<p> Programming Right From the Start with Visual Basic.NET</p><p>CHAPTER 15</p><p>Intelligent Systems</p><p>True-False Questions</p><p>1. “Information Overload” occurs because information increases in a linear fashion each year. Answer: False Level: Hard Section: 15-1 Page: 411</p><p>2. The increasing sophistication of computing technology can lead to Information Overload, but it can also support intelligent systems, which use information to create useful knowledge. Answer: True Level: Moderate Section: 15-1 Page: 411</p><p>3. Computer technology can be seen as a tool that improves the efficiency of information workers. Answer: True Level: Easy Section: 15-1 Page: 411</p><p>4. Numbers and characters, as stored in variables on a computer, are examples of information. Answer: False Level: Moderate Section: 15-2 Page: 412</p><p>5. The processing of knowledge leads to information. Answer: False Level: Easy Section: 15-2 Page: 412</p><p>6. Data must be viewed within a framework or context to have any meaning. Answer: True Level: Easy Section: 15-2 Page: 412</p><p>7. Intelligent systems are used to gather and use knowledge. Answer: True Level: Moderate Section: 15-2 Page: 412</p><p>8. Intelligence is seen as the process of turning knowledge into data and information. Answer: False Level: Easy Section: 15-2 Page: 412</p><p>9. To be intelligent a computer system must apply the appropriate knowledge to a situation. Answer: True Level: Moderate Section: 15-3 Page: 412</p><p>10. Expert systems are designed to deliver expert information on demand. Answer: False Level: Moderate Section: 15-3 Page: 415</p><p>15 - 1 Chapter 15 – Intelligent Systems</p><p>11. Expert systems work by capturing rules that can be applied in future situations. Answer: True Level: Hard Section: 15-3 Page: 415</p><p>12. Data mining is used to search for patterns in data collected from everyday business activity. Answer: True Level: Moderate Section: 15-3 Page: 415</p><p>13. A heuristic is defined as an information rule derived from experience. Answer: False Level: Moderate Section: 15-4 Page: 415</p><p>14. Heuristics are classified as either domain-specific or general purpose. Answer: True Level: Moderate Section: 15-4 Page: 416</p><p>15. “Act in haste, repent in leisure” is an example of a domain-specific heuristic. Answer: False Level: Easy Section: 15-4 Page: 416</p><p>16. Heuristics cannot easily be used with problems that are made up of a series of actions and states. Answer: False Level: Moderate Section: 15-4 Page: 416</p><p>17. A heuristic function is used to quantify the state of a problem. Answer: True Level: Moderate Section: 15-4 Page: 417</p><p>18. An advantage of heuristics is that they can easily adapt based on past experience. Answer: False Level: Moderate Section: 15-4 Page: 428</p><p>19. Heuristics are easy to implement for complex problems. Answer: False Level: Moderate Section: 15-4 Page: 428</p><p>20. Positive and negative reinforcement can only alter the behavior of living systems such as rats. Answer: False Level: Easy Section: 15-5 Page: 428</p><p>21. MENACE stands for Matchbox Educable Noughts and Crosses Engine. Answer: True Level: Easy Section: 15-5 Page: 428</p><p>22. MENACE is a computer program that can learn from past experience. Answer: False Level: Moderate Section: 15-5 Page: 428</p><p>15 - 2 Chapter 15 – Intelligent Systems</p><p>Multiple Choice Questions</p><p>23. Information overload means that: a.) information is being generated at an exponential rate. b.) workers are overwhelmed with information from many sources. c.) there is no hope for a worker to manage the excess of information. d.) Both a and b. e.) All of the above. </p><p>Answer: d Level: Easy Section: 15-1 Page: 411</p><p>24. Numbers, characters, or bits stored in the memory of a computer are viewed as: a.) data. b.) knowledge. c.) information. d.) intelligence. e.) wisdom.</p><p>Answer: a Level: Easy Section: 15-2 Page: 412</p><p>25. The processing of numbers and characters leads to: a.) data. b.) knowledge. c.) information. d.) intelligence. e.) wisdom.</p><p>Answer: c Level: Moderate Section: 15-2 Page: 412</p><p>26. Patterns observed from months of sales reports can lead to: a.) data. b.) knowledge. c.) information. d.) intelligence. e.) wisdom.</p><p>Answer: b Level: Hard Section: 15-2 Page: 412</p><p>15 - 3 Chapter 15 – Intelligent Systems</p><p>27. Graphs, reports, and tables are examples of: a.) data. b.) knowledge. c.) information. d.) intelligence. e.) wisdom.</p><p>Answer: c Level: Moderate Section: 15-2 Page: 412</p><p>28. Intelligent systems are used to gather and process: a.) data. b.) knowledge. c.) information. d.) intelligence. e.) wisdom.</p><p>Answer: b Level: Moderate Section: 15-2 Page: 412</p><p>29. The ability to use knowledge to guide decision making is called: a.) analysis. b.) data. c.) information. d.) intelligence. e.) wisdom.</p><p>Answer: e Level: Moderate Section: 15-2 Page: 412</p><p>30. An intelligent computer program would be able to: a.) apply the appropriate knowledge needed to solve a problem. b.) identify the appropriate knowledge needed to solve a problem. c.) store the appropriate knowledge needed to solve a problem. d.) Both a and b. e.) All of the above. </p><p>Answer: d Level: Hard Section: 15-3 Page: 412</p><p>31. The ability to solve a problem requires the ability to: a.) identify relevant data. b.) identify relevant information. c.) identify relevant knowledge. d.) Both a and b. e.) All of the above. </p><p>Answer: c Level: Moderate Section: 15-3 Page: 413</p><p>15 - 4 Chapter 15 – Intelligent Systems</p><p>32. Which type of computer applications are used by businesses for problem solving? a.) Data mining b.) Expert systems c.) Conventional computing systems d.) Both a and b. e.) All of the above. </p><p>Answer: d Level: Moderate Section: 15-3 Page: 415</p><p>33. Using heuristics to solve a problem requires: a.) a set of rules applied that can be applied to the problem. b.) knowledge about the specific problem. c.) experience with the problem. d.) Both a and b. e.) All of the above. </p><p>Answer: e Level: Hard Section: 15-4 Page: 415</p><p>34. “A bird in the hand is worth two in the bush” is an example of a: a.) domain-specific heuristic. b.) general-purpose level heuristic. c.) heuristic function. d.) Both a and b. e.) All of the above. </p><p>Answer: b Level: Easy Section: 15-4 Page: 416</p><p>35. In order to use heuristics to solve a problem, we have to break the problem into components of: a.) actions and characteristics. b.) actions and processes. c.) actions and states. d.) processes and characteristics. e.) processes and reinforcements.</p><p>Answer: c Level: Moderate Section: 15-4 Page: 416</p><p>36. A heuristic function: a.) assigns a value to each action of a problem. b.) assigns a value to each state of a problem. c.) compares all actions of a problem. d.) compares all states of a problem. e.) None of the above.</p><p>Answer: b Level: Moderate Section: 15-4 Page: 417</p><p>15 - 5 Chapter 15 – Intelligent Systems</p><p>37. Increasing the probability of an action associated with a successful outcome is analogous to a: a.) negative reinforcement. b.) positive reinforcement. c.) punishment. d.) Both a and b. e.) All of the above. </p><p>Answer: b Level: Moderate Section: 15-5 Page: 428</p><p>38. MENACE is one of the first examples of a ______learning system to successfully play tic-tac- toe. a.) computer program b.) living c.) non-living d.) Both a and b. e.) All of the above. </p><p>Answer: c Level: Moderate Section: 15-5 Page: 428</p><p>39. When does learning occur for the MENACE and MLearning examples in the textbook? a.) Before each game. b.) During each game. c.) After each game. d.) Both a and b. e.) All of the above. </p><p>Answer: c Level: Moderate Section: 15-5 Page: 428</p><p>Fill in the Blank Questions</p><p>40. Getting information from many sources every day (voice messages, emails, pagers, cell phones, paper documents, PDAs, etc) is an example of ___information overload___. Level: Easy Section: 15-1 Page: 411 </p><p>41. Technologies that process and produce knowledge are called ___intelligent (knowledge) systems___. Level: Moderate Section: 15-1 Page: 411</p><p>42. An information worker must be able to use technology as a(n) ___tool___ to create knowledge. Level: Moderate Section: 15-1 Page: 411</p><p>15 - 6 Chapter 15 – Intelligent Systems</p><p>43. Variables of numbers, characters, and images are called ___Data___. Level: Moderate Section: 15-2 Page: 412</p><p>44. The processing of data in a given situation generates ___information___. Level: Moderate Section: 15-2 Page: 412</p><p>45. Patterns of information can generate ___knowledge___. Level: Moderate Section: 15-2 Page: 412</p><p>46. Intelligence is defined as the capacity to accumulate ___knowledge___. Level: Moderate Section: 15-2 Page: 412</p><p>47. Following the best course of action based on one’s knowledge is called ___wisdom___. Level: Moderate Section: 15-2 Page: 412</p><p>48. A typical computer system designed to fill catalog orders processes ___data___ and ___information___. Level: Moderate Section: 15-2 Page: 412</p><p>49. The ability to identify ___relevant knowledge___ is essential to problem solving. Level: Moderate Section: 15-3 Page: 413</p><p>50. A(n) ___expert system___ is used to capture expert knowledge for use in the future. Level: Easy Section: 15-3 Page: 415 </p><p>51. ___Data mining___ techniques are used to find patterns and relationships with everyday business events. Level: Moderate Section: 15-3 Page: 415</p><p>52. A heuristic is a ___rule___ for solving a problem. Level: Easy Section: 15-4 Page: 415</p><p>53. A heuristic is based on ___(past) experience___. Level: Moderate Section: 15-4 Page: 415 </p><p>54. “Save your work every 10 minutes” is a(n) ___domain-specific___ type of heuristic. Level: Moderate Section: 15-4 Page: 416 </p><p>15 - 7 Chapter 15 – Intelligent Systems</p><p>55. A heuristic function will measure the goodness of a(n) ___state___ in a problem. Level: Moderate Section: 15-4 Page: 417</p><p>56. MENACE is an early example of a ___non-living___ system that could learn. Level: Moderate Section: 15-5 Page: 428</p><p>57. A system that changes its behavior based on previous experiences is called a(n) ___intelligent___ system. Level: Moderate Section: 15-5 Page: 428</p><p>58. A(n) ___reinforcement___ will increase the likelihood of a trained behavior. Level: Hard Section: 15-5 Page: 428</p><p>Essay Questions</p><p>59. What is the sequence of events by which data is turned into action? </p><p>When data is stored on a computer it has no meaning outside of the design of the program that creates it. Computer programs give context to data and transforms data into information. Information can be thought of as facts relating to the business problem. </p><p>Patterns observed in the information will generate knowledge, which can be thought of as rules that describe what to do in different situations. Intelligence is the ability to generate knowledge. An intelligent computer system aids in the discovery of knowledge, such as a data mining system.</p><p>Appropriate actions are finally generated by individuals with the wisdom to use the appropriate knowledge at hand in order to solve the business problems facing them.</p><p>60. What is a heuristic? How does it differ from a computer system that can learn?</p><p>A heuristic is a rule based on the knowledge of a particular problem. Experience with a particular type of problem gives experts the knowledge of how to solve the problem. Rules generated by experts can be codified and used to create expert systems.</p><p>To be useful the rules should be domain-specific. A problem that can be conceptualized as having states and actions that can be quantified can by solved with a computer system using heuristic rules. </p><p>Once the computer system is generated, it analyzes any particular situation and generates an appropriate response based on the fixed rules hard coded into the program.</p><p>15 - 8 Chapter 15 – Intelligent Systems</p><p>A computer system that learns collects data after each attempt to solve a problem. The responses that it generates to solve the problem will slowly change over time until it finds the best possible responses to each particular situation. Thus given a particular set of inputs the heuristic will always generate the exact same response to that situation, the learning system will change its responses until it finds the best possible output.</p><p>15 - 9</p>
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