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1 Slide 11-1 Copyright © 2009 Pearson Education, Inc. J. Glenn Brookshear C H A P T E R 3 Chapter 11 J. Glenn Brookshear 蔡 蔡 蔡 Artificial Intelligence

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Chapter 11. C H A P T E R 3. Artificial Intelligence. J. Glenn Brookshear 蔡 文 能. J. Glenn Brookshear. Chapter 11: Artificial Intelligence. 11.1 Intelligence and Machines 11.2 Perception 11.3 Reasoning 11.4 Additional Areas of Research 11.5 Artificial Neural Networks 11.6 Robotics - PowerPoint PPT Presentation

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Slide 11-1 Copyright © 2009 Pearson Education, Inc.

J. Glenn Brookshear

C H A P T E R 3

Chapter 11

J. Glenn Brookshear蔡 文 能

Artificial Intelligence

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Chapter 11: Artificial Intelligence

• 11.1 Intelligence and Machines

• 11.2 Perception

• 11.3 Reasoning

• 11.4 Additional Areas of Research

• 11.5 Artificial Neural Networks

• 11.6 Robotics

• 11.7 Considering the Consequences

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Home Wrecker

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The Matrix

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Computer Virus?

• 「駭客任務 2 」( Matrix Reloaded )描述電腦母體遭到電腦病毒攻擊,為了拯救被困在電腦母體的人類 ,駭客們只好跟電腦人攜手合作打擊電腦病毒 !

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Screamers

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何謂人工智慧 ? (Artificial Intelligence)

• 人工智慧 (Artificial Intelligence 或簡稱 AI)有時也稱作機器智慧,是指由人工製造出來的系統所表現出來的智慧。– 這裡,「人」也可以廣義理解為任何生命體,

比如說外星人,如果它們真的存在的話。– 通常人工智慧是指通過普通電腦實現的智慧。– 該詞同時也指研究這樣的智慧系統是否能夠實

現,以及如何實現的科學領域。資料來源 : http://wikipedia.org

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人工智慧的定義

• 人工智慧的定義可以分為兩部分 : 「人工」和「智慧」。• John McCarthy 1956: 人工智慧就是要讓機器的行為看起

來就像是人表現出智慧的行為一樣。• 強人工智慧 vs. 弱人工智慧

– 強人工智慧觀點認為有可能製造出真正能推理( Reasoning )和解決問題( Problem solving )的智慧機器,並且,這樣的機器將被認為是有知覺的,有自我意識的。

– 弱人工智慧觀點認為不可能製造出能真正地推理和解決問題的智慧機器,這些機器只不過看起來像是智慧的,但是並不真正擁有智慧,也不會有自主意識。

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人工智慧的應用

• 人工智慧目前在電腦領域內,得到了愈加廣泛的重視。在機器人 (Robotics) 、電腦視覺(Computer vision) 、經濟政治決策、控制系統、 模擬系統中得到應用。

• AI in Business– Expert Systems 專家系統– Neural Networks 神經網路– Genetic Algorithms 基因演算法– Intelligence Agent 智慧代理人

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Figure 11.1 The eight-puzzle in its solved configuration

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Figure 11.2 Our puzzle-solving machine

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8- puzzle

Chess

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• Deep Blue, the IBM RS/6000 parallel supercomputer that defeated Chess Grandmaster Garry Kasparov in May 1997.

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人工智慧的研究 (1/3)

• 自然語言處理 (Natural language processing )• 智慧搜索 (AI search)• 圖形識別 (Pattern Recognition ; 樣式識別 )• 機器學習 (Machine Learning)• 知識庫系統 (Knowledge-based systems )• 推理 (Reasoning) ,邏輯程式設計 (Logic programming)• 專家系統 (Expert system)• 類神經網路 (Neural network )• 基因演算法 (Genetic algorithm )• 模糊理論 (Fuzzy theory) , …

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人工智慧的研究 (2/3)

• Artificial intelligence began as an experimental field in the 1950s with such pioneers as Allen Newell and Herbert Simon, who founded the first artificial intelligence laboratory at Carnegie-Mellon University, and John McCarthy and Marvin Minsky, who founded the MIT AI Lab in 1959. ( 目前稱 MIT CSAIL )

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人工智慧的研究 (3/3)

• Seminal papers advancing the concept of machine intelligence include A Logical Calculus of the Ideas Immanent in Nervous Activity (1943), by Warren McCulloch and Walter Pitts, and On Computing Machinery and Intelligence (1950), by Alan TuringAlan Turing,, and Man-Computer Symbiosis by J.C.R. Licklider. See cybernetics and Turing test for further discussion in wikipedia.

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人工智慧相關技術 (1/4)

• 知識表示法 (Knowledge Representation)– 研究如何將複雜的相關訊息表示於電腦系統。– 範例: M. L. Minsky 發表的框架( Frame )理論。

• 經驗法則搜尋 (Heuristic search)– 從眾多的邏輯規則中,快速的找尋一條合乎限制的規則。– 所謂的經驗法則,就是並不是永遠成立,但是依經驗看

在大部分情況都成立。

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人工智慧相關技術 (2/4)

• 資料探勘 (Data Mining)– 很多企業資料已經建立在資料庫系統中。– 希望能夠從大量的未處理資料( Raw Data )

中,挖掘出有建設性的資訊( Information )。– 在美國有名的實例

•利用資料探勘的技術後,發現啤酒和尿片常常一起被購買,而將這兩項貨品擺在附近,使得連鎖便利商店生意興隆。

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人工智慧相關技術 (3/4)

• 邏輯推理– 邏輯 (Logic) 常被用來表示因果關係,像是「若下雨,

則撐傘」;或是一些更複雜的規則。– 將人類進行事實的歸納及推理等活動,描述成一條條的

規則建立在電腦系統裡,有時也稱為生產系統( Production System )。

• 符號處理 – 便於表示知識和邏輯推理。 – 適於符號處理的程式語言,例如 Lisp 和 Prolog 語言。

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人工智慧相關技術 (4/4)

細胞核

( 輸入 )

神經鍵(Weights)

( 輸出 )

神經元 (Neuron)

類神經網路 : 是指利用電腦來模仿生物神經網路的處理系統。

Source: J. Glenn Brookshear

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類神經元 (Artificial Neuron)

W1

I1

W2

I2

Wn

In

輸入 (Inputs)

輸出(Output)

n

jjj IWx

1x>T ? Y

T : Threshold 門檻值

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第五代電腦 (FGCS)

• Fifth Generation Computer System

• Next Generation Computer System (NGCS)

1982年由日本通產省主動提出十年的「第五代電腦計畫」,想要超越 IBM ,開創日本獨有的電腦技術,參與的企業包括NEC、富士通、松下、聲寶、日立、三菱、東芝、 NTT、及沖電氣共 9 家企業。目標要開發具人工智慧、能夠接受人類自然語言的新電腦。

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第一代到第四代電腦

generation 年代 電子元件

電子元件 size

運作速度

第一代 1946~1958

真空管 vacuum tube

燈泡 10-3 秒毫秒 ms

第二代 1959~1964

電晶體 transistor

小指頭 10-6 秒微秒 us

第三代 1964~1971

積體電路 Integrated

Circuit (IC)

鉛筆心 10-8 秒毫微秒

第四代 1972~ VLSI / ULSI

比頭髮細

10-9 秒奈秒 ns

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Intelligent Agents

• Agent: A “device” that responds to stimuli from its environment– Sensors– Actuators

• Much of the research in artificial intelligence can be viewed in the context of building agents that behave intelligently

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Levels of Intelligent Behavior

• Reflex: actions are predetermined responses to the input data

• More intelligent behavior requires knowledge of the environment and involves such activities as:– Goal seeking– Learning

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Approaches to Research in Artificial Intelligence

• Engineering track – Performance oriented

• Theoretical track – Simulation oriented

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Turing Test

• Test setup: Human interrogator communicates with test subject by typewriter.

• Test: Can the human interrogator distinguish whether the test subject is human or machine?

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Techniques for Understanding Images

• Template matching

• Image processing– edge enhancement– region finding– smoothing

• Image analysis

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Language Processing

• Syntactic Analysis ( 語法 )

• Semantic Analysis ( 語意 )

• Contextual Analysis

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Figure 11.3 A semantic net

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Components of a Production Systems

1. Collection of states– Start (or initial) state– Goal state (or states)

2. Collection of productions: rules or moves– Each production may have preconditions

3. Control system: decides which production to apply next

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Reasoning by Searching

• State Graph: All states and productions

• Search Tree: A record of state transitions explored while searching for a goal state– Breadth-first search– Depth-first search

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Figure 11.4 A small portion of the eight-puzzle’s state graph

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Figure 11.5 Deductive reasoning in the context of a production

system

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Figure 11.6 An unsolved eight-puzzle

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Figure 11.7 A sample search tree

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Figure 11.8 Productions stacked for later execution

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Heuristic Strategies

• Heuristic: A “rule of thumb” for making decisions

• Requirements for good heuristics– Must be easier to compute than a complete solution– Must provide a reasonable estimate of proximity to

a goal

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Othello 黑白棋

Heuristic search

金角銀邊

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Figure 11.9 An unsolved eight-puzzle

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Game Trees

• Problem spaces for typical games are represented as trees

• Root node represents the current board configuration; player must decide the best single move to make next

• Static evaluator function rates a board position. f(board) = real number with f>0 “white” (me), f<0 for black (you)

• Arcs represent the possible legal moves for a player

• If it is my turn to move, then the root is labeled a "MAX" node; otherwise it is labeled a "MIN" node, indicating my opponent's turn.

• Each level of the tree has nodes that are all MAX or all MIN; nodes at level i are of the opposite kind from those at level i+1

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Minimax Procedure

• Create start node as a MAX node with current board configuration • Expand nodes down to some depth (a.k.a. ply) of lookahead in the

game• Apply the evaluation function at each of the leaf nodes • “Back up” values for each of the non-leaf nodes until a value is

computed for the root node– At MIN nodes, the backed-up value is the minimum of the values associated

with its children. – At MAX nodes, the backed-up value is the maximum of the values

associated with its children.

• Pick the operator associated with the child node whose backed-up value determined the value at the root

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Minimax Algorithm

2 7 1 8

MAX

MIN

2 7 1 8

2 1

2 7 1 8

2 1

2

2 7 1 8

2 1

2This is the moveselected by minimaxStatic evaluator

value

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Figure 11.10 An algorithm for a control system using heuristics

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Figure 11.11 The beginnings of our heuristic search

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Figure 11.12 The search tree after two passes

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Figure 11.13 The search tree after three passes

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Figure 11.14 The complete search tree formed by our heuristic system

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Partial Game Tree for Tic-Tac-Toe

• f(n) = +1 if the position is a win for X.

• f(n) = -1 if the position is a win for O.

• f(n) = 0 if the position is a draw.

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Handling Real-World Knowledge

• Representation and storage

• Accessing relevant information– Meta-Reasoning– Closed-World Assumption

• Frame problem

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Learning

• Imitation

• Supervised Training

• Reinforcement

• Evolutionary Techniques

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Artificial Neural Networks

• History– late-1800's - Neural Networks appear as an analogy to biological

systems– 1960's and 70's – Simple neural networks appear

• Fall out of favor because the perceptron is not effective by itself, and there were no good algorithms for multilayer nets

– 1986 – Backpropagation algorithm appears• Neural Networks have a resurgence in popularity

• Artificial Neuron– Each input is multiplied by a weighting factor.– Output is 1 if sum of weighted inputs exceeds the threshold value; 0

otherwise.

• Network is programmed by adjusting weights using feedback from examples.

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Figure 11.15 A neuron ( 神經元 ) in a living biological system

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Figure 11.16 The activities within a processing unit

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Figure 11.17 Representation of a processing unit

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Figure 11.18 A neural network with two different programs

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Figure 11.19 An artificial neural network

Inputs

Outputw2

w1

w3

wn

wn-1

. . .

x1

x2

x3

xn-1

xn

y)(;

1

zHyxwzn

iii

The McCullogh-Pitts model

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Artificial neurons (1/2)

The McCullogh-Pitts model:

• spikes are interpreted as spike rates;

• synaptic strength are translated as synaptic weights;

• excitation means positive product between the incoming spike rate and the corresponding synaptic weight;

• inhibition means negative product between the incoming spike rate and the corresponding synaptic weight;

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Artificial neurons (2/2)

Nonlinear generalization of the McCullogh-Pitts neuron:

),( wxfy y is the neuron’s output, x is the vector of inputs, and w is the vector of synaptic weights.

Examples:

2

2

2

||||

1

1

a

wx

axw

ey

ey T

sigmoidal neuron

Gaussian neuron

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Artificial neural networks (1/2)

Inputs

Output

An artificial neural network is composed of many artificial neurons that are linked together according to a specific network architecture. The objective of the neural network is to transform the inputs into meaningful outputs.

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Artificial neural networks (2/2)

Tasks to be solved by artificial neural networks:

• controlling the movements of a robot based on self-perception and other information (e.g., visual information);

• deciding the category of potential food items (e.g., edible or non-edible) in an artificial world;

• recognizing a visual object (e.g., a familiar face);

• predicting where a moving object goes, when a robot wants to catch it.

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Learning in biological systems

Learning = learning by adaptation

The young animal learns that the green fruits are sour, while the yellowish/reddish ones are sweet. The learning happens by adapting the fruit picking behavior.

At the neural level the learning happens by changing of the synaptic strengths, eliminating some synapses, and building new ones.

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Learning as optimisation

The objective of adapting the responses on the basis of the information received from the environment is to achieve a better state. E.g., the animal likes to eat many energy rich, juicy fruits that make its stomach full, and makes it feel happy.

In other words, the objective of learning in biological organisms is to optimise the amount of available resources, happiness, or in general to achieve a closer to optimal state.

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Learning in biological neural networks

The learning rules of Hebb:

• synchronous activation increases the synaptic strength;

• asynchronous activation decreases the synaptic strength.

These rules fit with energy minimization principles.

Maintaining synaptic strength needs energy, it should be maintained at those places where it is needed, and it shouldn’t be maintained at places where it’s not needed.

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Learning principle for artificial neural networks

ENERGY MINIMIZATIONWe need an appropriate definition of energy for artificial neural networks, and having that we can use mathematical optimisation techniques to find how to change the weights of the synaptic connections between neurons.

ENERGY = measure of task performance error

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Figure 11.20 Training an artificial neural network (1/2)

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Figure 11.20 Training an artificial neural network (2/2)

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ALVINN

• Autonomous Land Vehicle In a Neural Network• Robotic car• Created in 1980s by David Pomerleau• 1995

– Drove 1000 miles in traffic at speed of up to 120 MPH

– Steered the car coast to coast (throttle and brakes controlled by human)

• 30 x 32 image as input, 4 hidden units, and 30 outputs

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Figure 11.21 The structure of ALVINN

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MLP neural networks

MLP = multi-layer perceptron

Perceptron:

MLP neural network:

xwy Tout x yout

x yout23

2

1

23

22

21

2

2

13

12

11

1

1

),(

2,1,1

1

),,(

3,2,1,1

1

212

11

ywywy

yyy

ke

y

yyyy

ke

y

T

kkkout

T

aywk

T

axwk

kkT

kkT

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RBF neural networks

RBF = radial basis function

2

2

2

||||

)(

||)(||)(

a

wx

exf

cxrxr

Example: Gaussian RBF

xyout

4

1

)(2

||||

2 2

2,1

k

a

wx

koutk

k

ewy

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Neural network tasks

• control

• classification

• prediction

• approximation

These can be reformulated in general as

FUNCTION APPROXIMATION

tasks.

Approximation: given a set of values of a function g(x) build a neural network that approximates the g(x) values for any input x.

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Neural network approximation

Task specification:

Data: set of value pairs: (xt, yt), yt=g(xt) + zt; zt is random measurement noise.

Objective: find a neural network that represents the input / output transformation (a function) F(x,W) such that

F(x,W) approximates g(x) for every x

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Learning to approximate

Error measure:

N

ttt yWxF

NE

1

2));((1

Rule for changing the synaptic weights:

ji

ji

newji

ji

ji

www

Ww

Ecw

,

)(

c is the learning parameter (usually a constant)

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New methods for learning with neural networks

Bayesian learning:

the distribution of the neural network parameters is learnt

Support vector learning:

the minimal representative subset of the available data is used to calculate the synaptic weights of the neurons

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Associative Memory

• Associative memory: The retrieval of information relevant to the information at hand

• One direction of research seeks to build associative memory using neural networks that when given a partial pattern, transition themselves to a completed pattern.

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Figure 11.22 An artificial neural network implementing an associative memory

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Figure 11.23 The steps leading to a stable configuration

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Robotics

• Truly autonomous robots require progress in perception and reasoning.

• Major advances being made in mobility

• Plan development versus reactive responses

• Evolutionary robotics

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Issues Raised by Artificial Intelligence

• When should a computer’s decision be trusted over a human’s?

• If a computer can do a job better than a human, when should a human do the job anyway?

• What would be the social impact if computer “intelligence” surpasses that of many humans?

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Chapter 11Artificial Intelligence

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