVOLUTION
of faster and smarter foxes. Natural evolution is a continuous, never-ending
process.

Can we simulate the process of natural evolution in a computer?
Several different methods of evolutionary computation are now known. They all
simulate natural evolution, generally by creating a population of individuals,
evaluating their fitness, generating a new population through genetic operations, and repeating this process a number of times. However, there are different
ways of performing evolutionary computation. We will start with genetic
algorithms (GAs) as most of the other evolutionary algorithms can be viewed
as variations of GAs.
In the early 1970s, John Holland, one of the founders of evolutionary
computation, introduced the concept of genetic algorithms (Holland, 1975).
His aim was to make computers do what nature does. As a computer scientist,
Holland was concerned with algorithms that manipulate strings of binary digits.
He viewed these algorithms as an abstract form of natural evolution. Holland’s
GA can be represented by a sequence of procedural steps for moving from one
population of artificial ‘chromosomes’ to a new population. It uses ‘natural’
selection and genetics-inspired techniques known as crossover and mutation.
Each chromosome consists of a number of ‘genes’, and each gene is represented
by 0 or 1, as shown in Figure 7.1.
Nature has an ability to adapt and learn without being told what to do. In
other words, nature finds good chromosomes blindly. GAs do the same. Two
mechanisms link a GA to the problem it is solving: encoding and evaluation.
In Holland’s work, encoding is carried out by representing chromosomes as
strings of ones and zeros. Although many other types of encoding techniques
have been invented (Davis, 1991), no one type works best for all problems. We
will use bit strings as the most popular technique.
An evaluation function is used to measure the chromosome’s performance, or
fitness, for the problem to be solved (an evaluation function in GAs plays the
same role the environment plays in natural evolution). The GA uses a measure of
fitness of individual chromosomes to carry out reproduction. As reproduction
takes place, the crossover operator exchanges parts of two single chromosomes,
and the mutation operator changes the gene value in some randomly chosen
location of the chromosome. As a result, after a number of successive reproductions, the less fit chromosomes become extinct, while those best able to survive
gradually come to dominate the population. It is a simple approach, yet even
crude reproduction mechanisms display highly complex behaviour and are
capable of solving some difficult problems.
Let us now discuss genetic algorithms in more detail.

Figure 7.1

A 16-bit binary string of an artificial chromosome

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EVOLUTIONARY COMPUTATION

7.3 Genetic algorithms
We start with a definition: genetic algorithms are a class of stochastic search
algorithms based on biological evolution. Given a clearly defined problem to be
solved and a binary string representation for candidate solutions, a basic GA can
be represented as in Figure 7.2. A GA applies the following major steps (Davis,
1991; Mitchell, 1996):
Step 1:

Represent the problem variable domain as a chromosome of a fixed
length, choose the size of a chromosome population N, the crossover
probability pc and the mutation probability pm .

Step 2:

Define a fitness function to measure the performance, or fitness, of an
individual chromosome in the problem domain. The fitness function
establishes the basis for selecting chromosomes that will be mated
during reproduction.

Step 3:

Randomly generate an initial population of chromosomes of size N:
x1 ; x2 ; . . . ; xN

Step 4:

Calculate the fitness of each individual chromosome:
f ðx1 Þ; f ðx2 Þ; . . . ; f ðxN Þ

Step 5:

Select a pair of chromosomes for mating from the current population.
Parent chromosomes are selected with a probability related to their
fitness. Highly fit chromosomes have a higher probability of being
selected for mating than less fit chromosomes.

Step 6:

Create a pair of offspring chromosomes by applying the genetic
operators – crossover and mutation.

Step 7:

Place the created offspring chromosomes in the new population.

Step 8:

Repeat Step 5 until the size of the new chromosome population
becomes equal to the size of the initial population, N.

Step 9:

Replace the initial (parent) chromosome population with the new
(offspring) population.

Step 10: Go to Step 4, and repeat the process until the termination criterion is
satisfied.
As we see, a GA represents an iterative process. Each iteration is called a
generation. A typical number of generations for a simple GA can range from 50
to over 500 (Mitchell, 1996). The entire set of generations is called a run. At the
end of a run, we expect to find one or more highly fit chromosomes.

GENETIC ALGORITHMS

Figure 7.2

A basic genetic algorithm

Are any conventional termination criteria used in genetic algorithms?
Because GAs use a stochastic search method, the fitness of a population may
remain stable for a number of generations before a superior chromosome
appears. This makes applying conventional termination criteria problematic. A
common practice is to terminate a GA after a specified number of generations

223

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EVOLUTIONARY COMPUTATION
and then examine the best chromosomes in the population. If no satisfactory
solution is found, the GA is restarted.
A simple example will help us to understand how a GA works. Let us find the
maximum value of the function ð15x  x2 Þ where parameter x varies between 0
and 15. For simplicity, we may assume that x takes only integer values. Thus,
chromosomes can be built with only four genes:
Integer

Binary code

1
2
3
4
5

0
0
0
0
0

0
0
0
1
1

0
1
1
0
0

Integer

1
0
1
0
1

6
7
8
9
10

Binary code
0
0
1
1
1

1
1
0
0
0

1
1
0
0
1

0
1
0
1
0

Integer
11
12
13
14
15

Binary code
1
1
1
1
1

0
1
1
1
1

1
0
0
1
1

1
0
1
0
1

Suppose that the size of the chromosome population N is 6, the crossover
probability pc equals 0.7, and the mutation probability pm equals 0.001. (The
values chosen for pc and pm are fairly typical in GAs.) The fitness function in our
example is defined by
f ðxÞ ¼ 15x  x2
The GA creates an initial population of chromosomes by filling six 4-bit
strings with randomly generated ones and zeros. The initial population might
look like that shown in Table 7.1. The chromosomes’ initial locations on the
fitness function are illustrated in Figure 7.3(a).
A real practical problem would typically have a population of thousands of
chromosomes.
The next step is to calculate the fitness of each individual chromosome. The
results are also shown in Table 7.1. The average fitness of the initial population is
36. In order to improve it, the initial population is modified by using selection,
crossover and mutation, the genetic operators.
In natural selection, only the fittest species can survive, breed, and thereby
pass their genes on to the next generation. GAs use a similar approach, but
Table 7.1

The initial randomly generated population of chromosomes

Chromosome
label
X1
X2
X3
X4
X5
X6

Chromosome
string
1
0
0
1
0
1

1
1
0
1
1
0

0
0
0
1
1
0

0
0
1
0
1
1

Decoded
integer

Chromosome
fitness

Fitness
ratio, %

12
4
1
14
7
9

36
44
14
14
56
54

16.5
20.2
6.4
6.4
25.7
24.8

GENETIC ALGORITHMS

Figure 7.3 The fitness function and chromosome locations: (a) chromosome initial
locations; (b) chromosome final locations

unlike nature, the size of the chromosome population remains unchanged from
one generation to the next.

How can we maintain the size of the population constant, and at the
same time improve its average fitness?
The last column in Table 7.1 shows the ratio of the individual chromosome’s
fitness to the population’s total fitness. This ratio determines the chromosome’s chance of being selected for mating. Thus, the chromosomes X5 and X6
stand a fair chance, while the chromosomes X3 and X4 have a very low
probability of being selected. As a result, the chromosome’s average fitness
improves from one generation to the next.
One of the most commonly used chromosome selection techniques is the
roulette wheel selection (Goldberg, 1989; Davis, 1991). Figure 7.4 illustrates the
roulette wheel for our example. As you can see, each chromosome is given a slice
of a circular roulette wheel. The area of the slice within the wheel is equal to the
chromosome fitness ratio (see Table 7.1). For instance, the chromosomes X5 and
X6 (the most fit chromosomes) occupy the largest areas, whereas the chromosomes X3 and X4 (the least fit) have much smaller segments in the roulette
wheel. To select a chromosome for mating, a random number is generated in the
interval ½0; 100, and the chromosome whose segment spans the random number
is selected. It is like spinning a roulette wheel where each chromosome has a
segment on the wheel proportional to its fitness. The roulette wheel is spun, and

Figure 7.4

Roulette wheel selection

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EVOLUTIONARY COMPUTATION
when the arrow comes to rest on one of the segments, the corresponding
chromosome is selected.
In our example, we have an initial population of six chromosomes. Thus, to
establish the same population in the next generation, the roulette wheel would
be spun six times. The first two spins might select chromosomes X6 and X2 to
become parents, the second pair of spins might choose chromosomes X1 and
X5, and the last two spins might select chromosomes X2 and X5.
Once a pair of parent chromosomes is selected, the crossover operator is
applied.

How does the crossover operator work?
First, the crossover operator randomly chooses a crossover point where two
parent chromosomes ‘break’, and then exchanges the chromosome parts after
that point. As a result, two new offspring are created. For example, the
chromosomes X6 and X2 could be crossed over after the second gene in each
to produce the two offspring, as shown in Figure 7.5.
If a pair of chromosomes does not cross over, then chromosome cloning takes
place, and the offspring are created as exact copies of each parent. For example,
the parent chromosomes X2 and X5 may not cross over. Instead, they create the
offspring that are their exact copies, as shown in Figure 7.5.
A value of 0.7 for the crossover probability generally produces good results.
After selection and crossover, the average fitness of the chromosome population
has improved and gone from 36 to 42.

What does mutation represent?
Mutation, which is rare in nature, represents a change in the gene. It may lead to
a significant improvement in fitness, but more often has rather harmful results.
So why use mutation at all? Holland introduced mutation as a background
operator (Holland, 1975). Its role is to provide a guarantee that the search
algorithm is not trapped on a local optimum. The sequence of selection and
crossover operations may stagnate at any homogeneous set of solutions. Under
such conditions, all chromosomes are identical, and thus the average fitness of
the population cannot be improved. However, the solution might appear to
become optimal, or rather locally optimal, only because the search algorithm is
not able to proceed any further. Mutation is equivalent to a random search, and
aids us in avoiding loss of genetic diversity.

How does the mutation operator work?
The mutation operator flips a randomly selected gene in a chromosome. For
example, the chromosome X10 might be mutated in its second gene, and the
chromosome X2 in its third gene, as shown in Figure 7.5. Mutation can occur at
any gene in a chromosome with some probability. The mutation probability is
quite small in nature, and is kept quite low for GAs, typically in the range
between 0.001 and 0.01.
Genetic algorithms assure the continuous improvement of the average fitness
of the population, and after a number of generations (typically several hundred)

GENETIC ALGORITHMS

Figure 7.5

The GA cycle

the population evolves to a near-optimal solution. In our example, the
final population would consist of only chromosomes 0 1 1 1 and 1 0 0 0 .
The chromosome’s final locations on the fitness function are illustrated in
Figure 7.3(b).
In this example, the problem has only one variable. It is easy to represent. But
suppose it is desired to find the maximum of the ‘peak’ function of two variables:
f ðx; yÞ ¼ ð1  xÞ2 ex

2

ðyþ1Þ2

 ðx  x3  y3 Þex

2

y 2

,

where parameters x and y vary between 3 and 3.

227

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EVOLUTIONARY COMPUTATION
The first step is to represent the problem variables as a chromosome. In other
words, we represent parameters x and y as a concatenated binary string:
1 0 0 0 1 0 1 0 0 0 1 1 1 0 1 1
|fflfflfflfflfflfflfflfflfflfflfflfflfflfflfflfflfflffl{zfflfflfflfflfflfflfflfflfflfflfflfflfflfflfflfflfflffl}|fflfflfflfflfflfflfflfflfflfflfflfflfflfflfflfflfflffl{zfflfflfflfflfflfflfflfflfflfflfflfflfflfflfflfflfflffl}
x
y
in which each parameter is represented by eight binary bits.
Then, we choose the size of the chromosome population, for instance 6, and
randomly generate an initial population.
The next step is to calculate the fitness of each chromosome. This is done in
two stages. First, a chromosome is decoded by converting it into two real
numbers, x and y, in the interval between 3 and 3. Then the decoded values
of x and y are substituted into the ‘peak’ function.

How is decoding done?
First, a chromosome, that is a string of 16 bits, is partitioned into two 8-bit
strings:
1 0 0 0 1 0 1 0 and 0 0 1 1 1 0 1 1
Then these strings are converted from binary (base 2) to decimal (base 10):
ð10001010Þ2 ¼ 1 27 þ 0
¼ ð138Þ10

26 þ 0

25 þ 0

24 þ 1

23 þ 0

22 þ 1

21 þ 0

20

26 þ 1

25 þ 1

24 þ 1

23 þ 0

22 þ 1

21 þ 1

20

and
ð00111011Þ2 ¼ 0 27 þ 0
¼ ð59Þ10

Now the range of integers that can be handled by 8-bits, that is the range from 0
to ð28  1Þ, is mapped to the actual range of parameters x and y, that is the range
from 3 to 3:
6
¼ 0:0235294
256  1
To obtain the actual values of x and y, we multiply their decimal values by
0.0235294 and subtract 3 from the results:
x ¼ ð138Þ10

0:0235294  3 ¼ 0:2470588

and
y ¼ ð59Þ10

0:0235294  3 ¼ 1:6117647

GENETIC ALGORITHMS
When necessary, we can also apply other decoding techniques, such as Gray
coding (Caruana and Schaffer, 1988).
Using decoded values of x and y as inputs in the mathematical function, the
GA calculates the fitness of each chromosome.
To find the maximum of the ‘peak’ function, we will use crossover with the
probability equal to 0.7 and mutation with the probability equal to 0.001. As we
mentioned earlier, a common practice in GAs is to specify the number of
generations. Suppose the desired number of generations is 100. That is, the GA
will create 100 generations of 6 chromosomes before stopping.
Figure 7.6(a) shows the initial locations of the chromosomes on the surface
and contour plot of the ‘peak’ function. Each chromosome here is represented by
a sphere. The initial population consists of randomly generated individuals that
are dissimilar or heterogeneous. However, starting from the second generation,
crossover begins to recombine features of the best chromosomes, and the
population begins to converge on the peak containing the maximum, as shown
in Figure 7.6(b). From then until the final generation, the GA is searching around
this peak with mutation, resulting in diversity. Figure 7.6(c) shows the final
chromosome generation. However, the population has converged on a chromosome lying on a local maximum of the ‘peak’ function.
But we are looking for the global maximum, so can we be sure the search is for
the optimal solution? The most serious problem in the use of GAs is concerned
with the quality of the results, in particular whether or not an optimal solution is

Figure 7.6 Chromosome locations on the surface and contour plot of the ‘peak’
function: (a) initial population; (b) first generation; (c) local maximum solution;
(d) global maximum solution

229

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EVOLUTIONARY COMPUTATION
being reached. One way of providing some degree of insurance is to compare
results obtained under different rates of mutation. Let us, for example, increase
the mutation rate to 0.01 and rerun the GA. The population might now converge
on the chromosomes shown in Figure 7.6(d). However, to be sure of steady
results we must increase the size of the chromosome population.

Figure 7.7 Performance graphs for 100 generations of 6 chromosomes: (a) local
maximum solution and (b) global maximum solution of the ‘peak’ function

GENETIC ALGORITHMS
A surface of a mathematical function of the sort given in Figure 7.6 is a
convenient medium for displaying the GA’s performance. However, fitness
functions for real world problems cannot be easily represented graphically.
Instead, we can use performance graphs.

What is a performance graph?
Since genetic algorithms are stochastic, their performance usually varies from
generation to generation. As a result, a curve showing the average performance
of the entire population of chromosomes as well as a curve showing the
performance of the best individual in the population is a useful way of
examining the behaviour of a GA over the chosen number of generations.
Figures 7.7(a) and (b) show plots of the best and average values of the fitness
function across 100 generations. The x-axis of the performance graph indicates
how many generations have been created and evaluated at the particular point
in the run, and the y-axis displays the value of the fitness function at that point.
The erratic behaviour of the average performance curves is due to mutation.
The mutation operator allows a GA to explore the landscape in a random
manner. Mutation may lead to significant improvement in the population
fitness, but more often decreases it. To ensure diversity and at the same time to
reduce the harmful effects of mutation, we can increase the size of the
chromosome population. Figure 7.8 shows performance graphs for 20 generations of 60 chromosomes. The best and average curves represented here are
typical for GAs. As you can see, the average curve rises rapidly at the beginning of
the run, but then as the population converges on the nearly optimal solution, it
rises more slowly, and finally flattens at the end.

Figure 7.8

Performance graphs for 20 generations of 60 chromosomes

231

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EVOLUTIONARY COMPUTATION

7.4 Why genetic algorithms work
The GA techniques have a solid theoretical foundation (Holland, 1975;
Goldberg, 1989; Rawlins, 1991; Whitley, 1993). That foundation is based on
the Schema Theorem.
John Holland introduced the notation of schema (Holland, 1975), which
came from the Greek word meaning ‘form’. A schema is a set of bit strings of
ones, zeros and asterisks, where each asterisk can assume either value 1 or 0. The
ones and zeros represent the fixed positions of a schema, while asterisks
0 stands for a set of
represent ‘wild cards’. For example, the schema 1
4-bit strings. Each string in this set begins with 1 and ends with 0. These strings
are called instances of the schema.

What is the relationship between a schema and a chromosome?
It is simple. A chromosome matches a schema when the fixed positions in the
schema match the corresponding positions in the chromosome. For example,
the schema H
1

0

matches the following set of 4-bit chromosomes:
1
1
1
1

1
1
0
0

1
0
1
0

0
0
0
0

Each chromosome here begins with 1 and ends with 0. These chromosomes are
said to be instances of the schema H.
The number of defined bits (non-asterisks) in a schema is called the order.
The schema H, for example, has two defined bits, and thus its order is 2.
In short, genetic algorithms manipulate schemata (schemata is the plural of
the word schema) when they run. If GAs use a technique that makes the
probability of reproduction proportional to chromosome fitness, then according
to the Schema Theorem (Holland, 1975), we can predict the presence of a given
schema in the next chromosome generation. In other words, we can describe the
GA’s behaviour in terms of the increase or decrease in the number of instances of
a given schema (Goldberg, 1989).
Let us assume that at least one instance of the schema H is present in the
chromosome initial generation i. Now let mH ðiÞ be the number of instances of
the schema H in the generation i, and f^H ðiÞ be the average fitness of these
instances. We want to calculate the number of instances in the next generation,
mH ði þ 1Þ. As the probability of reproduction is proportional to chromosome
fitness, we can easily calculate the expected number of offspring of a chromosome x in the next generation:

WHY GENETIC ALGORITHMS WORK
mx ði þ 1Þ ¼

fx ðiÞ
;
f^ðiÞ

ð7:1Þ

where fx ðiÞ is the fitness of the chromosome x, and f^ðiÞ is the average fitness of
the chromosome initial generation i.
Then, assuming that the chromosome x is an instance of the schema H, we
obtain
x¼m
H ðiÞ
X

fx ðiÞ

x¼1

mH ði þ 1Þ ¼

f^ðiÞ

;

x2H

ð7:2Þ

Since, by definition,
x¼m
H ðiÞ
X

f^H ðiÞ ¼

fx ðiÞ

x¼1

mH ðiÞ

;

we obtain

mH ði þ 1Þ ¼

f^H ðiÞ
mH ðiÞ
f^ðiÞ

ð7:3Þ

Thus, a schema with above-average fitness will indeed tend to occur more
frequently in the next generation of chromosomes, and a schema with belowaverage fitness will tend to occur less frequently.

How about effects caused by crossover and mutation?
Crossover and mutation can both create and destroy instances of a schema. Here
we will consider only destructive effects, that is effects that decrease the number
of instances of the schema H. Let us first quantify the destruction caused by the
crossover operator. The schema will survive after crossover if at least one of its
offspring is also its instance. This is the case when crossover does not occur
within the defining length of the schema.

What is the defining length of a schema?
The distance between the outermost defined bits of a schema is called
1 0 1 1 is 3,
defining length. For example, the defining length of
0
1
1 0
0 is 7.
of
is 5 and of 1
If crossover takes place within the defining length, the schema H can be
destroyed and offspring that are not instances of H can be created. (Although the
schema H will not be destroyed if two identical chromosomes cross over, even
when crossover occurs within the defining length.)

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EVOLUTIONARY COMPUTATION
Thus, the probability that the schema H will survive after crossover can be
defined as:
ðcÞ

PH ¼ 1  pc




ld
;
l1

ð7:4Þ

where pc is the crossover probability, and l and ld are, respectively, the length and
the defining length of the schema H.
It is clear, that the probability of survival under crossover is higher for short
schemata rather than for long ones.
Now consider the destructive effects of mutation. Let pm be the mutation
probability for any bit of the schema H, and n be the order of the schema H.
Then ð1  pm Þ represents the probability that the bit will not be mutated,
and thus the probability that the schema H will survive after mutation is
determined as:
ðmÞ

PH ¼ ð1  pm Þn

ð7:5Þ

It is also clear that the probability of survival under mutation is higher for
low-order schemata than for high-order ones.
We can now amend Eq. (7.3) to take into account the destructive effects of
crossover and mutation:

mH ði þ 1Þ ¼



ld
f^H ðiÞ
ð1  pm Þn
mH ðiÞ 1  pc
l1
f^ðiÞ

ð7:6Þ

This equation describes the growth of a schema from one generation to the
next. It is known as the Schema Theorem. Because Eq. (7.6) considers only
the destructive effects of crossover and mutation, it gives us a lower bound
on the number of instances of the schema H in the next generation.
Despite crossover arguably representing a major advantage of GAs, there is as
yet no theoretical basis to support the view that a GA will outperform other
search and optimisation techniques just because crossover allows the combination of partial solutions.
Genetic algorithms are a very powerful tool, but need to be applied intelligently. For example, coding the problem as a bit string may change the nature of
the problem being investigated. In other words, there is a danger that the coded
representation becomes a problem that is different from the one we wanted to
solve.
To illustrate the ideas discussed above, we consider a simple application of the
GA to problems of scheduling resources.

MAINTENANCE SCHEDULING WITH GENETIC ALGORITHMS

7.5 Case study: maintenance scheduling with genetic
algorithms
One of the most successful areas for GA applications includes the problem of
scheduling resources. Scheduling problems are complex and difficult to solve.
They are usually approached with a combination of search techniques and
heuristics.

Why are scheduling problems so difficult?
First, scheduling belongs to NP-complete problems. Such problems are likely to
be unmanageable and cannot be solved by combinatorial search techniques.
Moreover, heuristics alone cannot guarantee the best solution.
Second, scheduling problems involve a competition for limited resources; as a
result, they are complicated by many constraints. The key to the success of the
GA lies in defining a fitness function that incorporates all these constraints.
The problem we discuss here is the maintenance scheduling in modern power
systems. This task has to be carried out under several constraints and uncertainties, such as failures and forced outages of power equipment and delays in
obtaining spare parts. The schedule often has to be revised at short notice.
Human experts usually work out the maintenance scheduling by hand, and
there is no guarantee that the optimum or even near-optimum schedule is
produced.
A typical process of the GA development includes the following steps:
1

Specify the problem, define constraints and optimum criteria.

2

Represent the problem domain as a chromosome.

3

Define a fitness function to evaluate the chromosome’s performance.

4

Construct the genetic operators.

5

Run the GA and tune its parameters.

Step 1:

Specify the problem, define constraints and optimum criteria
This is probably the most important step in developing a GA, because if
it is not correct and complete a viable schedule cannot be obtained.
Power system components are made to operate continuously
throughout their life by means of preventive maintenance. The
purpose of maintenance scheduling is to find the sequence of outages
of power units over a given period of time (normally a year) such that
the security of a power system is maximised.
Any outage in a power system is associated with some loss in
security. The security margin is determined by the system’s net reserve.
The net reserve, in turn, is defined as the total installed generating
capacity of the system minus the power lost due to a scheduled outage
and minus the maximum load forecast during the maintenance period.
For instance, if we assume that the total installed capacity is 150 MW

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EVOLUTIONARY COMPUTATION
Table 7.2

Power units and their maintenance requirements

Unit
number

Unit capacity,
MW

Number of intervals required for
unit maintenance during one year

1
2
3
4
5
6
7

20
15
35
40
15
15
10

2
2
1
1
1
1
1

and a unit of 20 MW is scheduled for maintenance during the period
when the maximum load is predicted to be 100 MW, then the net
reserve will be 30 MW. Maintenance scheduling must ensure that
sufficient net reserve is provided for secure power supply during any
maintenance period.
Suppose, there are seven power units to be maintained in four equal
intervals. The maximum loads expected during these intervals are
80, 90, 65 and 70 MW. The unit capacities and their maintenance
requirements are presented in Table 7.2.
The constraints for this problem can be specified as follows:
.

.

Maintenance of any unit starts at the beginning of an interval and
finishes at the end of the same or adjacent interval. The maintenance cannot be aborted or finished earlier than scheduled.
The net reserve of the power system must be greater than or equal to
zero at any interval.

The optimum criterion here is that the net reserve must be at the
maximum during any maintenance period.
Step 2:

Represent the problem domain as a chromosome
Our scheduling problem is essentially an ordering problem, requiring
us to list the tasks in a particular order. A complete schedule may
consist of a number of overlapping tasks, but not all orderings are legal,
since they may violate the constraints. Our job is to represent a
complete schedule as a chromosome of a fixed length.
An obvious coding scheme that comes to mind is to assign each unit
a binary number and to let the chromosome be a sequence of these
binary numbers. However, an ordering of the units in a sequence is not
yet a schedule. Some units can be maintained simultaneously, and we
must also incorporate the time required for unit maintenance into the
schedule. Thus, rather than ordering units in a sequence, we might
build a sequence of maintenance schedules of individual units. The
unit schedule can be easily represented as a 4-bit string, where each bit
is a maintenance interval. If a unit is to be maintained in a particular

MAINTENANCE SCHEDULING WITH GENETIC ALGORITHMS
interval, the corresponding bit assumes value 1, otherwise it is 0. For
example, the string 0 1 0 0 presents a schedule for a unit to be
maintained in the second interval. It also shows that the number of
intervals required for maintenance of this unit is equal to 1. Thus, a
complete maintenance schedule for our problem can be represented as
a 28-bit chromosome.
However, crossover and mutation operators could easily create
binary strings that call for maintaining some units more than once
and others not at all. In addition, we could call for maintenance
periods that would exceed the number of intervals really required for
unit maintenance.
A better approach is to change the chromosome syntax. As already
discussed, a chromosome is a collection of elementary parts called
genes. Traditionally, each gene is represented by only one bit and
cannot be broken into smaller elements. For our problem, we can adopt
the same concept, but represent a gene by four bits. In other words, the
smallest indivisible part of our chromosome is a 4-bit string. This
representation allows crossover and mutation operators to act according to the theoretical grounding of genetic algorithms. What remains
to be done is to produce a pool of genes for each unit:
Unit
Unit
Unit
Unit
Unit
Unit
Unit

1:
2:
3:
4:
5:
6:
7:

1
1
1
1
1
1
1

1
1
0
0
0
0
0

0
0
0
0
0
0
0

0
0
0
0
0
0
0

0
0
0
0
0
0
0

1
1
1
1
1
1
1

1
1
0
0
0
0
0

0
0
0
0
0
0
0

0
0
0
0
0
0
0

0
0
0
0
0
0
0

1
1
1
1
1
1
1

1
1
0
0
0
0
0

0
0
0
0
0

0
0
0
0
0

0
0
0
0
0

1
1
1
1
1

The GA can now create an initial population of chromosomes by filling
7-gene chromosomes with genes randomly selected from the corresponding pools. A sample of such a chromosome is shown in Figure 7.9.
Step 3:

Define a fitness function to evaluate the chromosome performance
The chromosome evaluation is a crucial part of the GA, because
chromosomes are selected for mating based on their fitness. The fitness
function must capture what makes a maintenance schedule either good
or bad for the user. For our problem we apply a fairly simple function
concerned with constraint violations and the net reserve at each
interval.

Figure 7.9

A chromosome for the scheduling problem

237

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EVOLUTIONARY COMPUTATION
The evaluation of a chromosome starts with the sum of capacities of
the units scheduled for maintenance at each interval. For the chromosome shown in Figure 7.9, we obtain:
Interval 1:

0 20 þ 0
¼ 50

15 þ 0

35 þ 1

40 þ 0

15 þ 0

15 þ 1

10

Interval 2:

1 20 þ 0
¼ 35

15 þ 0

35 þ 0

40 þ 1

15 þ 0

15 þ 0

10

Interval 3:

1 20 þ 1
¼ 50

15 þ 0

35 þ 0

40 þ 0

15 þ 1

15 þ 0

10

Interval 4:

0 20 þ 1
¼ 50

15 þ 1

35 þ 0

40 þ 0

15 þ 0

15 þ 0

10

Then these values are subtracted from the total installed capacity of the
power system (in our case, 150 MW):
Interval
Interval
Interval
Interval

1:
2:
3:
4:

150  50 ¼ 100
150  35 ¼ 115
150  50 ¼ 100
150  50 ¼ 100

And finally, by subtracting the maximum loads expected at each
interval, we obtain the respective net reserves:
Interval
Interval
Interval
Interval

1:
2:
3:
4:

100  80 ¼ 20
115  90 ¼ 25
100  65 ¼ 35
100  70 ¼ 30

Since all the results are positive, this particular chromosome does not
violate any constraint, and thus represents a legal schedule. The
chromosome’s fitness is determined as the lowest of the net reserves;
in our case it is 20.
If, however, the net reserve at any interval is negative, the schedule
is illegal, and the fitness function returns zero.
At the beginning of a run, a randomly built initial population might
consist of all illegal schedules. In this case, chromosome fitness values
remain unchanged, and selection takes place in accordance with the
actual fitness values.
Step 4:

Construct the genetic operators
Constructing genetic operators is challenging and we must experiment
to make crossover and mutation work correctly. The chromosome has to
be broken up in a way that is legal for our problem. Since we have
already changed the chromosome syntax for this, we can use the GA
operators in their classical forms. Each gene in a chromosome is
represented by a 4-bit indivisible string, which consists of a possible
maintenance schedule for a particular unit. Thus, any random mutation

MAINTENANCE SCHEDULING WITH GENETIC ALGORITHMS

Figure 7.10 Genetic operators for the scheduling problem: (a) the crossover operator;
(b) the mutation operator

of a gene or recombination of several genes from two parent chromosomes may result only in changes of the maintenance schedules for
individual units, but cannot create ‘unnatural’ chromosomes.
Figure 7.10(a) shows an example of the crossover application during
a run of the GA. The children are made by cutting the parents at the
randomly selected point denoted by the vertical line and exchanging
parental genes after the cut. Figure 7.10(b) demonstrates an example of
mutation. The mutation operator randomly selects a 4-bit gene in
a chromosome and replaces it by a gene randomly selected from
the corresponding pool. In the example shown in Figure 7.10(b), the
chromosome is mutated in its third gene, which is replaced by the gene
0 0 0 1 chosen from the pool of genes for the Unit 3.
Step 5:

Run the GA and tune its parameters
It is time to run the GA. First, we must choose the population size and
the number of generations to be run. Common sense suggests that a
larger population can achieve better solutions than a smaller one, but
will work more slowly. In fact, however, the most effective population
size depends on the problem being solved, particularly on the problem
coding scheme (Goldberg, 1989). The GA can run only a finite number
of generations to obtain a solution. Perhaps we could choose a very
large population and run it only once, or we could choose a smaller
population and run it several times. In any case, only experimentation
can give us the answer.

239

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EVOLUTIONARY COMPUTATION

Figure 7.11 Performance graphs and the best maintenance schedules created in a
population of 20 chromosomes: (a) 50 generations; (b) 100 generations

MAINTENANCE SCHEDULING WITH GENETIC ALGORITHMS

Figure 7.12 Performance graphs and the best maintenance schedules created in a
population of 100 chromosomes: (a) mutation rate is 0.001; (b) mutation rate is 0.01

241

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EVOLUTIONARY COMPUTATION
Figure 7.11(a) presents performance graphs and the best schedule created by
50 generations of 20 chromosomes. As you can see, the minimum of the net
reserves for the best schedule is 15 MW. Let us increase the number of generations to 100 and compare the best schedules. Figure 7.11(b) presents the results.
The best schedule now provides the minimum net reserve of 20 MW. However,
in both cases, the best individuals appeared in the initial generation, and the
increasing number of generations did not affect the final solution. It indicates
that we should try increasing the population size.
Figure 7.12(a) shows fitness function values across 100 generations, and the
best schedule so far. The minimum net reserve has increased to 25 MW. To make
sure of the quality of the best-so-far schedule, we must compare results obtained
under different rates of mutation. Thus, let us increase the mutation rate to 0.01
and rerun the GA once more. Figure 7.12(b) presents the results. The minimum
net reserve is still 25 MW. Now we can confidently argue that the optimum
solution has been found.

7.6 Evolution strategies
Another approach to simulating natural evolution was proposed in Germany in
the early 1960s. Unlike genetic algorithms, this approach – called an evolution
strategy – was designed to solve technical optimisation problems.
In 1963 two students of the Technical University of Berlin, Ingo Rechenberg
and Hans-Paul Schwefel, were working on the search for the optimal shapes of
bodies in a flow. In their work, they used the wind tunnel of the Institute of Flow
Engineering. Because it was then a matter of laborious intuitive experimentation, they decided to try random changes in the parameters defining the shape
following the example of natural mutation. As a result, the evolution strategy
was born (Rechenberg, 1965; Schwefel, 1981).
Evolution strategies were developed as an alternative to the engineer’s
intuition. Until recently, evolution strategies were used in technical optimisation problems when no analytical objective function was available, and no
conventional optimisation method existed, thus engineers had to rely only on
their intuition.
Unlike GAs, evolution strategies use only a mutation operator.

How do we implement an evolution strategy?
In its simplest form, termed as a ð1 þ 1Þ-evolution strategy, one parent generates
one offspring per generation by applying normally distributed mutation. The
ð1 þ 1Þ-evolution strategy can be implemented as follows:
Step 1:

Choose the number of parameters N to represent the problem, and
then determine a feasible range for each parameter:
fx1min ; x1max g; fx2min ; x2max g; . . . ; fxNmin ; xNmax g;

EVOLUTION STRATEGIES
Define a standard deviation for each parameter and the function to be
optimised.
Step 2:

Randomly select an initial value for each parameter from the respective
feasible range. The set of these parameters will constitute the initial
population of parent parameters:
x1 ; x2 ; . . . ; xN

Step 3:

Calculate the solution associated with the parent parameters:
X ¼ f ðx1 ; x2 ; . . . ; xN Þ

Step 4:

Create a new (offspring) parameter by adding a normally distributed
random variable a with mean zero and pre-selected deviation  to each
parent parameter:
x0i ¼ xi þ að0; Þ;

i ¼ 1; 2; . . . ; N

ð7:7Þ

Normally distributed mutations with mean zero reflect the natural
process of evolution where smaller changes occur more frequently than
larger ones.
Step 5:

Calculate the solution associated with the offspring parameters:
X0 ¼ f ðx01 ; x02 ; . . . ; x0N Þ

Step 6:

Compare the solution associated with the offspring parameters with
the one associated with the parent parameters. If the solution for the
offspring is better than that for the parents, replace the parent population with the offspring population. Otherwise, keep the parent
parameters.

Step 7:

Go to Step 4, and repeat the process until a satisfactory solution is
reached, or a specified number of generations is considered.

The ð1 þ 1Þ-evolution strategy can be represented as a block-diagram shown
in Figure 7.13.

Why do we vary all the parameters simultaneously when generating a
new solution?
An evolution strategy here reflects the nature of a chromosome. In fact, a single
gene may simultaneously affect several characteristics of the living organism. On
the other hand, a single characteristic of an individual may be determined by the
simultaneous interactions of several genes. The natural selection acts on a
collection of genes, not on a single gene in isolation.
Evolution strategies can solve a wide range of constrained and unconstrained
non-linear optimisation problems and produce better results than many conventional, highly complex, non-linear optimisation techniques (Schwefel, 1995).
Experiments also suggest that the simplest version of evolution strategies that
uses a single parent – single offspring search works best.

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EVOLUTIONARY COMPUTATION

Figure 7.13 Block-diagram of the ð1 þ 1Þ-evolution strategy

What are the differences between genetic algorithms and evolution
strategies?
The principal difference between a GA and an evolution strategy is that the
former uses both crossover and mutation whereas the latter uses only mutation.
In addition, when we use an evolution strategy we do not need to represent the
problem in a coded form.

GENETIC PROGRAMMING

Which method works best?
An evolution strategy uses a purely numerical optimisation procedure, similar to
a focused Monte Carlo search. GAs are capable of more general applications,
but the hardest part of applying a GA is coding the problem. In general, to
answer the question as to which method works best, we have to experiment
to find out. It is application-dependent.

7.7 Genetic programming
One of the central problems in computer science is how to make computers
solve problems without being explicitly programmed to do so. Genetic programming offers a solution through the evolution of computer programs by methods
of natural selection. In fact, genetic programming is an extension of the
conventional genetic algorithm, but the goal of genetic programming is not just
to evolve a bit-string representation of some problem but the computer code that
solves the problem. In other words, genetic programming creates computer
programs as the solution, while GAs create a string of binary numbers that
represent the solution.
Genetic programming is a recent development in the area of evolutionary
computation. It was greatly stimulated in the 1990s by John Koza (Koza, 1992,
1994).

How does genetic programming work?
According to Koza, genetic programming searches the space of possible computer programs for a program that is highly fit for solving the problem at hand
(Koza, 1992).
Any computer program is a sequence of operations (functions) applied to
values (arguments), but different programming languages may include different
types of statements and operations, and have different syntactic restrictions.
Since genetic programming manipulates programs by applying genetic operators, a programming language should permit a computer program to be
manipulated as data and the newly created data to be executed as a program.
For these reasons, LISP was chosen as the main language for genetic programming (Koza, 1992).

What is LISP?
LISP, or List Processor, is one of the oldest high-level programming languages
(FORTRAN is just two years older than LISP). LISP, which was written by John
McCarthy in the late 1950s, has become one of the standard languages for
artificial intelligence.
LISP has a highly symbol-oriented structure. Its basic data structures are
atoms and lists. An atom is the smallest indivisible element of the LISP syntax.
The number 21, the symbol X and the string ‘This is a string’ are examples of LISP
atoms. A list is an object composed of atoms and/or other lists. LISP lists are

245

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EVOLUTIONARY COMPUTATION
written as an ordered collection of items inside a pair of parentheses. For
example, the list
(( A B) C)
calls for the application of the subtraction function ðÞ to two arguments,
namely the list ( A B) and the atom C. First, LISP applies the multiplication
function ð Þ to the atoms A and B. Once the list ( A B) is evaluated, LISP applies
the subtraction function ðÞ to the two arguments, and thus evaluates the entire
list (( A B) C).
Both atoms and lists are called symbolic expressions or S-expressions. In LISP,
all data and all programs are S-expressions. This gives LISP the ability to operate
on programs as if they were data. In other words, LISP programs can modify
themselves or even write other LISP programs. This remarkable property of LISP
makes it very attractive for genetic programming.
Any LISP S-expression can be depicted as a rooted point-labelled tree with
ordered branches. Figure 7.14 shows the tree corresponding to the S-expression
(( A B) C). This tree has five points, each of which represents either a function
or a terminal. The two internal points of the tree are labelled with functions ðÞ
and ð Þ. Note that the root of the tree is the function appearing just inside the
leftmost opening parenthesis of the S-expression. The three external points of
the tree, also called leaves, are labelled with terminals A, B and C. In the
graphical representation, the branches are ordered because the order of
the arguments in many functions directly affects the results.

How do we apply genetic programming to a problem?
Before applying genetic programming to a problem, we must accomplish five
preparatory steps (Koza, 1994):
1

Determine the set of terminals.

2

Select the set of primitive functions.

3

Define the fitness function.

4

Decide on the parameters for controlling the run.

5

Choose the method for designating a result of the run.

Figure 7.14 Graphical representation of the LISP S-expression (( A B) C)

GENETIC PROGRAMMING
Table 7.3

Ten fitness cases for the Pythagorean Theorem

Side a

Side b

Hypotenuse c

Side a

Side b

Hypotenuse c

3
8
18
32
4

5
14
2
11
3

5.830952
16.124515
18.110770
33.837849
5.000000

12
21
7
16
2

10
6
4
24
9

15.620499
21.840330
8.062258
28.844410
9.219545

The Pythagorean Theorem helps us to illustrate these preparatory steps and
demonstrate the potential of genetic programming. The theorem says that the
hypotenuse, c, of a right triangle with short sides a and b is given by
c¼

pffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
a2 þ b2 :

The aim of genetic programming is to discover a program that matches this
function. To measure the performance of the as-yet-undiscovered computer
program, we will use a number of different fitness cases. The fitness cases for
the Pythagorean Theorem are represented by the samples of right triangles in
Table 7.3. These fitness cases are chosen at random over a range of values of
variables a and b.
Step 1:

Determine the set of terminals
The terminals correspond to the inputs of the computer program to be
discovered. Our program takes two inputs, a and b.

Step 2:

Select the set of primitive functions
The functions can be presented by standard arithmetic operations,
standard programming operations, standard mathematical functions,
logical functions or domain-specific functions. Our program will use
four standard arithmetic operations þ, , and /, and one mathematical function sqrt.
Terminals and primitive functions together constitute the building
blocks from which genetic programming constructs a computer
program to solve the problem.

Step 3:

Define the fitness function
A fitness function evaluates how well a particular computer program
can solve the problem. The choice of the fitness function depends on
the problem, and may vary greatly from one problem to the next. For
our problem, the fitness of the computer program can be measured by
the error between the actual result produced by the program and the
correct result given by the fitness case. Typically, the error is not
measured over just one fitness case, but instead calculated as a sum of
the absolute errors over a number of fitness cases. The closer this sum is
to zero, the better the computer program.

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EVOLUTIONARY COMPUTATION
Step 4:

Decide on the parameters for controlling the run
For controlling a run, genetic programming uses the same primary
parameters as those used for GAs. They include the population size and
the maximum number of generations to be run.

Step 5:

Choose the method for designating a result of the run
It is common practice in genetic programming to designate the best-sofar generated program as the result of a run.

Once these five steps are complete, a run can be made. The run of genetic
programming starts with a random generation of an initial population of
computer programs. Each program is composed of functions þ, , , / and sqrt,
and terminals a and b.
In the initial population, all computer programs usually have poor fitness, but
some individuals are more fit than others. Just as a fitter chromosome is more
likely to be selected for reproduction, so a fitter computer program is more likely
to survive by copying itself into the next generation.

Is the crossover operator capable of operating on computer programs?
In genetic programming, the crossover operator operates on two computer
programs which are selected on the basis of their fitness. These programs can
have different sizes and shapes. The two offspring programs are composed by
recombining randomly chosen parts of their parents. For example, consider the
following two LISP S-expressions:
(/ ( (sqrt (þ ( a a) ( a b))) a) ( a b)),
which is equivalent to
pffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
a2 þ ða  bÞ  a
;
ab
and
(þ ( (sqrt ( ( b b) a)) b) (sqrt (/ a b))),
which is equivalent to
ffiffiffi
 ra
pffiffiffiffiffiffiffiffiffiffiffiffiffiffi
b2  a  b þ
:
b
These two S-expressions can be presented as rooted, point-labelled trees with
ordered branches as shown in Figure 7.15(a). Internal points of the trees
correspond to functions and external points correspond to terminals.
Any point, internal or external, can be chosen as a crossover point. Suppose
that the crossover point for the first parent is the function ð Þ, and the crossover

GENETIC PROGRAMMING

Figure 7.15 Crossover in genetic programming: (a) two parental S-expressions;
(b) two offspring S-expressions

point for the second parent is the function sqrt. As a result, we obtain the two
crossover fragments rooted at the chosen crossover points as shown in Figure
7.15(a). The crossover operator creates two offspring by exchanging the crossover fragments of two parents. Thus, the first offspring is created by inserting the
crossover fragment of the second parent into the place of the crossover fragment
of the first parent. Similarly, the second offspring is created by inserting the
crossover fragment of the first parent into the place of the crossover fragment of

249

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EVOLUTIONARY COMPUTATION
the second parent. The two offspring resulting from crossover of the two parents
are shown in Figure 7.15(b). These offspring are equivalent to
pffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
a2 þ ða  bÞ  a
pffiffiffiffiffiffiffiffiffiffiffiffiffiffi
b2  a

rffiffiffi
a
and ðab  bÞ þ
:
b

The crossover operator produces valid offspring computer programs regardless
of the choice of crossover points.

Is mutation used in genetic programming?
A mutation operator can randomly change any function or any terminal in the
LISP S-expression. Under mutation, a function can only be replaced by a
function and a terminal can only be replaced by a terminal. Figure 7.16 explains
the basic concept of mutation in genetic programming.
In summary, genetic programming creates computer programs by executing
the following steps (Koza, 1994):
Step 1:

Assign the maximum number of generations to be run and probabilities for cloning, crossover and mutation. Note that the sum of the
probability of cloning, the probability of crossover and the probability
of mutation must be equal to one.

Step 2:

Generate an initial population of computer programs of size N by
combining randomly selected functions and terminals.

Step 3:

Execute each computer program in the population and calculate its
fitness with an appropriate fitness function. Designate the best-so-far
individual as the result of the run.

Step 4:

With the assigned probabilities, select a genetic operator to perform
cloning, crossover or mutation.

Step 5:

If the cloning operator is chosen, select one computer program from
the current population of programs and copy it into a new population.
If the crossover operator is chosen, select a pair of computer programs from the current population, create a pair of offspring programs
and place them into the new population.
If the mutation operator is chosen, select one computer program
from the current population, perform mutation and place the mutant
into the new population.
All programs are selected with a probability based on their fitness
(i.e., the higher the fitness, the more likely the program is to be
selected).

Step 6:

Repeat Step 4 until the size of the new population of computer
programs becomes equal to the size of the initial population, N.

GENETIC PROGRAMMING

Figure 7.16 Mutation in genetic programming: (a) original S-expressions;
(b) mutated S-expressions

Step 7:

Replace the current (parent) population with the new (offspring)
population.

Step 8:

Go to Step 3 and repeat the process until the termination criterion is
satisfied.

Figure 7.17 is a flowchart representing the above steps of genetic programming.

251

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EVOLUTIONARY COMPUTATION

Figure 7.17 Flowchart for genetic programming

GENETIC PROGRAMMING

Figure 7.18 Fitness history of the best S-expression

Let us now return to the Pythagorean Theorem. Figure 7.18 shows the fitness
history of the best S-expression in a population of 500 computer programs.
As you can see, in the randomly generated initial population, even the best
S-expression has very poor fitness. But fitness improves very rapidly, and at the
fourth generation the correct S-expression is reproduced. This simple example
demonstrates that genetic programming offers a general and robust method of
evolving computer programs.
In the Pythagorean Theorem example, we used LISP S-expressions but there is
no reason to restrict genetic programming only to LISP S-expressions. It can also
be implemented in C, C++, Pascal, FORTRAN, Mathematica, Smalltalk and other
programming languages, and can be applied more generally.

What are the main advantages of genetic programming compared to
genetic algorithms?
Genetic programming applies the same evolutionary approach as a GA does.
However, genetic programming is no longer breeding bit strings that represent
coded solutions but complete computer programs that solve a particular problem. The fundamental difficulty of GAs lies in the problem representation, that
is, in the fixed-length coding. A poor representation limits the power of a GA,
and even worse, may lead to a false solution.
A fixed-length coding is rather artificial. As it cannot provide a dynamic
variability in length, such a coding often causes considerable redundancy and
reduces the efficiency of genetic search. In contrast, genetic programming uses
high-level building blocks of variable length. Their size and complexity can
change during breeding. Genetic programming works well in a large number of
different cases (Koza, 1994) and has many potential applications.

Are there any difficulties?
Despite many successful applications, there is still no proof that genetic programming will scale up to more complex problems that require larger computer
programs. And even if it scales up, extensive computer run times may be needed.

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EVOLUTIONARY COMPUTATION

7.8 Summary
In this chapter, we presented an overview of evolutionary computation. We
considered genetic algorithms, evolution strategies and genetic programming.
We introduced the main steps in developing a genetic algorithm, discussed why
genetic algorithms work, and illustrated the theory through actual applications
of genetic algorithms. Then we presented a basic concept of evolutionary
strategies and determined the differences between evolutionary strategies and
genetic algorithms. Finally, we considered genetic programming and its application to real problems.
The most important lessons learned in this chapter are:

.

The evolutionary approach to artificial intelligence is based on the computational models of natural selection and genetics known as evolutionary
computation. Evolutionary computation combines genetic algorithms, evolution strategies and genetic programming.

.

All methods of evolutionary computation work as follows: create a population
of individuals, evaluate their fitness, generate a new population by applying
genetic operators, and repeat this process a number of times.

.

Genetic algorithms were invented by John Holland in the early 1970s.
Holland’s genetic algorithm is a sequence of procedural steps for moving
from one generation of artificial ‘chromosomes’ to another. It uses ‘natural’
selection and genetics-inspired techniques known as crossover and mutation.
Each chromosome consists of a number of ‘genes’, and each gene is represented by 0 or 1.

.

Genetic algorithms use fitness values of individual chromosomes to carry out
reproduction. As reproduction takes place, the crossover operator exchanges
parts of two single chromosomes, and the mutation operator changes the
gene value in some randomly chosen location of the chromosome. After a
number of successive reproductions, the less fit chromosomes become
extinct, while those best fit gradually come to dominate the population.

.

Genetic algorithms work by discovering and recombining schemata – good
‘building blocks’ of candidate solutions. The genetic algorithm does not need
knowledge of the problem domain, but it requires the fitness function to
evaluate the fitness of a solution.

.

Solving a problem using genetic algorithms involves defining constraints and
optimum criteria, encoding the problem solutions as chromosomes, defining
a fitness function to evaluate a chromosome’s performance, and creating
appropriate crossover and mutation operators.

.

Genetic algorithms are a very powerful tool. However, coding the problem as
a bit string may change the nature of the problem being investigated. There is
always a danger that the coded representation represents a problem that is
different from the one we want to solve.

QUESTIONS FOR REVIEW
.

Evolution strategies were developed by Ingo Rechenberg and Hans-Paul
Schwefel in the early 1960s as an alternative to the engineer’s intuition.
Evolution strategies are used in technical optimisation problems when no
analytical objective function is available, and no conventional optimisation
method exists – only the engineer’s intuition.

.

An evolution strategy is a purely numerical optimisation procedure that is
similar to a focused Monte Carlo search. Unlike genetic algorithms, evolution
strategies use only a mutation operator. In addition, the representation of a
problem in a coded form is not required.

.

Genetic programming is a recent development in the area of evolutionary
computation. It was greatly stimulated in the 1990s by John Koza. Genetic
programming applies the same evolutionary approach as genetic algorithms.
However, genetic programming is no longer breeding bit strings that represent coded solutions but complete computer programs that solve a problem at
hand.

.

Solving a problem by genetic programming involves determining the set of
arguments, selecting the set of functions, defining a fitness function to
evaluate the performance of created computer programs, and choosing the
method for designating a result of the run.

.

Since genetic programming manipulates programs by applying genetic
operators, a programming language should permit a computer program to
be manipulated as data and the newly created data to be executed as a
program. For these reasons, LISP was chosen as the main language for genetic
programming.

Questions for review
1 Why are genetic algorithms called genetic? Who was the ‘father’ of genetic algorithms?
2 What are the main steps of a genetic algorithm? Draw a flowchart that implements
these steps. What are termination criteria used in genetic algorithms?
3 What is the roulette wheel selection technique? How does it work? Give an example.
4 How does the crossover operator work? Give an example using fixed-length bit strings.
Give another example using LISP S-expressions.
5 What is mutation? Why is it needed? How does the mutation operator work? Give an
example using fixed-length bit strings. Give another example using LISP S-expressions.
6 Why do genetic algorithms work? What is a schema? Give an example of a schema and
its instances. Explain the relationship between a schema and a chromosome. What is
the Schema Theorem?
7 Describe a typical process of the development of a genetic algorithm for solving a real
problem. What is the fundamental difficulty of genetic algorithms?
8 What is an evolution strategy? How is it implemented? What are the differences
between evolution strategies and genetic algorithms?

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EVOLUTIONARY COMPUTATION
9 Draw a block-diagram of the ð1 þ 1Þ evolution strategy. Why do we vary all the
parameters simultaneously when generating a new solution?
10 What is genetic programming? How does it work? Why has LISP become the main
language for genetic programming?
11 What is a LISP S-expression? Give an example and represent it as a rooted pointlabelled tree with ordered branches. Show terminals and functions on the tree.
12 What are the main steps in genetic programming? Draw a flowchart that implements
these steps. What are advantages of genetic programming?

References
Atmar, W. (1994). Notes on the simulation of evolution, IEEE Transactions on Neural
Networks, 5(1), 130–148.
Caruana, R.A. and Schaffer, J.D. (1988). Representation and hidden bias: gray
vs. binary coding for genetic algorithms, Proceedings of the Fifth International
Conference on Machine Learning, J. Laird, ed., Morgan Kaufmann, San Mateo, CA.
Davis, L. (1991). Handbook on Genetic Algorithms. Van Nostrand Reinhold, New
York.
Fogel, L.J., Owens, A.J. and Walsh, M.J. (1966). Artificial Intelligence Through Simulated
Evolution. Morgan Kaufmann, Los Altos, CA.
Goldberg, D.E. (1989). Genetic Algorithms in Search, Optimisation and Machine Learning.
Addison-Wesley, Reading, MA.
Hartl, D.L. and Clark, A.G. (1989). Principles of Population Genetics, 2nd edn. Sinauer,
Sunderland, MA.
Hoffman, A. (1989). Arguments on Evolution: A Paleontologist’s Perspective. Oxford
University Press, New York.
Holland, J.H. (1975). Adaptation in Natural and Artificial Systems. University of
Michigan Press, Ann Arbor.
Keeton, W.T. (1980). Biological Science, 3rd edn. W.W. Norton, New York.
Koza, J.R. (1992). Genetic Programming: On the Programming of the Computers by Means
of Natural Selection. MIT Press, Cambridge, MA.
Koza, J.R. (1994). Genetic Programming II: Automatic Discovery of Reusable Programs. MIT
Press, Cambridge, MA.
Mayr, E. (1988). Towards a New Philosophy of Biology: Observations of an Evolutionist.
Belknap Press, Cambridge, MA.
Michalewicz, Z. (1996). Genetic Algorithms + Data Structures = Evolutionary Programs,
3rd edn. Springer-Verlag, New York.
Mitchell, M. (1996). An Introduction to Genetic Algorithms. MIT Press, Cambridge, MA.
Rawlins, G. (1991). Foundations of Genetic Algorithms. Morgan Kaufmann, San
Francisco, CA.
Rechenberg, I. (1965). Cybernetic Solution Path of an Experimental Problem. Ministry of
Aviation, Royal Aircraft Establishment, Library Translation No. 1122, August.
Schwefel, H.-P. (1981). Numerical Optimization of Computer Models. John Wiley,
Chichester.
Schwefel, H.-P. (1995). Evolution and Optimum Seeking. John Wiley, New York.
Turing, A.M. (1950). Computing machinery and intelligence, Mind, 59, 433–460.

BIBLIOGRAPHY
Whitley, L.D. (1993). Foundations of Genetic Algorithms 2. Morgan Kaufmann, San
Francisco, CA.
Wright, S. (1932). The roles of mutation, inbreeding, crossbreeding, and selection in
evolution, Proceedings of the 6th International Congress on Genetics, Ithaca, NY,
vol. 1, pp. 356–366.

Bibliography
Arnold, D.V. and Beyer, H.-G. (2002). Noisy Optimization with Evolution Strategies.
Kluwer Academic Publishers, Boston.
Beyer, H.-G. (2001). The Theory of Evolution Strategies. Springer-Verlag, Heidelberg.
Cantu-Paz, E. (2000). Designing Efficient Parallel Genetic Algorithms. Kluwer Academic
Publishers, Boston.
Christian, J. (2001). Illustrating Evolutionary Computation with Mathematica. Morgan
Kaufmann, San Francisco, CA.
Coley, D.A. (1999). An Introduction to Genetic Algorithms for Scientists and Engineers.
World Scientific, Singapore.
Davidor, Y. (1990). Genetic Algorithms and Robotics. World Scientific, Singapore.
Gen, M. and Cheng, R. (1997). Genetic Algorithms and Engineering Design. John Wiley,
New York.
Gen, M. and Cheng, R. (1999). Genetic Algorithms and Engineering Optimization. John
Wiley, New York.
Goldberg, D.E. (2002). The Design of Innovation: Lessons from and for Competent Genetic
Algorithms. Kluwer Academic Publishers, Boston.
Haupt, R.L. and Haupt, S.E. (1998). Practical Genetic Algorithms. John Wiley, New York.
Koza, J.R. (1992). Genetic Programming: On the Programming of Computers by Means
of Natural Selection. MIT Press, Cambridge, MA.
Koza, J.R., Bennett III, F.H., Andre, D. and Keane, M.A. (1999). Genetic Programming
III: Darwinian Invention and Problem Solving. Morgan Kaufmann, San Francisco, CA.
Koza, J.R., Keane, M.A., Streeter, M.J., Mydlowec, W., Yu, J. and Lanza, G. (2003).
Genetic Programming IV: Routine Human-Competitive Machine Intelligence. Kluwer
Academic Publishers, Boston.
Langdon, W.B. (1998). Genetic Programming and Data Structures: Genetic Programming +
Data Structures = Automatic Programming! Kluwer Academic Publishers, Amsterdam.
Langdon, W.B. and Poli, R. (2002). Foundations of Genetic Programming. SpringerVerlag, Berlin.
Man, K.F., Tang, K.S., Kwong, S. and Halang, W.A. (1997). Genetic Algorithms for
Control and Signal Processing. Springer-Verlag, London.
Man, K.F., Tang, K.S. and Kwong, S. (1999). Genetic Algorithms: Concepts and Designs.
Springer-Verlag, London.
O’Neill, M. and Ryan, C. (2003). Grammatical Evolution: Evolutionary Automatic
Programming in an Arbitrary Language. Kluwer Academic Publishers, Boston.
Vose, M.D. (1999). The Simple Genetic Algorithm: Foundations and Theory. MIT Press,
Cambridge, MA.

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Hybrid intelligent systems

8

In which we consider the combination of expert systems, fuzzy
logic, neural networks and evolutionary computation, and discuss
the emergence of hybrid intelligent systems.

8.1 Introduction, or how to combine German mechanics with
Italian love
In previous chapters, we considered several intelligent technologies, including
probabilistic reasoning, fuzzy logic, neural networks and evolutionary computation. We discussed the strong and weak points of these technologies, and
noticed that in many real-world applications we would need not only to acquire
knowledge from various sources, but also to combine different intelligent
technologies. The need for such a combination has led to the emergence of
hybrid intelligent systems.
A hybrid intelligent system is one that combines at least two intelligent
technologies. For example, combining a neural network with a fuzzy system
results in a hybrid neuro-fuzzy system.
The combination of probabilistic reasoning, fuzzy logic, neural networks and
evolutionary computation forms the core of soft computing (SC), an emerging
approach to building hybrid intelligent systems capable of reasoning and
learning in an uncertain and imprecise environment.
The potential of soft computing was first realised by Lotfi Zadeh, the ‘father’
of fuzzy logic. In March 1991, he established the Berkeley Initiative in Soft
Computing. This group includes students, professors, employees of private and
government organisations, and other individuals interested in soft computing.
The rapid growth of the group suggests that the impact of soft computing on
science and technology will be increasingly felt in coming years.

What do we mean by ‘soft’ computing?
While traditional or ‘hard’ computing uses crisp values, or numbers, soft
computing deals with soft values, or fuzzy sets. Soft computing is capable of
operating with uncertain, imprecise and incomplete information in a manner
that reflects human thinking. In real life, humans normally use soft data

260

HYBRID INTELLIGENT SYSTEMS
represented by words rather than numbers. Our sensory organs deal with soft
information, our brain makes soft associations and inferences in uncertain and
imprecise environments, and we have a remarkable ability to reason and make
decisions without using numbers. Humans use words, and soft computing
attempts to model our sense of words in decision making.

Can we succeed in solving complex problems using words?
Words are inherently less precise than numbers but precision carries a high cost.
We use words when there is a tolerance for imprecision. Likewise, soft computing exploits the tolerance for uncertainty and imprecision to achieve greater
tractability and robustness, and lower the cost of solutions (Zadeh, 1996).
We also use words when the available data is not precise enough to use
numbers. This is often the case with complex problems, and while ‘hard’
computing fails to produce any solution, soft computing is still capable of
finding good solutions.

What is the difference between soft computing and artificial intelligence?
Conventional artificial intelligence attempts to express human knowledge in
symbolic terms. Its corner-stones are its rigid theory for symbol manipulation
and its exact reasoning mechanisms, including forward and backward chaining.
The most successful product of conventional artificial intelligence is the expert
system. But an expert system is good only if explicit knowledge is acquired and
represented in the knowledge base. This substantially limits the field of practical
applications for such systems.
However, during the last few years, the domain of artificial intelligence has
expanded rapidly to include artificial neural networks, genetic algorithms and
even fuzzy set theory (Russell and Norvig, 2002). This makes the boundaries
between modern artificial intelligence and soft computing vague and elusive.
The objective of this chapter, however, is not to argue when one becomes part of
the other, but to provide the reader with an understanding of the main
principles of building hybrid intelligent systems.

What exactly are we trying to combine in a hybrid system?
Lotfi Zadeh is reputed to have said that a good hybrid would be ‘British Police,
German Mechanics, French Cuisine, Swiss Banking and Italian Love’. But ‘British
Cuisine, German Police, French Mechanics, Italian Banking and Swiss Love’
would be a bad one. Likewise, a hybrid intelligent system can be good or bad – it
depends on which components constitute the hybrid. So our goal is to select the
right components for building a good hybrid system.
Each component has its own strengths and weaknesses. Probabilistic reasoning
is mainly concerned with uncertainty, fuzzy logic with imprecision, neural
networks with learning, and evolutionary computation with optimisation. Table
8.1 presents a comparison of different intelligent technologies. A good hybrid
system brings the advantages of these technologies together. Their synergy allows
a hybrid system to accommodate common sense, extract knowledge from raw
data, use human-like reasoning mechanisms, deal with uncertainty and imprecision, and learn to adapt to a rapidly changing and unknown environment.

NEURAL EXPERT SYSTEMS
Table 8.1 Comparison of expert systems (ES), fuzzy systems (FS), neural networks (NN)
and genetic algorithms (GA)

Knowledge representation
Uncertainty tolerance
Imprecision tolerance
Adaptability
Learning ability
Explanation ability
Knowledge discovery and data mining
Maintainability

ES

FS

NN

GA

*
*
&
&
&
*
&
&

*
*
*
&
&
*
&
*

&
*
*
*
*
&
*
*

&
*
*
*
*
&
*
*

The terms used for grading are: & bad, & rather bad, * rather good and * good

8.2 Neural expert systems
Expert systems and neural networks, as intelligent technologies, share common
goals. They both attempt to imitate human intelligence and eventually create an
intelligent machine. However, they use very different means to achieve their
goals. While expert systems rely on logical inferences and decision trees and
focus on modelling human reasoning, neural networks rely on parallel data
processing and focus on modelling a human brain. Expert systems treat the brain
as a black-box, whereas neural networks look at its structure and functions,
particularly at its ability to learn. These fundamental differences are reflected in
the knowledge representation and data processing techniques used in expert
systems and neural networks.
Knowledge in a rule-based expert system is represented by IF-THEN production rules collected by observing or interviewing human experts. This task, called
knowledge acquisition, is difficult and expensive. In addition, once the rules are
stored in the knowledge base, they cannot be modified by the expert system
itself. Expert systems cannot learn from experience or adapt to new environments. Only a human can manually modify the knowledge base by adding,
changing or deleting some rules.
Knowledge in neural networks is stored as synaptic weights between neurons.
This knowledge is obtained during the learning phase when a training set of data
is presented to the network. The network propagates the input data from layer to
layer until the output data is generated. If it is different from the desired output,
an error is calculated and propagated backwards through the network. The
synaptic weights are modified as the error is propagated. Unlike expert systems,
neural networks learn without human intervention.
However, in expert systems, knowledge can be divided into individual rules
and the user can see and understand the piece of knowledge applied by the
system. In contrast, in neural networks, one cannot select a single synaptic
weight as a discrete piece of knowledge. Here knowledge is embedded in the

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HYBRID INTELLIGENT SYSTEMS
entire network; it cannot be broken into individual pieces, and any change of a
synaptic weight may lead to unpredictable results. A neural network is, in fact,
a black-box for its user.
An expert system cannot learn, but can explain how it arrives at a particular
solution. A neural network can learn, but acts as a black-box. Thus by combining
the advantages of each technology we can create a more powerful and effective
expert system. A hybrid system that combines a neural network and a rule-based
expert system is called a neural expert system (or a connectionist expert
system). Learning, generalisation, robustness and parallel information processing make neural networks a ‘right’ component for building a new breed of
expert systems.
Figure 8.1 shows the basic structure of a neural expert system. Unlike a rulebased expert system, the knowledge base in the neural expert system is
represented by a trained neural network.
A neural expert system can extract IF-THEN rules from the neural network,
which enables it to justify and explain its conclusion.
The heart of a neural expert system is the inference engine. This controls the
information flow in the system and initiates inference over the neural knowledge base. A neural inference engine also ensures approximate reasoning.

What is approximate reasoning?
In a rule-based expert system, the inference engine compares the condition part
of each rule with data given in the database. When the IF part of the rule
matches the data in the database, the rule is fired and its THEN part is executed.

Figure 8.1

Basic structure of a neural expert system

NEURAL EXPERT SYSTEMS
In rule-based expert systems, the precise matching is required. As a result, the
inference engine cannot cope with noisy or incomplete data.
Neural expert systems use a trained neural network in place of the knowledge
base. The neural network is capable of generalisation. In other words, the new
input data does not have to precisely match the data that was used in network
training. This allows neural expert systems to deal with noisy and incomplete
data. This ability is called approximate reasoning.
The rule extraction unit examines the neural knowledge base and produces
the rules implicitly ‘buried’ in the trained neural network.
The explanation facilities explain to the user how the neural expert system
arrives at a particular solution when working with the new input data.
The user interface provides the means of communication between the user
and the neural expert system.

How does a neural expert system extract rules that justify its inference?
Neurons in the network are connected by links, each of which has a numerical
weight attached to it. The weights in a trained neural network determine the
strength or importance of the associated neuron inputs; this characteristic is used
for extracting rules (Gallant, 1993; Nikolopoulos, 1997; Sestito and Dillon, 1991).
Let us consider a simple example to illustrate how a neural expert system
works. This example is an object classification problem. The object to be
classified belongs to either birds, planes or gliders. A neural network used for
this problem is shown in Figure 8.2. It is a three-layer network fully connected
between the first and the second layers. All neurons are labelled according to the
concepts they represent.
The first layer is the input layer. Neurons in the input layer simply transmit
external signals to the next layer. The second layer is the conjunction layer. The
neurons in this layer apply a sign activation function given by
Y sign ¼



þ1;
1;

if X 5 0
;
if X < 0

ð8:1Þ

where X is the net weighted input to the neuron,

X¼

n
X

xi wi ;

i¼1

xi and wi are the value of input i and its weight, respectively, and n is the number
of neuron inputs.
The third layer is the output layer. In our example, each output neuron
receives an input from a single conjunction neuron. The weights between the
second and the third layers are set to unity.
You might notice that IF-THEN rules are mapped quite naturally into a
three-layer neural network where the third (disjunction) layer represents the
consequent parts of the rules. Furthermore, the strength of a given rule, or its

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HYBRID INTELLIGENT SYSTEMS

Figure 8.2

The neural knowledge base

certainty factor, can be associated with the weight between respective conjunction and disjunction neurons (Fu, 1993; Kasabov, 1996). We will discuss specific
aspects of mapping rules into a neural network later, but now we shall return to
our example.
The neural knowledge base was trained with a set of training examples;
Figure 8.2 shows the actual numerical weights obtained between the first and the
second layers. If we now set each input of the input layer to either þ1 (true), 1
(false), or 0 (unknown), we can give a semantic interpretation for the activation
of any output neuron. For example, if the object has Wings ðþ1Þ, Beak ðþ1Þ and
Feathers ðþ1Þ, but does not have Engine ð1Þ, then we can conclude that this
object is Bird ðþ1Þ:
XRule1 ¼ 1  ð0:8Þ þ 0  ð0:2Þ þ 1  2:2 þ 1  2:8 þ ð1Þ  ð1:1Þ
¼ 5:3 > 0;
YRule1 ¼ YBird ¼ þ1:
We can similarly conclude that this object is not Plane,
XRule2 ¼ 1  ð0:7Þ þ 0  ð0:1Þ þ 1  0:0 þ 1  ð1:6Þ þ ð1Þ  1:9
¼ 4:2 < 0;
YRule2 ¼ YPlane ¼ 1:
and not Glider,
XRule3 ¼ 1  ð0:6Þ þ 0  ð1:1Þ þ 1  ð1:0Þ þ 1  ð2:9Þ þ ð1Þ  ð1:3Þ
¼ 4:2 < 0;
YRule3 ¼ YGlider ¼ 1:

NEURAL EXPERT SYSTEMS
Now by attaching a corresponding question to each input neuron,
Neuron: Wings
Neuron: Tail
Neuron: Beak
Neuron: Feathers
Neuron: Engine

Question:
Question:
Question:
Question:
Question:

Does the
Does the
Does the
Does the
Does the

object
object
object
object
object

have wings?
have a tail?
have a beak?
have feathers?
have an engine?

we can enable the system to prompt the user for initial values of the input
variables. The system’s goal is to obtain the most important information first and
to draw a conclusion as quickly as possible.

How does the system know what the most important information is, and
whether it has enough information to draw a conclusion?
The importance of a particular neuron input is determined by the absolute value
of the weight attached to this input. For example, for neuron Rule 1, the input
Feathers has a much greater importance than the input Wings. Thus, we might
establish the following dialogue with the system:
PURSUING:
> Bird
ENTER INITIAL VALUE FOR THE INPUT FEATHERS:
> þ1
Our task now is to see whether the acquired information is sufficient to draw a
conclusion. The following heuristic can be applied here (Gallant, 1993):
An inference can be made if the known net weighted input to a neuron is
greater than the sum of the absolute values of the weights of the unknown
inputs.
This heuristic can be expressed mathematically as follows:
n
X
i¼1

xi wi >

n
X

jwj j

ð8:2Þ

j¼1

where i 2 KNOWN, j 62 KNOWN and n is the number of neuron inputs.
In our example, when the input Feathers becomes known, we obtain
KNOWN ¼ 1  2:8 ¼ 2:8
UNKNOWN ¼ j  0:8j þ j  0:2j þ j2:2j þ j  1:1j ¼ 4:3
KNOWN < UNKNOWN
Thus, the inference for neuron Rule 1 cannot be made yet, and the user is asked
to provide a value for the next most important input, input Beak:
ENTER INITIAL VALUE FOR THE INPUT BEAK:
> þ1

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HYBRID INTELLIGENT SYSTEMS
Now we have
KNOWN ¼ 1  2:8 þ 1  2:2 ¼ 5:0
UNKNOWN ¼ j  0:8j þ j  0:2j þ j  1:1j ¼ 2:1
KNOWN > UNKNOWN
And thus, according to the heuristic (8.2), the following inference can be made:
CONCLUDE: BIRD IS TRUE
While KNOWN gives the acquired net weighted input to neuron Rule 1,
UNKNOWN indicates how this net input might change based upon the worst
possible combination of values of the unknown inputs. In our example, the net
weighted input cannot change more than 2:1. Therefore, the output of neuron
Rule 1 will be greater than 0 regardless of the values of the known inputs, and we
can make the inference that Bird must be true.
Now it is time to examine how a single rule can be extracted to justify an
inference. We will use a simple algorithm concerned only with neurons directly
connected to the neuron in question (Gallant, 1988). Let us again consider the
example shown in Figure 8.2 and justify the inference that Bird is true. Because
all neurons in the first layer are directly connected to neuron Rule 1, we might
expect that the rule to be extracted may involve all five neurons – Wings, Tail,
Beak, Feathers and Engine.
First, we determine all contributing inputs and the size of each contribution
(Gallant, 1993). An input i is considered to be contributing if it does not move
the net weighted input in the opposite direction. The size of this contribution is
determined by the absolute value of the weight jwi j of the contributing input i.
Now we arrange all contributing inputs according to their sizes in a descending order. In our example, the list of inputs contributing to the inference Bird is
true looks as follows:
Input: Feathers
Input: Beak
Input: Engine
Input: Tail

Size:
Size:
Size:
Size:

2.8
2.2
1.1
0.2

This list enables us to create a rule in which the condition part is represented by
the contributing input with the largest contribution:
IF
Feathers is true
THEN Bird is true
The next step is to verify this rule. In other words, we need to make sure that the
rule passes the validity test. It can be done by applying the heuristic (8.2):
KNOWN ¼ 1  2:8 ¼ 2:8
UNKNOWN ¼ j  0:8j þ j  0:2j þ j2:2j þ j  1:1j ¼ 4:3
KNOWN < UNKNOWN

NEURAL EXPERT SYSTEMS
The rule is not valid yet, and thus we need to add the ‘second best’ contributing
input as a clause in the condition part of our rule:
IF
Feathers is true
AND Beak is true
THEN Bird is true
Now we have:
KNOWN ¼ 1  2:8 þ 1  2:2 ¼ 5:0
UNKNOWN ¼ j  0:8j þ j  0:2j þ j  1:1j ¼ 2:1
KNOWN > UNKNOWN
This rule has passed the validity test. It is also a maximally general rule, that is a
removal of any condition clause results in an invalid rule.
Similarly, we can obtain rules to justify the inferences that Plane is false, and
Glider is false:
IF
Engine is false
AND Feathers is true
THEN Plane is false
IF
Feathers is true
AND Wings is true
THEN Glider is false
This example also illustrates that the neural expert system can make useful
deductions even when the data is incomplete (for instance, Tail is unknown in
our example).
In our example, we assume that the neural expert system has a properly
trained neural knowledge base. In the real world, however, the training data is
not always adequate. We also assume that we do not have any prior knowledge
about the problem domain. In fact, we might have some knowledge, although
not often perfect. Can we determine an initial structure of the neural knowledge
base by using domain knowledge, train it with a given set of training data, and
then interpret the trained neural network as a set of IF-THEN rules?
As we mentioned before, a set of IF-THEN rules that represent domain
knowledge can be mapped into a multi-layer neural network. Figure 8.3 illustrates a set of rules mapped into a five-layer neural network. The weights between
conjunction and disjunction layers indicate the strengths of the rules, and thus
can be regarded as certainty factors of the associated rules.
As soon as we have established the initial structure of the neural knowledge
base, we can train the network according to a given set of training data. This
can be done by using an appropriate training algorithm such as backpropagation. When the training phase is completed, we can examine the neural
network knowledge base, extract and, if necessary, refine the set of initial

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Figure 8.3

An example of a multi-layer knowledge base

IF-THEN rules. Thus, neural expert systems can use domain knowledge represented as IF-THEN rules as well as a set of numerical data. In fact, neural
expert systems provide a bi-directional link between neural networks and rulebased systems.
Unfortunately, neural expert systems still suffer from the limitations of
Boolean logic, and any attempt to represent continuous input variables may
lead to an infinite increase in the number of rules. This might significantly limit
the area of application for neural expert systems. The natural way of overcoming
this limitation is to use fuzzy logic.

8.3 Neuro-fuzzy systems
Fuzzy logic and neural networks are natural complementary tools in building intelligent systems. While neural networks are low-level computational

NEURO-FUZZY SYSTEMS
structures that perform well when dealing with raw data, fuzzy logic deals with
reasoning on a higher level, using linguistic information acquired from domain
experts. However, fuzzy systems lack the ability to learn and cannot adjust
themselves to a new environment. On the other hand, although neural networks
can learn, they are opaque to the user. The merger of a neural network with a
fuzzy system into one integrated system therefore offers a promising approach to
building intelligent systems. Integrated neuro-fuzzy systems can combine the
parallel computation and learning abilities of neural networks with the humanlike knowledge representation and explanation abilities of fuzzy systems. As a
result, neural networks become more transparent, while fuzzy systems become
capable of learning.
A neuro-fuzzy system is, in fact, a neural network that is functionally
equivalent to a fuzzy inference model. It can be trained to develop IF-THEN
fuzzy rules and determine membership functions for input and output variables
of the system. Expert knowledge can be easily incorporated into the structure of
the neuro-fuzzy system. At the same time, the connectionist structure avoids
fuzzy inference, which entails a substantial computational burden.

How does a neuro-fuzzy system look?
The structure of a neuro-fuzzy system is similar to a multi-layer neural network.
In general, a neuro-fuzzy system has input and output layers, and three hidden
layers that represent membership functions and fuzzy rules.
Figure 8.4 shows a Mamdani fuzzy inference model, and Figure 8.5 a neurofuzzy system that corresponds to this model. For simplicity, we assume that
the fuzzy system has two inputs – x1 and x2 – and one output – y. Input x1 is
represented by fuzzy sets A1, A2 and A3; input x2 by fuzzy sets B1, B2 and B3;
and output y by fuzzy sets C1 and C2.
Each layer in the neuro-fuzzy system is associated with a particular step in the
fuzzy inference process.
Layer 1 is the input layer. Each neuron in this layer transmits external crisp
signals directly to the next layer. That is,
ð1Þ

yi

ð1Þ

¼ xi ;
ð1Þ

ð8:3Þ
ð1Þ

where xi is the input and yi is the output of input neuron i in Layer 1.
Layer 2 is the input membership or fuzzification layer. Neurons in this
layer represent fuzzy sets used in the antecedents of fuzzy rules. A fuzzification
neuron receives a crisp input and determines the degree to which this input
belongs to the neuron’s fuzzy set, as follows.
The activation function of a membership neuron is set to the function that
specifies the neuron’s fuzzy set. In the example presented in Figure 8.4, we use
triangular sets. Therefore, the activation functions for the neurons in Layer 2
are set to the triangular membership functions (although fuzzification neurons
may have any of the membership functions normally used in fuzzy systems). A

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HYBRID INTELLIGENT SYSTEMS

Figure 8.4

Mamdani fuzzy inference system

NEURO-FUZZY SYSTEMS

Figure 8.5

Neuro-fuzzy equivalent system

triangular membership function can be specified by two parameters fa; bg as
follows:

ð2Þ

yi

8
>
>
0;
>
>
>
>
<
ð2Þ
¼ 1  2jxi  aj;
>
>
b
>
>
>
>
: 0;

ð2Þ

if xi 4 a 

b
2

b
b
ð2Þ
< xi < a þ
2
2
b
ð2Þ
if xi 5 a þ
2
if a 

ð8:4Þ

where a and b are parameters that control the centre and the width of the
ð2Þ
ð2Þ
triangle, respectively, xi is the input and yi is the output of fuzzification
neuron i in Layer 2.
Figure 8.6 illustrates a triangular function and the effect caused by the
variation of parameters a and b. As we can see, the output of a fuzzification
neuron depends not only on its input, but also on the centre, a, and the width, b,
of the triangular activation function. The neuron input may remain constant,
but the output will vary with the change of parameters a and b. In other words,
parameters a and b of the fuzzification neurons can play the same role in a
neuro-fuzzy system as synaptic weights in a neural network.
Layer 3 is the fuzzy rule layer. Each neuron in this layer corresponds to a
single fuzzy rule. A fuzzy rule neuron receives inputs from the fuzzification
neurons that represent fuzzy sets in the rule antecedents. For instance, neuron
R1, which corresponds to Rule 1, receives inputs from neurons A1 and B1.

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HYBRID INTELLIGENT SYSTEMS

Figure 8.6 Triangular activation functions of the fuzzification neurons: (a) effect of
parameter a; (b) effect of parameter b

In fuzzy systems, if a given rule has multiple antecedents, a fuzzy operator is
used to obtain a single number that represents the result of the antecedent
evaluation. The conjunction of the rule antecedents is evaluated by the fuzzy
operation intersection. The same fuzzy operation can be used to combine
multiple inputs to a fuzzy rule neuron. In a neuro-fuzzy system, intersection can
be implemented by the product operator. Thus, the output of neuron i in Layer 3
is obtained as:
ð3Þ

yi

ð3Þ

ð3Þ

ð3Þ

¼ x1i  x2i  . . .  xki ;
ð3Þ

ð3Þ

ð3Þ

ð8:5Þ
ð3Þ

where x1i ; x2i ; . . . ; xki are the inputs and yi
in Layer 3. For example,

is the output of fuzzy rule neuron i

ð3Þ

yR1 ¼ A1  B1 ¼ R1
The value of R1 represents the firing strength of fuzzy rule neuron R1.
The weights between Layer 3 and Layer 4 represent the normalised degrees
of confidence (known as certainty factors) of the corresponding fuzzy rules.
These weights are adjusted during training of a neuro-fuzzy system.

What is the normalised degree of confidence of a fuzzy rule?
Different rules represented in a neuro-fuzzy system may be associated with
different degrees of confidence. In Figure 8.4, an expert may attach the degree of
confidence to each fuzzy IF-THEN rule by setting the corresponding weights
within the range of ½0; 1. During training, however, these weights can change. To
keep them within the specified range, the weights are normalised by dividing their
respective values by the highest weight magnitude obtained at each iteration.
Layer 4 is the output membership layer. Neurons in this layer represent
fuzzy sets used in the consequent of fuzzy rules. An output membership neuron
receives inputs from the corresponding fuzzy rule neurons and combines them

NEURO-FUZZY SYSTEMS
by using the fuzzy operation union. This operation can be implemented by the
probabilistic OR (also known as the algebraic sum). That is,
ð4Þ

yi

ð4Þ

ð4Þ

ð4Þ

¼ x1i  x2i  . . .  xli ;
ð4Þ

ð4Þ

ð4Þ

ð8:6Þ
ð4Þ

where x1i ; x2i ; . . . ; xli are the inputs, and yi
ship neuron i in Layer 4. For example,

is the output of output member-

ð4Þ

yC1 ¼ R3  R6 ¼ C1
The value of C1 represents the integrated firing strength of fuzzy rule neurons
R3 and R6. In fact, firing strengths of neurons in the output membership layer
are combined in the same way as truth values of the fuzzy rules in Figure 8.4.
In the Mamdani fuzzy system, output fuzzy sets are clipped by the truth values
of the corresponding fuzzy rules. In the neuro-fuzzy system, we clip activation
functions of the output membership neurons. For example, the membership
function of neuron C1 is clipped by the integrated firing strength C1 .
Layer 5 is the defuzzification layer. Each neuron in this layer represents a
single output of the neuro-fuzzy system. It takes the output fuzzy sets clipped
by the respective integrated firing strengths and combines them into a single
fuzzy set.
The output of the neuro-fuzzy system is crisp, and thus a combined output
fuzzy set must be defuzzified. Neuro-fuzzy systems can apply standard defuzzification methods, including the centroid technique. In our example, we will use
the sum-product composition method (Jang et al., 1997), which offers a
computational shortcut for the Mamdani-style inference.
The sum-product composition calculates the crisp output as the weighted
average of the centroids of all output membership functions. For example, the
weighted average of the centroids of the clipped fuzzy sets C1 and C2 is
calculated as,
y¼

C1  aC1  bC1 þ C2  aC2  bC2
;
C1  bC1 þ C2  bC2

ð8:7Þ

where aC1 and aC2 are the centres, and bC1 and bC2 are the widths of fuzzy sets C1
and C2, respectively.

How does a neuro-fuzzy system learn?
A neuro-fuzzy system is essentially a multi-layer neural network, and thus it can
apply standard learning algorithms developed for neural networks, including
the back-propagation algorithm (Kasabov, 1996; Lin and Lee, 1996; Nauck et al.,
1997; Von Altrock, 1997). When a training input-output example is presented to
the system, the back-propagation algorithm computes the system output and
compares it with the desired output of the training example. The difference (also
called the error) is propagated backwards through the network from the output

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HYBRID INTELLIGENT SYSTEMS

Figure 8.7

Training patterns in the three-dimensional input-output space

layer to the input layer. The neuron activation functions are modified as
the error is propagated. To determine the necessary modifications, the backpropagation algorithm differentiates the activation functions of the neurons.
Let us demonstrate how a neuro-fuzzy system works on a simple example.
Figure 8.7 shows the distribution of 100 training patterns in the threedimensional input-output space X1  X2  Y. Each training pattern here is
determined by three variables: two inputs x1 and x2, and one output y. Input
and output variables are represented by two linguistic values: small (S) and
large (L).
The data set of Figure 8.7 is used for training the five-rule neuro-fuzzy system
shown in Figure 8.8(a). Suppose that fuzzy IF-THEN rules incorporated into the
system structure are supplied by a domain expert. Prior or existing knowledge
can dramatically expedite the system training. Besides, if the quality of training
data is poor, the expert knowledge may be the only way to come to a solution at
all. However, experts do occasionally make mistakes, and thus some rules used in
a neuro-fuzzy system may be false or redundant (for example, in Figure 8.8(a),
either Rule 1 or Rule 2 is wrong because they have exactly the same IF parts,
while their THEN parts are different). Therefore, a neuro-fuzzy system should
also be capable of identifying bad rules.
In Figure 8.8(a), initial weights between Layer 3 and Layer 4 are set to unity.
During training the neuro-fuzzy system uses the back-propagation algorithm to
adjust the weights and to modify input and output membership functions. The
training continues until the sum of squared errors is less than 0.001. As can be
seen from Figure 8.8(b), weight wR2 becomes equal to 0 while other weights
remain high. This indicates that Rule 2 is certainly false and can be removed
without any harm to the neuro-fuzzy system. It leaves the system with four rules
that, as you may notice, represent the behaviour of the Exclusive-OR (XOR)
operation.

NEURO-FUZZY SYSTEMS

Figure 8.8 Five-rule neuro-fuzzy system for the Exclusive-OR operation:
(a) five-rule system; (b) training for 50 epochs

The training data used in this example includes a number of ‘bad’ patterns
inconsistent with the XOR operation. However, the neuro-fuzzy system is still
capable of identifying the false rule.
In the XOR example, an expert gives us five fuzzy rules, one of which is
wrong. On top of that, we cannot be sure that the ‘expert’ has not left out a few
rules. What can we do to reduce our dependence on the expert knowledge? Can
a neuro-fuzzy system extract rules directly from numerical data?
Given input and output linguistic values, a neuro-fuzzy system can automatically generate a complete set of fuzzy IF-THEN rules. Figure 8.9 demonstrates
the system created for the XOR example. This system consists of 22  2 ¼ 8 rules.
Because expert knowledge is not embodied in the system this time, we set all
initial weights between Layer 3 and Layer 4 to 0.5. After training we can eliminate
all rules whose certainty factors are less than some sufficiently small number, say
0.1. As a result, we obtain the same set of four fuzzy IF-THEN rules that represents

275

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HYBRID INTELLIGENT SYSTEMS

Figure 8.9 Eight-rule neuro-fuzzy system for the Exclusive-OR operation:
(a) eight-rule system; (b) training for 50 epochs

the XOR operation. This simple example demonstrates that a neuro-fuzzy system
can indeed extract fuzzy rules directly from numerical data.
The combination of fuzzy logic and neural networks constitutes a powerful
means for designing intelligent systems. Domain knowledge can be put into a
neuro-fuzzy system by human experts in the form of linguistic variables and
fuzzy rules. When a representative set of examples is available, a neuro-fuzzy
system can automatically transform it into a robust set of fuzzy IF-THEN rules,
and thereby reduce our dependence on expert knowledge when building
intelligent systems.
So far we have discussed a neuro-fuzzy system that implements the Mamdani
fuzzy inference model. However, the Sugeno model is by far the most popular
candidate for data-based fuzzy modelling.

ANFIS: ADAPTIVE NEURO-FUZZY INFERENCE SYSTEM
Recently, Roger Jang from the Tsing Hua University, Taiwan, proposed a
neural network that is functionally equal to a Sugeno fuzzy inference model
(Jang, 1993). He called it an Adaptive Neuro-Fuzzy Inference System or ANFIS.

8.4 ANFIS: Adaptive Neuro-Fuzzy Inference System
The Sugeno fuzzy model was proposed for a systematic approach to generating
fuzzy rules from a given input-output data set. A typical Sugeno fuzzy rule can be
expressed in the following form:
IF
AND
..
AND
THEN

x1 is A1
x2 is A2
...
xm is Am
y ¼ f ðx1 ; x2 ; . . . ; xm Þ

where x1 ; x2 ; . . . ; xm are input variables; A1 ; A2 ; . . . ; Am are fuzzy sets; and y is
either a constant or a linear function of the input variables. When y is a constant,
we obtain a zero-order Sugeno fuzzy model in which the consequent of a rule is
specified by a singleton. When y is a first-order polynomial, i.e.
y ¼ k0 þ k1 x1 þ k2 x2 þ . . . þ km xm
we obtain a first-order Sugeno fuzzy model.
Jang’s ANFIS is normally represented by a six-layer feedforward neural
network. Figure 8.10 shows the ANFIS architecture that corresponds to the firstorder Sugeno fuzzy model. For simplicity, we assume that the ANFIS has two
inputs – x1 and x2 – and one output – y. Each input is represented by two fuzzy

Figure 8.10 Adaptive Neuro-Fuzzy Inference System (ANFIS)

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HYBRID INTELLIGENT SYSTEMS
sets, and the output by a first-order polynomial. The ANFIS implements four
rules:
Rule 1:
IF
x1 is A1
AND
x2 is B1
THEN y ¼ f1 ¼ k10 þ k11 x1 þ k12 x2

Rule 2:
IF
x1 is A2
AND
x2 is B2
THEN y ¼ f2 ¼ k20 þ k21 x1 þ k22 x2

Rule 3:
IF
x1 is A2
AND
x2 is B1
THEN y ¼ f3 ¼ k30 þ k31 x1 þ k32 x2

Rule 4:
IF
x1 is A1
AND
x2 is B2
THEN y ¼ f4 ¼ k40 þ k41 x1 þ k42 x2

where x1, x2 are input variables; A1 and A2 are fuzzy sets on the universe of
discourse X1; B1 and B2 are fuzzy sets on the universe of discourse X2; and ki0 , ki1
and ki2 is a set of parameters specified for rule i.
Let us now discuss the purpose of each layer in Jang’s ANFIS.
Layer 1 is the input layer. Neurons in this layer simply pass external crisp
signals to Layer 2. That is,
ð1Þ

yi

ð1Þ

¼ xi ;

ð8:8Þ

ð1Þ

ð1Þ

where xi is the input and yi is the output of input neuron i in Layer 1.
Layer 2 is the fuzzification layer. Neurons in this layer perform fuzzification.
In Jang’s model, fuzzification neurons have a bell activation function.
A bell activation function, which has a regular bell shape, is specified as:
ð2Þ

yi

1

¼
1þ

ð2Þ
xi

 ai
ci

ð2Þ

ð8:9Þ

!2bi ;

ð2Þ

where xi is the input and yi is the output of neuron i in Layer 2; and ai , bi and
ci are parameters that control, respectively, the centre, width and slope of the
bell activation function of neuron i.
Layer 3 is the rule layer. Each neuron in this layer corresponds to a single
Sugeno-type fuzzy rule. A rule neuron receives inputs from the respective
fuzzification neurons and calculates the firing strength of the rule it represents.
In an ANFIS, the conjunction of the rule antecedents is evaluated by the operator
product. Thus, the output of neuron i in Layer 3 is obtained as,

ð3Þ

yi

¼

k
Y

ð3Þ

ð8:10Þ

xji ;

j¼1
ð3Þ

where xji

ð3Þ

are the inputs and yi

is the output of rule neuron i in Layer 3.

ANFIS: ADAPTIVE NEURO-FUZZY INFERENCE SYSTEM
For example,
ð3Þ

y1 ¼ A1  B1 ¼ 1 ;
where the value of 1 represents the firing strength, or the truth value, of Rule 1.
Layer 4 is the normalisation layer. Each neuron in this layer receives inputs
from all neurons in the rule layer, and calculates the normalised firing strength
of a given rule.
The normalised firing strength is the ratio of the firing strength of a given rule
to the sum of firing strengths of all rules. It represents the contribution of a given
rule to the final result.
Thus, the output of neuron i in Layer 4 is determined as,
ð4Þ

ð4Þ

yi

¼

xii
i
¼ n
¼ i ;
n
X
X
ð4Þ
xji
j
j¼1

ð8:11Þ

j¼1

ð4Þ

where xji is the input from neuron j located in Layer 3 to neuron i in Layer 4,
and n is the total number of rule neurons. For example,
ð4Þ

yN1 ¼

1
¼ 1
1 þ 2 þ 3 þ 4

Layer 5 is the defuzzification layer. Each neuron in this layer is connected to
the respective normalisation neuron, and also receives initial inputs, x1 and x2 .
A defuzzification neuron calculates the weighted consequent value of a given
rule as,
ð5Þ

yi

ð5Þ

¼ xi ½ ki0 þ ki1 x1 þ ki2 x2  ¼ i ½ ki0 þ ki1 x1 þ ki2 x2 ;
ð5Þ

ð8:12Þ

ð5Þ

where xi is the input and yi is the output of defuzzification neuron i in
Layer 5, and ki0 , ki1 and ki2 is a set of consequent parameters of rule i.
Layer 6 is represented by a single summation neuron. This neuron calculates
the sum of outputs of all defuzzification neurons and produces the overall ANFIS
output, y,
y¼

n
X
i¼1

ð6Þ

xi

¼

n
X

i ½ ki0 þ ki1 x1 þ ki2 x2 

ð8:13Þ

i¼1

Thus, the ANFIS shown in Figure 8.10 is indeed functionally equivalent to a firstorder Sugeno fuzzy model.
However, it is often difficult or even impossible to specify a rule consequent
in a polynomial form. Conveniently, it is not necessary to have any prior
knowledge of rule consequent parameters for an ANFIS to deal with a problem.
An ANFIS learns these parameters and tunes membership functions.

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HYBRID INTELLIGENT SYSTEMS

How does an ANFIS learn?
An ANFIS uses a hybrid learning algorithm that combines the least-squares
estimator and the gradient descent method (Jang, 1993). First, initial activation
functions are assigned to each membership neuron. The function centres of the
neurons connected to input xi are set so that the domain of xi is divided equally,
and the widths and slopes are set to allow sufficient overlapping of the respective
functions.
In the ANFIS training algorithm, each epoch is composed from a forward pass
and a backward pass. In the forward pass, a training set of input patterns (an
input vector) is presented to the ANFIS, neuron outputs are calculated on the
layer-by-layer basis, and rule consequent parameters are identified by the leastsquares estimator. In the Sugeno-style fuzzy inference, an output, y, is a linear
function. Thus, given the values of the membership parameters and a training
set of P input-output patterns, we can form P linear equations in terms of the
consequent parameters as:
8
yd ð1Þ ¼ 1 ð1Þf1 ð1Þ þ 2 ð1Þf2 ð1Þ þ . . . þ n ð1Þfn ð1Þ
>
>
>
>
>
>
yd ð2Þ ¼ 1 ð2Þf1 ð2Þ þ 2 ð2Þf2 ð2Þ þ . . . þ n ð2Þfn ð2Þ
>
>
>
>
..
<
.
>


y
ðpÞ
¼

ðpÞf
ðpÞ
þ

ðpÞf2 ðpÞ þ . . . þ n ðpÞfn ðpÞ
>
1
d
1
2
>
>
>
..
>
>
>
.
>
>
:
yd ðPÞ ¼ 1 ðPÞf1 ðPÞ þ 2 ðPÞf2 ðPÞ þ . . . þ n ðPÞfn ðPÞ

ð8:14Þ

8
yd ð1Þ ¼1 ð1Þ½ k10 þ k11 x1 ð1Þ þ k12 x2 ð1Þ þ . . . þ k1m xm ð1Þ
>
>
>
>
>
>
þ 2 ð1Þ½ k20 þ k21 x1 ð1Þ þ k22 x2 ð1Þ þ . . . þ k2m xm ð1Þ þ . . .
>
>
>
>
>
>
þ n ð1Þ½ kn0 þ kn1 x1 ð1Þ þ kn2 x2 ð1Þ þ . . . þ knm xm ð1Þ
>
>
>
>
>
>
>
yd ð2Þ ¼1 ð2Þ½ k10 þ k11 x1 ð2Þ þ k12 x2 ð2Þ þ . . . þ k1m xm ð2Þ
>
>
>
>
>
>
þ 2 ð2Þ½ k20 þ k21 x1 ð2Þ þ k22 x2 ð2Þ þ . . . þ k2m xm ð2Þ þ . . .
>
>
>
>
>
>
þ n ð2Þ½ kn0 þ kn1 x1 ð2Þ þ kn2 x2 ð2Þ þ . . . þ knm xm ð2Þ
>
>
>
>
..
<
.
>
yd ðpÞ ¼1 ðpÞ½ k10 þ k11 x1 ðpÞ þ k12 x2 ðpÞ þ . . . þ k1m xm ðpÞ
>
>
>
>
>
>
>
þ 2 ðpÞ½ k20 þ k21 x1 ðpÞ þ k22 x2 ðpÞ þ . . . þ k2m xm ðpÞ þ . . .
>
>
>
>
>
>
þ n ðpÞ½ kn0 þ kn1 x1 ðpÞ þ kn2 x2 ðpÞ þ . . . þ knm xm ðpÞ
>
>
>
..
>
>
>
.
>
>
>
>
>

y
ðPÞ
¼

ðPÞ½
k
þ
k
x
ðPÞ
þ k12 x2 ðPÞ þ . . . þ k1m xm ðPÞ
>
10
11 1
d
1
>
>
>
>
>
þ 2 ðPÞ½ k20 þ k21 x1 ðPÞ þ k22 x2 ðPÞ þ . . . þ k2m xm ðPÞ þ . . .
>
>
>
>
:
þ n ðPÞ½ kn0 þ kn1 x1 ðPÞ þ kn2 x2 ðPÞ þ . . . þ knm xm ðPÞ

ð8:15Þ

or

ANFIS: ADAPTIVE NEURO-FUZZY INFERENCE SYSTEM
where m is the number of input variables, n is the number of neurons in the rule
layer, and yd ðpÞ is the desired overall output of the ANFIS when inputs x1 ðpÞ,
x2 ðpÞ, . . . ; xm ðpÞ are presented to it.
In the matrix notation, we have
yd ¼ A k;

ð8:16Þ

where yd is a P  1 desired output vector,
2

3
yd ð1Þ
6 yd ð2Þ 7
6
7
6 . 7
6 . 7
6 . 7
7
yd ¼ 6
6 y ðpÞ 7
6 d
7
6
7
6 .. 7
4 . 5
yd ðPÞ
A is a P  nð1 þ mÞ matrix,
2

1 ð1Þ
6  ð2Þ
6 1
6 .
6 .
6 .
A¼6
6  ðpÞ
6 1
6
6 ..
4 .
1 ðPÞ

1 ð1Þx1 ð1Þ
1 ð2Þx1 ð2Þ
..
.
1 ðpÞx1 ðpÞ
..
.
1 ðPÞx1 ðPÞ

   1 ð1Þxm ð1Þ
. . . 1 ð2Þxm ð2Þ
..

.
   1 ðpÞxm ðpÞ
..

.
   1 ðPÞxm ðPÞ

   n ð1Þ
   n ð2Þ
..

.
   n ðpÞ
..

.
   n ðPÞ

n ð1Þx1 ð1Þ
n ð2Þx1 ð2Þ
..
.
n ðpÞx1 ðpÞ
..
.
n ðPÞx1 ðPÞ

3
   n ð1Þxm ð1Þ
   n ð2Þxm ð2Þ 7
7
7
..
7
7

.
7
   n ðpÞxm ðpÞ 7
7
7
.
7
.
5

.
   n ðPÞxm ðPÞ

and k is an nð1 þ mÞ  1 vector of unknown consequent parameters,
k ¼ ½ k10 k11 k12 . . . k1m k20 k21 k22 . . . k2m . . . kn0 kn1 kn2 . . . knm T
Usually the number of input-output patterns P used in training is greater than
the number of consequent parameters nð1 þ mÞ. It means that we are dealing
here with an overdetermined problem, and thus exact solution to Eq. (8.16) may
not even exist. Instead, we should find a least-square estimate of k; k , that
minimises the squared error kA k  yd k2 . It is done by using the pseudoinverse
technique:
k ¼ ðAT AÞ1 AT yd ;

ð8:17Þ

where AT is the transpose of A, and ðAT AÞ1 AT is the pseudoinverse of A if ðAT AÞ
is non-singular.
As soon as the rule consequent parameters are established, we can compute an
actual network output vector, y, and determine the error vector, e,
e ¼ yd  y

ð8:18Þ

281

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HYBRID INTELLIGENT SYSTEMS
In the backward pass, the back-propagation algorithm is applied. The error
signals are propagated back, and the antecedent parameters are updated according to the chain rule.
Let us, for instance, consider a correction applied to parameter a of the bell
activation function used in neuron A1. We may express the chain rule as follows:

a ¼ 

@E
@E @e
@y
@ði fi Þ @ i
@i
@A1
¼ 



;



@a
@e @y @ð
i fi Þ
@ i
@i @A1
@a

ð8:19Þ

where  is the learning rate, and E is the instantaneous value of the squared error
for the ANFIS output neuron, i.e.,

E¼

1 2 1
e ¼ ðyd  yÞ2
2
2

ð8:20Þ

Thus, we have

a ¼  ðyd  yÞð1Þfi 

i ð1  i Þ
i
@A1


A1
@a
i

ð8:21Þ

or

a ¼  ðyd  yÞfi i ð1  i Þ 

1
@A1
;

@a
A1

ð8:22Þ

where
@A1
¼ "
@a

1
1
2b1
 ð1Þ

2b #2  c2b  2b  ðx1  aÞ
x1  a
1þ
c

¼ 2A1 



2b
x1  a 2b1

c
c

Similarly, we can obtain corrections applied to parameters b and c.
In the ANFIS training algorithm suggested by Jang, both antecedent parameters and consequent parameters are optimised. In the forward pass, the
consequent parameters are adjusted while the antecedent parameters remain
fixed. In the backward pass, the antecedent parameters are tuned while the
consequent parameters are kept fixed. However, in some cases, when the inputoutput data set is relatively small, membership functions can be described by a
human expert. In such situations, these membership functions are kept fixed
throughout the training process, and only consequent parameters are adjusted
(Jang et al., 1997).

ANFIS: ADAPTIVE NEURO-FUZZY INFERENCE SYSTEM
Let us now demonstrate an application of an ANFIS for function approximation. In this example, an ANFIS is used to follow a trajectory of the non-linear
function defined by the equation

y¼

cosð2 x1Þ
:
ex2

First, we choose an appropriate architecture for the ANFIS. An ANFIS must
have two inputs – x1 and x2 – and one output – y.
We decide on the number of membership functions to be assigned to each
input by choosing the smallest number of membership functions that yields a
‘satisfactory’ performance. Thus, the experimental study may begin with two
membership functions assigned to each input variable.
To build an ANFIS, we choose either a programming language, for example
C/C++, or a neuro-fuzzy development tool. We will use one of the most popular
tools – the MATLAB Fuzzy Logic Toolbox. It provides a systematic framework for
building neuro-fuzzy inference systems and defines rules automatically based on
the number of membership functions assigned to each input variable. Thus, in
our example, the ANFIS is defined by four rules, and in fact has the structure
shown in Figure 8.10.
The ANFIS training data includes 101 training samples. They are represented
by a 101  3 matrix ½x1 x2 yd , where x1 and x2 are input vectors, and yd is a
desired output vector. The first input vector, x1, starts at 0, increments by 0.1
and ends at 10. The second input vector, x2, is created by taking the sine of each
element of vector x1. Finally, each element of the desired output vector, yd , is
determined by the function equation.
An actual trajectory of the function and the ANFIS’s output after 1 and 100
epochs of training are depicted in Figure 8.11. Note that Figure 8.11(a) represents
results after the least-squares estimator identified the rule consequent para-

Figure 8.11 Learning in an ANFIS with two membership functions assigned to each
input: (a) one epoch; (b) 100 epochs

283

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HYBRID INTELLIGENT SYSTEMS

Figure 8.12 An ANFIS model with nine rules

meters for the first time. As we can see, the ANFIS’s performance is not always
adequate even after 100 epochs of training.
We can achieve some improvement in an ANFIS’s performance by increasing
the number of epochs, but much better results are obtained when we assign
three membership functions to each input variable. In this case, the ANFIS
model will have nine rules, as shown in Figure 8.12.
Figure 8.13 shows that the ANFIS’s performance improves significantly, and
even after one epoch its output quite accurately resembles the desired trajectory.
Figure 8.14 illustrates the membership functions before and after training.

Figure 8.13 Learning in an ANFIS with three membership functions assigned to each
input: (a) one epoch; (b) 100 epochs

EVOLUTIONARY NEURAL NETWORKS

Figure 8.14 Initial and final membership functions of the ANFIS: (a) initial membership
functions; (b) membership functions after 100 epochs of training

The ANFIS has a remarkable ability to generalise and converge rapidly. This is
particularly important in on-line learning. As a result, Jang’s model and its
variants are finding numerous applications, especially in adaptive control.

8.5 Evolutionary neural networks
Although neural networks are used for solving a variety of problems, they still
have some limitations. One of the most common is associated with neural
network training. The back-propagation learning algorithm that is often used
because it is flexible and mathematically tractable (given that the transfer
functions of neurons can be differentiated) has a serious drawback: it cannot
guarantee an optimal solution. In real-world applications, the back-propagation
algorithm might converge to a set of sub-optimal weights from which it cannot
escape. As a result, the neural network is often unable to find a desirable solution
to a problem at hand.
Another difficulty is related to selecting an optimal topology for the neural
network. The ‘right’ network architecture for a particular problem is often
chosen by means of heuristics, and designing a neural network topology is still
more art than engineering.
Genetic algorithms are an effective optimisation technique that can guide
both weight optimisation and topology selection.
Let us first consider the basic concept of an evolutionary weight optimisation
technique (Montana and Davis, 1989; Whitley and Hanson, 1989; Ichikawa and

285

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HYBRID INTELLIGENT SYSTEMS

Figure 8.15 Encoding a set of weights in a chromosome

Sawa, 1992). To use genetic algorithms, we first need to represent the problem
domain as a chromosome. Suppose, for example, we want to find an optimal set
of weights for the multilayer feedforward neural network shown in Figure 8.15.
Initial weights in the network are chosen randomly within some small
interval, say ½1; 1. The set of weights can be represented by a square matrix in
which a real number corresponds to the weighted link from one neuron to
another, and 0 means that there is no connection between two given neurons.
In total, there are 16 weighted links between neurons in Figure 8.15. Since
a chromosome is a collection of genes, a set of weights can be represented by a
16-gene chromosome, where each gene corresponds to a single weighted link in
the network. Thus, if we string the rows of the matrix together, ignoring zeros,
we obtain a chromosome.
In addition, each row now represents a group of all the incoming weighted
links to a single neuron. This group can be thought of as a functional building
block of the network (Montana and Davis, 1989), and therefore should be
allowed to stay together passing genetic material from one generation to the
next. To achieve this, we should associate each gene not with a single weight but
rather with a group of all incoming weights of a given neuron, as shown in
Figure 8.15.
The second step is to define a fitness function for evaluating the chromosome’s performance. This function must estimate the performance of a given
neural network. We can apply here a fairly simple function defined by the
reciprocal of the sum of squared errors. To evaluate the fitness of a given
chromosome, each weight contained in the chromosome is assigned to the
respective link in the network. The training set of examples is then presented
to the network, and the sum of squared errors is calculated. The smaller the sum,
the fitter the chromosome. In other words, the genetic algorithm attempts to
find a set of weights that minimises the sum of squared errors.
The third step is to choose the genetic operators – crossover and mutation. A
crossover operator takes two parent chromosomes and creates a single child with

EVOLUTIONARY NEURAL NETWORKS

Figure 8.16 Genetic operations in neural network weight optimisation: (a) crossover;
(b) mutation

genetic material from both parents. Each gene in the child’s chromosome
is represented by the corresponding gene of the randomly selected parent.
Figure 8.16(a) shows an application of the crossover operator.
A mutation operator randomly selects a gene in a chromosome and adds a
small random value between 1 and 1 to each weight in this gene. Figure 8.16(b)
shows an example of mutation.
Now we are ready to apply the genetic algorithm. Of course, we still need to
define the population size, i.e. the number of networks with different weights,
the crossover and mutation probabilities and the number of generations.

287

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HYBRID INTELLIGENT SYSTEMS

Figure 8.17 Direct encoding of the network topology

So far we have assumed that the structure of the network is fixed, and
evolutionary learning is used only to optimise weights in the given network.
However, the architecture of the network (i.e. the number of neurons and their
interconnections) often determines the success or failure of the application.
Usually the network architecture is decided by trial and error; there is a great
need for a method of automatically designing the architecture for a particular
application. Genetic algorithms may well help us in selecting the network
architecture.
The basic idea behind evolving a suitable network architecture is to conduct a
genetic search in a population of possible architectures (Miller et al., 1989;
Schaffer et al., 1992). Of course, we must first choose a method of encoding a
network’s architecture into a chromosome.
There are many different ways to encode the network’s structure. The key is to
decide how much information is required for the network representation. The
more parameters of the network architecture, the greater the computational
cost. As an illustration, we can consider a simple direct method of encoding
(Miller et al., 1989). Although direct encoding is a restricted technique, and can
be applied only to feedforward networks with a fixed number of neurons, it
demonstrates how a connection topology is evolved.
The connection topology of a neural network can be represented by a square
connectivity matrix, as shown in Figure 8.17. Each entry in the matrix defines the
type of connection from one neuron (column) to another (row), where 0 means
no connection and 1 denotes connection for which the weight can be changed
through learning. To transform the connectivity matrix into a chromosome, we
need only to string the rows of the matrix together, as shown in Figure 8.17.
Given a set of training examples and a binary string representation for
possible network architectures, a basic GA can be described by the following
steps:
Step 1:

Choose the size of a chromosome population, the crossover and
mutation probabilities, and define the number of training epochs.

Step 2:

Define a fitness function to measure the performance, or fitness, of an
individual chromosome. In general, the network’s fitness should be

EVOLUTIONARY NEURAL NETWORKS
based not only on its accuracy, but also on its learning speed, size
and complexity. However, the network’s performance is much more
important than its size, and therefore the fitness function can still be
defined by the reciprocal of the sum of squared errors.
Step 3:

Randomly generate an initial population of chromosomes.

Step 4:

Decode an individual chromosome into a neural network. Since our
networks are restricted to be feedforward, ignore all feedback connections specified in the chromosome. Set initial weights of the network to
small random numbers, say in the range ½1; 1. Train the network on a
training set of examples for a certain number of epochs using the backpropagation algorithm. Calculate the sum of squared errors and
determine the network’s fitness.

Step 5:

Repeat Step 4 until all the individuals in the population have been
considered.

Step 6:

Select a pair of chromosomes for mating, with a probability proportionate to their fitness.

Step 7:

Create a pair of offspring chromosomes by applying the genetic
operators crossover and mutation.
A crossover operator randomly chooses a row index and simply
swaps the corresponding rows between two parents, creating two
offspring. A mutation operator flips one or two bits in the chromosome
with some low probability, say 0.005.

Step 8:

Place the created offspring chromosomes in the new population.

Step 9:

Repeat Step 6 until the size of the new chromosome population
becomes equal to the size of the initial population, and then replace
the initial (parent) chromosome population with the new (offspring)
population.

Step 10: Go to Step 4, and repeat the process until a specified number of
generations has been considered.
An evolutionary cycle of evolving a neural network topology is presented in
Figure 8.18.
In addition to neural network training and topology selection, evolutionary
computation can also be used to optimise transfer functions and select suitable
input variables. Evolving a set of critical inputs from a large number of
possible input variables with complex or unknown functional relationships is
an area of current research that has a great potential for evolutionary neural
networks. Further topics on new areas of evolutionary computation research in
neural systems can be found in Bäck et al (1997).

289

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HYBRID INTELLIGENT SYSTEMS

Figure 8.18 The evolutionary cycle of evolving a neural network topology

8.6 Fuzzy evolutionary systems
Evolutionary computation is also used in the design of fuzzy systems, particularly for generating fuzzy rules and adjusting membership functions of fuzzy sets.
In this section, we introduce an application of genetic algorithms to select an
appropriate set of fuzzy IF-THEN rules for a classification problem (Ishibuchi
et al., 1995).
To apply genetic algorithms, we need to have a population of feasible
solutions – in our case, a set of fuzzy IF-THEN rules. We need to obtain this set.
For a classification problem, a set of fuzzy IF-THEN rules can be generated from
numerical data (Ishibuchi et al., 1992). First, we use a grid-type fuzzy partition
of an input space.
Figure 8.19 shows an example of the fuzzy partition of a two-dimensional
input space into 3  3 fuzzy subspaces. Black and white dots here denote the
training patterns of Class 1 and Class 2, respectively. The grid-type fuzzy

FUZZY EVOLUTIONARY SYSTEMS

Figure 8.19 Fuzzy partition by a 3  3 fuzzy grid

partition can be seen as a rule table. The linguistic values of input x1 (A1 , A2 and
A3 ) form the horizontal axis, and the linguistic values of input x2 (B1 , B2
and B3 ) form the vertical axis. At the intersection of a row and a column lies
the rule consequent.
In the rule table, each fuzzy subspace can have only one fuzzy IF-THEN rule,
and thus the total number of rules that can be generated in a K  K grid is equal
to K  K. Fuzzy rules that correspond to the K  K fuzzy partition can be
represented in a general form as:
Rule Rij :
IF
x1p is Ai
AND x2p is Bj
n
o
THEN xp 2 Cn CFACinBj

i ¼ 1; 2; . . . ; K
j ¼ 1; 2; . . . ; K
xp ¼ ðx1p ; x2p Þ; p ¼ 1; 2; . . . ; P;

where K is the number of fuzzy intervals in each axis, xp is a training pattern on
input space X1  X2, P is the total number of training patterns, Cn is the rule
consequent (which, in our example, is either Class 1 or Class 2), and CFACinBj is the
certainty factor or likelihood that a pattern in fuzzy subspace Ai Bj belongs to
class Cn .
To determine the rule consequent and the certainty factor, we use the
following procedure:
Step 1:

Partition an input space into K  K fuzzy subspaces, and calculate the
strength of each class of training patterns in every fuzzy subspace.
Each class in a given fuzzy subspace is represented by its training
patterns. The more training patterns, the stronger the class. In other

291

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HYBRID INTELLIGENT SYSTEMS
words, in a given fuzzy subspace, the rule consequent becomes more
certain when patterns of one particular class appear more often than
patterns of any other class. The strength of class Cn in fuzzy subspace
Ai Bj can be determined as:
ACinBj ¼

P
X

Ai ðx1p Þ  Bj ðx2p Þ;

xp ¼ ðx1p ; x2p Þ;

ð8:23Þ

p¼1
xp 2Cn

where Ai ðx1p Þ and Bi ðx2p Þ are degrees of membership of training
pattern xp in fuzzy set Ai and fuzzy set Bj , respectively.
In Figure 8.19, for example, the strengths of Class 1 and Class 2 in
fuzzy subspace A2 B1 are calculated as:
AClass1
¼ A2 ðx4 Þ  B1 ðx4 Þ þ A2 ðx6 Þ  B1 ðx6 Þ þ A2 ðx8 Þ  B1 ðx8 Þ
2 B1
þ A2 ðx15 Þ  B1 ðx15 Þ
¼ 0:75  0:89 þ 0:92  0:34 þ 0:87  0:12 þ 0:11  0:09 ¼ 1:09
AClass2
¼ A2 ðx1 Þ  B1 ðx1 Þ þ A2 ðx5 Þ  B1 ðx5 Þ þ A2 ðx7 Þ  B1 ðx7 Þ
2 B1
¼ 0:42  0:38 þ 0:54  0:81 þ 0:65  0:21 ¼ 0:73
Step 2:

Determine the rule consequent and the certainty factor in each fuzzy
subspace. As the rule consequent is determined by the strongest class,
we need to find class Cm such that,
h
i
ACimBj ¼ max ACi1Bj ; ACi2Bj ; . . . ; ACiNBj

ð8:24Þ

If a particular class takes the maximum value, the rule consequent
is determined as Cm . For example, in fuzzy subspace A2 B1 , the rule
consequent is Class 1.
Then the certainty factor can be calculated:
CFACimBj ¼

ACimBj  Ai Bj
N
X

;

ð8:25Þ

ACinBj

n¼1

where
N
X

Ai Bj ¼

ACinBj

n¼1
n6¼m

N1

ð8:26Þ

For example, the certainty factor of the rule consequent corresponding to fuzzy subspace A2 B1 can be calculated as:
CFAClass2
¼
2 B1

1:09  0:73
¼ 0:20
1:09 þ 0:73

FUZZY EVOLUTIONARY SYSTEMS

Figure 8.20 Multiple fuzzy rule tables

How do we interpret the certainty factor here?
The certainty factor specified by Eq. (8.25) can be interpreted as follows. If all the
training patterns in fuzzy subspace Ai Bj belong to the same class Cm , then the
certainty factor is maximum and it is certain that any new pattern in this
subspace will belong to class Cm . If, however, training patterns belong to
different classes and these classes have similar strengths, then the certainty
factor is minimum and it is uncertain that a new pattern will belong to class Cm .
This means that patterns in fuzzy subspace A2 B1 can be easily misclassified.
Moreover, if a fuzzy subspace does not have any training patterns, we cannot
determine the rule consequent at all. In fact, if a fuzzy partition is too coarse,
many patterns may be misclassified. On the other hand, if a fuzzy partition is too
fine, many fuzzy rules cannot be obtained, because of the lack of training
patterns in the corresponding fuzzy subspaces. Thus, the choice of the density of
a fuzzy grid is very important for the correct classification of an input pattern.
Meanwhile, as can be seen in Figure 8.19, training patterns are not necessarily
distributed evenly in the input space. As a result, it is often difficult to choose an
appropriate density for the fuzzy grid. To overcome this difficulty, we use
multiple fuzzy rule tables (Ishibuchi et al., 1992); an example of these is shown
in Figure 8.20. The number of these tables depends on the complexity of the
classification problem.
Fuzzy IF-THEN rules are generated for each fuzzy subspace of multiple fuzzy
rule tables, and thus a complete set of rules can be specified as:
SALL ¼

L
X

SK ;

K ¼ 2; 3; . . . ; L

ð8:27Þ

K¼2

where SK is the rule set corresponding to a fuzzy rule table K.
The set of rules SALL generated for multiple fuzzy rule tables shown in Figure
8.20 contains 22 þ 33 þ 44 þ 55 þ 66 ¼ 90 rules.
Once the set of rules SALL is generated, a new pattern, x ¼ ðx1; x2Þ, can be
classified by the following procedure:
Step 1:

In every fuzzy subspace of the multiple fuzzy rule tables, calculate the
degree of compatibility of a new pattern with each class:
Cn
n
CKfA
¼ KfAi g ðx1Þ  KfBj g ðx2Þ  CFKfA
i Bj g
i Bj g

n ¼ 1; 2; . . . ; N;

K ¼ 2; 3; . . . ; L;

i ¼ 1; 2; . . . ; K;

ð8:28Þ
j ¼ 1; 2; . . . ; K

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HYBRID INTELLIGENT SYSTEMS
Step 2:

Determine the maximum degree of compatibility of the new pattern
with each class:
h
n
n
n
n
; C1fA
; C1fA
; C1fA
;
Cn ¼ max C1fA
1 B1 g
1 B2 g
2 B1 g
2 B2 g

ð8:29Þ

n
n
n
n
n
n
C2fA
; . . . ; C2fA
; C2fA
; . . . ; C2fA
; . . . ; C2fA
; . . . ; C2fA
;...;
K B1 g
K BK g
1 B1 g
1 BK g
2 B1 g
2 BK g
i
Cn
Cn
Cn
Cn
Cn
Cn
LfA1 B1 g ; . . . ; LfA1 BK g ; LfA2 B1 g ; . . . ; LfA2 BK g ; . . . ; LfAK B1 g ; . . . ; LfAK BK g

n ¼ 1; 2; . . . ; N
Step 3:

Determine class Cm with which the new pattern has the highest degree
of compatibility, that is:


Cm ¼ max C1 ; C2 ; . . . ; CN

ð8:30Þ

Assign pattern x ¼ ðx1; x2Þ to class Cm .
The number of multiple fuzzy rule tables required for an accurate pattern
classification may be quite large. Consequently, a complete set of rules SALL can
be enormous. Meanwhile, the rules in SALL have different classification abilities,
and thus by selecting only rules with high potential for accurate classification,
we can dramatically reduce the size of the rule set.
The problem of selecting fuzzy IF-THEN rules can be seen as a combinatorial
optimisation problem with two objectives. The first, more important, objective is
to maximise the number of correctly classified patterns; the second is to
minimise the number of rules (Ishibuchi et al., 1995). Genetic algorithms can
be applied to this problem.
In genetic algorithms, each feasible solution is treated as an individual, and
thus we need to represent a feasible set of fuzzy IF-THEN rules as a chromosome
of a fixed length. Each gene in such a chromosome should represent a fuzzy rule
in SALL , and if we define SALL as:
SALL ¼ 22 þ 33 þ 44 þ 55 þ 66
the chromosome can be specified by a 90-bit string. Each bit in this string can
assume one of three values: 1, 1 or 0.
Our goal is to establish a compact set of fuzzy rules S by selecting appropriate
rules from the complete set of rules SALL . If a particular rule belongs to set S, the
corresponding bit in the chromosome assumes value 1, but if it does not belong
to S the bit assumes value 1. Dummy rules are represented by zeros.

What is a dummy rule?
A dummy rule is generated when the consequent of this rule cannot be
determined. This is normally the case when a corresponding fuzzy subspace
has no training patterns. Dummy rules do not affect the performance of a
classification system, and thus can be excluded from rule set S.

FUZZY EVOLUTIONARY SYSTEMS

How do we decide which fuzzy rule belongs to rule set S and which does
not?
In the initial population, this decision is based on a 50 per cent chance. In other
words, each fuzzy rule has a 0.5 probability of receiving value 1 in each
chromosome represented in the initial population.
A basic genetic algorithm for selecting fuzzy IF-THEN rules includes the
following steps (Ishibuchi et al., 1995):
Step 1:

Randomly generate an initial population of chromosomes. The population size may be relatively small, say 10 or 20 chromosomes. Each gene
in a chromosome corresponds to a particular fuzzy IF-THEN rule in the
rule set defined by SALL . The genes corresponding to dummy rules receive
values 0, and all other genes are randomly assigned either 1 or 1.

Step 2:

Calculate the performance, or fitness, of each individual chromosome
in the current population.
The problem of selecting fuzzy rules has two objectives: to maximise
the accuracy of the pattern classification and to minimise the size of a
rule set. The fitness function has to accommodate both these objectives. This can be achieved by introducing two respective weights, wP
and wN , in the fitness function:
f ðSÞ ¼ wP

Ps
NS
 wN
;
PALL
NALL

ð8:31Þ

where Ps is the number of patterns classified successfully, PALL is the
total number of patterns presented to the classification system, NS and
NALL are the numbers of fuzzy IF-THEN rules in set S and set SALL ,
respectively.
The classification accuracy is more important than the size of a rule
set. This can be reflected by assigning the weights such that,
0 < wN 4 wP
Typical values for wN and wP are 1 and 10, respectively. Thus, we obtain:
f ðSÞ ¼ 10

Ps
NS

PALL NALL

ð8:32Þ

Step 3:

Select a pair of chromosomes for mating. Parent chromosomes are
selected with a probability associated with their fitness; a better fit
chromosome has a higher probability of being selected.

Step 4:

Create a pair of offspring chromosomes by applying a standard crossover operator. Parent chromosomes are crossed at the randomly
selected crossover point.

Step 5:

Perform mutation on each gene of the created offspring. The mutation
probability is normally kept quite low, say 0.01. The mutation is done
by multiplying the gene value by 1.

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HYBRID INTELLIGENT SYSTEMS
Step 6:

Place the created offspring chromosomes in the new population.

Step 7:

Repeat Step 3 until the size of the new population becomes equal to the
size of the initial population, and then replace the initial (parent)
population with the new (offspring) population.

Step 9:

Go to Step 2, and repeat the process until a specified number of
generations (typically several hundreds) is considered.

The above algorithm can dramatically reduce the number of fuzzy IF-THEN
rules needed for correct classification. In fact, several computer simulations
(Ishibuchi et al., 1995) demonstrate that the number of rules can be cut down to
less than 2 per cent of the initially generated set of rules. Such a reduction leaves
a fuzzy classification system with relatively few significant rules, which can then
be carefully examined by human experts. This allows us to use fuzzy evolutionary systems as a knowledge acquisition tool for discovering new knowledge
in complex databases.

8.7 Summary
In this chapter, we considered hybrid intelligent systems as a combination of
different intelligent technologies. First we introduced a new breed of expert
systems, called neural expert systems, which combine neural networks and rulebased expert systems. Then we considered a neuro-fuzzy system that was
functionally equivalent to the Mamdani fuzzy inference model, and an adaptive
neuro-fuzzy inference system, ANFIS, equivalent to the Sugeno fuzzy inference
model. Finally, we discussed evolutionary neural networks and fuzzy evolutionary systems.
The most important lessons learned in this chapter are:
.

Hybrid intelligent systems are systems that combine at least two intelligent
technologies; for example, a combination of a neural network and a fuzzy
system results in a hybrid neuro-fuzzy system.

.

Probabilistic reasoning, fuzzy set theory, neural networks and evolutionary
computation form the core of soft computing, an emerging approach to
building hybrid intelligent systems capable of reasoning and learning in
uncertain and imprecise environments.

.

Both expert systems and neural networks attempt to emulate human intelligence, but use different means. While expert systems rely on IF-THEN rules
and logical inference, neural networks use parallel data processing. An expert
system cannot learn, but can explain its reasoning, while a neural network
can learn, but acts as a black-box. These qualities make them good candidates
for building a hybrid intelligent system, called a neural or connectionist
expert system.

.

Neural expert systems use a trained neural network in place of the knowledge
base. Unlike conventional rule-based expert systems, neural expert systems

QUESTIONS FOR REVIEW
can deal with noisy and incomplete data. Domain knowledge can be utilised
in an initial structure of the neural knowledge base. After training, the neural
knowledge base can be interpreted as a set of IF-THEN production rules.
.

A neuro-fuzzy system corresponding to the Mamdani fuzzy inference model
can be represented by a feedforward neural network consisting of five layers:
input, fuzzification, fuzzy rule, output membership and defuzzification.

.

A neuro-fuzzy system can apply standard learning algorithms developed for
neural networks, including the back-propagation algorithm. Expert knowledge in the form of linguistic variables and fuzzy rules can be embodied in the
structure of a neuro-fuzzy system. When a representative set of examples is
available, a neuro-fuzzy system can automatically transform it into a set of
fuzzy IF-THEN rules.

.

An adaptive neuro-fuzzy inference system, ANFIS, corresponds to the firstorder Sugeno fuzzy model. The ANFIS is represented by a neural network with
six layers: input, fuzzification, fuzzy rule, normalisation, defuzzification and
summation.

.

The ANFIS uses a hybrid learning algorithm that combines the least-squares
estimator with the gradient descent method. In the forward pass, a training
set of input patterns is presented, neuron outputs are calculated on a layer-bylayer basis, and rule consequent parameters are identified by the least-squares
estimator. In the backward pass, the error signals are propagated back and the
rule antecedent parameters are updated according to the chain rule.

.

Genetic algorithms are effective for optimising weights and selecting the
topology of a neural network.

.

Evolutionary computation can also be used for selecting an appropriate set of
fuzzy rules for solving a complex classification problem. While a complete set
of fuzzy IF-THEN rules is generated from numerical data by using multiple
fuzzy rule tables, a genetic algorithm is used to select a relatively small
number of fuzzy rules with high classification power.

Questions for review
1 What is a hybrid intelligent system? Give an example. What constitutes the core of soft
computing? What are the differences between ‘hard’ and ‘soft’ computing?
2 Why is a neural expert system capable of approximate reasoning? Draw a neural
knowledge base for a three-class classification problem. Suppose that an object to be
classified is either an apple, an orange or a lemon.
3 Why are fuzzy systems and neural networks considered to be natural complementary
tools for building intelligent systems? Draw a neuro-fuzzy system corresponding to the
Sugeno fuzzy inference model for the implementation of the AND operation. Assume
that the system has two inputs and one output, and each of them is represented by
two linguistic values: small and large.

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HYBRID INTELLIGENT SYSTEMS
4 Describe the functions of each layer in a neuro-fuzzy system. How is fuzzification done
in this system? How does a fuzzy rule neuron combine its multiple inputs? How is
defuzzification done in neuro-fuzzy systems?
5 How does a neuro-fuzzy system learn? What system parameters are learned or tuned
during training? How does a neuro-fuzzy system identify false rules given by a human
expert? Give an example.
6 Describe the functions of each layer of an ANFIS. What are activation functions used by
fuzzification neurons in Jang’s model? What is a normalised firing strength of a fuzzy
rule?
7 How does an ANFIS learn? Describe a hybrid learning algorithm. What are the
advantages of this algorithm?
8 How should we change the ANFIS architecture shown in Figure 8.10 if we want to
implement a zero-order Sugeno fuzzy model?
9 What are the differences between a neuro-fuzzy system corresponding to the Mamdani
fuzzy inference model and an ANFIS?
10 How is a set of weights of a neural network encoded in a chromosome? Give an
example. Describe the genetic operations used to optimise the weights of a neural
network.
11 How is a neural network topology encoded in a chromosome? Give an example. Outline
the main steps of a basic genetic algorithm for evolving an optimal neural network
topology.
12 What is a grid-fuzzy partition? Give an example. Why are multiple fuzzy rule tables
needed for a complex pattern classification problem? Describe a genetic algorithm for
selecting fuzzy IF-THEN rules.

References
Bäck, T., Fogel, D.B. and Michalewicz, Z., eds (1997). Handbook of Evolutionary
Computation. Institute of Physics Publishing, Bristol, Philadelphia and Oxford
University Press, New York.
Fu, L.M. (1993). Knowledge-based connectionism for revising domain theories, IEEE
Transactions on Systems, Man and Cybernetics, 23(1), 173–182.
Gallant, S.I. (1988). Connectionist expert systems, Communications of the ACM, 31(2),
152–169.
Gallant, S.I. (1993). Neural Network Learning and Expert Systems. MIT Press, Cambridge,
MA.
Ichikawa, Y. and Sawa, T. (1992). Neural network application for direct feedback
controllers, IEEE Transactions on Neural Networks, 3(2), 224–231.
Ishibuchi, H., Nozaki, K. and Tanaka, H. (1992). Distributed representation of fuzzy
rules and its application to pattern classification, IEEE Transactions on Fuzzy
Systems, 3(3), 260–270.
Ishibuchi, H., Nozaki, K., Yamamoto, N. and Tanaka, H. (1995). Selecting fuzzy
If-Then rules for classification problems using genetic algorithms, Fuzzy Sets and
Systems, 52, 21–32.

REFERENCES
Jang, J.-S.R. (1993). ANFIS: Adaptive Network-based Fuzzy Inference Systems, IEEE
Transactions on Systems, Man and Cybernetics, 23(3), 665–685.
Jang, J.-S.R., Sun, C.-T. and Mizutani, E. (1997). Neuro-Fuzzy and Soft Computing:
A Computational Approach to Learning and Machine Intelligence. Prentice Hall,
Englewood Cliffs, NJ.
Kasabov, N. (1996). Foundations of Neural Networks, Fuzzy Logic, and Knowledge
Engineering. MIT Press, Cambridge, MA.
Lin, C.T. and Lee, G. (1996). Neural Fuzzy Systems: A Neuro-Fuzzy Synergism to
Intelligent Systems. Prentice Hall, Englewood Cliffs, NJ.
Miller, G.F., Todd, P.M. and Hedge, S.U. (1989). Designing neural networks using
genetic algorithms, Proceedings of the Third International Conference on Genetic
Algorithms, J.D. Schaffer, ed., Morgan Kaufmann, San Mateo, CA, pp. 379–384.
Montana, D.J. and Davis, L. (1989). Training feedforward networks using genetic
algorithms, Proceedings of the 11th International Joint Conference on Artificial
Intelligence, Morgan Kaufmann, San Mateo, CA, pp. 762–767.
Nauck, D., Klawonn, F. and Kruse, R. (1997). Foundations of Neuro-Fuzzy Systems. John
Wiley, Chichester.
Nikolopoulos, C. (1997). Expert Systems: Introduction to First and Second Generation and
Hybrid Knowledge Based Systems. Marcel Dekker, Inc., New York.
Russell, S.J. and Norvig, P. (2002). Artificial Intelligence: A Modern Approach, 2nd edn.
Prentice Hall, Englewood Cliffs, NJ.
Schaffer, J.D., Whitley, D. and Eshelman, L.J. (1992). Combinations of genetic
algorithms and neural networks: a survey of the state of the art, Proceedings of the
International Workshop on Combinations of Genetic Algorithms and Neural Networks,
COGANN-92, D. Whitley and J.D. Schaffer, eds, IEEE Computer Society Press,
Baltimore, MD, pp. 1–37.
Sestito, S. and Dillon T. (1991). Using single layered neural networks for the
extraction of conjunctive rules, Journal of Applied Intelligence, no. 1, 157–173.
Von Altrock, C. (1997). Fuzzy Logic and NeuroFuzzy Applications in Business and Finance.
Prentice Hall, Upper Saddle River, NJ.
Whitley, D. and Hanson, T. (1989). Optimizing neural networks using faster, more
accurate genetic search, Proceedings of the Third International Conference on Genetic
Algorithms, J.D. Schaffer, ed., Morgan Kaufmann, San Mateo, CA, pp. 391–396.
Zadeh, L. (1996). Computing with words – A paradigm shift, Proceedings of the First
International Conference on Fuzzy Logic and Management of Complexity, Sydney,
Australia, 15–18 January, vol. 1, pp. 3–10.

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Knowledge engineering and
data mining

9

In which we discuss how to pick the right tool for the job, build an
intelligent system and turn data into knowledge.

9.1 Introduction, or what is knowledge engineering?
Choosing the right tool for the job is undoubtedly the most critical part of
building an intelligent system. Having read this far, you are now familiar with
rule- and frame-based expert systems, fuzzy systems, artificial neural networks,
genetic algorithms, and hybrid neuro-fuzzy and fuzzy evolutionary systems.
Although several of these tools handle many problems well, selecting the one
best suited to a particular problem can be difficult. Davis’s law states: ‘For every
tool there is a task perfectly suited to it’ (Davis and King, 1977). However, it
would be too optimistic to assume that for every task there is a tool perfectly
suited to it. In this chapter, we suggest basic guidelines for selecting an
appropriate tool for a given task, consider the main steps in building
an intelligent system and discuss how to turn data into knowledge.
The process of building an intelligent system begins with gaining an understanding of the problem domain. We first must assess the problem and
determine what data are available and what is needed to solve the problem.
Once the problem is understood, we can choose an appropriate tool and develop
the system with this tool. The process of building intelligent knowledge-based
systems is called knowledge engineering. It has six basic phases (Waterman,
1986; Durkin, 1994):
1

Problem assessment

2

Data and knowledge acquisition

3

Development of a prototype system

4

Development of a complete system

5

Evaluation and revision of the system

6

Integration and maintenance of the system

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Figure 9.1

The process of knowledge engineering

The process of knowledge engineering is illustrated in Figure 9.1. Knowledge
engineering, despite its name, is still more art than engineering, and a real
process of developing an intelligent system is not as neat and clean as Figure 9.1
might suggest. Although the phases are shown in sequence, they usually overlap
considerably. The process itself is highly iterative, and at any time we may
engage in any development activities. Let us now examine each phase in more
detail.

INTRODUCTION, OR WHAT IS KNOWLEDGE ENGINEERING?

9.1.1

Problem assessment

During this phase we determine the problem’s characteristics, identify the
project’s participants, specify the project’s objectives and determine what
resources are needed for building the system.
To characterise the problem, we need to determine the problem type, input
and output variables and their interactions, and the form and content of the
solution.
The first step is to determine the problem type. Typical problems often
addressed by intelligent systems are illustrated in Table 9.1. They include
diagnosis, selection, prediction, classification, clustering, optimisation and
control.
The problem type influences our choice of the tool for building an intelligent
system. Suppose, for example, we develop a system to detect faults in an electric
circuit and guide the user through the diagnostic process. This problem clearly
belongs to diagnosis. Domain knowledge in such problems can often be represented by production rules, and thus a rule-based expert system might be the
right candidate for the job.
Of course, the choice of a building tool also depends on the form and content
of the solution. For example, systems that are built for diagnostic tasks usually
need explanation facilities – the means that enable them to justify their
solutions. Such facilities are an essential component of any expert system, but
are not available in neural networks. On the other hand, a neural network might
be a good choice for classification and clustering problems where the results are
often more important than understanding the system’s reasoning process.
The next step in the problem assessment is to identify the participants in
the project. Two critical participants in any knowledge engineering project are

Table 9.1

Typical problems addressed by intelligent systems

Problem type

Description

Diagnosis

Inferring malfunctions of an object from its behaviour and
recommending solutions.

Selection

Recommending the best option from a list of possible
alternatives.

Prediction

Predicting the future behaviour of an object from its behaviour
in the past.

Classification

Assigning an object to one of the defined classes.

Clustering

Dividing a heterogeneous group of objects into homogeneous
subgroups.

Optimisation

Improving the quality of solutions until an optimal one is found.

Control

Governing the behaviour of an object to meet specified
requirements in real-time.

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the knowledge engineer (a person capable of designing, building and testing an
intelligent system) and the domain expert (a knowledgeable person capable of
solving problems in a specific area or domain).
Then we specify the project’s objectives, such as gaining a competitive edge,
improving the quality of decisions, reducing labour costs, and improving the
quality of products and services.
Finally, we determine what resources are needed for building the system.
They normally include computer facilities, development software, knowledge
and data sources (human experts, textbooks, manuals, web sites, databases and
examples) and, of course, money.

9.1.2

Data and knowledge acquisition

During this phase we obtain further understanding of the problem domain by
collecting and analysing both data and knowledge, and making key concepts of
the system’s design more explicit.
Data for intelligent systems are often collected from different sources, and
thus can be of different types. However, a particular tool for building an
intelligent system requires a particular type of data. Some tools deal with
continuous variables, while others need to have all variables divided into several
ranges, or to be normalised to a single range, say from 0 to 1. Some handle
symbolic (textual) data, while others use only numerical data. Some tolerate
imprecise and noisy data, while others require only well-defined, clean data. As
a result, the data must be transformed, or massaged, into the form useful for a
particular tool. However, no matter which tool we choose, there are three
important issues that must be resolved before massaging the data (Berry and
Linoff, 1997).
The first issue is incompatible data. Often the data we want to analyse store
text in EBCDIC coding and numbers in packed decimal format, while the tools
we want to use for building intelligent systems store text in the ASCII code and
numbers as integers with a single- or double-precision floating point. This issue is
normally resolved with data transport tools that automatically produce the code
for the required data transformation.
The second issue is inconsistent data. Often the same facts are represented
differently in different databases. If these differences are not spotted and
resolved in time, we might find ourselves, for example, analysing consumption
patterns of carbonated drinks using data that do not include Coca-Cola just
because they were stored in a separate database.
The third issue is missing data. Actual data records often contain blank fields.
Sometimes we might throw such incomplete records away, but normally we
would attempt to infer some useful information from them. In many cases,
we can simply fill the blank fields in with the most common or average values. In
other cases, the fact that a particular field has not been filled in might itself
provide us with very useful information. For example, in a job application form,
a blank field for a business phone number might suggest that an applicant is
currently unemployed.

INTRODUCTION, OR WHAT IS KNOWLEDGE ENGINEERING?
Our choice of the system building tool depends on the acquired data. As an
example, we can consider a problem of estimating the market value of a property
based on its features. This problem can be handled by both expert system and
neural network technologies. Therefore, before deciding which tool to apply, we
should investigate the available data. If, for instance, we can obtain recent sale
prices for houses throughout the region, we might train a neural network by
using examples of previous sales rather than develop an expert system using
knowledge of an experienced appraiser.
The task of data acquisition is closely related to the task of knowledge
acquisition. In fact, we acquire some knowledge about the problem domain
while collecting the data.

What are the stages in the knowledge acquisition process?
Usually we start with reviewing documents and reading books, papers and
manuals related to the problem domain. Once we become familiar with the
problem, we can collect further knowledge through interviewing the domain
expert. Then we study and analyse the acquired knowledge, and repeat the entire
process again. Knowledge acquisition is an inherently iterative process.
During a number of interviews, the expert is asked to identify four or five
typical cases, describe how he or she solves each case and explain, or ‘think out
loud’, the reasoning behind each solution (Russell and Norvig, 2002). However,
extracting knowledge from a human expert is a difficult process – it is often
called the ‘knowledge acquisition bottleneck’. Quite often experts are unaware of
what knowledge they have and the problem-solving strategy they use, or are
unable to verbalise it. Experts may also provide us with irrelevant, incomplete or
inconsistent information.
Understanding the problem domain is critical for building intelligent systems.
A classical example is given by Donald Michie (1982). A cheese factory had a very
experienced cheese-tester who was approaching retirement age. The factory
manager decided to replace him with an ‘intelligent machine’. The human
tester tested the cheese by sticking his finger into a sample and deciding if it ‘felt
right’. So it was assumed the machine had to do the same – test for the right
surface tension. But the machine was useless. Eventually, it turned out that
the human tester subconsciously relied on the cheese’s smell rather than
on its surface tension and used his finger just to break the crust and let the
aroma out.
The data and knowledge acquired during the second phase of knowledge
engineering should enable us to describe the problem-solving strategy at the
most abstract, conceptual, level and choose a tool for building a prototype.
However, we must not make a detailed analysis of the problem before evaluating
the prototype.

9.1.3

Development of a prototype system

This actually involves creating an intelligent system – or, rather, a small version
of it – and testing it with a number of test cases.

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What is a prototype?
A prototype system can be defined as a small version of the final system. It is
designed to test how well we understand the problem, or in other words to make
sure that the problem-solving strategy, the tool selected for building a system,
and techniques for representing acquired data and knowledge are adequate to
the task. It also provides us with an opportunity to persuade the sceptics and, in
many cases, to actively engage the domain expert in the system’s development.
After choosing a tool, massaging the data and representing the acquired
knowledge in the form suitable for that tool, we design and then implement a
prototype version of the system. Once it is built, we examine (usually together
with the domain expert) the prototype’s performance by testing it with a variety
of test cases. The domain expert takes an active part in testing the system, and as
a result becomes more involved in the system’s development.

What is a test case?
A test case is a problem successfully solved in the past for which input data and
an output solution are known. During testing, the system is presented with the
same input data and its solution is compared with the original solution.

What should we do if we have made a bad choice of the system-building
tool?
We should throw the prototype away and start the prototyping phase over again
– any attempt to force an ill-chosen tool to suit a problem it wasn’t designed for
would only lead to further delays in the system’s development. The main goal of
the prototyping phase is to obtain a better understanding of the problem, and
thus by starting this phase with a new tool, we waste neither time nor money.

9.1.4

Development of a complete system

As soon as the prototype begins functioning satisfactorily, we can assess what is
actually involved in developing a full-scale system. We develop a plan, schedule
and budget for the complete system, and also clearly define the system’s
performance criteria.
The main work at this phase is often associated with adding data and
knowledge to the system. If, for example, we develop a diagnostic system, we
might need to provide it with more rules for handling specific cases. If we
develop a prediction system, we might need to collect additional historical
examples to make predictions more accurate.
The next task is to develop the user interface – the means of delivering
information to a user. The user interface should make it easy for users to obtain
any details they need. Some systems may be required to explain its reasoning
process and justify its advice, analysis or conclusion, while others need to
represent their results in a graphical form.
The development of an intelligent system is, in fact, an evolutionary process.
As the project proceeds and new data and knowledge are collected and added to

INTRODUCTION, OR WHAT IS KNOWLEDGE ENGINEERING?
the system, its capability improves and the prototype gradually evolves into a
final system.

9.1.5

Evaluation and revision of the system

Intelligent systems, unlike conventional computer programs, are designed to
solve problems that quite often do not have clearly defined ‘right’ and ‘wrong’
solutions. To evaluate an intelligent system is, in fact, to assure that the system
performs the intended task to the user’s satisfaction. A formal evaluation of
the system is normally accomplished with the test cases selected by the user. The
system’s performance is compared against the performance criteria that were
agreed upon at the end of the prototyping phase.
The evaluation often reveals the system’s limitations and weaknesses, so it is
revised and relevant development phases are repeated.

9.1.6

Integration and maintenance of the system

This is the final phase in developing the system. It involves integrating the
system into the environment where it will operate and establishing an effective
maintenance program.
By ‘integrating’ we mean interfacing a new intelligent system with existing
systems within an organisation and arranging for technology transfer. We must
make sure that the user knows how to use and maintain the system. Intelligent
systems are knowledge-based systems, and because knowledge evolves over time,
we need to be able to modify the system.

But who maintains the system?
Once the system is integrated in the working environment, the knowledge
engineer withdraws from the project. This leaves the system in the hands of its
users. Thus, the organisation that uses the system should have in-house expertise
to maintain and modify the system.

Which tool should we use?
As must be clear by now, there is no single tool that is applicable to all tasks.
Expert systems, neural networks, fuzzy systems and genetic algorithms all have a
place and all find numerous applications. Only two decades ago, in order to
apply an intelligent system (or, rather, an expert system), one had first to find a
‘good’ problem, a problem that had some chance for success. Knowledge
engineering projects were expensive, laborious and had high investment risks.
The cost of developing a moderate-sized expert system was typically between
$250,000 and $500,000 (Simon, 1987). Such ‘classic’ expert systems as DENDRAL
and MYCIN took 20 to 40 person-years to complete. Fortunately, the last few
years have seen a dramatic change in the situation. Today, most intelligent
systems are built within months rather than years. We use commercially
available expert system shells, fuzzy, neural network and evolutionary computation toolboxes, and run our applications on standard PCs. And most

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importantly, adopting new intelligent technologies is becoming problemdriven, rather than curiosity-driven as it often was in the past. Nowadays an
organisation addresses its problems with appropriate intelligent tools.
In the following sections, we discuss applications of different tools for solving
specific problems.

9.2 Will an expert system work for my problem?
Case study 1: Diagnostic expert systems
I want to develop an intelligent system that can help me to fix malfunctions
of my Mac computer. Will an expert system work for this problem?
There is an old but still useful test for prime candidates for expert systems. It is
called the Phone Call Rule (Firebaugh, 1988): ‘Any problem that can be solved by
your in-house expert in a 10–30 minute phone call can be developed as an
expert system’.
Diagnosis and troubleshooting problems (of course, computer diagnosis is
one of them) have always been very attractive candidates for expert system
technology. As you may recall, medical diagnosis was one of the first areas to
which expert systems were applied. Since then, diagnostic expert systems have
found numerous applications, particularly in engineering and manufacturing.
Diagnostic expert systems are relatively easy to develop – most diagnostic
problems have a finite list of possible solutions, involve a rather limited amount
of well-formalised knowledge, and often take a human expert a short time (say,
an hour) to solve.
To develop a computer diagnostic system, we need to acquire knowledge
about troubleshooting in computers. We might find and interview a hardware
specialist, but for a small expert system there is a better alternative – to use a
troubleshooting manual. It provides step-by-step procedures for detecting and
fixing a variety of faults. In fact, such a manual contains knowledge in the most
concise form that can be directly used in an expert system. There is no need to
interview an expert, and thus we can avoid the ‘knowledge acquisition bottleneck’.
Computer manuals often include troubleshooting sections, which consider
possible problems with the system start-up, computer/peripherals (hard disk,
keyboard, monitor, printer), disk drives (floppy disk, CD-ROM), files, and
network and file sharing. In our example, we will consider only troubleshooting
the Mac system start-up. However, once the prototype expert system is developed, you can easily expand it.
Figure 9.2 illustrates the troubleshooting procedure for the Macintosh computer. As you can see, troubleshooting here is carried out through a series of
visual inspections, or tests. We first collect some initial information (the system
does not start), infer from it whatever can be inferred, gather additional
information (power cords are OK, Powerstrip is OK, etc.) and finally identify

WILL AN EXPERT SYSTEM WORK FOR MY PROBLEM?

Figure 9.2

Troubleshooting the system start-up for Macintosh computers

the cause of the system’s malfunction. This is essentially data-driven reasoning,
which can be best realised with the forward-chaining inference technique. The
expert system should first ask the user to select a particular task, and once the
task is selected, the system should direct troubleshooting by asking the user for
additional information until the fault is found.
Let us develop a general rule structure. In each rule, we need to include
a clause that identifies the current task. Since our prototype is limited to the

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Mac system start-up, the first clause of all rules will identify this task. For
example,
Rule: 1
if
task is ‘system start-up’
then ask problem
Rule:
if
and
then

2

Rule:
if
and
and
then

3

task is ‘system start-up’
problem is ‘system does not start’
ask ‘test power cords’
task is ‘system start-up’
problem is ‘system does not start’
‘test power cords’ is ok
ask ‘test Powerstrip’

All the other rules will follow this structure. A set of rules to direct
troubleshooting when the Mac system does not start (in Leonardo code) is
shown in Figure 9.3.
Now we are ready to build a prototype, or in other words to implement the
initial set of rules using an expert system development tool.

How do we choose an expert system development tool?
In general, we should match the features of the problem with the capabilities of the
tool. These tools range from high-level programming languages such as LISP,
PROLOG, OPS, C and Java, to expert system shells. High-level programming
languages offer a greater flexibility and can enable us to meet any project requirements, but they do require high-level programming skills. On the other hand, shells,
although they do not have the flexibility of programming languages, provide us with
the built-in inference engine, explanation facilities and the user interface. We do not
need any programming skills to use a shell – we just enter rules in English in the shell’s
knowledge base. This makes shells particularly useful for rapid prototyping.

So how do we choose a shell?
The Appendix provides some details of a few commercial expert systems shells
currently available on the market. This can help you to choose an appropriate
tool; however the internet is rapidly becoming the most valuable source of
information. Many vendors have Web sites, and you can even try and evaluate
their products over the Web.
In general, when selecting an expert system shell, you should consider how
the shell represents knowledge (rules or frames), what inference mechanism it
uses (forward or backward chaining), whether the shell supports inexact reasoning and if so what technique it uses (Bayesian reasoning, certainty factors or
fuzzy logic), whether the shell has an ‘open’ architecture allowing access to

WILL AN EXPERT SYSTEM WORK FOR MY PROBLEM?

Figure 9.3

Rules for a prototype of the Mac troubleshooting expert system

external data files and programs, and how the user will interact with the expert
system (graphical user interface, hypertext).
Today you can buy an expert system shell for less than $500 and run it on
your PC or Mac. You can also obtain an expert system shell for free (for example,
CLIPS). However, you should clearly understand your licence obligations,
especially whether you need to have a distribution licence allowing the enduser to use your expert system once it is developed.

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An important area for consideration in choosing a tool is the stability of the
company supplying the tool.

What are indicators of a company’s stability?
There are several important indicators, such as the year founded, number of
employees, total gross income, gross income from intelligent systems products,
and number of products sold. Similar indicators represent the stability of a
particular product. When was the product officially released? How many
versions have been released? How many installations have been made? These
are important questions for determining the development stage of the product.
However, probably the best method for evaluating both products and vendors
is to obtain a list of users, successful applications and installation sites. Just a few
minutes on the phone with the tool’s user brings to light the strengths and
weaknesses of the product and its supplier.

Case study 2: Classification expert systems
I want to develop an intelligent system that can help me to identify
different classes of sail boats. Will an expert system work for this problem?
This is a typical classification problem (to identify a boat means to assign it to
one of the defined classes) and, as we discussed earlier, such problems can be
handled well by both expert systems and neural networks. If you decide to build
an expert system, you should start with collecting some information about mast
structures and sail plans of different sailing vessels. As an example, consider
Figure 9.4, which shows eight classes of sail boats. Each boat can be uniquely
identified by its sail plans.

Figure 9.4

Eight classes of sailing vessels

WILL AN EXPERT SYSTEM WORK FOR MY PROBLEM?

Figure 9.5

Rules for the boat classification expert system

A set of rules (in Leonardo code) for the sailing vessel classification is shown in
Figure 9.5. During a dialogue session with the user, the system obtains the number
and position of masts on the unknown vessel as well as the shape of
its mainsail, and then uniquely identifies each of the eight boats shown in
Figure 9.4.
No doubt when the sky is blue and the sea is calm, this system will help us
to identify a sail boat. But this is not always the case. On a rough sea or in
foggy conditions, it is difficult, or even impossible, to see clearly the position of
masts and the shape of the mainsail. Despite the fact that solving real-world
classification problems often involves inexact and incomplete data such as these,
we still can use the expert system approach. However, we need to deal with
uncertainties. Let us apply the certainty factors theory to our problem. This

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Figure 9.6

Uncertainty management in the boat classification expert system

WILL AN EXPERT SYSTEM WORK FOR MY PROBLEM?
theory, as you may recall, can manage incrementally acquired evidence, as well
as information with different degrees of belief.
Figure 9.6 shows a complete set of rules for solving the sailing vessel
classification problem with certainty factors. The expert system is required to
classify a boat, or in other words to establish certainty factors for a multivalued
object boat. To apply the evidential reasoning technique, the expert system
prompts the user to input not only the object value but also the certainty
associated with this value. For example, using the Leonardo scale from 0 to 1, we
might obtain the following dialogue (the user’s answers are indicated by arrows;
also note the propagation of certainty factors through the set of rules):
What is the number of masts?
) two
To what degree do you believe that the number of masts is two? Enter a numeric
certainty between 0 and 1.0 inclusive.
) 0.9
Rule: 4
if
‘the number of masts’ is two
then boat is ‘Jib-headed Ketch’
boat is ‘Gaff-headed Ketch’
boat is ‘Jib-headed Yawl’
boat is ‘Gaff-headed Yawl’
boat is ‘Gaff-headed Schooner’
boat is ‘Staysail Schooner’

{cf
{cf
{cf
{cf
{cf
{cf

0.1};
0.1};
0.1};
0.1};
0.1};
0.1}

cf (boat is ‘Jib-headed Ketch’) ¼ cf (‘number of masts’ is two)  0.1 ¼ 0.9  0.1 ¼ 0.09
cf (boat is ‘Gaff-headed Ketch’) ¼ 0.9  0.1 ¼ 0.09
cf (boat is ‘Jib-headed Yawl’) ¼ 0.9  0.1 ¼ 0.09
cf (boat is ‘Gaff-headed Yawl’) ¼ 0.9  0.1 ¼ 0.09
cf (boat is ‘Gaff-headed Schooner’) ¼ 0.9  0.1 ¼ 0.09
cf (boat is ‘Staysail Schooner’) ¼ 0.9  0.1 ¼ 0.09
boat is Jib-headed Ketch
Gaff-headed Ketch
Jib-headed Yawl
Gaff-headed Yawl
Gaff-headed Schooner
Staysail Schooner

{cf
{cf
{cf
{cf
{cf
{cf

0.09}
0.09}
0.09}
0.09}
0.09}
0.09}

What is the position of the main mast?
) aft the short mast
To what degree do you believe that the main mast position is aft the short mast?
Enter a numeric certainty between 0 and 1.0 inclusive.
) 0.7
Rule:
if
and
then

6
‘the number of masts’ is two
‘the main mast position’ is ‘aft the short mast’
boat is ‘Gaff-headed Schooner’ {cf 0.4};
boat is ‘Staysail Schooner’
{cf 0.4}

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KNOWLEDGE ENGINEERING AND DATA MINING
cfRule:6 (boat is ‘Gaff-headed Schooner’) ¼ min [cf (‘the number of masts’ is two),
cf (‘the main mast position’ is ‘aft the short mast’)]  0.4
¼ min [0.9, 0.7]  0.4 ¼ 0.28
cfRule:6 (boat is ‘Staysail Schooner’) ¼ min [0.9, 0.7]  0.4 ¼ 0.28
cf (boat is ‘Gaff-headed Schooner’) ¼ cfRule:4 þ cfRule:6  (1  cfRule:4)
¼ 0.09 þ 0.28  (1  0.09) ¼ 0.34
cf (boat is ‘Staysail Schooner’) ¼ 0.09 þ 0.28  (1  0.09) ¼ 0.34
boat is Gaff-headed Schooner
Staysail Schooner
Jib-headed Ketch
Gaff-headed Ketch
Jib-headed Yawl
Gaff-headed Yawl

{cf
{cf
{cf
{cf
{cf
{cf

0.34}
0.34}
0.09}
0.09}
0.09}
0.09}

What is the position of the short mast?
) forward of the helm
To what degree do you believe that the short mast position is forward of the helm?
Enter a numeric certainty between 0 and 1.0 inclusive.
) 0.6
Rule:
if
and
then

7
‘the number of masts’ is two
‘the short mast position’ is ‘forward of the helm’
boat is ‘Jib-headed Ketch’
{cf 0.4};
boat is ‘Gaff-headed Ketch’
{cf 0.4}

cfRule:7 (boat is ‘Jib-headed Ketch’) ¼ min [cf (‘the number of masts’ is two),
cf (‘the short mast position’ is ‘forward of the helm’)]  0.4
¼ min [0.9, 0.6]  0.4 ¼ 0.24
cfRule:7 (boat is ‘Gaff-headed Ketch’) = min [0.9, 0.6]  0.4 ¼ 0.24
cf (boat is ‘Jib-headed Ketch’) ¼ cfRule:6 þ cfRule:7  (1  cfRule:6)
¼ 0.09 þ 0.24  (1  0.09) ¼ 0.30
cf (boat is ‘Gaff-headed Ketch’) ¼ 0.09 þ 0.24  (1  0.09) ¼ 0.30
boat is Gaff-headed Schooner
Staysail Schooner
Jib-headed Ketch
Gaff-headed Ketch
Jib-headed Yawl
Gaff-headed Yawl

{cf
{cf
{cf
{cf
{cf
{cf

0.34}
0.34}
0.30}
0.30}
0.09}
0.09}

What is the shape of the mainsail?
) triangular
To what degree do you believe that the shape of the mainsail is triangular? Enter a
numeric certainty between 0 and 1.0 inclusive.
) 0.8

WILL A FUZZY EXPERT SYSTEM WORK FOR MY PROBLEM?
Rule:
if
and
then

9
‘the number of masts’ is two
‘the shape of the mainsail’ is triangular
boat is ‘Jib-headed Ketch’
{cf 0.4};
boat is ‘Jib-headed Yawl’
{cf 0.4}

cfRule:9 (boat is ‘Jib-headed Ketch’) ¼ min [cf (‘the number of masts’ is two),
cf (‘the shape of the mainsail’ is triangular)]  0.4
¼ min [0.9, 0.8]  0.4 ¼ 0.32
cfRule:9 (boat is ‘Jib-headed Yawl’) ¼ min [0.9, 0.8]  0.4 ¼ 0.32
cf (boat is ‘Jib-headed Ketch’) = cfRule:7 þ cfRule:9  (1  cfRule:7)
¼ 0.30 þ 0.32  (1  0.30) ¼ 0.52
cf (boat is ‘Jib-headed Yawl’) ¼ 0.09 þ 0.32  (1  0.09) ¼ 0.38
boat is Jib-headed Ketch
Jib-headed Yawl
Gaff-headed Schooner
Staysail Schooner
Gaff-headed Ketch
Gaff-headed Yawl

{cf
{cf
{cf
{cf
{cf
{cf

0.52}
0.38}
0.34}
0.34}
0.30}
0.09}

Now we can conclude that the boat is probably a Jib-headed Ketch and almost
certainly not a Gaff-headed Ketch or Gaff-headed Yawl.

9.3 Will a fuzzy expert system work for my problem?
We need to decide which problem is a good candidate for fuzzy technology. The
basic approach here is simple: if you cannot define a set of exact rules for each
possible situation, then use fuzzy logic. While certainty factors and Bayesian
probabilities are concerned with the imprecision associated with the outcome of
a well-defined event, fuzzy logic concentrates on the imprecision of the event
itself. In other words, inherently imprecise properties of the problem make it a
good candidate for fuzzy technology.
Fuzzy systems are particularly well suited for modelling human decision
making. We often rely on common sense and use vague and ambiguous terms
while making important decisions. Doctors, for example, do not have a precise
threshold in mind when they decide whether a patient in a post-operative
recovery area should be sent to a general hospital floor. Although hypothermia is
a significant concern after surgery and the patient’s body temperature often
plays a vital role in the doctor’s decision, such factors as the stability of the
patient’s blood pressure, and his or her perceived comfort at discharge are also
taken into account. A doctor makes an accurate assessment not from the
precision of a single parameter (say, a body temperature), but rather from
evaluating several parameters, some of which are expressed in ambiguous
terms (for instance, the patient’s willingness to leave the post-operative recovery
unit).

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Although, most fuzzy technology applications are still reported in control and
engineering, an even larger potential exists in business and finance (Von Altrock,
1997). Decisions in these areas are often based on human intuition, common
sense and experience, rather than on the availability and precision of data.
Decision-making in business and finance is too complex and too uncertain to
lend itself to precise analytical methods. Fuzzy technology provides us with a
means of coping with the ‘soft criteria’ and ‘fuzzy data’ that are often used in
business and finance.

Case study 3: Decision-support fuzzy systems
I want to develop an intelligent system for assessing mortgage
applications. Will a fuzzy expert system work for this problem?
Mortgage application assessment is a typical problem to which decision-support
fuzzy systems can be successfully applied (Von Altrock, 1997).
To develop a decision-support fuzzy system for this problem, we first
represent the basic concept of mortgage application assessment in fuzzy terms,
then implement this concept in a prototype system using an appropriate fuzzy
tool, and finally test and optimise the system with selected test cases.
Assessment of a mortgage application is normally based on evaluating the
market value and location of the house, the applicant’s assets and income, and
the repayment plan, which is decided by the applicant’s income and bank’s
interest charges.

Where do membership functions and rules for mortgage loan assessment
come from?
To define membership functions and construct fuzzy rules, we usually need the
help of experienced mortgage advisors and also bank managers, who develop
the mortgage granting policies. Figures 9.7 to 9.14 show fuzzy sets for linguistic
variables used in our problem. Triangular and trapezoidal membership functions
can adequately represent the knowledge of the mortgage expert.

Figure 9.7

Fuzzy sets of the linguistic variable Market value

WILL A FUZZY EXPERT SYSTEM WORK FOR MY PROBLEM?

Figure 9.8

Fuzzy sets of the linguistic variable Location

Figure 9.9

Fuzzy sets of the linguistic variable House

Figure 9.10 Fuzzy sets of the linguistic variable Asset

Figure 9.11 Fuzzy sets of the linguistic variable Income

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KNOWLEDGE ENGINEERING AND DATA MINING

Figure 9.12 Fuzzy sets of the linguistic variable Applicant

Figure 9.13 Fuzzy sets of the linguistic variable Interest

Figure 9.14 Fuzzy sets of the linguistic variable Credit

Next we obtain fuzzy rules. In our case, we simply adapt some of the basic
rules used by Von Altrock in his fuzzy model for mortgage loan assessment (Von
Altrock, 1997). These rules are shown in Figure 9.15.
Complex relationships between all variables used in the fuzzy system can be
represented best by the hierarchical structure shown in Figure 9.16.
To build our system we use the MATLAB Fuzzy Logic Toolbox, one of the most
popular fuzzy tools currently on the market.
The last phase in the development of a prototype system is its evaluation and
testing.

WILL A FUZZY EXPERT SYSTEM WORK FOR MY PROBLEM?

Figure 9.15 Rules for mortgage loan assessment

To evaluate and analyse the performance of a fuzzy system, we can use the
output surface viewer provided by the Fuzzy Logic Toolbox. Figures 9.17 and
9.18 represent three-dimensional plots of the fuzzy system for mortgage loan
assessment. Finally, the mortgage experts would try the system with several test
cases.
Decision-support fuzzy systems may include dozens, and even hundreds, of
rules. For example, a fuzzy system for credit-risk evaluation developed by BMW

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KNOWLEDGE ENGINEERING AND DATA MINING

Figure 9.16 Hierarchical fuzzy model for mortgage loan assessment

Bank and Inform Software used 413 fuzzy rules (Güllich, 1996). Large knowledge
bases are usually divided into several modules in a manner similar to that shown
in Figure 9.16.
In spite of the often large number of rules, decision-support fuzzy systems can be
developed, tested and implemented relatively quickly. For instance, it took just two
person-years to develop and implement the fuzzy system for credit-risk evaluation.
Compare this effort with the 40 person-years it took to develop MYCIN.

Figure 9.17 Three-dimensional plots for Rule Base 1 and Rule Base 2

WILL A NEURAL NETWORK WORK FOR MY PROBLEM?

Figure 9.18 Three-dimensional plots for Rule Base 3

9.4 Will a neural network work for my problem?
Neural networks represent a class of very powerful, general-purpose tools that
have been successfully applied to prediction, classification and clustering problems. They are used in a variety of areas, from speech and character recognition
to detecting fraudulent transactions, from medical diagnosis of heart attacks to
process control and robotics, from predicting foreign exchange rates to detecting
and identifying radar targets. And the areas of neural network applications
continue to expand rapidly.
The popularity of neural networks is based on their remarkable versatility, abilities
to handle both binary and continuous data, and to produce good results in complex
domains. When the output is continuous, the network can address prediction
problems, but when the output is binary, the network works as a classifier.

Case study 4: Character recognition neural networks
I want to develop a character recognition system. Will a neural network
work for this problem?
Recognition of both printed and handwritten characters is a typical domain
where neural networks have been successfully applied. In fact, optical character
recognition systems were among the first commercial applications of neural
networks.

What is optical character recognition?
It is the ability of a computer to translate character images into a text file, using
special software. It allows us to take a printed document and put it into a
computer in editable form without the need of retyping the document.
To capture the character images we can use a desktop scanner. It either passes
light-sensitive sensors over the illuminated surface of a page or moves a page
through the sensors. The scanner processes the image by dividing it into
hundreds of pixel-sized boxes per inch and representing each box by either 1
(if the box is filled) or 0 (if the box is empty). The resulting matrix of dots is
called a bit map. Bit maps can be stored, displayed and printed by a computer,

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KNOWLEDGE ENGINEERING AND DATA MINING

Figure 9.19 Bit maps for digit recognition

but we cannot use a word processor to edit the text – the patterns of dots have to
be recognised as characters by the computer. This is the job for a neural network.
Let us demonstrate an application of a multilayer feedforward network for
printed character recognition. For simplicity, we can limit our task to the
recognition of digits from 0 to 9. In this application, each digit is represented
by a 5  9 bit map, as shown in Figure 9.19. In commercial applications, where a
better resolution is required, at least 16  16 bit maps are used (Zurada, 1992).

How do we choose the architecture of a neural network for character
recognition?
The architecture and size of a neural network depend on the complexity of the
problem. For example, handwritten character recognition is performed by rather
complex multilayer networks that may include three, or even four, hidden layers
and hundreds of neurons (Zurada, 1992; Haykin, 1999). However, for the printed
digit recognition problem, a three-layer network with a single hidden layer will
give sufficient accuracy.
The number of neurons in the input layer is decided by the number of pixels
in the bit map. The bit map in our example consists of 45 pixels, and thus we
need 45 input neurons. The output layer has 10 neurons – one neuron for each
digit to be recognised.

How do we determine an optimal number of hidden neurons?
Simulation experiments indicate that the number of neurons in the hidden layer
affects both the accuracy of character recognition and the speed of training the network. Complex patterns cannot be detected by a small number of hidden neurons;
however too many of them can dramatically increase the computational burden.

WILL A NEURAL NETWORK WORK FOR MY PROBLEM?
Another problem is overfitting. The greater the number of hidden neurons, the
greater the ability of the network to recognise existing patterns. However,
if the number of hidden neurons is too big, the network might simply memorise
all training examples. This may prevent it from generalising, or producing correct
outputs when presented with data that was not used in training. For instance, the
overfitted character recognition network trained with Helvetica-font examples
might not be able to recognise the same characters in the Times New Roman font.
The practical approach to preventing overfitting is to choose the smallest
number of hidden neurons that yields good generalisation. Thus, at the starting
point, an experimental study could begin with as little as two neurons in the
hidden layer. In our example, we will examine the system’s performance with
2, 5, 10 and 20 hidden neurons and compare results.
The architecture of a neural network (with five neurons in the hidden layer)
for the character recognition problem is shown in Figure 9.20. Neurons in the
hidden and output layers use a sigmoid activation function. The neural network
is trained with the back-propagation algorithm with momentum; the momentum constant is set to 0.95. The input and output training patterns are shown in
Table 9.2. The binary input vectors representing the bit maps of the respective
digits are fed directly into the network.
The network’s performance in our study is measured by the sum of squared
errors. Figure 9.21 demonstrates the results; as can be seen from Figure 9.21(a),
a neural network with two neurons in the hidden layer cannot converge to a
solution, while the networks with 5, 10 and 20 hidden neurons learn relatively
fast. In fact, they converge in less than 250 epochs (each epoch represents an
entire pass through all training examples). Also note that the network with 20
hidden neurons shows the fastest convergence.
Once the training is complete, we must test the network with a set of test
examples to see how well it performs.

Figure 9.20 Neural network for printed digit recognition

325

1

00100

01110

01110

00010

11111

01110

11111

01110

01110

01110

1

2

3

4

5

6

7

8

9

0

10001

10001

10001

00001

10001

10000

00110

10001

10001

01100

2

10001

10001

10001

00010

10000

10000

00110

00001

00001

10100

3

10001

10001

10001

00010

10000

11110

01010

00001

00001

00100

4

10001

01111

01110

00100

11110

10001

01010

00010

00010

00100

5

10001

00001

10001

00100

10001

00001

10010

00001

00100

00100

6

Input patterns
Rows in the pixel matrix

Input and desired output patterns for the digit recognition neural network

Digit

Table 9.2

10001

00001

10001

01000

10001

00001

11111

00001

01000

00100

7

10001

10001

10001

01000

10001

10001

00010

10001

10000

00100

8

01110

01110

01110

01000

01110

01110

00010

01110

11111

00100

9

0000000001

0000000010

0000000100

0000001000

0000010000

0000100000

0001000000

0010000000

0100000000

1000000000

Desired output
patterns

326
KNOWLEDGE ENGINEERING AND DATA MINING

WILL A NEURAL NETWORK WORK FOR MY PROBLEM?

Figure 9.21 Training and performance evaluation of the digit recognition three-layer
neural networks: (a) learning curves; (b) performance evaluation

What are the test examples for character recognition? Are they the same
that were used for neural network training?
A test set has to be strictly independent from the training examples. Thus, to test
the character recognition network, we must present it with examples that include
‘noise’ – the distortion of the input patterns. This distortion can be created, for
instance, by adding some small random values chosen from a normal distribution
to the binary input vectors representing bit maps of the ten digits. We evaluate the
performance of the printed digit recognition networks with 1000 test examples
(100 for each digit to be recognised). The results are shown in Figure 9.21(b).
Although the average recognition error of the network with 20 hidden
neurons is the lowest, the results do not demonstrate significant differences
between the networks with 10 and 20 hidden neurons. Both networks can
sustain similar levels of noise without sacrificing their recognition performance.
On this basis, we may conclude that for the digit recognition problem described
here, the use of 10 hidden neurons is adequate.

Can we improve the performance of the character recognition neural
network?
A neural network is as good as the examples used to train it. Therefore, we can
attempt to improve digit recognition by feeding the network with ‘noisy’
examples of digits from 0 to 9. The results of such an attempt are shown in
Figure 9.22. As we expected, there is some improvement in the performance of
the digit recognition network trained with ‘noisy’ data.

This case study illustrated one of the most common applications of multilayer
neural networks trained with the back-propagation algorithm. Modern character
recognition systems are capable of processing different fonts in English, French,
Spanish, Italian, Dutch and several other languages with great accuracy. Optical
character recognition is routinely used by office workers, lawyers, insurance
clerks, journalists – in fact anybody who wants to take a printed (or even

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Figure 9.22 Performance evaluation of the digit recognition network trained with ‘noisy’
examples

handwritten) document and load it into their computer as an editable file.
Handwritten digit recognition systems are widely used in processing zip codes
on mail envelopes (LeCun et al., 1990).

Case study 5: Prediction neural networks
I want to develop an intelligent system for real-estate appraisal. Will a
neural network work for this problem?
Real-estate appraisal is a problem of predicting the market value of a given house
based on the knowledge of the sales prices of similar houses. As we mentioned
earlier, this problem can be solved with expert systems as well as neural
networks. Of course, if we choose to apply a neural network, we will not be able
to understand how an appraisal of a particular house is reached – a neural
network is essentially a black-box to the user and rules cannot be easily extracted
from it. On the other hand, an accurate appraisal is often more important than
understanding how it was done.
In this problem, the inputs (the house location, living area, number of
bedrooms, number of bathrooms, land size, type of heating system, etc.) are
well-defined, and normally even standardised for sharing the housing market
information between different real estate agencies. The output is also well
defined – we know what we are trying to predict. Most importantly, there are
many examples we can use for training the neural network. These examples
are the features of recently sold houses and their sales prices.

WILL A NEURAL NETWORK WORK FOR MY PROBLEM?
Choosing training examples is critical for an accurate prediction. A training
set must cover the full range of values for all inputs. Thus, in the training set for
real estate appraisal, we should include houses that are large and small,
expensive and inexpensive, with and without garages, etc. And the training set
has to be sufficiently large.

But how do we determine when the size of a training set is ‘sufficiently
large’?
A network’s ability to generalise is influenced by three main factors: the size of
the training set, the architecture of the network, and the complexity of the
problem. Once the network architecture is decided, the issue of generalisation is
resolved by the adequacy of the training set. An appropriate number of training
examples can be estimated with Widrow’s rule of thumb, which suggests that,
for a good generalisation, we need to satisfy the following condition (Widrow
and Stearns, 1985; Haykin, 1999):

N¼

nw
;
e

ð9:1Þ

where N is the number of training examples, nw is the number of synaptic
weights in the network, and e is the network error permitted on test.
Thus, if we allow an error of, say, 10 per cent, the number of training
examples should be approximately 10 times bigger than the number of weights
in the network.
In solving prediction problems, including real-estate appraisal, we often
combine input features of different types. Some features, such as the house’s
condition and its location, can be arbitrarily rated from 1 (least appealing) to 10
(most appealing). Some features, such as the living area, land size and sales price,
are measured in actual physical quantities – square metres, dollars, etc. Some
features represent counts (number of bedrooms, number of bathrooms, etc.), and
some are categories (type of heating system).
A neural network works best when all its inputs and outputs vary within the
range between 0 and 1, and thus all the data must be massaged before we can use
them in a neural network model.

How do we massage the data?
Data can be divided into three main types: continuous, discrete and categorical
(Berry and Linoff, 1997), and we normally use different techniques to massage
different types of data.
Continuous data vary between two pre-set values – minimum and maximum,
and can be easily mapped, or massaged, to the range between 0 and 1 as:

massaged value ¼

actual value  minimum value
maximum value  minimum value

ð9:2Þ

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KNOWLEDGE ENGINEERING AND DATA MINING
For instance, if the living areas of the houses in training examples range between
59 and 231 square metres, we might set the minimum value to 50 and the
maximum to 250 square metres. Any value lower than the minimum is mapped
to the minimum, and any value higher than the maximum to the maximum.
Thus, a living area of, say, 121 square metres would be massaged as:

massaged value121 ¼

121  50
¼ 0:355
250  50

This method works well for most applications.
Discrete data, such as the number of bedrooms and the number of bathrooms,
also have maximum and minimum values. For example, the number of
bedrooms usually ranges from 0 to 4. Massaging discrete data is simple – we
assign an equal space to each possible value on the interval from 0 to 1, as shown
in Figure 9.23.
A neural network can now handle a feature like the number of bedrooms as a
single input. For example, a three-bedroom house would be represented by the
input value of 0.75.
This approach is sufficient for most applications with discrete features that
have up to a dozen possible values. However, if there are more than a dozen
values, a discrete feature should be treated like a continuous one.
Categorical data, such as gender and marital status, can be massaged by
using 1 of N coding (Berry and Linoff, 1997). This method implies that each
categorical value is handled as a separate input. For example, marital status,
which can be either single, divorced, married or widowed, would be represented
by four inputs. Each of these inputs can have a value of either 0 or 1. Thus, a
married person would be represented by an input vector ½0 0 1 0 .
Let us now construct a feedforward neural network for real-estate appraisal.
Figure 9.24 represents a simplified model that was set up by using training
examples with features of the houses recently sold in Hobart.
In this model, the input layer, which includes 10 neurons, passes the
massaged input values to the hidden layer. All input features, except type of
heating system, are treated as single inputs. The type of heating system represents
a categorical type of data, which is massaged with 1 of N coding.

Figure 9.23 Massaging discrete data

WILL A NEURAL NETWORK WORK FOR MY PROBLEM?

Figure 9.24 Feedforward neural network for real-estate appraisal

The hidden layer includes two neurons, and the output layer is represented by
a single neuron. Neurons in the hidden and output layers apply sigmoid
activation functions.
The neural network for real-estate appraisal determines the value of a house,
and thus the network output can be interpreted in dollars.

But how do we interpret the network output?
In our example, the network output is represented by continuous values in the
range between 0 and 1. Thus, to interpret the results, we can simply reverse
the procedure we used for massaging continuous data. Suppose, for instance,
that in the training set, sales prices range between $52,500 and $225,000,
and the output value is set up so that $50,000 maps to 0 and $250,000 maps
to 1. Then, if the network output is 0.3546, we can compute that this value
corresponds to:
actual value0:3546 ¼ 0:3546  ð$250; 000  $50; 000Þ þ $50; 000 ¼ $120; 920

How do we validate results?
To validate results, we use a set of examples never seen by the network. Before
training, all the available data are randomly divided into a training set and a test
set. Once the training phase is complete, the network’s ability to generalise is
tested against examples of the test set.
A neural network is opaque. We cannot see how the network derives its
results. But we still need to grasp relationships between the network inputs and
the results it produces. Although current research into rule extraction from
trained neural networks will eventually bring adequate outcomes, the non-linear
characteristics of neurons may prevent the network from producing simple and
understandable rules. Fortunately, to understand the importance of a particular
input to the network output, we do not need rule extraction. Instead we can use
a simple technique called sensitivity analysis.
Sensitivity analysis determines how sensitive the output of a model is to a
particular input. This technique is used for understanding internal relationships
in opaque models, and thus can be applied to neural networks. Sensitivity
analysis is performed by measuring the network output when each input is set

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(one at a time) to its minimum and then its maximum values. Changes in some
inputs may have little effect on the network output – the network is not sensitive
to these inputs. Changes in other inputs have a much greater effect on the
network output – the network is sensitive to these inputs. The amount of
change in the network output represents the network’s sensitivity to a respective
input. In many cases, sensitivity analysis can be as good as the rules extracted
from the trained neural network.

Case study 6: Classification neural networks with competitive
learning
I want to develop an intelligent system that can divide a group of iris
plants into classes and then assign any iris plant to one of these classes.
I have a data set with several variables but I have no idea how to separate
it into different classes because I cannot find any unique or distinctive
features in the data. Will a neural network work for this problem?
Neural networks can discover significant features in input patterns and learn
how to separate input data into different classes. A neural network with
competitive learning is a suitable tool to accomplish this task.
The competitive learning rule enables a single-layer neural network to
combine similar input data into groups or clusters. This process is called
clustering. Each cluster is represented by a single output. In fact, clustering can
be defined as the process of dividing an input space into regions, each of which is
associated with a particular output (Principe et al., 2000).
For this case study, we will use a data set of 150 elements that contains three
classes of iris plants: Iris setosa, versicolor and virginica (Fisher, 1950). Each plant in
the data set is represented by four variables: sepal length, sepal width, petal
length and petal width. The sepal length ranges between 4.3 and 7.9 cm, sepal
width between 2.0 and 4.4 cm, petal length between 1.0 and 6.9 cm, and petal
width between 0.1 and 2.5 cm.
In a competitive neural network, each input neuron corresponds to a single
input, and each competitive neuron represents a single cluster. Thus, the
network for the iris plant classification problem will have four neurons in the
input layer and three neurons in the competitive layer. The network’s architecture is shown in Figure 9.25.
However, before the network is trained, the data must be massaged and then
divided into training and test sets.
The iris plant data are continuous, vary between some minimum and
maximum values, and thus can easily be massaged to the range between 0 and
1 using Eq. (9.2). Massaged values can then be fed to the network as its inputs.
The next step is to generate training and test sets from the available data. The
150-element iris data is randomly divided into a training set of 100 elements and
a test set of 50 elements.
Now we can train the competitive neural network to divide input vectors into
three classes. Figure 9.26 illustrates the learning process with the learning rate of

WILL A NEURAL NETWORK WORK FOR MY PROBLEM?

Figure 9.25 Neural network for iris plant classification

0.01. Black dots here represent the input patterns and three spheres denote the
weight vectors of the competitive neurons. The location of each sphere is
determined by the neuron’s weights in the four-dimensional input space.
Initially all weights of the competitive neurons are assigned the same value of
0.5, and thus only one sphere appears in the centre of the input space, as shown
in Figure 9.26(a). After training, the weight vectors correspond to the positions
of the cluster centres, so that each competitive neuron can now respond to input
data in a particular region.

Figure 9.26 Competitive learning in the neural network for iris plant classification:
(a) initial weights; (b) weight after 100 iterations; (c) weight after 2000 iterations

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How do we know when the learning process is complete?
In a competitive neural network, unlike a multilayer perceptron trained with the
back-propagation algorithm, there is no obvious way of knowing whether the
learning process is complete or not. We do not know what the desired outputs
are, and thus cannot compute the sum of squared errors – a criterion used by the
back-propagation algorithm. Therefore, we should use the Euclidean distance
criterion instead. When no noticeable changes occur in the weight vectors of
competitive neurons, a network can be considered to have converged. In other
words, if the motion of competitive neurons in the input space remains
sufficiently constrained for several subsequent epochs, then we can assume that
the learning process is complete.
Figure 9.27 shows the dynamics of the learning process for competitive
neurons of the iris classification neural network. The network was trained with
two different learning rates. As can be seen in Figure 9.27(b), if the learning rate
is too high, the behaviour of competitive neurons may become erratic, and the
network may never converge. However, in order to accelerate learning, we can
still use large initial values of the learning rate, but as training progresses the
learning rate must gradually decrease.

How can we associate an output neuron with a particular class? How do we
know, for example, that the competitive neuron 1 represents class Versicolor?
Competitive neural networks enable us to identify clusters in input data.
However, since clustering is an unsupervised process, we cannot use it directly
for labelling output neurons. In fact, clustering is just a preliminary stage of
classification.
In most practical applications, the distribution of data that belong to the
same cluster is rather dense, and there are usually natural valleys between
different clusters. As a result, the position of the centre of a cluster often reveals
distinctive features of the corresponding class. On the other hand, the weight
vectors of the competitive neurons after training provide us with the coordinates
of these centres in the input space. Thus, a competitive neuron can be associated
with a particular class through its weights. Table 9.3 contains the final weights of

Figure 9.27 Learning curves for competitive neurons of the iris classification neural network

WILL A NEURAL NETWORK WORK FOR MY PROBLEM?
Table 9.3

Neuron

Labelling the competitive neurons

Weights

Dimensions of the iris
palnt, cm

Class of the
iris plant

1

W11
W21
W31
W41

0.4355
0.3022
0.5658
0.5300

Sepal length
Sepal width
Petal length
Petal width

5.9
2.7
4.4
1.4

Versicolor

2

W12
W22
W32
W42

0.6514
0.4348
0.7620
0.7882

Sepal length
Sepal width
Petal length
Petal width

6.7
3.0
5.5
2.0

Virginica

3

W13
W23
W33
W43

0.2060
0.6056
0.0940
0.0799

Sepal length
Sepal width
Petal length
Petal width

5.0
3.5
1.6
0.3

Setosa

the competitive neurons, decoded values of these weights and the corresponding
classes of the iris plant.

How do we decode weights into iris dimensions?
To decode the weights of the competitive neurons into dimensions of the iris
plant we simply reverse the procedure used for massaging the Iris data. For
example,

Sepal length W11 ¼ 0.4355  ð7:9  4:3Þ þ 4:3 ¼ 5:9 cm

Once the weights are decoded, we can ask an iris plant expert to label the output
neurons.

Can we label the competitive neurons automatically without having to ask
the expert?
We can use a test data set for labelling competitive neurons automatically. Once
training of a neural network is complete, a set of input samples representing the
same class, say class Versicolor, is fed to the network, and the output neuron that
wins the competition most of the time receives a label of the corresponding
class.
Although a competitive network has only one layer of competitive neurons, it
can classify input patterns that are not linearly separable. In classification tasks,
competitive networks learn much faster than multilayer perceptrons trained
with the back-propagation algorithm, but they usually provide less accurate
results.

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9.5 Will genetic algorithms work for my problem?
Genetic algorithms are applicable to many optimisation problems (Haupt and
Haupt, 1998). Optimisation is essentially the process of finding a better solution
to a problem. This implies that the problem has more than one solution and the
solutions are not of equal quality. A genetic algorithm generates a population of
competing candidate solutions and then causes them to evolve through the
process of natural selection – poor solutions tend to die out, while better
solutions survive and reproduce. By repeating this process over and over again,
the genetic algorithm breeds an optimal solution.

Case study 7: The travelling salesman problem
I want to develop an intelligent system that can produce an optimal
itinerary. I am going to travel by car and I want to visit all major cities in
Western and Central Europe and then return home. Will a genetic
algorithm work for this problem?
This problem is well known as the travelling salesman problem (TSP). Given a
finite number of cities, N, and the cost of travel (or the distance) between each
pair of cities, we need to find the cheapest way (or the shortest route) for visiting
each city exactly once and returning to the starting point.
Although the TSP became known as early as the eighteenth century, only in
the late 1940s and early 1950s was the problem studied seriously and then
publicised as a typical NP-hard problem (Dantzig et al., 1954; Flood, 1955). Such
problems are hard to solve by combinatorial search techniques. The search space
for the TSP includes all possible combinations of N cities, and thus the size of the
search space equals N! (the factorial of the number of cities). Because the number
of cities can be quite large, examining the alternative routes one by one is not
feasible.
The TSP is naturally represented in numerous transportation and logistics
applications such as arranging routes for school buses to pick up children in a
school district, delivering meals to home-bound people, scheduling stacker
cranes in a warehouse, planning truck routes to pick up parcel post, and many
others. A classic example of the TSP is the scheduling of a machine to drill holes
in a circuit board. In this case, the holes are the cities, and the cost of travel is the
time it takes to move the drill head from one hole to the next.
Over the years the size of the TSP has grown dramatically, moving from the
solution of a 49-city problem (Dantzig et al., 1954) up to the recent solution of a
15,112-city problem (Applegate et al., 2001).
Researchers apply different techniques to solve this problem. These techniques include simulated annealing (Laarhoven and Aarts, 1987), discrete linear
programming (Lawler et al., 1985), neural networks (Hopfield and Tank, 1985),
branch-and-bound algorithms (Tschoke et al., 1995), Markov chains (Martin
et al., 1991) and genetic algorithms (Potvin, 1996). Genetic algorithms are

WILL GENETIC ALGORITHMS WORK FOR MY PROBLEM?
particularly suitable for the TSP because they can rapidly direct the search to
promising areas of the search space.

How does a genetic algorithm solve the TSP?
First, we need to decide how to represent a route of the salesman. The most
natural way of representing a route is path representation (Michalewicz, 1996).
Each city is given an alphabetic or numerical name, the route through the cities
is represented as a chromosome, and appropriate genetic operators are used to
create new routes.
Suppose we have nine cities numbered from 1 to 9. In a chromosome, the
order of the integers represents the order in which the cities will be visited by the
salesman. For example, a chromosome
1 6 5 3 2 8 4 9 7

represents the route shown in Figure 9.28. The salesman starts at City 1, visits all
the other cities once and returns to the starting point.

How does the crossover operator work in the TSP?
The crossover operator in its classical form cannot be directly applied to the TSP.
A simple exchange of parts between two parents would produce illegal routes
containing duplicates and omissions – some cities would be visited twice while
others would not be visited at all. For example, exchanging parts of the two
parent chromosomes
Parent 1: 1 6 5 3 2 8 4 9 7

Parent 2: 3 7 6 1 9 4 8 2 5

would produce one route with City 5 visited twice and City 7 omitted, and the
other with City 7 visited twice and City 5 omitted.
Child 1:

1 6 5 3 9 4 8 2 5

Child 2:

3 7 6 1 2 8 4 9 7

Clearly, the classical crossover with a single crossover point does not work in
the TSP. To overcome this problem, a number of two-point crossover operators
were proposed (Goldberg, 1989). For example, Goldberg and Lingle (1985)
suggested the partially mapped crossover, and Davis (1985) introduced the ordered

Figure 9.28 An example of the salesman’s route

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7

* *

Figure 9.29 Crossover operators for the TSP

crossover. However, most operators are based on creating an offspring by choosing a
part of a route from one parent and preserving the order of cities from the other
parent. Figure 9.29 demonstrates how the crossover operator works.
First, two crossover points (marked by the character) are chosen uniformly at
random along the strings of two parent chromosomes. Chromosome material
between crossover points defines swap sections. Two offspring chromosomes are
created by interchanging the swap sections between the parents; in Figure 9.29
asterisks represent yet undecided cities. Next, the original cities from each parent
are placed in their original order, omitting cities present in the other parent’s
swap section. For example, cities 1, 9, 4 and 8, which appear in the swap section
from the second parent, are removed from the first parent. The remaining cities
are then placed in the offspring, preserving their original order. As a result, an
offspring represents a route partly determined by each of its parents.

How does the mutation operator works in the TSP?
There are two types of mutation operators: reciprocal exchange and inversion
(Michalewicz, 1996). Figures 9.30(a) and (b) show how they work. The reciprocal
exchange operator simply swaps two randomly selected cities in the chromosome. The inversion operator selects two random points along the chromosome
string and reverses the order of the cities between these points.

How do we define a fitness function in the TSP?
While creating genetic operators for the TSP is not trivial, the design of a fitness
function is straightforward – all we need to do is to evaluate the total length of the

Figure 9.30 Mutation operators for the TSP: (a) original chromosomes; (b) mutated
chromosomes

WILL A HYBRID INTELLIGENT SYSTEM WORK FOR MY PROBLEM?

Figure 9.31 Performance graph and the best salesman’s routes created in a population of
20 chromosomes after 100 generations

route. The fitness of each individual chromosome is determined as the reciprocal of
the route length. In other words, the shorter the route, the fitter the chromosome.
Once the fitness function is defined and genetic operators are constructed, we
can implement and run the GA.
As an example, let us consider the TSP for 20 cities placed in a 1  1 square. First,
we choose the size of a chromosome population and the number of generations to
run. We might start with a relatively small population and after a few generations
examine the solutions obtained. Figure 9.31 shows the best route created by 20
chromosomes after 100 generations. As we can see, this route is not optimal and
obviously can be improved. Let us increase the size of the chromosome population
and run the GA again. Figure 9.32(a) demonstrates the results. The total length of
the route decreases by 20 per cent – a very significant improvement.

But how do we know that the GA has actually found the optimal route?
The fact is, we don’t. Only further trial runs on different sizes of chromosome
populations with different rates of crossover and mutation can provide the answer.
Let us, for example, increase the mutation rate up to 0.01. Figure 9.32(b)
shows the results. Although the total distance decreased slightly, the salesman’s
route is still similar to the one shown in Figure 9.32(a). Perhaps we might now
attempt to increase the size of the chromosome population and rerun the GA.
However, it is highly unlikely that we would achieve a noticeably better
solution. Can we be sure that this route is the optimal one? Of course, we wouldn’t
bet on it! However, after several runs, we can be absolutely sure that the route we
obtained is a good one.

9.6 Will a hybrid intelligent system work for my problem?
Solving complex real-world problems requires an application of complex
intelligent systems that combine the advantages of expert systems, fuzzy logic,
neural networks and evolutionary computation. Such systems can integrate

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Figure 9.32 Performance graphs and the best routes created in a population of 200
chromosomes: (a) mutation rate is 0.001; (b) mutation rate is 0.01

human-like expertise in a specific domain with abilities to learn and adapt to a
rapidly changing environment.
Although the field of hybrid intelligent systems is still evolving, and most
hybrid tools are not yet particularly effective, neuro-fuzzy systems have already
matured as an advanced technology with numerous successful applications.
While neural networks can learn from data, the key benefit of fuzzy logic lies in
its ability to model decision-making of humans.

Case study 8: Neuro-fuzzy decision-support systems
I want to develop an intelligent system for diagnosing myocardial
perfusion from cardiac images. I have a set of cardiac images as well as
the clinical notes and physician’s interpretation. Will a hybrid system
work for this problem?
Diagnosis in modern cardiac medicine is based on the analysis of SPECT (Single
Proton Emission Computed Tomography) images. By injecting a patient with

WILL A HYBRID INTELLIGENT SYSTEM WORK FOR MY PROBLEM?
radioactive tracer, two sets of SPECT images are obtained: one is taken 10–15
minutes after the injection when the stress is greatest (stress images), and the
other is taken 2–5 hours after the injection (rest images). The distribution of the
radioactive tracer in the cardiac muscle is proportional to the muscle’s perfusion.
Thus by comparing stress and rest images, a cardiologist can often detect
abnormalities in the heart function.
The SPECT images are usually represented by high-resolution two-dimensional
black-and-white pictures with up to 256 shades of grey. Brighter patches on the
image correspond to well-perfused areas of the myocardium, while darker
patches may indicate the presence of an ischemia. Unfortunately a visual
inspection of the SPECT images is highly subjective; physicians’ interpretations
are therefore often inconsistent and susceptible to errors. Clearly an intelligent
system that can help a cardiologist to diagnose cardiac SPECT images would be of
great value.
For this study, we use 267 cardiac diagnostic cases. Each case is accompanied
by two SPECT images (the stress image and the rest image), and each image is
divided into 22 regions. The region’s brightness, which in turn reflects perfusion
inside this region, is expressed by an integer number between 0 and 100 (Kurgan
et al., 2001). Thus, each cardiac diagnostic case is represented by 44 continuous
features and one binary feature that assigns an overall diagnosis – normal or
abnormal.
The entire SPECT data set consists of 55 cases classified as normal (positive
examples) and 212 cases classified as abnormal (negative examples). This set is
divided into training and test sets. The training set has 40 positive and 40
negative examples. The test set is represented by 15 positive and 172 negative
examples.

Can we train a back-propagation neural network to classify the SPECT
images into normal and abnormal?
A back-propagation neural network can indeed address the SPECT image
classification problem – the size of the training set appears to be sufficiently
large, and the network can work here as a classifier. The number of neurons in
the input layer is determined by the total number of regions in the stress and rest
images. In this example, each image is divided into 22 regions, so we need 44
input neurons. Since SPECT images are to be classified as either normal or
abnormal, we should use two output neurons. Experimental trials show that a
good generalisation can be obtained with as little as 5 to 7 neurons in the hidden
layer. The back-propagation network learns relatively fast and converges to a
solution.
However, when we test the network on the test set, we find that the network’s
performance is rather poor – about 25 per cent of normal cardiac diagnostic cases
are misclassified as abnormal and over 35 per cent of abnormal cases are
misclassified as normal; the overall diagnostic error exceeds 33 per cent. This
indicates that the training set may lack some important examples (a neural
network is only as good as the examples used to train it). Despite this, we still can
significantly improve the accuracy of the diagnosis.

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First, we need to redefine the problem. To train the network, we use the same
number of positive and negative examples. Although in real clinical trials the
ratio between normal and abnormal SPECT images is very different, the misclassification of an abnormal cardiac case could lead to infinitely more serious
consequences than the misclassification of a normal case. Therefore, in order to
achieve a small classification error for abnormal SPECT images, we might agree
to have a relatively large error for normal images.
The neural network produces two outputs. The first output corresponds to the
possibility that the SPECT image belongs to the class normal, and the second to
the possibility that the image belongs to the class abnormal. If, for example, the
first (normal) output is 0.92 and the second (abnormal) is 0.16, the SPECT image is
classified as normal, and we can conclude that the risk of a heart attack for this
case is low. On the other hand, if the normal output is low, say 0.17, and the
abnormal output is much higher, say 0.51, the SPECT image is classified as
abnormal, and we can infer that the risk of a heart attack in this case is rather
high. However, if the two outputs are close – say the normal output is 0.51 and
the abnormal 0.49 – we cannot confidently classify the image.

Can we use fuzzy logic for decision-making in medical diagnosis?
Doctors do not keep precise thresholds in mind when they classify SPECT images.
A cardiologist examines perfusion across all regions in the diagnosed image and
also compares the brightness of the corresponding myocardium regions on the
stress and rest images. In fact, doctors often rely on their experience and intuition
in detecting abnormalities of the myocardium. Fuzzy logic provides us with a
means of modelling how the cardiologist assesses the risk of a heart attack.
To build a fuzzy system, we first need to determine input and output variables,
define fuzzy sets and construct fuzzy rules. For our problem, there are two inputs
(NN output 1 and NN output 2) and one output (the risk of a heart attack). The inputs
are normalised to be within the range of [0, 1], and the output can vary between 0
and 100 per cent. Figures 9.33, 9.34 and 9.35 demonstrate fuzzy sets of the linguistic
variables used in the fuzzy system. Fuzzy rules are shown in Figure 9.36.
Figure 9.37 represents a complete structure of the neuro-fuzzy decisionsupport system for assessing the risk of a cardiac decease. To build this system,
we can use the MATLAB Neural Network and MATLAB Fuzzy Logic Toolboxes.

Figure 9.33 Fuzzy sets of the neural network output normal

WILL A HYBRID INTELLIGENT SYSTEM WORK FOR MY PROBLEM?

Figure 9.34 Fuzzy sets of the neural network output abnormal

Figure 9.35 Fuzzy sets of the linguistic variable Risk

Once the system is developed, we can study and analyse its behaviour on the
three-dimensional plot shown in Figure 9.38.
The system’s output is a crisp number that represents a patient’s risk of a heart
attack. Based on this number, a cardiologist can now classify cardiac cases with
greater certainty – when the risk is quantified, a decision-maker has a much
better chance of making the right decision. For instance, if the risk is low, say,
smaller than 30 per cent, the cardiac case can be classified as normal, but if the
risk is high, say, greater than 50 per cent, the case is classified as abnormal.
However, cardiac cases with the risk between 30 and 50 per cent cannot be
classified as either normal or abnormal – rather, such cases are uncertain.

Figure 9.36 Fuzzy rules for assessing the risk of a heart decease

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Can we still classify at least some of these uncertain cases using the
knowledge of an experienced cardiologist?
An experienced cardiologist knows that, in normal heart muscle, perfusion at
maximum stress is usually higher than perfusion at rest for the same region of
the muscle. Thus we can expect to make an uncertain case more certain when
we apply the following heuristics to all corresponding regions:
1. If perfusion inside region i at stress is higher than perfusion inside the
same region at rest, then the risk of a heart attack should be decreased.
2. If perfusion inside region i at stress is not higher than perfusion inside
the same region at rest, then the risk of a heart attack should be
increased.

Figure 9.37 Hierarchical structure of the neuro-fuzzy system for risk assessment of the
cardiac decease

WILL A HYBRID INTELLIGENT SYSTEM WORK FOR MY PROBLEM?

Figure 9.38 Three-dimensional plot for the fuzzy rule base

These heuristics can be implemented in the diagnostic system as follows:
Step 1: Present the neuro-fuzzy system with a cardiac case.
Step 2: If the system’s output is less than 30, classify the presented case as
normal and then stop. If the output is greater than 50, classify the
case as abnormal and stop. Otherwise, go to Step 3.
Step 3: For region 1, subtract perfusion at rest from perfusion at stress. If the
result is positive, decrease the current risk by multiplying its value by
0.99. Otherwise, increase the risk by multiplying its value by 1.01.
Repeat this procedure for all 22 regions and then go to Step 4.
Step 4: If the new risk value is less than 30, classify the case as normal; if the
risk is greater than 50, classify the case as abnormal; otherwise,
classify the case as uncertain.
When we now apply the test set to the neuro-fuzzy system, we find that the
accuracy of diagnosis has dramatically improved – the overall diagnostic error
does not exceed 5 per cent, while only 3 per cent of abnormal cardiac cases are
misclassified as normal. Although we have not improved the system’s performance on normal cases (over 30 per cent of normal cases are still misclassified as
abnormal), and up to 20 per cent of the total number of cases are classified as
uncertain, the neuro-fuzzy system can actually achieve even better results in
classifying SPECT images than a cardiologist can. Most importantly, the abnormal SPECT images can now be recognised with much greater accuracy.
In this example, the neuro-fuzzy system has a heterogeneous structure – the
neural network and fuzzy system work as independent components (although
they cooperate in solving the problem). When a new case is presented to the
diagnostic system, the trained neural network determines inputs to the fuzzy

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system. Then the fuzzy system, using predefined fuzzy sets and fuzzy rules, maps
the given inputs to an output, and thereby obtains the risk of a heart attack.

Are there any successful neuro-fuzzy systems with a homogeneous
structure?
A typical example of a neuro-fuzzy system with a homogeneous structure is an
Adaptive Neuro-Fuzzy Inference System (ANFIS). It cannot be divided into two
independent and distinct parts. In fact, an ANFIS is a multilayer neural network
that performs fuzzy inferencing.

Case study 9: Time-series prediction
I want to develop a tool to predict an aircraft’s trajectory during its
landing aboard an aircraft carrier. I have a database of landing trajectories
of various aircraft flown by different pilots, and I also can use RADAR
numerical data, which provide real-time trajectories of landing aircraft. My
goal is to predict an aircraft’s trajectory at least 2 seconds in advance,
based on the aircraft’s current position. Will a neuro-fuzzy system work for
this problem?
The landing of an aircraft, particularly aboard aircraft carriers, is an extremely
complex process. It is affected by such variables as the flight deck’s space
constraints and its motions (both pitch and roll), the aircraft’s ordinance and
fuel load, continuous mechanical preparations, and the most critical of all – time
constraints. The ship may be heaving 10 feet up and 10 feet down, making a
20-foot displacement from a level deck. In addition, it is difficult to see
approaching aircraft at night or during stormy conditions.
Responsibility for the aircraft’s final approach and landing lies with the
Landing Signal Officer (LSO). In fact, the LSO, not the pilot, makes the most
important decision to wave-off (i.e. abort landing). When an aircraft is within 1
nautical mile of the landing deck, which roughly corresponds to 60 seconds in
real time, the aircraft’s flight is carefully observed and guided. During this critical
time, the LSO needs to predict the aircraft’s position at least 2 seconds ahead.
Such problems are known in mathematics as time-series prediction problems.

What is a time series?
A time series can be defined as a set of observations, each one being recorded at a
specific time. For instance, a time series can be obtained by recording the
aircraft’s positions over a time interval of, say, 60 seconds before landing. Realworld time-series problems are non-linear and often exhibit chaotic behaviour,
which make them hard to model.
Prediction of the aircraft’s landing trajectory is mainly based on the experience of the LSO (all LSOs are trained pilots). An automatic prediction system can
use aircraft-position data given by the ship’s RADAR, and also data records of
previous landings executed by pilots flying different types of aircraft (Richards,
2002). The system is trained off-line with the past data. Then it is presented

WILL A HYBRID INTELLIGENT SYSTEM WORK FOR MY PROBLEM?

Figure 9.39 On-line time-series predication of an aircraft’s trajectory

on-line with the current motion profile, and required to predict the aircraft’s
motion in the next few seconds. A time-series prediction of an aircraft’s
trajectory is shown in Figure 9.39.
To predict an aircraft’s position on-line we will use an ANFIS. It will learn
from time-series data of given landing trajectories in order to determine the
membership function parameters that best allow the system to track these
trajectories.

What do we use as ANFIS inputs?
To predict a future value for a time series, we use values that are already known.
For example, if we want to predict an aircraft’s position 2 seconds ahead, we may
use its current position data as well as data recorded, say, 2, 4 and 6 seconds
before the current position. These four known values represent an input pattern
– a four-dimensional vector of the following form:
x = [x(t  6) x(t  4)

x(t  2)

x(t)],

where x(t) is the aircraft position recorded at the point in time t.
The ANFIS output corresponds to the trajectory prediction: the aircraft’s
position 2 seconds ahead, x(t + 2).
For this case study, we will use 10 landing trajectories – five for training and
five for testing. Each trajectory is a time series of the aircraft’s position data
points recorded every half a second over a time interval of 60 seconds before
landing. Thus, a data set for each trajectory contains 121 values.

How do we build a data set to train the ANFIS?
Let us consider Figure 9.40; it shows an aircraft trajectory and a 35 training data
set created from the trajectory data points sampled every 2 seconds. Input
variables x1, x2, x3 and x4 correspond to the aircraft’s flight positions at (t  6),
(t  4), (t  2) and t, respectively. The desired output corresponds to the
two-second-ahead prediction, x(t þ 2). The training data set shown in Figure
9.40 is built with t equal to 6.0 s (the first row), 6.5 s (the second row) and 7.0 s
(the third row).
By applying the same procedure to a landing trajectory recorded over a time
interval of 60 seconds, we obtain 105 training samples represented by a 1055

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Figure 9.40 An aircraft trajectory and a data set built to train the ANFIS

matrix. Thus, the entire data set, which we use for training the ANFIS, is
represented by a 5255 matrix.

How many membership functions should we assign to each input variable?
A practical approach is to choose the smallest number of membership functions.
Thus, we may begin with two membership functions assigned to each input variable.
Figure 9.41 shows an actual aircraft trajectory and the ANFIS’s output after 1
and 100 epochs of training. As can be seen, even after 100 epochs, the ANFIS’s

Figure 9.41 Performance of the ANFIS with four inputs and two membership functions
assigned to each input: (a) one epoch; (b) 100 epochs

DATA MINING AND KNOWLEDGE DISCOVERY

Figure 9.42 Performance of the ANFIS with four inputs and three membership functions
assigned to each input after one epoch of training

performance is still unsatisfactory. We can also see that we have not achieved
any significant improvement by increasing the number of epochs.

How can we improve the ANFIS’s performance?
The ANFIS’s performance can be significantly improved by assigning three
membership functions to each input variable. Figure 9.42 demonstrates the
results: after only one epoch of training the ANFIS predicts the aircraft’s
trajectory more accurately than it did in the previous study after 100 epochs.
Another way of improving time-series prediction is to increase the number of
input variables. Let us, for example, examine an ANFIS with six inputs that
correspond to the aircraft’s flight positions at (t  5), (t  4), (t  3), (t  2), (t  1)
and t, respectively. The ANFIS output is still the two-second-ahead prediction.
The training data set is now represented by a 5357 matrix.
Once we assign the smallest number of membership functions to each input
variable, we can train the ANFIS for 1 epoch and observe its performance on a
test trajectory. Figure 9.43 shows the results. As we can see, the six-input ANFIS
outperforms the ANFIS with four inputs, and provides satisfactory predictions
after just one epoch of training.

9.7 Data mining and knowledge discovery
Data is what we collect and store, and knowledge is what helps us to make
informed decisions. The extraction of knowledge from data is called data
mining. Data mining can also be defined as the exploration and analysis of
large quantities of data in order to discover meaningful patterns and rules (Berry
and Linoff, 2000). The ultimate goal of data mining is to discover knowledge.

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Figure 9.43 Performance of the ANFIS with six inputs and two membership functions
assigned to each input: (a) prediction after one epoch; (b) prediction errors

We live in a rapidly expanding universe of data. The quantity of data in the
modern world roughly doubles every year, and we often have enormous
difficulties in finding the information we need in huge amounts of data. NASA,
for example, has more data than it can analyse. Human Genome Project
researchers have to store and process thousands of bytes for each of the three
billion DNA bases that make up the human genome. Every day hundreds of
megabytes of data are circulated via the Internet, and we need methods that can
help us to extract meaningful information and knowledge from it.
Data mining is often compared with gold mining. Large quantities of ore
must be processed before the gold can be extracted. Data mining can help us to
find the ‘hidden gold’ of knowledge in raw data. Data mining is fast becoming
essential to the modern competitive business world.
Modern organisations must respond quickly to any change in the market.
This requires rapid access to current data normally stored in operational
databases. However, an organisation must also determine which trends are
relevant, and this cannot be accomplished without access to historical data that
are stored in large databases called data warehouses.

What is a data warehouse?
The main characteristic of a data warehouse is its capacity. A data warehouse
is really big – it includes millions, even billions, of data records. The data stored

DATA MINING AND KNOWLEDGE DISCOVERY
in a data warehouse is time dependent – linked together by the times of
recording – and integrated – all relevant information from the operational
databases is combined and structured in the warehouse (Adriaans and Zantinge,
1996).
A data warehouse is designed to support decision making in the organisation.
The information needed can be obtained with traditional query tools. These
tools might also help us in discovering important relationships in the data.

What is the difference between a query tool and data mining?
Traditional query tools are assumption-based – a user must ask the right
questions. Let us consider an example. Suppose we obtained data from a study
on high blood pressure. Such data normally includes information on each
person’s age, gender, weight and height, sport activities, and smoking and
drinking habits. With a query tool, a user can select a specific variable, say
smoking, that might affect the outcome, in our case, blood pressure. The user’s
aim here is to compare the number of smokers and non-smokers among people
with high blood pressure. However, by selecting this variable, the user makes an
assumption (or even knows) that there is a strong correlation between high
blood pressure and smoking.
With a data mining tool, instead of assuming certain relationships between
different variables in a data set (and studying these relationships one at a time),
we can determine the most significant factors that influence the outcome. Thus,
instead of assuming a correlation between blood pressure and smoking, we can
automatically identify the most significant risk factors. We can also examine
different groups, or clusters, of people with high blood pressure. Data mining
does not need any hypotheses – it discovers hidden relationships and patterns
automatically.
The structured representation of data in a data warehouse facilitates the
process of data mining.

How is data mining applied in practice?
Although data mining is still largely a new, evolving field, it has already found
numerous applications in banking, finance, marketing and telecommunication.
Many companies use data mining today, but refuse to talk about it. A few areas in
which data mining is used for strategic benefits are direct marketing, trend
analysis and fraud detection (Groth, 1998; Cabena et al., 1998).
In direct marketing, data mining is used for targeting people who are most
likely to buy certain products and services. In trend analysis, it is used to
determine trends in the marketplace, for example, to model the stock market.
In fraud detection, data mining is used to identify insurance claims, cellular
phone calls and credit card purchases that are most likely to be fraudulent.

How do we mine data?
Long before recorded history, people were gathering and analysing data. They
observed the sun, the moon and the stars and discovered patterns in their
movements; as a result, they created calendars.

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Traditionally, data has been analysed with user-driven techniques, where a
user formulates a hypothesis and then tests and validates it with the available
data. A query tool is, in fact, one such technique. However, as we already
know, the success of a query tool in discovering new knowledge is largely based
on the user’s ability to hypothesise, or in other words, on the user’s hunch.
Moreover, even experts are not capable of correlating more than three or, at
best, four variables, while in reality, a data warehouse may include dozens
of variables, and there may be hundreds of complex relationships among
these variables.

Can we use statistics to make sense of the data?
Statistics is the science of collecting, organising and utilising numerical data. It
gives us general information about data: the average and median values,
distribution of values, and observed errors. Regression analysis – one of the most
popular techniques for data analysis – is used to interpolate and extrapolate
observed data.
Statistics is useful in analysing numerical data, but it does not solve data
mining problems, such as discovering meaningful patterns and rules in large
quantities of data.

What are data mining tools?
Data mining is based on intelligent technologies already discussed in this book.
It often applies such tools as neural networks and neuro-fuzzy systems. However,
the most popular tool used for data mining is a decision tree.

What is a decision tree?
A decision tree can be defined as a map of the reasoning process. It describes a
data set by a tree-like structure. Decision trees are particularly good at solving
classification problems.
Figure 9.44 shows a decision tree for identifying households that are
likely to respond to the promotion of a new consumer product, such as a
new banking service. Typically, this task is performed by determining the
demographic characteristics of the households that responded to the promotion
of a similar product in the past. Households are described by their ownership, income, type of bank accounts, etc. One field in the database (named
Household) shows whether a household responded to the previous promotion
campaign.
A decision tree consists of nodes, branches and leaves. In Figure 9.44, each box
represents a node. The top node is called the root node. The tree always starts
from the root node and grows down by splitting the data at each level into new
nodes. The root node contains the entire data set (all data records), and child
nodes hold respective subsets of that set. All nodes are connected by branches.
Nodes that are at the end of branches are called terminal nodes, or leaves.
Each node contains information about the total number of data records at
that node, and the distribution of values of the dependent variable.

DATA MINING AND KNOWLEDGE DISCOVERY

Figure 9.44 An example of a decision tree

What is the dependent variable?
The dependent variable determines the goal of the study; it is chosen by the user.
In our example, Household is set up as the dependent variable, and it can have a
value of either responded or not responded.
Below the root node we find the next level of the tree. Here, the tree selects
variable Homeownership as a predictor for the dependent variable, and separates
all households according to the predictor’s values. The separation of data is
called a split. In fact, Homeownership is just one of the fields in the database.

How does the decision tree select a particular split?
A split in a decision tree corresponds to the predictor with the maximum
separating power. In other words, the best split does the best job in creating
nodes where a single class dominates.
In our example Homeownership best splits households that responded to the
previous promotion campaign from those that did not. In Figure 9.44, we can see
that, while only 11.2 per cent of all households responded, a great majority of
them were not home owners.

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There are several methods of calculating the predictor’s power to separate
data. One of the best known methods is based on the Gini coefficient of
inequality.

What is the Gini coefficient?
The Gini coefficient is, essentially, a measure of how well the predictor separates
the classes contained in the parent node.
Corrado Gini, an Italian economist, introduced a rough measure of the
amount of inequality in the income distribution in a country. Computation of
the Gini coefficient is illustrated in Figure 9.45. The diagonal corresponds to an
absolutely equal distribution of wealth, and the curve above it represents a real
economy, where there is always some inequality in the income distribution. The
curve’s data is ordered from the richest to the poorest members of the society.
The Gini coefficient is calculated as the area between the curve and the diagonal
divided by the area below the diagonal. For a perfectly equal wealth distribution,
the Gini coefficient is equal to zero. For complete inequality when only one
person has all the income, the Gini coefficient becomes unity.
Classification and Regression Trees (CART) use the Gini’s measure of inequality
for selecting splits (Breiman et al., 1984). Let us compare two alternative trees
shown in Figure 9.46. Suppose, at the root node, we have two classes, Class A and
Class B. A decision tree strives to isolate the largest class, that is, to pull out the data
records of Class A into a single node. This ideal, however, can rarely be achieved;
in most cases, a database field that clearly separates one class from the others
does not exist. Therefore, we need to choose among several alternative splits.
A tree shown in Figure 9.46(a) is grown automatically with splits being
selected by the Gini measure of inequality. In Figure 9.46(b), we select the splits
using our own judgements or informed guesswork. The resulting trees are
compared on a gain chart (also called a lift chart) shown in Figure 9.47. The
chart maps the cumulative percentage of instances of Class A at a terminal node
to the cumulative percentage of the total population at the same node. The
diagonal line here represents the outcome if each terminal node contained a

Figure 9.45 Computation of the Gini coefficient of inequality

DATA MINING AND KNOWLEDGE DISCOVERY

Figure 9.46 Selecting an optimal decision tree: (a) splits selected by Gini;
(b) splits selected by guesswork

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Figure 9.47 Gain charts of Class A

random sample of the population. The results clearly demonstrate the advantages of the tree constructed with the Gini splits.

Can we extract rules from a decision tree?
The pass from the root node to the bottom leaf reveals a decision rule. For
example, a rule associated with the right bottom leaf in Figure 9.46(a) can be
represented as follows:
if
and
and
then

(Predictor 1 ¼ no)
(Predictor 4 ¼ no)
(Predictor 6 ¼ no)
class ¼ Class A

Case study 10: Decision trees for data mining
I have the results of a community health survey, and I want to understand
which people are at a greater risk of having high blood pressure. Will
decision trees work for this problem?
A typical task for decision trees is to determine conditions that may lead to
certain outcomes. This makes decision trees a good choice for profiling people
with high blood pressure, and community health surveys can provide us with
the necessary data.
High blood pressure, also called hypertension, occurs when the body’s smaller
blood vessels narrow. This causes the heart to work harder to maintain the
pressure, and although the body can tolerate increased blood pressure for
months and even years, eventually the heart may fail.
Blood pressure can be categorised as optimal, normal or high. Optimal
pressure is below 120/80, normal is between 120/80 and 130/85, and a hypertension is diagnosed when blood pressure is over 140/90. Figure 9.48 shows an
example of a data set used in a hypertension study.

DATA MINING AND KNOWLEDGE DISCOVERY

Figure 9.48 A data set for a hypertension study

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Decision trees are as good as the data they represent. Unlike neural networks
and fuzzy systems, decision trees do not tolerate noisy and polluted data.
Therefore, the data must be cleaned before we can start data mining.
Almost all databases are polluted to some degree. In a hypertension study, we
might find that such fields as Alcohol Consumption or Smoking have been left
blank or contain incorrect information. We must also check our data for possible
inconsistencies and typos. However, no matter how hard we try, we can rarely
remove all the pollution in advance – some abnormalities in the data can only be
discovered during the data mining process itself.
We might also attempt to enrich the data. We have, for example, such variables
as weight and height, from which we can easily derive a new variable, obesity. This
variable is calculated with a body-mass index (BMI), that is, the weight in
kilograms divided by the square of the height in metres. Men with BMIs of 27.8
or higher and women with BMIs of 27.3 or higher are classified as obese.
Once data for the hypertension study is prepared, we can choose a decision
tree tool. In our study, we use KnowledgeSEEKER by Angoss – a comprehensive
tool for building classification trees.
KnowledgeSEEKER starts a decision tree with the root node for the dependent
variable Blood Pressure and divides all respondents into three categories:
optimal, normal and high. In this study, 319 people (32 per cent) have optimal,
528 people (53 per cent) normal, and 153 people (15 per cent) high blood
pressure.
Then KnowledgeSEEKER determines the influence of each variable on blood
pressure, and makes a ranked list of the most important variables. In our study,
age emerges at the top of the list, and KnowledgeSEEKER creates the next level of
the tree by splitting respondents by their age, as shown in Figure 9.49. As we can
see, the risk of high blood pressure increases as one ages. Hypertension is
significantly more prevalent after age 50.
We grow the tree by creating new splits. Let us, for example, make the second
level node for age group 51–64. KnowledgeSEEKER splits this group by Obesity.
This is because, in our example, Obesity is found to be a key indicator of whether
someone of age 51 to 64 has high blood pressure. In Figure 9.49, we can see that
48 per cent of obese individuals in this group suffer from hypertension. In fact,
the increase in blood pressure in an ageing population may be due primarily to
weight gain.
As we continue growing the tree node by node, we might find that African
Americans have a much higher risk of hypertension than any other group, and
smoking and heavy drinking increase this risk even further.

Can we look at a specific split?
Decision tree tools, including KnowledgeSEEKER, allow us to look at any split.
Figure 9.50 shows splits by Gender created for age groups 35–50 and 51–64. As
you can see, the results reveal that a higher percentage of men than women have
hypertension before age 51, but after that the ratio reverses, and women are
more likely to have high blood pressure than are men.

DATA MINING AND KNOWLEDGE DISCOVERY

Figure 9.49 Hypertension study: growing a decision tree

The main advantage of the decision-tree approach to data mining is that it
visualises the solution; it is easy to follow any path through the tree. Relationships discovered by a decision tree can be expressed as a set of rules, which can
then be used in developing an expert system.
Decision trees, however, have several drawbacks. Continuous data, such as
age or income, have to be grouped into ranges, which can unwittingly hide
important patterns.
Another common problem is handling of missing and inconsistent data –
decision trees can produce reliable outcomes only when they deal with ‘clean’
data.
However, the most significant limitation of decision trees comes from their
inability to examine more than one variable at a time. This confines trees to only
the problems that can be solved by dividing the solution space into several
successive rectangles. Figure 9.51 illustrates this point. The solution space of the
hypertension study is first divided into four rectangles by age, then age group
51–64 is further divided into those who are overweight and those who are not.

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Figure 9.50 Hypertension study: forcing a split

And finally, the group of obese people is divided by race. Such a ‘rectangular’
classification may not correspond well with the actual distribution of data. This
leads to data fragmentation, when the tree is so large and the amount of data
passing from the root node to the bottom leaves is so small that discovering
meaningful patterns and rules becomes difficult. To minimise fragmentation, we
often need to trim back some of the lower nodes and leaves.
In spite of all these limitations, decision trees have become the most
successful technology used for data mining. An ability to produce clear sets of
rules make decision trees particularly attractive to business professionals.

Figure 9.51 Solution space of the hypertension study

SUMMARY

9.8 Summary
In this chapter, we considered knowledge engineering and data mining. First we
discussed what kind of problems can be addressed with intelligent systems and
introduced six main phases of the knowledge engineering process. Then we
studied typical applications of intelligent systems, including diagnosis, classification, decision support, pattern recognition and prediction. Finally, we
examined an application of decision trees in data mining.
The most important lessons learned in this chapter are:

.

Knowledge engineering is the process of building intelligent knowledge-based
systems. There are six main steps: assess the problem; acquire data and
knowledge; develop a prototype system; develop a complete system; evaluate
and revise the system; and integrate and maintain the system.

.

Intelligent systems are typically used for diagnosis, selection, prediction,
classification, clustering, optimisation and control. The choice of a tool for
building an intelligent system is influenced by the problem type, availability
of data and expertise, and the form and content of the required solution.

.

Understanding the problem’s domain is critical for building an intelligent
system. Developing a prototype system helps us to test how well we understand the problem and to make sure that the problem-solving strategy, the
tool selected for building a system, and the techniques for representing
acquired data and knowledge are adequate to the task.

.

Intelligent systems, unlike conventional computer programs, are designed to
solve problems that quite often do not have clearly defined ‘right’ and ‘wrong’
solutions. Therefore, the system is normally evaluated with test cases selected
by the user.

.

Diagnostic and troubleshooting problems are very attractive candidates for
expert systems. Diagnostic expert systems are easy to develop because most
diagnostic problems have a finite list of possible solutions, involve a limited
amount of well-formalised knowledge, and usually take a human expert a
short time to solve.

.

Solving real-world classification problems often involves inexact and incomplete data. Expert systems are capable of dealing with such data by managing
incrementally acquired evidence as well as information with different degrees
of belief.

.

Fuzzy systems are well suited for modelling human decision-making. Important decisions are often based on human intuition, common sense and
experience, rather than on the availability and precision of data. Fuzzy
technology provides us with a means of coping with the ‘soft criteria’ and
‘fuzzy data’. Although decision-support fuzzy systems may include dozens,
even hundreds, of rules, they can be developed, tested and implemented
relatively quickly.

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.

Neural networks represent a class of general-purpose tools that are successfully applied to prediction, classification and clustering problems. They are
used in such areas as speech and character recognition, medical diagnosis,
process control and robotics, identifying radar targets, predicting foreign
exchange rates and detecting fraudulent transactions. The areas of neural
network applications are expanding very rapidly.

.

Data mining is the extraction of knowledge from data. It can also be defined
as the exploration and analysis of large quantities of data in order to discover
meaningful patterns and rules. The ultimate goal of data mining is to discover knowledge.

.

Although data mining is still largely a new, evolving field, it has already found
numerous applications. In direct marketing, data mining is used for targeting
people who are most likely to buy certain products and services. In trend
analysis, it is used to identify trends in the marketplace by, for example,
modelling the stock market. In fraud detection, data mining is used to
identify insurance claims, cellular phone calls and credit card purchases that
are most likely to be fraudulent.

.

The most popular tool for data mining is a decision tree – a tool that describes
a data set by a tree-like structure. Decision trees are particularly good at
solving classification problems. The main advantage of the decision-tree
approach to data mining is that it visualises the solution; it is easy to follow
any path through the tree. The tree’s ability to produce clear sets of rules
makes it particularly attractive for business professionals.

Questions for review
1 What is knowledge engineering? Describe the main steps in knowledge engineering.
Why is choosing the right tool for the job the most critical part of building an intelligent
system?
2 What are the stages in the knowledge acquisition process? Why is knowledge
acquisition often called a bottleneck of the process of knowledge engineering? How
can the acquired data affect our choice of the system building tool?
3 What is a prototype? What is a test case? How do we test an intelligent system? What
should we do if we have made a bad choice of system-building tool?
4 Why is adopting new intelligent technologies becoming problem-driven, rather than
curiosity-driven, as it often was in the past?
5 What makes diagnosis and troubleshooting problems so attractive for expert system
technology? What is a phone call rule?
6 How do we choose a tool to develop an expert system? What are the advantages of
expert system shells? How do we choose an expert system shell for building an
intelligent system?

REFERENCES
7 Why are fuzzy systems particularly well suited for modelling human decision-making?
Why does fuzzy technology have great potential in such areas as business and finance?
8 What is the basis for the popularity of neural networks? What are the most successful
areas of neural network applications? Explain why and give examples.
9 Why do we need to massage data before using them in a neural network model? How
do we massage the data? Give examples of massaging continuous and discrete data.
What is 1 of N coding?
10 What is data mining? What is the difference between a query tool and data mining?
What are data mining tools? How is data mining applied in practice? Give examples.
11 What is a decision tree? What are dependent variables and predictors? What is the
Gini coefficient? How does a decision tree select predictors?
12 What are advantages and limitations of the decision-tree approach to data mining?
Why are decision trees particularly attractive to business professionals?

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Potvin, J.V. (1996). Genetic algorithms for the traveling salesman problem, Annals of
Operations Research, 63, 339–370.
Principe, J.C., Euliano, N.R. and Lefebvre, W.C. (2000). Neural and Adaptive Systems:
Fundamentals Through Simulations. John Wiley, New York.
Richards, R. (2002). Application of multiple artificial intelligence techniques for an
aircraft carrier landing decision support tool, Proceedings of the IEEE International
Conference on Fuzzy Systems, FUZZ-IEEE’02, Honolulu, Hawaii.
Russell, S.J. and Norvig, P. (2002). Artificial Intelligence: A Modern Approach, 2nd edn.
Prentice Hall, Englewood Cliffs, NJ.
Simon, R. (1987). The morning after, Forbes, October 19, pp. 164–168.
Tschoke, S., Lubling, R. and Monien, B. (1995). Solving the traveling salesman
problem with a distributed branch-and-bound algorithm on a 1024 processor
network, Proceedings of the 9th IEEE International Parallel Processing Symposium,
Santa Barbara, CA, pp. 182–189.
Von Altrock, C. (1997). Fuzzy Logic and NeuroFuzzy Applications in Business and Finance.
Prentice Hall, Upper Saddle River, NJ.
Waterman, D.A. (1986). A Guide to Expert Systems. Addison-Wesley, Reading, MA.
Widrow, B. and Stearns, S.D. (1985). Adaptive Signal Processing. Prentice Hall, Englewood Cliffs, NJ.
Zurada, J.M. (1992). Introduction to Artificial Neural Systems. West Publishing
Company, St Paul, MN.

Glossary

The glossary entries are coded using the following abbreviations:
es
fl
nn
ec
dm
ke

=
=
=
=
=
=

expert systems
fuzzy logic
neural networks
evolutionary computation
data mining
knowledge engineering

Action potential
An output signal (also called nerve impulse) of a biological neuron that does not lose
strength over long distances. When an action potential occurs, the neuron is said to ‘fire an
impulse’. [nn]

Activation function
A mathematical function that maps the net input of a neuron to its output. Commonly
used activation functions are: step, sign, linear and sigmoid. Also referred to as Transfer
function. [nn]

Adaptive learning rate
A learning rate adjusted according to the change of error during training. If the error at
the current epoch exceeds the previous value by more than a predefined ratio, the learning
rate is decreased. However, if the error is less than the previous one, the learning rate is
increased. The use of an adaptive learning rate accelerates learning in a multilayer
perceptron. [nn]

Aggregate set
A fuzzy set obtained through aggregation. [fl]

Aggregation
The third step in fuzzy inference; the process of combining clipped or scaled consequent
membership functions of all fuzzy rules into a single fuzzy set for each output variable. [fl]

Algorithm
A set of step-by-step instructions for solving a problem.

AND
A logical operator; when used in a production rule, it implies that all antecedents joined
with AND must be true for the rule consequent to be true. [es]

Antecedent
A conditional statement in the IF part of a rule. Also referred to as Premise. [es]

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GLOSSARY
a-part-of
An arc (also known as ‘part-whole’) that associates subclasses representing components
with a superclass representing the whole. For example, an engine is a-part-of a car. [es]

Approximate reasoning
Reasoning that does not require a precise matching between the IF part of a production
rule with the data in the database. [es]

Arc
A directed labelled link between nodes in a semantic network that indicates the nature of
the connection between adjacent nodes. The most common arcs are is-a and a-part-of. [es]

Architecture
see Topology. [nn]

Artificial neural network (ANN)
An information-processing paradigm inspired by the structure and functions of the human
brain. An ANN consists of a number of simple and highly interconnected processors, called
neurons, which are analogous to the biological neurons in the brain. The neurons are
connected by weighted links that pass signals from one neuron to another. While in a
biological neural network, learning involves adjustments to the synapses, ANNs learn
through repeated adjustments of the weights. These weights store the knowledge needed
to solve specific problems. [nn]

Artificial intelligence (AI)
The field of computer science concerned with developing machines that behave in a way
that would be considered intelligent if observed in humans.

Assertion
A fact derived during reasoning. [es]

Associative memory
The type of memory that allows us to associate one thing with another. For example, we
can recall a complete sensory experience, including sounds and scenes, when we hear only
a few bars of music. We can also recognise a familiar face even in an unfamiliar
environment. An associative ANN recalls the closest ‘stored’ training pattern when
presented with a similar input pattern. The Hopfield network is an example of the
associative ANN. [nn]

Attribute
A property of an object. For example, the object ‘computer’ might have such attributes as
‘model’, ‘processor’, ‘memory’ and ‘cost’. [es]

Axon
A single long branch of a biological neuron that carries the output signal (action
potential) from the cell. An axon may be as long as a metre. In an ANN, an axon is
modelled by the neuron’s output. [nn]

Backward chaining
An inference technique that starts with a hypothetical solution (a goal) and works
backward, matching rules from the rule base with facts from the database until the goal
is either verified or proven wrong. Also referred to as Goal-driven reasoning. [es]
es = expert systems

fl = fuzzy logic

nn = neural networks

ec = evolutionary computation

GLOSSARY
Back-propagation
see Back-propagation algorithm. [nn]

Back-propagation algorithm
The most popular method of supervised learning. The algorithm has two phases. First, a
training input pattern is presented to the input layer. The network propagates the input
pattern from layer to layer until the output pattern is generated by the output layer. If
this pattern is different from the desired output, an error is calculated and then propagated
backwards through the network from the output layer to the input layer. The weights are
modified as the error is propagated. Also referred to as Back-propagation. [nn]

Bayesian reasoning
A statistical approach to uncertainty management in expert systems that propagates
uncertainties throughout the system based on a Bayesian rule of evidence. [es]

Bayesian rule
A statistical method for updating the probabilities attached to certain facts in the light of
new evidence. [es]

Bidirectional associative memory (BAM)
A class of neural networks that emulates characteristics of associative memory; proposed
by Bart Kosko in the 1980s. The BAM associates patterns from one set to patterns from
another set, and vice versa. Its basic architecture consists of two fully connected layers – an
input layer and an output layer. [nn]

Bit
A binary digit. The smallest unit of information. Data stored in a computer is composed of
bits. [ke]

Bit map
A representation of an image by rows and columns of dots. Bit maps can be stored,
displayed and printed by a computer. Optical scanners are used to transform text or
pictures on paper into bit maps. The scanner processes the image by dividing it into
hundreds of pixels per inch and representing each pixel by either 1 or 0. [ke]

Black-box
A model that is opaque to its user; although the model can produce correct results, its
internal relationships are not known. An example of a black-box is a neural network. To
understand the relationships between outputs and inputs of a black-box, sensitivity
analysis can be used. [ke]

Boolean logic
A system of logic based on Boolean algebra, named after George Boole. It deals with two
truth values: ‘true’ and ‘false’. The Boolean conditions of true and false are often
represented by 0 for ‘false’ and 1 for ‘true’.

Branch
A connection between nodes in a decision tree. [dm]

Building block
A group of genes that gives a chromosome a high fitness. According to the building block
hypothesis, an optimal solution can be found by joining several building blocks together in
a single chromosome. [ec]
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GLOSSARY
Byte
A set of eight bits that represents the smallest addressable item of information in a modern
computer. The information in a byte is equivalent to a letter in a word. One gigabyte is
about 1,000,000,000 (230 or 1,073,741,824) bytes, approximately equal to 1000 novels. [ke]

C
A general-purpose programming language, originally developed at Bell Labs along with the
UNIX operating system.

C++
An object-oriented extension of C.

CART (Classification and Regression Trees)
A tool for data mining that uses decision trees. CART provides a set of rules that can be
applied to a new data set for predicting outcomes. CART segments data records by creating
binary splits. [dm]

Categorical data
The data that fits into a small number of discrete categories. For example, gender (male or
female) or marital status (single, divorced, married or widowed). [ke]

Centroid technique
A defuzzification method that finds the point, called the centroid or centre of gravity, where
a vertical line would slice the aggregate set into two equal masses. [fl]

Certainty factor
A number assigned to a fact or a rule to indicate the certainty or confidence one has that
this fact or rule is valid. Also referred to as Confidence factor. [es]

Certainty theory
A theory for managing uncertainties in expert systems based on inexact reasoning. It uses
certainty factors to represent the level of belief in a hypothesis given that a particular
event has been observed. [es]

Child
see Offspring. [ec]

Child
In a decision tree, a child is a node produced by splitting the data of a node located at the
preceding hierarchical level of the tree. A child node holds a subset of the data contained in
its parent. [dm]

Chromosome
A string of genes that represent an individual. [ec]

Class
A group of objects with common attributes. Animal, person, car and computer are all classes.
[es]

Class-frame
A frame that represents a class. [es]
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nn = neural networks

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GLOSSARY
Clipping
A common method of correlating the consequent of a fuzzy rule with the truth value of
the rule antecedent. The method is based on cutting the consequent membership
function at the level of the antecedent truth. Since the top of the membership function
is sliced, the clipped fuzzy set loses some information. [fl]

Cloning
Creating an offspring that is an exact copy of a parent. [ec]

Clustering
The process of dividing a heterogeneous group of objects into homogeneous subgroups.
Clustering algorithms find groups of items that are similar in some respect. For example,
clustering can be used by an insurance company to group customers according to age,
assets, income and prior claims. [ke]

Coding
The process of transforming information from one scheme of representation to another.
[ec]

Cognitive science
The interdisciplinary study of how knowledge is acquired and used. Its contributing
disciplines include artificial intelligence, psychology, linguistics, philosophy, neuroscience, and education. Also, the study of intelligence and intelligent systems, with
reference to intelligent behaviour as computation.

Common-sense
A general knowledge of how to solve real-world problems, usually obtained through
practical experience. [ke]

Competitive learning
Unsupervised learning in which neurons compete among themselves such that only one
neuron will respond to a particular input pattern. The neuron that wins the ‘competition’
is called the winner-takes-all neuron. Kohonen self-organising feature maps are an
example of an ANN with competitive learning. [nn]

Complement
In classical set theory, the complement of set A is the set of elements that are not members
of A. In the fuzzy set theory, the complement of a set is an opposite of this set. [fl]

Confidence factor
see Certainty factor. [es]

Conflict
A state in which two or more production rules match the data in the database, but only
one rule can actually be fired in a given cycle. [es]

Conflict resolution
A method for choosing which production rule to fire when more than one rule can be
fired in a given cycle. [es]

Conjunction
The logical operator AND that joins together two antecedents in a production rule. [es]
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Connection
A link from one neuron to another to transfer signals. Also referred to as synapse, which is
often associated with the weight that determines the strength of the transferred signal.
[nn]

Consequent
A conclusion or action in the IF part of a rule. [es]

Continuous data
The data that takes an infinite number of possible values on some interval. Examples of
continuous data include height, weight, household income, the living area of a house.
Continuous variables are usually measurements, and do not have to be integers. [ke]

Convergence
An ANN is said to have converged when the error has reached a preset threshold indicating
that the network has learned the task. [nn]

Convergence
A tendency of individuals in the population to be the same. A genetic algorithm is said to
have converged when a solution has been reached. [ec]

Crossover
A reproduction operator that creates a new chromosome by exchanging parts of two
existing chromosomes. [ec]

Crossover probability
A number between zero and one that indicates the probability of two chromosomes
crossing over. [ec]

Darwinism
Charles Darwin’s theory that states that evolution occurs through natural selection,
coupled with random changes of inheritable characteristics. [ec]

Data
Facts, measurements, or observations. Also, a symbolic representation of facts, measurements, or observations. Data is what we collect and store.

Database
A collection of structured data. Database is the basic component of an expert system.
[es]

Data-driven reasoning
see Forward chaining. [es]

Data cleaning
The process of detecting and correcting obvious errors and replacing missing data in a
database. Also referred to as Data cleansing. [dm]

Data cleansing
see Data cleaning. [dm]

Data mining
The extraction of knowledge from data. Also, the exploration and analysis of large
es = expert systems

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nn = neural networks

ec = evolutionary computation

GLOSSARY
amounts of data in order to discover meaningful patterns and rules. The ultimate goal of
data mining is to discover knowledge. [dm]

Data record
A set of values corresponding to the attributes of a single object. A data record is a row in a
database. Also referred to as Record. [dm]

Data visualisation
The graphical representation of data that helps the user in understanding the structure and
meaning of the information contained in the data. Also referred to as Visualisation. [dm]

Data warehouse
A large database that includes millions, even billions, of data records designed to support
decision-making in organisations. It is structured for rapid on-line queries and managerial
summaries. [dm]

Decision tree
A graphical representation of a data set that describes the data by tree-like structures. A
decision tree consists of nodes, branches and leaves. The tree always starts from the root
node and grows down by splitting the data at each level into new nodes. Decision trees are
particularly good at solving classification problems. Their main advantage is data
visualisation. [dm]

Decision-support system
An interactive computer-based system designed to help a person or a group of people to
make decisions in a specific domain. [es]

Deductive reasoning
Reasoning from the general to the specific. [es]

Defuzzification
The last step in fuzzy inference; the process of converting a combined output of fuzzy
rules into a crisp (numerical) value. The input for the defuzzification process is the
aggregate set and the output is a single number. [fl]

Degree of membership
A numerical value between 0 and 1 that represents the degree to which an element belongs
to a particular set. Also referred to as Membership value. [fl]

Delta rule
A procedure for updating weights in a perceptron during training. The delta rule
determines the weight correction by multiplying the neuron’s input with the error and
the learning rate. [nn]

Demon
A procedure that is attached to a slot and executed if the slot value is changed or needed. A
demon usually has an IF-THEN structure. Demon and method are often used as synonyms.
[es]

DENDRAL
A rule-based expert system developed at Stanford University in the late 1960s for analysing
chemicals, based on the mass spectral data provided by a mass spectrometer. DENDRAL
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GLOSSARY
marked a major ‘paradigm shift’ in AI: a shift from general-purpose, knowledge-sparse
methods to domain-specific, knowledge-intensive techniques. [es]

Dendrite
A branch of a biological neuron that transfers information from one part of a cell to
another. Dendrites typically serve an input function for the cell, although many dendrites
also have output functions. In an ANN, dendrites are modelled by inputs to a neuron. [nn]

Deterministic model
A mathematical model that postulates exact relationships between objects (no random
variables are recognised). Given a set of input data, the deterministic model determines its
output with complete certainty. [es]

Discrete data
The data that takes only a finite number of distinct values. Discrete data are usually (but
not necessarily) counts. Examples of discrete data include the number of children in a
family, the number of bedrooms in a house, the number of masts of a sailing vessel. [ke]

Disjunction
The logical operator OR that joins together two antecedents in a production rule. [es]

Domain
A relatively narrow problem area. For example, diagnosing blood diseases within the
medical diagnostics field. Expert systems work in well-focused specialised domains. [es]

Domain expert
see Expert. [es]

EMYCIN
Empty MYCIN, an expert system shell developed at Stanford University in the late 1970s.
It has all features of the MYCIN system except the knowledge of infectious blood diseases.
EMYCIN is used to develop diagnostic expert systems. [es]

End-user
see User. [es]

Epoch
The presentation of the entire training set to an ANN during training. [nn]

Error
The difference between the actual and desired outputs in an ANN with supervised
learning. [nn]

Euclidean distance
The shortest distance between two points in space. In Cartesian coordinates, the Euclidean
distance q
between
two points, (xffi 1, y1) and (x2, y2), is determined by the Pythagorean
ffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
theorem ðx1  x2 Þ2 þ ðy1  y2 Þ2 .

Evolution
A series of genetic changes by which a living organism acquires characteristics that
distinguish it from other organisms. [ec]
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GLOSSARY
Evolution strategy
A numerical optimisation procedure similar to a focused Monte Carlo search. Unlike
genetic algorithms, evolution strategies use only a mutation operator, and do not require
a problem to be represented in a coded form. Evolution strategies are used for solving
technical optimisation problems when no analytical objective function is available, and no
conventional optimisation method exists. [ec]

Evolutionary computation
Computational models used for simulating evolution on a computer. The field of
evolutionary computation includes genetic algorithms, evolution strategies and genetic
programming. [ec]

Exhaustive search
A problem-solving technique in which every possible solution is examined until an
acceptable one is found. [es]

Expert
A person who has deep knowledge in the form of facts and rules and strong practical
experience in a particular domain. Also referred to as Domain expert. [es]

Expert system
A computer program capable of performing at the level of a human expert in a narrow
domain. Expert systems have five basic components: the knowledge base, the database,
the inference engine, the explanation facilities and the user interface. [es]

Expert system shell
A skeleton expert system with the knowledge removed. Also referred to as Shell. [es]

Explanation facility
A basic component of an expert system that enables the user to query the expert system
about how it reached a particular conclusion and why it needs a specific fact to do so. [es]

Facet
A means of providing extended knowledge about an attribute of a frame. Facets are used
to establish the attribute value, control the user queries, and tell the inference engine how
to process the attribute. [es]

Fact
A statement that has the property of being either true or false. [es]

Feedback neural network
A topology of an ANN in which neurons have feedback loops from their outputs to their
inputs. An example of a feedback network is the Hopfield network. Also referred to as
Recurrent network. [nn]

Feedforward neural network
A topology of an ANN in which neurons in one layer are connected to the neurons in the
next layer. The input signals are propagated in a forward direction on a layer-by-layer basis.
An example of a feedforward network is a multilayer perceptron. [nn]

Field
A space allocated in a database for a particular attribute. (In a spreadsheet, fields are called
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GLOSSARY
cells.) A tax form, for example, contains a number of fields: your name and address, tax file
number, taxable income, etc. Every field in a database has a name, called the field name.
[dm]

Firing a rule
The process of executing a production rule, or more precisely, executing the THEN part of
a rule when its IF part is true. [es]

Fitness
The ability of a living organism to survive and reproduce in a specific environment. Also, a
value associated with a chromosome that assigns a relative merit to that chromosome. [ec]

Fitness function
A mathematical function used for calculating the fitness of a chromosome. [ec]

Forward chaining
An inference technique that starts from the known data and works forward, matching the
facts from the database with production rules from the rule base until no further rules
can be fired. Also referred to as Data-driven reasoning. [es]

Frame
A data structure with typical knowledge about a particular object. Frames are used to
represent knowledge in a frame-based expert system. [es]

Frame-based expert system
An expert system in which frames represent a major source of knowledge, and both
methods and demons are used to add actions to the frames. In frame-based systems,
production rules play an auxiliary role. [es]

Fuzzification
The first step in fuzzy inference; the process of mapping crisp (numerical) inputs into
degrees to which these inputs belong to the respective fuzzy sets. [fl]

Fuzzy expert system
An expert system that uses fuzzy logic instead of Boolean logic. A fuzzy expert system is a
collection of fuzzy rules and membership functions that are used to reason about data.
Unlike conventional expert systems, which use symbolic reasoning, fuzzy expert systems
are oriented towards numerical processing. [fl]

Fuzzy inference
The process of reasoning based on fuzzy logic. Fuzzy inference includes four steps:
fuzzification of the input variables, rule evaluation, aggregation of the rule outputs and
defuzzification. [fl]

Fuzzy logic
A system of logic developed for representing conditions that cannot be easily described by
the binary terms ‘true’ and ‘false’. The concept was introduced by Lotfi Zadeh in 1965.
Unlike Boolean logic, fuzzy logic is multi-valued and handles the concept of partial truth
(truth values between ‘completely true’ and ‘completely false’). Also referred to as Fuzzy
set theory. [fl]
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GLOSSARY
Fuzzy rule
A conditional statement in the form: IF x is A THEN y is B, where x and y are linguistic
variables, and A and B are linguistic values determined by fuzzy sets. [fl]

Fuzzy set
A set with fuzzy boundaries, such as ‘short’, ‘average’ or ‘tall’ for men’s height. To represent
a fuzzy set in a computer, we express it as a function and then map the elements of the set
to their degree of membership. [fl]

Fuzzy set theory
see Fuzzy logic. [fl]

Fuzzy singleton
A fuzzy set with a membership function equal to unity at a single point on the universe
of discourse and zero everywhere else. Also referred to as Singleton. [fl]

Fuzzy variable
A quantity that can take on linguistic values. For example, the fuzzy variable ‘temperature’, might have values such as ‘hot’, ‘medium’ and ‘cold’. [fl]

Gene
A basic unit of a chromosome that controls the development of a particular feature of a
living organism. In Holland’s chromosome, a gene is represented by either 0 or 1. [ec]

General Problem Solver (GPS)
An early AI system that attempted to simulate human methods of problem solving. The
GPS was the first attempt to separate the problem-solving technique from the data.
However, the program was based on the general-purpose search mechanism. This
approach, now referred to as a weak method, applied weak information about the problem
domain, and resulted in weak performance of the program in solving real-world problems.
[es]

Generation
One iteration of a genetic algorithm. [ec]

Generalisation
The ability of an ANN to produce correct results from data on which it has not been
trained. [nn]

Genetic algorithm
A type of evolutionary computation inspired by Darwin’s theory of evolution. A genetic
algorithm generates a population of possible solutions encoded as chromosomes, evaluates their fitness, and creates a new population by applying genetic operators – crossover
and mutation. By repeating this process over many generations, the genetic algorithm
breeds an optimal solution to the problem. [ec]

Genetic programming
An application of genetic algorithms to computer programs. Genetic programming is
most easily implemented where the programming language permits a program to be
manipulated as data and the newly created data to be executed as a program. This is one of
the reasons why LISP is used as the main language for genetic programming. [ec]
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Genetic operator
An operator in genetic algorithms or genetic programming, which acts upon the
chromosome in order to produce a new individual. Genetic operators include crossover
and mutation. [ec]

Global minimum
The lowest value of a function over the entire range of its input parameters. During
training, the weights of an ANN are adjusted to find the global minimum of the error
function. [nn]

Global optimisation
Finding the true optimum in the entire search space. [ec]

Goal
A hypothesis that an expert system attempts to prove. [es]

Goal-driven reasoning
see Backward chaining. [es]

Hard limit activation function
An activation function represented by the step and sign functions. Also referred to as
Hard limiter. [nn]

Hard limiter
see Hard limit activation function. [nn]

Hebb’s Law
The learning law introduced by Donald Hebb in the late 1940s; it states that if neuron i is
near enough to excite neuron j and repeatedly participates in its activation, the synaptic
connection between these two neurons is strengthened and neuron j becomes more
sensitive to stimuli from neuron i. This law provides the basis for unsupervised learning.
[nn]

Hebbian learning
Unsupervised learning that relates a change in the weight of the synaptic connection
between a pair of neurons to a product of the incoming and outgoing signals. [nn]

Hedge
A qualifier of a fuzzy set used to modify its shape. Hedges include adverbs such as ‘very’,
‘somewhat’, ‘quite’, ‘more or less’ and ‘slightly’. They perform mathematical operations of
concentration by reducing the degree of membership of fuzzy elements (e.g. very tall
men), dilation by increasing the degree of membership (e.g. more or less tall men) and
intensification by increasing the degree of membership above 0.5 and decreasing those
below 0.5 (e.g. indeed tall men). [fl]

Heuristic
A strategy that can be applied to complex problems; it usually – but not always – yields a
correct solution. Heuristics, which are developed from years of experience, are often used
to reduce complex problem solving to more simple operations based on judgment.
Heuristics are often expressed as rules of thumb. [es]
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GLOSSARY
Heuristic search
A search technique that applies heuristics to guide the reasoning, and thus reduce the
search space for a solution. [es]

Hidden layer
A layer of neurons between the input and output layers; called ‘hidden’ because neurons
in this layer cannot be observed through the input/output behaviour of the neural
network. There is no obvious way to know what the desired output of the hidden layer
should be. [nn]

Hidden neuron
A neuron in the hidden layer. [nn]

Hopfield network
A single-layer feedback neural network. In the Hopfield network, the output of each
neuron is fed back to the inputs of all other neurons (there is no self-feedback). The
Hopfield network usually uses McCulloch and Pitts neurons with the sign activation
function. The Hopfield network attempts to emulate characteristics of the associative
memory. [nn]

Hybrid system
A system that combines at least two intelligent technologies. For example, combining a
neural network with a fuzzy system results in a hybrid neuro-fuzzy system. [ke]

Hypothesis
A statement that is subject to proof. Also, a goal in expert systems that use backward
chaining. [es]

Individual
A single member of a population. [ec]

Inductive reasoning
Reasoning from the specific to the general. [es]

Inference chain
The sequence of steps that indicates how an expert system applies rules from the rule base
to reach a conclusion. [es]

Inference engine
A basic component of an expert system that carries out reasoning whereby the expert
system reaches a solution. It matches the rules provided in the rule base with the facts
contained in the database. Also referred to as Interpreter. [es]

Inference technique
The technique used by the inference engine to direct search and reasoning in an expert
system. There are two principal techniques: forward chaining and backward chaining.
[es]

Inheritance
The process by which all characteristics of a class-frame are assumed by the instanceframe. Inheritance is an essential feature of frame-based systems. A common use of
inheritance is to impose default features on all instance-frames. [es]
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Initialisation
The first step of the training algorithm that sets weights and thresholds to their initial
values. [nn]

Input layer
The first layer of neurons in an ANN. The input layer accepts input signals from the
outside world and redistributes them to neurons in the next layer. The input layer rarely
includes computing neurons and does not process input patterns. [nn]

Input neuron
A neuron in the input layer. [nn]

Instance
A specific object from a class. For example, class ‘computer’ may have instances IBM Aptiva
S35 and IBM Aptiva S9C. In frame-based expert systems, all characteristics of a class are
inherited by its instances. [es]

Instance
A member of the schema. For example, chromosomes 1 1 1 0 and 1 0 1 0 are the
instances of the schema 1 * * 0 . [ec]

Instance-frame
A frame that represents an instance. [es]

Instantiation
The process of assigning a specific value to a variable. For example, ‘August’ is an
instantiation of the object ‘month’. [es]

Intelligence
The ability to learn and understand, to solve problems and to make decisions. A machine is
thought intelligent if it can achieve human-level performance in some cognitive task.

Interpreter
see Inference engine. [es]

Intersection
In classical set theory, an intersection between two sets contains elements shared by these
sets. For example, the intersection of tall men and fat men contains all men who are tall and
fat. In fuzzy set theory, an element may partly belong to both sets, and the intersection is
the lowest membership value of the element in both sets. [fl]

is-a
An arc (also known as ‘a-kind-of’) that associates a superclass with its subclasses in a
frame-based expert system. For example, if car is-a vehicle, then car represents a subclass of
more general superclass vehicle. Each subclass inherits all features of the superclass. [es]

Knowledge
A theoretical or practical understanding of a subject. Knowledge is what helps us to make
informed decisions.

Knowledge acquisition
The process of acquiring, studying and organising knowledge, so that it can be used in a
knowledge-based system. [ke]
es = expert systems

fl = fuzzy logic

nn = neural networks

ec = evolutionary computation

GLOSSARY
Knowledge base
A basic component of an expert system that contains knowledge about a specific domain.
[es]

Knowledge-based system
A system that uses stored knowledge for solving problems in a specific domain. A
knowledge-based system is usually evaluated by comparing its performance with the
performance of a human expert. [es]

Knowledge engineer
A person who designs, builds and tests a knowledge-based system. The knowledge
engineer captures the knowledge from the domain expert, establishes reasoning methods
and chooses the development software. [ke]

Knowledge engineering
The process of building a knowledge-based system. There are six main steps: assess the
problem; acquire data and knowledge; develop a prototype system; develop a complete
system; evaluate and revise the system; integrate and maintain the system. [ke]

Knowledge representation
The process of structuring knowledge to be stored in a knowledge-based system. In AI,
production rules are the most common type of knowledge representation. [ke]

Kohonen self-organising feature maps
A special class of ANNs with competitive learning introduced by Teuvo Kohonen in the
late 1980s. The Kohonen map consists of a single layer of computation neurons with two
types of connections: forward connections from the neurons in the input layer to the
neurons in the output layer, and lateral connections between neurons in the output layer.
The lateral connections are used to create a competition between neurons. A neuron learns
by shifting its weights from inactive connections to active ones. Only the winning neuron
and its neighbourhood are allowed to learn. [nn]

Layer
A group of neurons that have a specific function and are processed as a whole. For
example, a multilayer perceptron has at least three layers: an input layer, an output layer
and one or more hidden layers. [nn]

Leaf
A bottom-most node of a decision tree; a node without children. Also referred to as a
Terminal node. [dm]

Learning
The process by which weights in an ANN are adjusted to achieve some desired behaviour
of the network. Also referred to as Training. [nn]

Learning rate
A positive number less than unity that controls the amount of changes to the weights in
the ANN from one iteration to the next. The learning rate directly affects the speed of
network training. [nn]

Learning rule
A procedure for modifying weights during training in an ANN. [nn]
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GLOSSARY
Linear activation function
An activation function that produces an output equal to the net input of a neuron.
Neurons with the linear activation function are often used for linear approximation. [nn]

Linguistic variable
A variable that can have values that are language elements, such as words and phrases. In
fuzzy logic, terms linguistic variable and fuzzy variable are synonyms. [fl]

Linguistic value
A language element that can be assumed by a fuzzy variable. For example, the fuzzy
variable ‘income’ might assume such linguistic values as ‘very low’, ‘low’, ‘medium’, ‘high’
and ‘very high’. Linguistic values are defined by membership functions. [fl]

LISP (LISt Processor)
One of the oldest high-level programming languages. LISP, which was developed by John
McCarthy in the late 1950s, has become a standard language for artificial intelligence.

Local minimum
The minimum value of a function over a limited range of its input parameters. If a local
minimum is encountered during training, the desired behaviour of an ANN may never be
achieved. The usual method of getting out of a local minimum is to randomise the weights
and continue training. [nn]

Machine learning
An adaptive mechanism that enable computers to learn from experience, learn by example
and learn by analogy. Learning capabilities improve the performance of an intelligent
system over time. Machine learning is the basis of adaptive systems. The most popular
approaches to machine learning are artificial neural networks and genetic algorithms.

Massaging data
The process of modifying the data before it is applied to the input layer of an ANN. [nn]

McCulloch and Pitts neuron model
A neuron model proposed by Warren McCulloch and Walter Pitts in 1943, which is still
the basis for most artificial neural networks. The model consists of a linear combiner
followed by a hard limiter. The net input is applied to the hard limiter, which produces an
output equal to þ1 if its input is positive and 1 if it is negative. [nn]

Membership function
A mathematical function that defines a fuzzy set on the universe of discourse. Typical
membership functions used in fuzzy expert systems are triangles and trapezoids. [fl]

Membership value
see Degree of membership. [fl]

Metaknowledge
Knowledge about knowledge; knowledge about the use and control of domain knowledge
in expert systems. [es]

Metarule
A rule that represents metaknowledge. A metarule determines a strategy for the use of
task-specific rules in the expert system. [es]
es = expert systems

fl = fuzzy logic

nn = neural networks

ec = evolutionary computation

GLOSSARY
Method
A procedure associated with an attribute of a frame. A method can determine the
attribute’s value or execute a series of actions when the attribute’s value changes. Most
frame-based expert systems use two types of methods: WHEN CHANGED and WHEN
NEEDED. Method and demon are often used as synonyms. [es]

Momentum constant
A positive constant less than unity included in the delta rule. The use of momentum
accelerates learning in a multilayer perceptron and helps to prevent it from getting
caught in a local minimum. [nn]

Multilayer perceptron
The most common topology of an ANN in which perceptrons are connected together to
form layers. A multilayer perceptron has the input layer, at least one hidden layer and the
output layer. The most popular method of training a multilayer perceptron is backpropagation. [nn]

Multiple inheritance
The ability of an object or a frame to inherit information from multiple superclasses. [es]

Mutation
A genetic operator that randomly changes the gene value in a chromosome. [ec]

Mutation probability
A number between zero and one that indicates the probability of mutation occurring in a
single gene. [ec]

MYCIN
A classic rule-based expert system developed in the 1970s for the diagnosis of infectious
blood diseases. The system used certainty factors for managing uncertainties associated
with knowledge in medical diagnosis. [es]

Natural selection
The process by which the most fit individuals have a better chance to mate and reproduce,
and thereby to pass their genetic material on to the next generation. [ec]

Neural computing
A computational approach to modelling the human brain that relies on connecting a large
number of simple processors to produce complex behaviour. Neural computing can be
implemented on specialised hardware or with software, called artificial neural networks,
that simulates the structure and functions of the human brain on a conventional
computer. [nn]

Neural network
A system of processing elements, called neurons, connected together to form a network.
The fundamental and essential characteristic of a biological neural network is the ability to
learn. Artificial neural networks also have this ability; they are not programmed, but learn
from examples through repeated adjustments of their weights. [nn]

Neuron
A cell that is capable of processing information. A typical neuron has many inputs
(dendrites) and one output (axon). The human brain contains roughly 1012 neurons.
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GLOSSARY
Also, a basic processing element of an ANN that computes the weighted sum of the
input signals and passes the result through its activation function to generate an output.
[nn]

Node
A decision point of a decision tree. [dm]

Noise
A random external disturbance that affects a transmitted signal. Noisy data contain errors
associated with the way the data was collected, measured and interpreted. [dm]

NOT
A logical operator used for representing the negation of a statement. [es]

Object
A concept, abstraction or thing that can be individually selected and manipulated, and that
has some meaning for the problem at hand. All objects have identity and are clearly
distinguishable. Michael Black, Audi 5000 Turbo, IBM Aptiva S35 are examples of objects. In
object-oriented programming, an object is a self-contained entity that consists of both
data and procedures to manipulate the data. [es]

Object-oriented programming
A programming method that uses objects as a basis for analysis, design and implementation. [es]

Offspring
An individual that was produced through reproduction. Also referred to as a child. [ec]

Operational database
A database used for the daily operation of an organisation. Data in operational databases is
regularly updated. [dm]

OPS
A high-level programming language derived from LISP for developing rule-based expert
systems. [es]

Optimisation
An iterative process of improving the solution to a problem with respect to a specified
objective function. [ec]

OR
A logical operator; when used in a production rule, it implies that if any of the
antecedents joined with OR is true, then the rule consequent must also be true. [es]

Overfitting
A state in which an ANN has memorised all the training examples, but cannot generalise.
Overfitting may occur if the number of hidden neurons is too big. The practical approach
to preventing overfitting is to choose the smallest number of hidden neurons that yields
good generalisation. Also referred to as Over-training. [nn]

Over-training
see Overfitting. [nn]
es = expert systems

fl = fuzzy logic

nn = neural networks

ec = evolutionary computation

GLOSSARY
Output layer
The last layer of neurons in an ANN. The output layer produces the output pattern of the
entire network. [nn]

Output neuron
A neuron in the output layer. [nn]

Parallel processing
A computational technique that carries out multiple tasks simultaneously. The human
brain is an example of a parallel information-processing system: it stores and processes
information simultaneously throughout the whole biological neural network, rather than
at specific locations. [nn]

Parent
An individual that produces one or more other individuals, known as offspring or child.
[ec]

Parent
In a decision tree, a parent node is a node that splits its data between nodes at the next
hierarchical level of the tree. The parent node contains a complete data set, while child
nodes hold subsets of that set. [dm]

Pattern recognition
Identification of visual or audio patterns by computers. Pattern recognition involves
converting patterns into digital signals and comparing them with patterns already stored
in the memory. Artificial neural networks are successfully applied to pattern recognition,
particularly in such areas as voice and character recognition, radar target identification and
robotics. [nn]

Perceptron
The simplest form of a neural network, suggested by Frank Rosenblatt. The operation of
the perceptron is based on the McCulloch and Pitts neuron model. It consists of a single
neuron with adjustable synaptic weights and a hard limiter. The perceptron learns a task
by making small adjustments in the weights to reduce the difference between the actual
and desired outputs. The initial weights are randomly assigned and then updated to obtain
an output consistent with the training examples. [nn]

Performance
A statistical evaluation of fitness. [ec]

Performance graph
A graph that shows the average performance of the entire population and the performance of the best individual in the population over the chosen number of generations. [ec]

Pixel
Picture Element; a single point in a graphical image. Computer monitors display pictures
by dividing the screen into thousands (or millions) of pixels arranged into rows and
columns. The pixels are so close together that they appear as one image. [ke]

Population
A group of individuals that breed together. [ec]
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GLOSSARY
Premise
see Antecedent. [es]

Probability
A quantitative description of the likely occurrence of a particular event. Probability is
expressed mathematically as a number with a range between zero (an absolute impossibility) to unity (an absolute certainty). [es]

Procedure
A self-contained arbitrary piece of computer code. [es]

Production
A term often used by cognitive psychologists to describe a rule. [es]

Production rule
A statement expressed in the IF (antecedent) THEN (consequent) form. If the antecedent is
true, then the consequent is also true. Also referred to as Rule. [es]

PROLOG
A high-level programming language developed at the University of Marseilles in the 1970s
as a practical tool for programming in logic; a popular language for artificial intelligence.

PROSPECTOR
An expert system for mineral exploration developed by the Stanford Research Institute in
the late 1970s. To represent knowledge, PROSPECTOR used a combined structure that
incorporated production rules and a semantic network. [es]

Query tool
Software that allows a user to create and direct specific questions to a database. A query
tool provides the means for extracting the desired information from a database. [dm]

Reasoning
The process of drawing conclusions or inferences from observations, facts or assumptions.
[es]

Record
see Data record. [dm]

Recurrent network
see Feedback network. [nn]

Reproduction
The process of creating offspring from parents. [ec]

Root
see Root node. [dm]

Root node
The top-most node of a decision tree. The tree always starts from the root node and grows
down by splitting the data at each level into new nodes. The root node contains the entire
data set (all data records), and child nodes hold subsets of that set. Also referred to as Root.
[dm]
es = expert systems

fl = fuzzy logic

nn = neural networks

ec = evolutionary computation

GLOSSARY
Roulette wheel selection
A method of selecting a particular individual in the population to be a parent with a
probability equal to its fitness divided by the total fitness of the population. [ec]

Rule
see Production rule. [es]

Rule base
The knowledge base that contains a set of production rules. [es]

Rule-based expert system
An expert system whose knowledge base contains a set of production rules. [es]

Rule evaluation
The second step in fuzzy inference; the process of applying the fuzzy inputs to the
antecedents of fuzzy rules, and determining the truth value for the antecedent of each
rule. If a given rule has multiple antecedents, the fuzzy operation of intersection or union
is carried out to obtain a single number that represents the result of evaluating the
antecedent. [fl]

Rule of thumb
A rule that expresses a heuristic. [es]

Scaling
A method of correlating the consequent of a fuzzy rule with the truth value of the rule
antecedent. It is based on adjusting the original membership function of the rule
consequent by multiplying it by the truth value of the rule antecedent. Scaling helps to
preserve the original shape of the fuzzy set. [fl]

Search
The process of examining a set of possible solutions to a problem in order to find an
acceptable solution. [es]

Search space
The set of all possible solutions to a given problem. [es]

Self-organised learning
see Unsupervised learning. [nn]

Semantic network
A method of knowledge representation by a graph made up of labelled nodes and arcs,
where the nodes represent objects and the arcs describe relationships between these
objects. [es]

Set
A collection of elements (also called members).

Set theory
The study of sets or classes of objects. The set is the basic unit in mathematics. Classical set
theory does not acknowledge the fuzzy set, whose elements can belong to a number of sets
to some degree. Classical set theory is bivalent: the element either does or does not belong
to a particular set. That is, classical set theory gives each member of the set the value of 1,
and all members that are not within the set a value of 0.
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GLOSSARY
Schema
A bit string of ones, zeros and asterisks, where each asterisk can assume either value 1 or 0.
For example, the schema 1 * * 0 stands for a set of four 4-bit strings with each string
beginning with 1 and ending with 0. [ec]

Schema theorem
A theorem that relates the expected number of instances of a given schema in the
consequent generation with the fitness of this schema and the average fitness of
chromosomes in the current generation. The theorem states that a schema with aboveaverage fitness tends to occur more frequently in the next generation. [ec]

Selection
The process of choosing parents for reproduction based on their fitness. [ec]

Sensitivity analysis
A technique of determining how sensitive the output of a model is to a particular input.
Sensitivity analysis is used for understanding relationships in opaque models, and can be
applied to neural networks. Sensitivity analysis is performed by measuring the network
output when each input is set (one at a time) to its minimum and then its maximum
values. [ke]

Shell
see Expert system shell. [es]

Sigmoid activation function
An activation function that transforms the input, which can have any value between plus
and minus infinity, into a reasonable value in the range between 0 and 1. Neurons with
this function are used in a multilayer perceptron. [nn]

Sign activation function
A hard limit activation function that produces an output equal to þ1 if its input is
positive and 1 if it is negative. [nn]

Singleton
see Fuzzy singleton. [fl]

Slot
A component of a frame in a frame-based system that describes a particular attribute
of the frame. For example, the frame ‘computer’ might have a slot for the attribute ‘model’.
[es]

Soma
The body of a biological neuron. [nn]

Step activation function
A hard limit activation function that produces an output equal to þ1 if its input is
positive and 0 if it is negative. [nn]

Supervised learning
A type of learning that requires an external teacher, who presents a sequence of training
examples to the ANN. Each example contains the input pattern and the desired output
pattern to be generated by the network. The network determines its actual output
and compares it with the desired output from the training example. If the output from
es = expert systems

fl = fuzzy logic

nn = neural networks

ec = evolutionary computation

GLOSSARY
the network differs from the desired output specified in the training example, the
network weights are modified. The most popular method of supervised learning is backpropagation. [nn]

Survival of the fittest
The law according to which only individuals with the highest fitness can survive to pass on
their genes to the next generation. [ec]

Symbol
A character or a string of characters that represents some object. [es]

Symbolic reasoning
Reasoning with symbols. [es]

Synapse
A chemically mediated connection between two neurons in a biological neural network,
so that the state of the one cell affects the state of the other. Synapses typically occur
between an axon and a dendrite, though there are many other arrangements. See also
Connection. [nn]

Synaptic weight
see Weight. [nn]

Terminal node
see Leaf. [dm]

Test set
A data set used for testing the ability of an ANN to generalise. The test data set is strictly
independent of the training set, and contains examples that the network has not
previously seen. Once training is complete, the network is validated with the test set. [nn]

Threshold
A specific value that must be exceeded before the output of a neuron is generated. For
example, in the McCulloch and Pitts neuron model, if the net input is less than the
threshold, the neuron output is 1. But if the net input is greater than or equal to
the threshold, the neuron becomes activated and its output attains a value þ1. Also
referred to as Threshold value. [nn]

Threshold value
see Threshold. [nn]

Topology
A structure of a neural network that refers to the number of layers in the neural network,
the number of neurons in each layer, and connections between neurons. Also referred to
as Architecture. [nn]

Toy problem
An artificial problem, such as a game. Also, an unrealistic adaptation of a complex problem.
[es]

Training
see Learning. [nn]
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GLOSSARY
Training set
A data set used for training an ANN. [nn]

Transfer function
see Activation function. [nn]

Truth value
In general, the terms truth value and membership value are used as synonyms. The truth
value reflects the truth of a fuzzy statement. For example, the fuzzy proposition x is A (0.7)
suggests that element x is a member of fuzzy set A to the degree 0.7. This number
represents the truth of the proposition. [fl]

Turing test
A test designed to determine whether a machine can pass a behaviour test for intelligence.
Turing defined the intelligent behaviour of a computer as the ability to achieve humanlevel performance in cognitive tasks. During the test a human interrogates someone or
something by questioning it via a neutral medium such as a remote terminal. The computer
passes the test if the interrogator cannot distinguish the machine from a human.

Union
In classical set theory, the union of two sets consists of every element that falls into either
set. For example, the union of tall men and fat men contains all men who are either tall or
fat. In fuzzy set theory, the union is the reverse of the intersection, that is, the union is
the largest membership value of the element in either set. [fl]

Universe of discourse
The range of all possible values that are applicable to a given variable. [fl]

Unsupervised learning
A type of learning that does not require an external teacher. During learning an ANN
receives a number of different input patterns, discovers significant features in these
patterns and learns how to classify input data into appropriate categories. Also referred to
as Self-organised learning. [nn]

User
A person who uses a knowledge-based system when it is developed. For example, the user
might be an analytical chemist determining the molecular structures, a junior doctor
diagnosing an infectious blood disease, an exploration geologist trying to discover a new
mineral deposit, or a power system operator seeking an advice in an emergency. Also
referred to as End-user. [es]

User interface
A means of communication between a user and a machine. [es]

Visualisation
see Data visualisation. [dm]

Weight
The value associated with a connection between two neurons in an ANN. This value
es = expert systems

fl = fuzzy logic

nn = neural networks

ec = evolutionary computation

GLOSSARY
determines the strength of the connection and indicates how much of the output of one
neuron is fed to the input of another. Also referred to as Synaptic weight. [nn]

WHEN CHANGED method
A procedure attached to a slot of a frame in a frame-based expert system. The WHEN
CHANGED method is executed when new information is placed in the slot. [es]

WHEN NEEDED method
A procedure attached to a slot of a frame in a frame-based expert system. The WHEN
NEEDED method is executed when information is needed for the problem solving, but the
slot value is unspecified. [es]

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Appendix:
AI tools and vendors

Expert system shells
ACQUIRE
A knowledge acquisition and expert system development tool. Knowledge is represented by
production rules and pattern-based action tables. ACQUIRE does not require special
training in building expert systems. A domain expert can create a knowledge base and
develop applications without help from the knowledge engineer.
Acquired Intelligence Inc.
Suite 205, 1095 McKenzie Avenue
Victoria, BC, Canada V8P 2L5
Phone: +1 (250) 479-8646
Fax: +1 (250) 479-0764
http://www.aiinc.ca/acquire/acquire.shtml

Blaze Advisor
A sophisticated tool for developing rule-based object-oriented expert systems. Advisor has
two components: Advisor Builder (a development tool with visual editors, powerful
debugging facilities and wizards, which integrate rule-based applications with databases,
Java objects and COBRA objects) and Advisor Engine (a high-performance inference engine).
Advisor includes mechanisms for servicing simultaneous users, scheduling deployments,
performing dynamic load balancing, and reducing memory requirements.
Fair Isaac Corporation
200 Smith Ranch Road
San Rafael, CA 94903, USA
Phone: +1 (415) 472-2211
Fax: +1 (415) 492-5691
http://www.fairisaac.com/Fairisaac/Solutions/Product+Index/Blaze+Advisor/

Exsys CORVID
An expert system development tool for converting complex decision-making processes
into a form that can be incorporated into a Web page. CORVID, which is based on the
Visual Basic model, provides an object-oriented structure. It also uses logic blocks –
supersets of rules and trees – which can be run by forward or backward chaining. CORVID
applications are delivered via a small Java applet that allows robust interface design
options.

392

AI TOOLS AND VENDORS
EXSYS, Inc.
2155 Louisiana Blvd NE, Suite 3100
Albuquerque, NM 87110, USA
Phone: +1 (505) 888-9494
http://www.exsys.com/

Flex
A frame-based expert system toolkit. Supports frame-based reasoning with inheritance,
rule-based programming and data-driven procedures. Flex has its own English-like knowledge specification language (KSL). The main structures in Flex are frames and instances
with slots for organising objects, default and current values for storing data, demons and
constraints for adding functionality to slot values, rules and relations for expressing
knowledge and expertise, functions and actions for defining imperative processes, and
questions and answers for end-user interaction. The KSL supports mathematical, Boolean
and conditional expressions.
Logic Programming Associates Ltd
Studio 4, RVPB, Trinity Road
London SW18 3SX, England
Phone: +44 (0) 20-8871-2016
Fax: +44 (0) 20-8874-0449
e-mail: support@lpa.co.uk
http://www.lpa.co.uk/

G2
An interactive object-oriented, graphical environment for the development and on-line
deployment of intelligent systems. Objects are organised in hierarchical classes with
multiple inheritance. Developers can model an application by representing and connecting objects graphically. Expert knowledge is expressed by rules. G2 uses forward chaining
to respond automatically whenever new data arrive, and backward chaining to invoke rules
or procedures. G2 works efficiently in real time.
Gensym Corporation
52 Second Avenue
Burlington, MA 01803, USA
Phone: +1 (781) 265-7100
Fax: +1 (781) 265-7101
e-mail: info@gensym.com
http://www.gensym.com/manufacturing/g2_overview.shtml

GURU
A rule-based expert system development environment that offers a wide variety of
information processing tools. GURU uses fuzzy logic and certainty factors to handle
uncertainties in human knowledge. At the core of GURU is KGL, a knowledge and objectbased fourth-generation programming language, including a self-contained relational
database.
Micro Data Base Systems, Inc.
Research Park, 1305 Cumberland Ave
PO Box 2438, West Lafayette, IN 47996-2438, USA

AI TOOLS AND VENDORS
Phone: +1 (765) 463-7200
Fax: +1 (765) 463-1234
http://www.mdbs.com/html/guru.html

Intellix
A comprehensive tool developed by combining neural network and expert system
technologies. The tool provides a user-friendly environment where no programming skills
are required. Domain knowledge is represented by production rules and examples. The
system uses a combined technique of pattern matching (neural networks) and rule
interpretation, and is capable of learning in real time.
Intellix Denmark
Nikolaj Plads 32, 2
DK-1067 Copenhagen K, Denmark
Phone: +45 3314-8100
Fax: +45 3314-8130
e-mail: info@intellix.com
http://www.intellix.com/products/designer/designer.html

JESS
The Java Expert System Shell ( JESS) is available as a free download (including its complete
Java source code) from Sandia National Laboratories. JESS was originally inspired by CLIPS
(C Language Integrated Production System), but has grown into a complete tool of its own.
The JESS language is still compatible with CLIPS – JESS scripts are valid CLIPS scripts and
vice versa. JESS adds many features to CLIPS, including backward chaining and the ability
to manipulate and directly reason about Java objects. Despite being implemented in Java,
JESS runs faster than CLIPS.
Sandia National Laboratories, California
PO Box 969
Livermore, CA 94551, USA
e-mail: casmith@sandia.gov
http://herzberg.ca.sandia.gov/jess

Level5 Object
A tool for developing frame-based expert systems. Objects in a knowledge base are created
via class declarations. Rules and demons describe rules-of-thumb and cause-and-effect
relationships for making decisions and triggering certain events or actions during a session.
Databases are managed by the Object-Oriented Database Management System, which allows
the system to obtain attribute values of a class from an external database.
Rule Machines Corporation
51745 396th Ave
Frazee, MN 56544, USA
Phone: +1 (218) 334-3960
Fax: +1 (218) 334-3957
e-mail: info@RuleMachines.com
http://www.rulemachines.com/

393

394

AI TOOLS AND VENDORS
M.4
A powerful tool for developing rule-based expert systems. Domain knowledge is represented by production rules. M.4 employs both backward and forward chaining inference
techniques. It uses certainty factors for managing inexact knowledge, and supports objectoriented programming within the system.
Teknowledge
1810 Embarcadero Road
Palo Alto, CA 94303, USA
Phone: +1 (650) 424-0500
Fax: +1 (650) 493-2645
e-mail: info@teknowledge.com
http://www.teknowledge.com/m4/

Visual Rule Studio
Visual Rule Studio is based on the Production Rule Language (PRL) and inference engines of
Level5 Object. The language and inference engines of Visual Rule Studio are compatible
with Level5 Object. Visual Rule Studio is built specifically for Visual Basic developers –
Visual Rule Studio installs into Visual Basic as an ActiveX Designer. It allows developers to
create intelligent objects as reusable components.
Rule Machines Corporation
51745 396th Ave
Frazee, MN 56544, USA
Phone: +1 (218) 334-3960
Fax: +1 (218) 334-3957
e-mail: info@RuleMachines.com
http://www.rulemachines.com/VRS/Index.htm

XMaster
The system consists of two basic packages: XMaster Developer and XMaster User. With XMaster
Developer the user creates a knowledge base simply by building up a list of possible hypotheses
and a list of items of evidence. The items of evidence are then associated with the relevant
hypotheses. XMaster also enables the user to incorporate uncertain or approximate relationships into the knowledge base. It uses Bayesian reasoning for managing uncertainties.
Chris Naylor Research Limited
14 Castle Gardens
Scarborough, North Yorkshire
YO11 1QU, England
Phone: +44 (1) 723-354-590
e-mail: ChrisNaylor@ChrisNaylor.co.uk
http://www.chrisnaylor.co.uk/

XpertRule
A tool for developing rule-based expert systems. Domain knowledge is represented by
decision trees, examples, truth tables and exception trees. Decision trees are the main
knowledge representation method. Examples relate outcomes to attributes. A truth table is
an extension to examples – it represents a set of examples covering every possible combination of cases. From examples, truth tables and exception trees, XpertRule automatically

AI TOOLS AND VENDORS
generates a decision tree. XpertRule also uses fuzzy reasoning, which can be integrated with
crisp reasoning and with GA optimisation.
Attar Software UK
Newlands Road
Leigh WN7 4HN, England
Phone: +44 (0) 870-60-60-870
Fax: +44 (0) 870-60-40-156
e-mail: info@attar.co.uk

Intellicrafters (Attar Software USA)
Renaissance International Corporation
Newburyport, MA 01950, USA
Phone: +1 (978) 465-5111
Fax: +1 (978) 465-0666
e-mail: info@IntelliCrafters.com

http://www.attar.com/

Fuzzy logic tools
CubiCalc
A software tool for creating and using fuzzy rules. With CubiCalc, the user can write
English-like IF-THEN rules and use a graphical editor to define fuzzy sets. The user can then
apply the rules to data or use them in a simulated dynamic scenario. CubiCalc is
particularly useful for rapid prototyping. No programming is needed to set up plots,
numeric displays, input and output data files, and interactive data-entry windows.
HyperLogic Corporation
PO Box 300010
Escondido, CA 92030-0010, USA
Phone: +1 (760) 746-2765
Fax: +1 (760) 746-4089
http://www.hyperlogic.com/cbc.html

FIDE
The Fuzzy Inference Development Environment (FIDE) is a complete environment for
developing a fuzzy system. It supports all phases of the development process, from the
concept to the implementation. FIDE serves as the developer’s guide in creating a fuzzy
controller, including its implementation as a software or hardware solution. Hardware
solutions are realised in the Motorola microcontroller units; the code is generated automatically. FIDE also supports C code by creating ANSI C code for a fuzzy inference unit.
Aptronix, Inc.
PO Box 70188
Sunnyvale, CA 94086-0188, USA
Phone: +1 (408) 261-1898
Fax: +1 (408) 490-2729
e-mail: support@aptronix.com
http://www.aptronix.com/fide/

FlexTool
FlexTool offers the Genetic Algorithm, Neural Network and Fuzzy System MATLAB Toolbox for building intelligent systems. The readable full-source code is included with the
toolbox; it can be easily customised as well as tailored to the user’s needs. FlexTool (Fuzzy
System) facilitates the development of fuzzy expert systems, fuzzy predictors and fuzzy
controllers. It provides a graphical user interface for tuning membership functions.

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CynapSys, LLC
160 Paradise Lake Road
Birmingham, AL 35244, USA
Phone/Fax: +1 (530) 325-9930
e-mail: info@cynapsys.com
http://www.flextool.com/

FLINT
The Fuzzy Logic INferencing Toolkit (FLINT) is a versatile fuzzy logic inference system that
makes fuzzy rules available within a sophisticated programming environment. FLINT
supports the concepts of fuzzy variables, fuzzy qualifiers and fuzzy modifiers (linguistic
hedges). Fuzzy rules are expressed in a simple, uncluttered syntax. Furthermore, they can
be grouped into matrices, commonly known as fuzzy associative memory (FAM). FLINT
provides a comprehensive set of facilities for programmers to construct fuzzy expert
systems and decision-support applications on all LPA-supported hardware and software
platforms.
Logic Programming Associates Ltd
Studio 4, RVPB, Trinity Road
London SW18 3SX, England
Phone: +44 (0) 208-871-2016
Fax: +44 (0) 208-874-0449
e-mail: support@lpa.co.uk
http://www.lpa.co.uk/

FuzzyCLIPS
FuzzyCLIPS is an extension of the CLIPS (C Language Integrated Production System) from
NASA, which has been widely distributed for a number of years. It enhances CLIPS by
providing a fuzzy reasoning capability such that the user can represent and manipulate
fuzzy facts and rules. FuzzyCLIPS can deal with exact, fuzzy and combined reasoning,
allowing fuzzy and normal terms to be freely mixed in the rules and facts of an expert
system. The system uses two basic inexact concepts: fuzziness and uncertainty. FuzzyCLIPS
is available as a free download.
Integrated Reasoning Group
NRC Institute for Information Technology
1200 Montreal Road, Building M-50
Ottawa, ON Canada, K1A 0R6
Phone: +1 (613) 993-8557
Fax: +1 (613) 952-0215
e-mail: Bob.Orchard@nrc-cnrc.gc.ca
http://ai.iit.nrc.ca/IR_public/fuzzy/fuzzyClips/fuzzyCLIPSIndex.html

Fuzzy Control Manager
The Fuzzy Control Manager (FCM) provides a graphical user interface (GUI) that allows the
user to display any relevant data while developing, debugging and optimising a fuzzy
system. Offers the point-and-click rule editor and graphical editor of membership
functions. The FCM enables the user to generate a source code in C assembler or binary
codes.

AI TOOLS AND VENDORS
TransferTech GmbH
Cyriaksring 9A
D-38118 Braunschweig, Germany
Phone: +49 (531) 890-255
Fax: +49 (531) 890-355
e-mail: info@transfertech.de
http://www.transfertech.de/wwwe/fcm/fcme_gen.htm

FuzzyJ Toolkit
The FuzzyJ Toolkit is a set of Java classes that provide the capability for handling fuzzy
reasoning. It is useful for exploring fuzzy logic in a Java setting. The work is based on earlier
experience building the FuzzyCLIPS extension to the CLIPS Expert System Shell. The
toolkit can be used stand-alone to create fuzzy rules and do reasoning. It can also be used
with JESS, the Java Expert System Shell from Sandia National Laboratories. FuzzyJ is
available as a free download.
Integrated Reasoning Group
NRC Institute for Information Technology
1200 Montreal Road, Building M-50
Ottawa, ON Canada, K1A 0R6
Phone: +1 (613) 993-8557
Fax: +1 (613) 952-0215
e-mail: Bob.Orchard@nrc-cnrc.gc.ca
http://ai.iit.nrc.ca/IR_public/fuzzy/fuzzyJToolkit.html

Fuzzy Judgment Maker
A tool for developing fuzzy decision-support systems. It breaks down the decision scenario
into small parts that the user can focus on and input easily. It then uses theoretically
optimal methods of combining the scenario pieces into a global interrelated solution. The
Judgment Maker provides graphical tools for negotiating decisions and making the
consensus from two decisions.
Fuzzy Systems Engineering
12223 Wilsey Way
Poway, CA 92064, USA
Phone: +1 (858) 748-7384
e-mail: mmcneill@fuzzysys.com
http://www.fuzzysys.com/

Fuzzy Query
Fuzzy Query is an application based on Win32. It allows the user to query a database using
the power and semantic flexibility of the Structured Query Language (SQL) – the most
popular method for retrieving information from databases. Fuzzy Query provides information beyond the strict restrictions of Boolean logic. The user not only sees the candidates
that best meet some specified criteria, but can also observe the candidates that just barely
miss the cut. Each record returned by a Fuzzy Query shows data ranked by the degree to
which it meets the specified criteria.
Fuzzy Systems Solutions
Sonalysts Inc.

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AI TOOLS AND VENDORS
215 Parkway North
Waterford, CT 06385, USA
Phone: +1 (860) 526-8091
Fax: +1 (860) 447-8883
e-mail: FuzzyQuery@Sonalysts.com
http://fuzzy.sonalysts.com/

FuzzyTECH
FuzzyTECH is the world’s leading family of software development tools for fuzzy logic and
neural–fuzzy solutions. It provides two basic products: Editions for technical applications
and Business for applications in finance and business. The tree view enables the structured
access to all components of a fuzzy logic system under design in the same way that
Windows Explorer lets users browse the structure of their PCs. The Editor and Analyser
windows allow each component of a fuzzy system to be designed graphically.
Inform Software Corporation
222 South Riverside Plaza
Suite 1410 Chicago, IL 60606, USA
Phone: +1 (312) 575-0578
Fax: +1 (312) 575-0581
e-mail: office@informusa.com

INFORM GmbH
Pascalstrasse 23
D-52076 Aachen, Germany
Phone: +49 2408-945-680
Fax: +49 2408-945-685
e-mail: hotline@inform-ac.com

http://www.fuzzytech.com/

Mathematica Fuzzy Logic Package
The package represents built-in functions that facilitate in defining inputs and outputs,
creating fuzzy sets, manipulating and combining fuzzy sets and relations, applying fuzzy
inference functions, and incorporating defuzzification routines. Experienced fuzzy logic
designers find it easy to use the package to research, model, test and visualise highly
complex systems. Fuzzy Logic requires Mathematica 4 or 5 and is available for Windows,
Mac OS X, Linux and most Unix platforms.
Wolfram Research, Inc.
100 Trade Center Drive
Champaign, IL 61820-7237, USA
Phone: +1 (217) 398-0700
Fax: +1 (217) 398-1108
http://www.wolfram.com/products/applications/fuzzylogic/

MATLAB Fuzzy Logic Toolbox
Features a simple point-and-click interface that guides the user through the steps of fuzzy
design, from set-up to diagnosis. It provides built-in support for the latest fuzzy logic
methods, such as fuzzy clustering and adaptive neuro-fuzzy learning. The toolbox’s
interactive graphics let the user visualise and fine-tune system behaviour.
The MathWorks
3 Apple Hill Drive
Natick, MA 01760-2098, USA
Phone: +1 (508) 647-7000
Fax: +1 (508) 647-7001
http://www.mathworks.com/products/fuzzylogic/

AI TOOLS AND VENDORS
rFLASH
rFLASH (Rigel’s Fuzzy Logic Applications Software Helper) is a code generator that creates a
set of subroutines and tables in the MCS-51 assembly language to implement Fuzzy Logic
Control (FLC) applications. The code generated runs on the 8051 family of microcontrollers. rFLASH software includes a code generator and a simulator. As a code generator,
rFLASH creates the FLC code directly from a high-level Control Task Description File
(CTDF). As a simulator, rFLASH generates the outputs from given inputs on the PC. The
simulator can test several inputs and fine-tune the terms or rules accordingly.
Rigel Corporation
PO Box 90040
Gainesville, FL 32607, USA
Phone: +1 (352) 384-3766
e-mail: techsupport@rigelcorp.com
http://www.rigelcorp.com/flash.htm

TILShell
The windows-based software development tool for designing, debugging and testing fuzzy
expert systems, including embedded control systems. It offers real-time on-line debugging
and tuning fuzzy rules, membership functions and rule weights; 3-D visualisation tools;
fully integrated graphical simulation of fuzzy systems and conventional methods; and
ANSI and Keil C code generation from the Fuzzy-C compiler.
Ortech Engineering Inc.
16250 Highway 3, Suite B6
Webster, TX 77598, USA
Phone: +1 (281) 480-8904
Fax: +1 (281) 480-8906
e-mail: togai@ortech-engr.com
http://www.ortech-engr.com/fuzzy/TilShell.html

Neural network tools
Attrasoft Predictor & Attrasoft DecisionMaker
Neural-network-based tools that use the data in databases or spreadsheets to detect subtle
changes, predict results and make business decisions. DecisionMaker is especially good for
applications to terabyte or gigabyte databases because of its accuracy and speed. The
software does not require any special knowledge of building neural networks.
Attrasoft
PO Box 13051
Savannah, GA 31406, USA
Fax: +1 (510) 652-6589
e-mail: webmaster@attrasoft.com
http://attrasoft.com/products.htm

BackPack Neural Network System
Designed for users interested in developing solutions to real business problems using stateof-the-art data mining tools. This system uses a back-propagation algorithm. It reads ASCII

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text files and dBASE database files. The system has built-in data preprocessing capabilities,
including fuzzy sets, 1-of-N, built-in graphical analysis tools for model evaluation and
explanation, thermometer transforms, and training data set creation. A working trial
version of BackPack is available as a free download.
Z Solutions, Inc.
6595G Roswell Rd, Suite 662
Atlanta, GA 30328, USA
e-mail: info@zsolutions.com
http://www.zsolutions.com/backpack.htm

BrainMaker
The neural network software for business and marketing forecasting; stock, bond,
commodity and futures prediction; pattern recognition; medical diagnosis – almost any
activity where the user needs special insight. The user does not need any special
programming or computer skills. With more than 25,000 systems sold, BrainMaker is the
world’s best-selling software for developing neural networks.
California Scientific Software
10024 Newtown Rd
Nevada City, CA 95959, USA
Phone: +1 (530) 478-9040
USA toll free: 1-800-284-8112
Fax: +1 (530) 478-9041
e-mail: sales@calsci.com
http://www.calsci.com/

EasyNN-plus
EasyNN-plus is a neural network software system for Microsoft Windows. It can generate
multilayer neural networks from imported files. Numerical data, text or images can be used
to create the neural networks. The neural networks can then be trained, validated and
queried. All diagrams, graphs and input/output data produced or used by the neural
networks can be displayed. The graphs, grid and network diagrams are updated dynamically, so the user can see how everything is working. Neural networks can then be used for
data analysis, prediction, forecasting, classification and time-series projection.
Stephen Wolstenholme
18 Seymour Road
Cheadle Hulme
United Kingdom
e-mail: steve@tropheus.demon.co.uk
http://www.easynn.com/easynnplus.html

MATLAB Neural Network Toolbox
The Neural Network Toolbox is a complete neural network engineering environment
within MATLAB. It has a modular, open and extensible design that provides comprehensive support for many proven network paradigms such as multilayer perceptrons with backpropagation learning, recurrent networks, competitive layers and self-organising maps. The
toolbox has a GUI for designing and managing the networks.

AI TOOLS AND VENDORS
The MathWorks
3 Apple Hill Drive
Natick, MA 01760-2098, USA
Phone: +1 (508) 647-7000
Fax: +1 (508) 647-7001
http://www.mathworks.com/products/neuralnet/

NeuJDesk
NeuJDesk is a general-purpose framework for Java applications. Each application is tailored
to the specific JBi bean. Data can be loaded, passed to the bean and results obtained with
minimal user knowledge. NeuJDesk supports such paradigms as multilayer perceptron,
Kohonen, KMeans, Bayesian classifier, case-based reasoning, and principal components
analysis.
Neusciences
Unit 2 Lulworth Business Centre
Nutwood Way Totton
Southampton
SO40 3WW, United Kingdom
Phone: +44 (0) 238-06-64-011
Fax: +44 (0) 238-08-73-707
e-mail: sales@neusciences.com
http://www.ncs.co.uk/Products/NeuJDesk%20introduction.htm

NeuralWorks Predict
NeuralWorks Predict is an integrated, state-of-the-art tool for creating and deploying
prediction and classification applications. Predict combines neural network technology
with genetic algorithms, statistics and fuzzy logic to find optimal or near-optimal solutions
automatically for a wide range of problems. Predict requires no prior knowledge of neural
networks. For advanced users, Predict also offers direct access to all key training and
network parameters. In Microsoft Windows environments, NeuralWorks Predict can be run
either as an add-in for Microsoft Excel to take advantage of Excel’s data-handling
capabilities, or as a command line program. In Unix and Linux environments, NeuralWorks Predict runs as a command line program.
NeuralWare
230 East Main Street, Suite 200
Carnegie, PA 15106-2700, USA
Phone: +1 (412) 278-6280
Fax: +1 (412) 278-6289
e-mail: info@neuralware.com
http://www.neuralware.com/products.jsp

NeuroCoM
The Neuro Control Manager (NeuroCoM) is a high-performance tool for developing and
testing neural networks. The NeuroCoM has a window-oriented GUI that facilitates both
neural network training and its analysis. This interface also helps to visualise the neural
network architecture, transfer functions and the learning process. The NeuroCoM can
generate a source code in C.

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TransferTech GmbH
Cyriaksring 9A
D-38118 Braunschweig, Germany
Phone: +49 (531) 890-255
Fax: +49 (531) 890-355
e-mail: info@transfertech.de
http://www.transfertech.de/wwwe/ncm/ncme_scr.htm

NeuroForecaster
NeuroForecaster (NF) is a windows-based, user-friendly and intelligent neural network
forecasting tool. It incorporates neural network and fuzzy computing. The NF can be used
for time-series forecasting (e.g. stock and currency market forecasts, GDP forecast),
classification (e.g. stock selection, bond rating, credit assignment, property valuation)
and indicator analysis. The NF can read Excel, MetaStock, CSI, Computrac and ASCII data
files directly.
NewWave Intelligent Business Systems, NIBS Inc.
e-mail: info@kDiscovery.com
http://web.singnet.com.sg/~midaz/nfga.htm

NeuroShell 2
Combines powerful neural network architectures, a user interface driven by Microsoft
Windows icons, sophisticated utilities and popular options to give users the ultimate
neural network experimental environment. It is recommended for academic users, or for
users who are concerned with classic neural network paradigms like back-propagation.
Users interested in solving real problems should consider the NeuroShell Predictor,
NeuroShell Classifier or the NeuroShell Trader.
Ward Systems Group, Inc.
Executive Park West
5 Hillcrest Drive
Frederick, MD 21703, USA
Phone: +1 (301) 662-7950
Fax: +1 (301) 663-9920
e-mail: sales@wardsystems.com
http://www.wardsystems.com/products.asp

NeuroSolutions
This software combines a modular, icon-based network-design interface with an
implementation of learning procedures, such as recurrent back-propagation and backpropagation through time. Other features include GUI and C++ source-code generation.
There are six levels of NeuroSolutions: the Educator, the entry level intended for those who
want to learn about neural networks; the Users level, which extends the Educator with a
variety of neural models for static pattern recognition applications; and the Consultants
level that offers enhanced models for dynamic pattern recognition, time-series prediction
and process control.
NeuroDimension, Inc.
1800 N. Main Street, Suite D4
Gainesville, FL 32609, USA

AI TOOLS AND VENDORS
Phone: +1 (352) 377-5144
USA toll free: 1-800-634-3327
Fax: +1 (352) 377-9009
e-mail: info@nd.com
http://www.neurosolutions.com/products/ns

Partek Discover and Partek Predict
Partek Discover provides visual and numerical analyses of clusters in the data. Also useful
for mapping high-dimensional data to a lower dimension for visualisation, analysis or
modelling. Partek Predict is a tool for predictive modelling that determines an optimal set
of variables to be used. It provides several methods for variable selection, including
statistical methods, neural networks and genetic algorithms.
Partek Incorporated
4 Research Park Drive, Suite 100
St Charles, MO 63304, USA
Phone: +1 (636) 498-2329
Fax: +1 (636) 498-2331
e-mail: information@partek.com
http://www.partek.com/html/products/products.html

STATISTICA Neural Networks
STATISTICA Neural Networks is the most technologically advanced and best-performing
neural networks application on the market. It offers numerous unique advantages and will
appeal not only to neural network experts (by offering them an extraordinary selection of
network types and training algorithms), but also to new users in the field of neural
computing (via the unique Intelligent Problem Solver, a tool that can guide the user through
the procedures for creating neural networks).
StatSoft, Inc.
2300 East 14th Street
Tulsa, OK 74104, USA
Phone: +1 (918) 749-1119
Fax: +1 (918) 749-2217
e-mail: info@statsoft.com
http://www.statsoft.com/stat_nn.html

THINKS and ThinksPro
THINKS is a personal neural development environment. It can also be used as an excellent
teaching tool. With options on network architecture and processing element definition,
the experienced user can quickly experiment with novel network configurations. ThinksPro is a professional neural network development environment. It offers dynamic graphing
and visualisation tools to view continually inputs, weights, states and outputs in a number
of formats, illustrating the learning process. A 30-day trial version of ThinksPro is available
as a free download.
Logical Designs Consulting, Inc.
Advanced Investment Technologies Center
5666 La Jolla Blvd, Suite 107

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AI TOOLS AND VENDORS
La Jolla, CA 92037, USA
http://www.sigma-research.com/bookshelf/rtthinks.htm

Evolutionary computation tools
ActiveX Genetic Programming Control!
Enables the user to build his/her own ‘genetic programs’ with any OCX or ActiveX
programming language. The user just has to provide the grammar in a plain text file and
add his/her raw fitness evaluation function. A manual and a sample application are
available as free downloads.
Hanke & Hörner Software Solutions
Pouthongasse 12/26
A-1150 Vienna, Austria
Phone: +43 (1) 789-5117
Fax: +43 (1) 789-5117-11
e-mail: info@hhsoft.com
http://www.hhsoft.com/

Evolutionary Optimizer
The Evolutionary Optimizer (EVO) is a generic tool for optimising system properties
determined by numerical parameters. The system provides a graphical user-friendly interface and requires no knowledge of programming.
TransferTech GmbH
Cyriaksring 9A
D-38118 Braunschweig, Germany
Phone: +49 (531) 890-255
Fax: +49 (531) 890-355
e-mail: info@transfertech.de
http://www.transfertech.de/wwwe/evo/evoe_scr.htm

Evolver
An optimisation add-in for Microsoft Excel. Evolver uses genetic algorithms to quickly
solve complex optimisation problems in finance, distribution, scheduling, resource allocation, manufacturing, budgeting, engineering, and more. Virtually any type of problem that
can be modelled in Excel can be solved by Evolver. It requires no knowledge of
programming or genetic algorithm theory and ships with a fully illustrated manual, several
examples and free, unlimited technical support.
Palisade Corporation
31 Decker Road
Newfield, NY 14867, USA
Phone: +1 (607) 277-8000
USA/Canada toll-free: 1-800-432-7475
Fax: +1 (607) 277-8001
sales@palisade.com
http://www.palisade.com/html/evolver.html

AI TOOLS AND VENDORS
GEATbx
The Genetic and Evolutionary Algorithm Toolbox (GEATbx) for use with MATLAB is the
most comprehensive implementation of evolutionary algorithms in MATLAB. A broad
range of operators is fully integrated into the environment, which constitutes a powerful
optimisation tool applicable to a wide range of problems.
T&R Computer-Vertrieb GmbH
Klaistower Strasse 64/65
D-14542 Glindow, Germany
Phone: +49 (3) 327-468-0189
Fax: +49 (3) 327-434-89
e-mail: t&r@geatbx.com
http://www.geatbx.com/

GeneHunter
A powerful solution for optimisation problems. GeneHunter includes an Excel add-in
which allows the user to run an optimisation problem from an Excel Release 7, Excel 97 or
Excel 2000 spreadsheet, as well as a dynamic link library of genetic algorithm functions
that may be called from programming languages such as Microsoft Visual Basic or C.
Ward Systems Group, Inc.
Executive Park West
5 Hillcrest Drive
Frederick, MD 21703, USA
Phone: +1 (301) 662-7950
Fax: +1 (301) 663-9920
e-mail: sales@wardsystems.com
http://www.wardsystems.com/products.asp

Generator
A general-purpose genetic algorithm program. It is useful for solving a wide variety of problems,
such as optimisation, curve fitting, scheduling, stock market projections, electronic circuit
design, neural network design, business productivity and management theories.
New Light Industries, Ltd
9715 W. Sunset Highway
Spokane, WA 99224, USA
Phone: +1 (509) 456-8321
Fax: +1 (509) 456-8351
http://myweb.iea.com/~nli/

Genetic Server and Genetic Library
Provides a general-purpose API for genetic algorithm design. The Genetic Server is an ActiveX
component that can be used easily to build a custom genetic application in Visual Basic.
Genetic Library is a C++ library that can be used to build custom genetic applications in C++.
NeuroDimension, Inc.
1800 N. Main Street, Suite D4
Gainesville, FL 32609, USA
Phone: +1 (352) 377-5144
USA toll free: 1-800-634-3327

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Fax: +1 (352) 377-9009
e-mail: info@nd.com
http://www.nd.com/products/genetic.htm

GenSheet
Implements genetic algorithms as fast C-coded dynamic link libraries. GenSheet supports
genetic operations for binary, integer, real and permutation representations, and includes
special commands for constrained non-linear optimisation, genetic classifiers, job-shop
scheduling and computing minimum variance portfolio. GenSheet requires Microsoft
Excel. All GenSheet commands are configured in an easy-to-use Excel menubar. GenSheet
provides interactive help and a tutorial.
Inductive Solutions, Inc.
380 Rector Place, Suite 4A
New York, NY 10280, USA
Phone: +1 (212) 945-0630
Fax: +1 (212) 945-0367
e-mail: roy@inductive.com
http://www.inductive.com/softgen.htm

Sugal
Sugal is the SUnderland Genetic ALgorithm system. The aim of Sugal is to support research
and implementation in genetic algorithms on a common software platform. It is written in
ANSI C; the source code is provided. Sugal supports multiple data types: bit strings,
integers, real numbers, symbols (from arbitrarily sized alphabets) and permutations. It
provides a platform-independent GUI, including fitness and diversity graphing facilities.
The Sugal 2.1 source code and manual are available as free downloads.
Dr Andrew Hunter
University of Durham
South Road
Durham DH1 3LE
United Kingdom
Phone: +44 (1) 91-334-1723
Fax: +44 (1) 91-334-1701
e-mail: andrew1.hunter@durham.ac.uk
http://www.dur.ac.uk/andrew1.hunter/Sugal/

XpertRule
An expert system shell with embedded genetic algorithms. The system combines the power
of genetic algorithms in evolving solutions with the power of rule-based expert systems in
solving scheduling and optimisation problems.
Attar Software UK
Newlands Road
Leigh WN7 4HN, England
Phone: 44 (0) 870-60-60-870
Fax: 44 (0) 870-60-40-156
e-mail: info@attar.co.uk
http://www.attar.com/

Intellicrafters (Attar Software USA)
Renaissance International Corporation
Newburyport, MA 01950, USA
Phone: +1 (978) 465-5111
Fax: +1 (978) 465-0666
e-mail: info@IntelliCrafters.com

Index

A
accelerated learning 185–8
accidental property 140
action, see rule, consequent
action potential 166
activation function 169
bell 278
hard limit 169
hyperbolic tangent 185
linear 169–70
saturated linear 189
sigmoid 169–70, 177
sign 169, 189
step 169
activation level 168
activity balance point 202
activity product rule 201
generalised 202
adaptive learning rate
186–8
adaptive neuro-fuzzy inference
system 277, 346
architecture 277–9
defuzzificztion layer 279
fuzzification layer 278
input layer 278
normalisation layer 279
rule layer 278–9
summation neuron 279
learning 280–2
adaptive topology 220
Advice Taker 6
aggregate fuzzy set 110–11
aggregation 110, 137
AI, see artificial intelligence
AI ‘winter’ 12
algebraic sum, see probabilistic OR

algorithm 34
a-kind-of, see is-a
AND 172
AND product 109
Anderson C. 13
ANFIS, see adaptive neuro-fuzzy
inference system
ANN, see artificial neural network
antecedent, see rule, antecedent
a-part-of 137–8
approximate reasoning 262–3
artificial intelligence 2, 6, 260
foundations 5–6
history 5–17, 19–20
paradigm shift 9
artificial neural network 12–13, 167
ASCII code 304
association 137–8
associative memory 187
associativity 100–1
attribute 131
Automatic Computing Engine 2
axon 166

B
Bäck, T. 289
back-propagation, see back-propagation
algorithm
back-propagation algorithm 13, 179–80
backward chaining 38–40
BAM, see bidirectional associative memory
Barto, A. 13
BASIC 30, 32
Bayes, T. 60
Bayesian reasoning 61–3, 65–72
Bayesian rule 60–1, 73
bell activation function 278

408

INDEX
belongs-to 137–8
Berkeley Initiative in Soft Computing 259
bidirectional associative memory 196–7
architecture 196–7
convergence 200
stability 199
storage capacity 200
training algorithm 197–9
binary logic 89
bit map 323
Black, M. 88, 125
book-keeping facilities 33
Boolean logic 87–8
brain 2, 4, 166, 187
branch 352
break package 33
Broomhead, D. 13
Bryson, A. 13
Buchanan, B. 9, 19, 83

C
C 30, 32, 121, 253, 283, 310
C++ 121, 253, 283
Cantor, G. 97
CART 354
categorical data 330
Central Limit Theorem 2
centre of gravity 111–12
centroid technique 111
cerebral cortex 205
certainty factor 10, 74–5, 77–8, 291–3
certainty factors theory 74–80
character recognition 323–8
characteristic function 91
child chromosome 222–3
child node 352
chromosome 221, 232, 237
encoding 221, 228, 236–7, 337
evaluation 221, 237–8, 338–9
offspring 222–3
parent 222–3
population 224
average fitness 224
size 224, 239
class-frame 134–5
classification 303, 312–17, 332–5
clipped membership function 110
clipping 110
CLIPS 311
cloning 226

cluster 332
clustering 303, 332
COG, see centre of gravity
Colmerauer, A. 19
common sense 88
commutativity 100
competitive learning 209–12, 332–5
competitive learning rule 207, 209
competitive neural network 205, 332–5
complement 98
concentration 95–6
conclusion, see rule, consequent
condition, see rule, antecedent
conditional probability 59
conflict resolution 47–9
conflict set 47
conjunction 26, 109
connectionist expert system, see neural
expert system
consequent, see rule, consequent
containment 98–9
continuous data 329–30
control 303
convergence 183, 195, 200, 229
Cook, S. 19
correlation minimum, see clipping
correlation product, see scaling
cortex, see cerebral cortex
Cox, E. 20
crisp set 89–91
crossover 221, 226, 248–9, 337–8
probability 224

D
Dartmouth College workshop 6, 19
Darwin, C. 219, 220
data 304, 350
categorical 330
continuos 329–30
discrete 330
incompatible 304
incomplete 304
data acquisition 304
database 31
data cleaning 304
data-driven reasoning, see forward
chaining
data mining 349–52
data visualisation 359
data warehouse 350–1

INDEX
Davis, L. 337
Davis’s law 301
dBASE III 150, 152
De Morgan’s Laws 102–3
debugging aids 33
decision support system 318–23, 340–5
decision tree 352–3
branch 352
child node 352
dependent variable 352–3
leaf 352
parent node 352
root node 352
split 353
Deep Blue 165
defuzzification 111–12, 273
centroid technique 111
sum-product composition 273
defuzzification layer 273, 279
degree of confidence, see certainty factor
degree of membership 92
delta rule 172
generalised 185
demon 133, 142
DENDRAL 9–10, 12, 19, 40, 307
dendrite 166
dependent variable 352–3
developer interface 32–3
debugging aids 33
input/output facilities 33
knowledge base editor 32–3
diagnosis 303, 308–12, 340–5
dilation 95–6
discrete data 330
disjunction 26, 107
distributivity 101
domain expert, see expert
dummy rule 294

E
EBCDIC code 304
Edmonds, D. 5
Electronic Numerical Integrator and
Calculator 5, 19
EMYCIN 10, 19
end-user, see user
Enigma 2
epoch 172, 183
error gradient 178
essential property 140

Euclidean distance 207–8, 334
evidential reasoning 74–80, 315–17
evolution 219–21
evolution strategy 14, 242–4
(1+1)-evolution strategy 242–4
evolutionary computation 14, 219
evolutionary fitness 220
evolutionary neural network 285–7
exclusive-OR 172, 180–1, 184–5, 275–6
exhaustive search 51
expert 25, 29, 56, 67, 73, 87
expert system 8–12, 28, 33–5
frame-based 149–61
fuzzy 114–24, 317–22
neural 262–8
rule-based 30–3, 41–7, 50–1, 308–17
expert system shell 28, 310–12
explanation facilities 32, 263
how 32
why 32
external interface 32

F
facet 133
inference facet 134
prompt facet 134
search order facet 149
value facet 133
fact 31
FAM, see fuzzy associative memory
feedback neural network 188–9
feedforward neural network 175
Feigenbaum E. 9, 10, 19
Feller, W. 57
Fine, T. 57
firing a rule 31, 36, 146
first-order Sugeno fuzzy model 277
fit-vector 94
fitness 221
fitness function 222, 237–8, 338–9
Fogel, D. 20
forgetting factor 201–2
FORTRAN 6, 30, 32, 245, 253
forward chaining 37–8, 309
frame 131–3
class 134–5
instance 134–5
frame-based expert system 149–61
fully connected neural network 176
fundamental memory 192–3

409

410

INDEX
fuzzification 107
fuzzification layer 269, 278
fuzzy associative memory 118
fuzzy evolutionary system 290–6
fuzzy expert system 114–24, 317–22
fuzzy grid 290–1
fuzzy inference 106–14
Mamdani 106–12, 114
Sugeno 112–14
Fuzzy Knowledge Builder 121
fuzzy logic 15–17, 87–9
fuzzy reasoning 104–5
fuzzy rule 15, 103–6, 112
fuzzy rule layer 271–2, 278–9
fuzzy rule table 119, 291
multiple 293
fuzzy set 90–4
clipping 110
scaling 110
fuzzy set theory, see fuzzy logic
fuzzy singleton 112
fuzzy thinking 87–8
fuzzy variable 94–5

G
gain chart 354, 356
gene 221, 237
General Problem Solver 6, 19
generalisation 137, 325, 329
generalised activity product rule 202
generalised delta rule 185
generation 222
genetic algorithm 14, 222–3, 295–6,
336–9
convergence 229
performance 229–31, 338–9
genetic operator 221, 226, 337–8
cloning 226
crossover 221, 226, 248–9, 337–8
mutation 221, 226, 250–1, 338
genetic programming 14, 245–53
genetics 220
Gini, C. 354
Gini coefficient 354
global optimum 229–30
goal 38, 146
goal-driven reasoning, see backward
chaining
Goldberg, D. 337
GPS, see General Problem Solver

Gray coding 229
grid-type fuzzy partition 290–1
Grossberg, S. 13

H
Hakel, M. 56
hard limiter 169
Haykin, S. 19
Hebb, D. 200, 214
Hebb’s Law 200–1
Hebbian learning 202–3
hedge 95–7
a little 97
extremely 96, 97
indeed 96, 97
more or less 96, 97
slightly 97
somewhat 97
very 96, 97
very very 96, 97
heuristic 28, 33
hidden layer 175–6
Ho, Y.-C. 13
Holland, J. 14, 20, 221, 232, 254
Hopfield, J. 13, 19, 189, 213
Hopfield network 189–93
architecture 189
convergence 195
fundamental memory 192–3
storage capacity 195–6
training algorithm 193–4
Human Genome Project 350
human expert, see expert
hybrid intelligent system 259–60,
340–9
hyperbolic tangent 185

I
idempotency 101–2
identity 102
IF-THEN rule, see production rule
inference chain 36–7
inference engine 31, 146–7, 262
inheritance 134, 138–41
multiple 140–1
one-parent 138–40
input layer 175, 269, 278
input/output facilities 33
instance-frame 134–5
intelligence 1–2, 219

INDEX
intelligent behaviour test, see Turing test
intelligent machine 4, 18, 165
character recognition 323–8
classification 303, 312–17, 332–5
clustering 303, 332
control 303
decision support 318–23, 340–5
diagnosis 303, 308–12, 340–5
optimisation 303, 336–9
prediction 303, 328–31, 346–9
selection 303
troubleshooting 308–12
intensification 96
intersection 99, 109
inversion 338
involution 102
is-a 136–8
iteration 171, 183, 222

J
Jacobs, R. 185
Jang, R. 277, 282
Java 310
joint probability 59

K
Karp, R. 19
Kasparov, G. 165
knowledge 25
knowledge acquisition 9, 305
knowledge acquisition bottleneck 9, 305
knowledge base 31, 41–3, 69, 80, 262–3
knowledge base editor 32–3
knowledge discovery 349
knowledge engineer 29
knowledge engineering 10, 301–2
complete system development 306–7
data and knowledge acquisition 304–5
evaluation and revision 307
integration and maintenance 307
problem assessment 303–4
prototype development 306
knowledge representation 26, 50, 103–4,
131–3
KnowledgeSEEKER 358
Kohonen, T. 13, 19, 205, 215
Kohonen layer 206
Kohonen network 206
architecture 206
training algorithm 209–11

Kosko, B. 20, 196, 214
Kowalski, R. 19
Koza, J. 14, 20, 245, 255

L
law of the excluded middle 55
leaf 352
learning 165
accelerated 185–8
competitive 209–12, 332–5
Hebbian 202–3
supervised 171–2, 179–80
unsupervised 200–3, 209–12
learning rate 171
adaptive 186–8
LeCun, Y. 13
Lederberg, J. 9, 19
Leonardo, see Leonardo expert
system shell
Leonardo expert system shell 41, 69, 310,
313, 315
Level5 Object 141, 149, 152, 155
lift chart, see gain chart
Lighthill, J. 8
Lighthill report 8, 19
likelihood of necessity 67
likelihood of sufficiency 66
linear activation function 169–70
linear fit function 94
linearly separable function 170, 173–4
Lingle, R. 337
linguistic value 94–5
linguistic variable 94–5
LISP 6, 11, 14, 19, 30, 245–6, 310
atom 245–6
list 245–6
S-expression 246, 253
List Processor, see LISP
local optimum 229–30
logical operation 172
AND 172
exclusive-OR 172, 180–1, 184–5, 275–6
NOT 61
OR 172
Lowe, D. 13
Lukasiewicz, J. 88, 125

M
machine learning 165, 219
Malevich, K. 140

411

412

INDEX
Mamdani, E. 20, 106
Mamdani fuzzy inference 106–12, 114
Manhattan Project 5
massaging data 329–30
Mathematica 253
MATLAB Fuzzy Logic Toolbox 20, 109,
121–2, 283, 320, 342
MATLAB Neural Network Toolbox
19, 342
McCarthy, J. 5, 6, 19, 245
McClelland, J. 13, 19
McCulloch, W. 5, 13, 19, 169, 213
McCulloch and Pitts neuron model
5, 169
means-ends analysis 6–7
measure of belief 75
measure of disbelief 75
membership function 92
trapezoid 93–4, 116–17
triangle 93–4, 116–17, 271
membership value, see degree of
membership
Mendel, G. 220
metaknowledge 49
metarule 50
method 142
WHEN CHANGED 133, 142
WHEN NEEDED 133, 142, 146
Mexican hat function 206–7
Michalewicz, Z. 220
Michie, D. 305
Microsoft Excel 150
Minsky, M. 5, 6, 13, 19, 131, 134, 174
momentum constant 185–6
Monte Carlo search 14, 245
multilayer perceptron 175
architecture 175–6
hidden layer 175–6
input layer 175
output layer 175
convergence 183
learning 179–80
accelerated learning 185–8
multiple antecedents 26, 77, 105
multiple consequents 27, 105
multiple evidences 62
multiple fuzzy rule tables 293
multiple hypotheses 62
multiple inheritance 140–1
multi-valued logic 89

mutation 221, 226, 250–1, 338
probability 226
MYCIN 10, 12, 15, 19, 40, 74, 76,
83, 84, 307

N
NASA 9, 350
Naylor, C. 72
Negoita, C. 20
neo-Darwinism 220
net certainty 76–7
neural computing 5, 6, 12,
167–70
neural expert system 262–8
neural knowledge base 262–3
neural network 12–13, 166–8
artificial 12–13, 167
biological 166
competitive 205, 332–5
evolutionary 285–7
feedback 188–9
feedforward 175
fully connected 176
recurrent 188–9
self-organising 200–1, 205
neuro-fuzzy system 269
architecture 269–73
defuzzification layer 273
fuzzification layer 269
fuzzy rule layer 271–2
input layer 269
output membership layer 272–3
learning 273–6
neuron 166–8
artificial 168
binary model 169
biological 166
Newell, A. 6, 19, 30
NOT 61
NP-complete problem 8, 235
NP-hard problem 336
normalisation layer 279
normalised firing strength 279
numerical object 27

O
object 27, 132
numerical 27
symbolic 27
object-oriented programming 132

INDEX
odds 67–8
posterior 68
prior 67
offspring chromosome, see child
chromosome
one-parent inheritence 138–40
operational database 350
operations of fuzzy sets 98–100
complement 98
containment 98–9
intersection 99, 109
union 100, 107
OPS 11, 30, 310
optical character recognition
323–4
optimisation 303, 336–9
OR 172
ordered crossover 337
output layer 175
output membership layer 272–3
overfitting 325

P
Papert, S. 13, 174
paradox of logic 89–90
Pythagorean School 89
Russell’s Paradox 89
parent chromosome 222–3
parent node 352
Parker, D. 13
partially mapped crossover 337
part-whole, see a-part-of
Pascal 30, 32, 121, 253
perceptron 6, 170–2
convergence theorem 6
learning rule 171–2
Phone Call Rule 308
Pitts, W. 5, 13, 19, 169, 213
plasticity 166
possibility theory 88
posterior odds 68
posterior probability 62
prediction 303, 328–31, 346–9
premise, see rule, antecedent
principle of dichotomy 89
principle of topographic map
formation 205
prior odds 67
prior probability 62
probabilistic OR 109, 273

probability 57–9
conditional 59
joint 59
posterior 62
prior 62
probability theory 57–61
procedure 133
production model 30–1
production rule 26–8
programmer 29–30
PROLOG 11, 19, 30, 310
PROSPECTOR 10–11, 12, 15, 19, 56, 65,
74, 82, 84
prototype 306
Pythagorean School 89
Pythagorean Theorem 247, 253

Q
query tool 351

R
reasoning 31
approximate 262–3
Bayesian 61–3, 65–72
data-driven 37–8, 309
evidential 74–80, 315–17
fuzzy 104–5
goal-driven 38–40
symbolic 34
Rechenberg, I. 14, 20, 242, 255
reciprocal exchange 338
recurrent neural network 188–9
reference super set, see universe of
discourse
reinforcement learning 13
reproduction 221
probability 225–6
root node 352
Rosenblatt, F. 6, 170, 171, 213
roulette wheel selection 225
Roussel, P. 19
rule 26–8
antecedent 26
consequent 26
rule-based expert system 30–3, 41–7,
50–1, 308–17
rule evaluation 107–10
rule extraction 263–8
rule-of-thumb 10, 33
rule table, see fuzzy rule table

413

414

INDEX
Rumelhart, D. 13, 19
run 222
run-time knowledge acquisition 33
Russell’s Paradox 89

S
saturated linear function 189
scaled membership function 110
scaling 110
schema 232–4
defining length 233
instance 232
Schema Theorem 14, 232–4
Schwefel, H.-P. 14, 20, 242, 255
selection 303
self-organising feature map 13, 205–6
self-organising neural network
200–1, 205
semantic network 11
Sendai subway system 17, 20
sensitivity analysis 331–2
set 89
crisp 89–91
fuzzy 90–4
S-expression, see LISP, S-expression
Shannon, C. 5, 19
Shapiro, E. 142
shell, see expert system shell
Shortliffe, E. 10, 19, 83
sigmoid activation function 169–70, 177
sign activation function 169, 189
Simon, H. 6, 19, 30
Simpson, R. 56
Single Proton Emission Computed
Tomography 340–1
singleton, see fuzzy singleton
slot 131, 133
slot value 133
Boolean 133
default 133
numeric 133
symbolic 133
Smalltalk 253
soft computing 259–60
soma 166
SPECT, see Single Proton Emission
Computed Tomography
split 353
Sputnik 8
stacking a rule 38–40

statistics 352
step activation function 169
Sterling, L. 142
strength of belief 75
strength of disbelief 75
Sugeno, M. 20, 112
Sugeno fuzzy inference 112–14
Sugeno fuzzy model 112–14, 277
first-order 277
zero-order 114, 277
Sugeno fuzzy rule 112, 114, 277
sum of squared errors 182–3
summation neuron 279
sum-product composition 273
supervised learning 171–2, 179–80
survival of the fittest 220
Sutton, R. 13
symbolic object 27
symbolic reasoning 34
synapse 166
synaptic weight, see weight

T
terminal node, see decision tree, leaf
test set 326, 335
theory of evolution 220
theory of natural selection 220
thinking 1
threshold 169–70, 181
threshold value, see threshold
time series 346
topographic map formation 205
toy problem 8
tracing facilities 33
training set 173, 327, 329
transfer function, see activation function
transitivity 102
travelling salesman problem 336
troubleshooting 308–12
truth value 107
TSP, see travelling salesman problem
Turing, A. 2, 17, 19, 219
Turing Imitation Game 2–4
Turing test 2–4

U
uncertainty 55–6
union 100, 107
universal machine 2
universe of discourse 90–1

INDEX
unsupervised learning 200–3, 209–12
user 30
user interface 32, 263

WHEN CHANGED method 133, 142
WHEN NEEDED method 133, 142, 146
Widrow’s rule 329
winner-takes-all neuron 205–6

V
vagueness 88
visualisation, see data visualisation
von Neumann, J. 5, 19

X
XOR, see logical operation, exclusive-OR

Y
W
Waterman, D. 11, 19
Watrous, R. 185
weak method 7
weight 167–8
Weismann, A. 220

Yager, R. 20

Z
Zadeh, L. 7, 15, 16, 20, 88–9, 92, 103,
125, 259, 260
zero-order Sugeno fuzzy model 114, 277

415



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