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Artificial Intelligence Unit-1: Intelligent Agents

It is related to the subject artificial intelligence. It is a very basic concept related to the agents used in artificial intelligence.

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0% found this document useful (0 votes)
82 views61 pages

Artificial Intelligence Unit-1: Intelligent Agents

It is related to the subject artificial intelligence. It is a very basic concept related to the agents used in artificial intelligence.

Uploaded by

Richi
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Artificial Intelligence

Unit-1

Intelligent Agents
Chapter 2
Intelligent Agents
What is an agent ?
 An agent is anything that perceiving its
environment through sensors and acting upon
that environment through actuators
 Example:
 Human is an agent
 A robot is also an agent with cameras and motors

 A thermostat detecting room temperature.


Intelligent Agents
Diagram of an agent

What AI should fill


Simple Terms
Percept
 Agent’s perceptual inputs at any given instant
Percept sequence
 Complete history of everything that the agent has
ever perceived.
Agent function & program
Agent’s behavior is mathematically
described by
 Agent function
 A function mapping any given percept
sequence to an action
Practically it is described by
 An agent program
 The real implementation
Vacuum-cleaner world
Perception: Clean or Dirty? where it is in?
Actions: Move left, Move right, suck, do
nothing
Vacuum-cleaner world
Program implements the agent function
tabulated in Fig. 2.3
Function Reflex-Vacuum-Agent([location,status]) return an
action
If status = Dirty then return Suck
else if location = A then return Right
else if location = B then return left
Concept of Rationality
Rational agent
 One that does the right thing
 = every entry in the table for the agent
function is correct (rational).
What is correct?
 The actions that cause the agent to be most
successful
 So we need ways to measure success.
Performance measure
Performance measure
 An objective function that determines
 How the agent does successfully
 E.g., 90% or 30% ?

An agent, based on its percepts


  action sequence :
if desirable, it is said to be performing well.
 No universal performance measure for all
agents
Performance measure
A general rule:
 Design performance measures according to
 What one actually wants in the environment
 Rather than how one thinks the agent should behave

E.g., in vacuum-cleaner world


 We want the floor clean, no matter how the
agent behave
 We don’t restrict how the agent behaves
Rationality
What is rational at any given time depends on
four things:
 The performance measure defining the criterion of
success
 The agent’s prior knowledge of the environment

 The actions that the agent can perform

 The agents’s percept sequence up to now


Rational agent
For each possible percept sequence,
 an rational agent should select
 an action expected to maximize its performance
measure, given the evidence provided by the percept
sequence and whatever built-in knowledge the agent has
E.g., an exam
 Maximize marks, based on
the questions on the paper & your knowledge
Example of a rational agent
Performance measure
 Awards one point for each clean square
 at each time step, over 10000 time steps
Prior knowledge about the environment
 The geography of the environment
 Only two squares

 The effect of the actions


Example of a rational agent
Actions that can perform
 Left, Right, Suck and NoOp
Percept sequences
 Where is the agent?
 Whether the location contains dirt?

Under this circumstance, the agent is


rational.
Omniscience
An omniscient agent
 Knows the actual outcome of its actions in
advance
 No other possible outcomes

 However, impossible in real world

An example
 crossing a street but died of the fallen cargo
door from 33,000ft  irrational?
Omniscience

Based on the circumstance, it is rational.


As rationality maximizes
 Expected performance
Perfection maximizes
 Actual performance
Hence rational agents are not omniscient.
Learning
Does a rational agent depend on only
current percept?
 No, the past percept sequence should also be
used
 This is called learning

 After experiencing an episode, the agent


 should adjust its behaviors to perform better for
the same job next time.
Autonomy
If an agent just relies on the prior knowledge of its
designer rather than its own percepts then the
agent lacks autonomy
A rational agent should be autonomous- it should
learn what it can to compensate for partial or
incorrect prior knowledge.
E.g., a clock
 No input (percepts)
 Run only but its own algorithm (prior knowledge)
 No learning, no experience, etc.
Software Agents
Sometimes, the environment may not be the
real world
 E.g., flight simulator, video games, Internet
 They are all artificial but very complex
environments
 Those agents working in these environments are
called
 Software agent (softbots)
 Because all parts of the agent are software
Task environments
Task environments are the problems
 While the rational agents are the solutions
Specifying the task environment
 PEAS description as fully as possible
 Performance
 Environment

 Actuators

 Sensors

In designing an agent, the first step must always be to specify


the task environment as fully as possible.
Use automated taxi driver as an example
Task environments
Performance measure
 How can we judge the automated driver?
 Which factors are considered?
 getting to the correct destination
 minimizing fuel consumption

 minimizing the trip time and/or cost

 minimizing the violations of traffic laws

 maximizing the safety and comfort, etc.


Task environments
Environment
 A taxi must deal with a variety of roads
 Traffic lights, other vehicles, pedestrians, stray
animals, road works, police cars, etc.
 Interact with the customer
Task environments
Actuators (for outputs)
 Control over the accelerator, steering, gear
shifting and braking
 A display to communicate with the customers

Sensors (for inputs)


 Detect other vehicles, road situations
 GPS (Global Positioning System) to know where
the taxi is
 Many more devices are necessary
Task environments
A sketch of automated taxi driver
Properties of task environments
Fully observable vs. Partially observable
 If an agent’s sensors give it access to the
complete state of the environment at each point
in time then the environment is effectively and
fully observable
 if the sensors detect all aspects
 That are relevant to the choice of action
Partially observable
An environment might be Partially observable
because of noisy and inaccurate sensors or
because parts of the state are simply missing from
the sensor data.
Example:
 A local dirt sensor of the cleaner cannot tell
 Whether other squares are clean or not
Properties of task environments
Deterministic vs. stochastic
 next state of the environment Completely determined
by the current state and the actions executed by the
agent, then the environment is deterministic,
otherwise, it is Stochastic.
 Strategic environment: deterministic except for actions
of other agents
-Cleaner and taxi driver are:
 Stochastic because of some unobservable aspects  noise or
unknown
Properties of task environments
Episodic vs. sequential
 An episode = agent’s single pair of perception & action
 The quality of the agent’s action does not depend on other
episodes
 Every episode is independent of each other
 Episodic environment is simpler
 The agent does not need to think ahead
Sequential
 Current action may affect all future decisions
-Ex. Taxi driving and chess.
Properties of task environments
Static vs. dynamic
 A dynamic environment is always changing
over time
 E.g., the number of people in the street
 While static environment
 E.g., the destination
Semidynamic
 environment is not changed over time
 but the agent’s performance score does
Properties of task environments

Discrete vs. continuous


 If there are a limited number of distinct states,
clearly defined percepts and actions, the
environment is discrete
 E.g., Chess game

 Continuous: Taxi driving


Properties of task environments

Single agent VS. multiagent


 Playing a crossword puzzle – single agent
 Chess playing – two agents

 Competitive multiagent environment


 Chess playing
 Cooperative multiagent environment
 Automated taxi driver
 Avoiding collision
Properties of task environments

Known vs. unknown


This distinction refers not to the environment itslef but to the
agent’s (or designer’s) state of knowledge about the
environment.
-In known environment, the outcomes for all actions are
given. ( example: solitaire card games).
- If the environment is unknown, the agent will have to learn
how it works in order to make good decisions.( example:
new video game).
Examples of task environments
Structure of agents
Structure of agents
Agent = architecture + program
 Architecture = some sort of computing device
(sensors + actuators)
 (Agent) Program = some function that
implements the agent mapping = “?”
 Agent Program = Job of AI
Agent programs
Input for Agent Program
 Only the current percept
Input for Agent Function
 The entire percept sequence
 The agent must remember all of them

Implement the agent program as


 A look up table (agent function)
Agent programs
Skeleton design of an agent program
Agent Programs
P = the set of possible percepts
T= lifetime of the agent
 The total number of percepts it receives

T t
Size of the look up table t 1
P
Consider playing chess
 P =10, T=150
 Will require a table of at least 10150 entries
Agent programs
Despite of huge size, look up table does what
we want.
The key challenge of AI
 Find out how to write programs that, to the
extent possible, produce rational behavior
 From a small amount of code
 Rather than a large amount of table entries

 E.g., a five-line program of Newton’s Method


 V.s. huge tables of square roots, sine, cosine, …
Types of agent programs
Four types
 Simple reflex agents
 Model-based reflex agents

 Goal-based agents

 Utility-based agents
Simple reflex agents
It uses just condition-action rules
 The rules are like the form “if … then …”
 efficient but have narrow range of applicability

 Because knowledge sometimes cannot be stated


explicitly
 Work only
 if the environment is fully observable
Simple reflex agents
Simple reflex agents (2)
A Simple Reflex Agent in Nature
percepts
(size, motion)

RULES:
(1) If small moving object,
then activate SNAP
(2) If large moving object,
then activate AVOID and inhibit SNAP
ELSE (not moving) then NOOP
needed for
completeness Action: SNAP or AVOID or NOOP
Model-based Reflex Agents
For the world that is partially observable
 the agent has to keep track of an internal state
 That depends on the percept history
 Reflecting some of the unobserved aspects

 E.g., driving a car and changing lane

Requiring two types of knowledge


 How the world evolves independently of the agent
 How the agent’s actions affect the world
Example Table Agent
With Internal State
IF THEN
Saw an object ahead, Go straight
and turned right, and
it’s now clear ahead
Saw an object Ahead, Halt
turned right, and object
ahead again
See no objects ahead Go straight

See an object ahead Turn randomly


Example Reflex Agent With Internal State:
Wall-Following

start

Actions: left, right, straight, open-door


Rules:
1. If open(left) & open(right) and open(straight) then
choose randomly between right and left
2. If wall(left) and open(right) and open(straight) then straight
3. If wall(right) and open(left) and open(straight) then straight
4. If wall(right) and open(left) and wall(straight) then left
5. If wall(left) and open(right) and wall(straight) then right
6. If wall(left) and door(right) and wall(straight) then open-door
7. If wall(right) and wall(left) and open(straight) then straight.
8. (Default) Move randomly
Model-based Reflex Agents

The agent is with memory


Model-based Reflex Agents
Goal-based agents
Current state of the environment is always
not enough
The goal is another issue to achieve
 Judgment of rationality / correctness
Actions chosen  goals, based on
 the current state
 the current percept
Goal-based agents
Conclusion
 Goal-based agents are less efficient
 but more flexible
 Agent  Different goals  different tasks
 Search and planning
 two other sub-fields in AI
 to find out the action sequences to achieve its goal
Goal-based agents
Utility-based agents
Goals alone are not enough
 to generate high-quality behavior
 E.g. meals in Canteen, good or not ?

Many action sequences  the goals


 some are better and some worse
 If goal means success,

 then utility means the degree of success (how


successful it is)
Utility-based agents (4)
Utility-based agents
it is said state A has higher utility
 If state A is more preferred than others
Utility is therefore a function
 that maps a state onto a real number
 the degree of success
Utility-based agents (3)
Utility has several advantages:
 When there are conflicting goals,
 Only some of the goals but not all can be achieved
 utility describes the appropriate trade-off

 When there are several goals


 None of them are achieved certainly
 utility provides a way for the decision-making
Learning Agents
After an agent is programmed, can it work
immediately?
 No, it still need teaching
In AI,
 Once an agent is done
 We teach it by giving it a set of examples
 Test it by using another set of examples

We then say the agent learns


 A learning agent
Learning Agents
Four conceptual components
 Learning element
 Making improvement
 Performance element
 Selecting external actions
 Critic
 Tells the Learning element how well the agent is doing with
respect to fixed performance standard.
(Feedback from user or examples, good or not?)
 Problem generator
 Suggest actions that will lead to new and informative experiences.
Learning Agents

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