Learn Artificial Intelligence
& Machine Learning.
From the fundamentals of AI to cutting-edge Generative AI — this track covers everything you need: ML algorithms, deep learning, NLP, computer vision, reinforcement learning, and a complete DS & AI cheat sheet.
What is Artificial Intelligence?
Coined by John McCarthy in 1956. AI is the design of intelligence in an artificial device — machines that acquire, understand and apply knowledge to achieve goals, able to learn and solve problems on their own. It borders mathematics, computer science, philosophy, psychology, biology and cognitive science.
Cognitive Science approach
Model human cognition precisely enough to simulate it — the goal is reproducing the reasoning steps a human follows, not just the answer.
Laws of Thought approach
Formal logic and inference mechanisms that are provably correct and guarantee an optimal solution when one exists.
Turing Test approach
A machine is intelligent if a human interrogator can't tell its answers from a person's — behaviour over mechanism.
Rational Agent approach
Build agents that do the best possible action given what they know — the dominant view in modern AI (Russell & Norvig).
Intelligent agents
An agent perceives its environment through sensors and acts on it through actuators: agent = architecture + program. A task environment is specified as PEAS — Performance measure, Environment, Actuators, Sensors.
Simple reflex
Acts only on the current percept via condition→action rules. Ignores history; needs a fully observable environment.
Model-based reflex
Keeps an internal state + a model of "how the world works" — handles partially observable environments.
Goal-based
Has an agenda: searches and plans toward an explicit goal, choosing actions by whether they get closer to it.
Utility-based
When many paths reach the goal, picks the best one by maximising a utility ("happiness") function.
Environment properties that shape agent design:
Classical AI: search & game playing
Before ML, AI solved problems by searching a state space — start state, goal state, and operators between them. Still the backbone of pathfinding, planning and game AI.
BFS · DFS · Iterative Deepening
No knowledge of how far the goal is. BFS explores level-by-level (optimal for unit costs, memory-hungry); DFS dives deep (light on memory, can loop); iterative-deepening DFS combines both — DFS memory with BFS completeness.
Hill Climbing · Best-First · A*
Uses a heuristic h(n) estimating distance to goal. Hill climbing greedily improves and gets stuck on local maxima/plateaus; A* orders by f(n) = g(n) + h(n) and is optimal when h never overestimates (admissible).
Minimax + Alpha-Beta pruning
Two-player games: MAX picks moves maximising the score, MIN minimises it, evaluated bottom-up from leaf positions. Alpha-beta pruning skips branches that can't change the outcome — same answer, far fewer nodes.
CSP: Backtracking + Local Search
Variables, domains, constraints (map colouring, Sudoku, scheduling). Backtracking assigns values and undoes dead ends; local search repairs a complete assignment step-by-step.
Knowledge representation & reasoning
How an agent stores facts and derives new ones.
Propositional & First-Order Logic
Propositional logic: whole statements joined by ¬ ∧ ∨ → ↔. First-order logic adds objects, relations and quantifiers (∀, ∃) — expressive enough to state "every student passed some exam".
Forward vs Backward chaining
Forward chaining: start from known facts, fire rules until the goal appears — data-driven. Backward chaining: start from the goal and work back to supporting facts — goal-driven (Prolog-style).
Bayes' theorem
Update belief in hypothesis H after seeing evidence E. Foundation of Naive Bayes classifiers, spam filters and medical diagnosis — reasoning under uncertainty instead of hard true/false logic.
All 8 AI / ML modules
Follow the path top-to-bottom or jump to any topic directly.
k = 3 clusters.y = mx + b minimising the sum of squared residuals (shown as red vertical lines). The best-fit line minimises Σ(yᵢ − ŷᵢ)². Click the canvas to add new points, then re-fit.ReLU in hidden layers, Sigmoid on output). Edge thickness encodes weight magnitude. Bright nodes = high activation. Architecture: [3 → 5 → 4 → 2].Gini impurity or Information Gain. Each node is a yes/no question; leaves are predictions. Green = Accept, Yellow = Review, Red = Reject.θ ← θ − α · ∇L. Each dot is one step. Adjust LR — too high causes overshooting; too low causes painfully slow convergence. The pink dot is the current position on the loss surface.Quick Quiz
Five questions on the map of the field: agents, classical search, and where learning fits.