Plan Agents Chapter 7..

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Presentation transcript:

Plan Agents Chapter 7.

7.1 Memory Versus Computation Memory-based implementation The action is selected by designer. Agent would require large amounts of memory. Designer would require foresight in anticipating appropriate reactions for all possible situations. Computation-based implementation It will reduce the agent’s memory requirements and the burden on the designer. The designer specifies the computation instead of all possible situations. These computations will take time

7.1 Memory Versus Computation Computations Predict the consequences of the actions possible in any given situation. If these consequence-predicting computations could be automatically learned or evolved, the agent would be able to select appropriate actions even in those environments that a designer might not have been able to foresee. An agent must have a model of the world it inhabits and models of the effects of its actions on its model of the world.

7.2 State-Space Graphs An example Grid-space world containing 3 toy blocks (A, B, C). All initially are on the floor. The task is to stack blocks so that A is on top of B and B is on top of C and C is on the floor. Instances of a schema move(x, y) – x can be A, B, C and y can be A, B, C and floor. Operators move(A, C) , move(A, B) …

7.2 State-Space Graphs Directed graph A most useful structure for keeping track of the effects of several alternative sequences of actions. Node Representations of the individual worlds Iconic or feature Arc Operators

7.2 State-Space Graphs State-space graph A graph representing all of the possible actions and situations Any of the nodes in the graph can be taken to represent a goal situations.

7.2 State-Space Graphs Plan A sequence of the operators labeling the arcs along a path to a goal. Planning is searching for such a sequence. Projecting The process of predicting a sequence of world states resulting from a sequence of actions.

Searching Explicit State Spaces Search methods for explicit graphs involve propagating markers over the nodes of the graph. Label the start node with a 0. Propagate successively larger integers out in waves along the arcs until an integer hits the goal. Trace a path back from the goal to the start along a decreasing sequence of numbers. Expansion Puts marks on all of the marked node’s unmarked neighbors.

A Breadth-First Search

7.4 Feature-Based State Spaces Feature-Based graphs need a way to describe how an action affects features. STRIPS [Fikes & Nilsson, 1971] Define an operator by 3 lists Precondition list specifies those features that must have value 1 and 0 in order that the action can be applied. Delete list specifies those features that will have their values changed from 1 to 0. Add list specifies those features that will have their values changed from 0 to 1.

7.4 Feature-Based State Spaces Neural Networks Train a neural network to learn to predict the value of a feature vector at time t from its value at time t-1 and the action taken at time t-1. [Jordan & Rumelhart 1992] After training, the prediction network can be used to compute the feature vectors that would result from various actions. Computed features in turn could be used as new inputs to the network to predict the feature vector two steps ahead, and so on.

7.5 Graph Notation A graph consists of a set of nodes. Arcs connect certain pairs of nodes. A directed graph Arcs are directed from one member of the pair to the other. Successor (child) Parent An undirected graph Edges are undirected arcs. Contain only edges.

7.5 Graph Notation A path of length k from node n1 to node nk. A sequence of nodes with each ni+1 a successor of ni for i=1,…,k-1 Accessible Exist a path from one node to other node. Descendant, Ancestor Optimal path Path having minimal cost between two nodes. A spanning tree A tree including all nodes in a graph