CSCE 580 Artificial Intelligence Ch

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ARCHITECTURES FOR ARTIFICIAL INTELLIGENCE SYSTEMS
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Fall 2011 Marco Valtorta mgv@cse.sc.edu CSCE 580 Artificial Intelligence Ch.2 [P]: Agent Architectures and Hierarchical Control Fall 2011 Marco Valtorta mgv@cse.sc.edu

Acknowledgment The slides are based on the textbook [P] and other sources, including other fine textbooks [AIMA-2] David Poole, Alan Mackworth, and Randy Goebel. Computational Intelligence: A Logical Approach. Oxford, 1998 A second edition (by Poole and Mackworth) is under development. Dr. Poole allowed us to use a draft of it in this course Ivan Bratko. Prolog Programming for Artificial Intelligence, Third Edition. Addison-Wesley, 2001 The fourth edition is under development George F. Luger. Artificial Intelligence: Structures and Strategies for Complex Problem Solving, Sixth Edition. Addison-Welsey, 2009 From: David Poole [poole@cs.ubc.ca] Sent: Wednesday, August 06, 2008 8:47 PM To: Valtorta, Marco Cc: Alan Mackworth Subject: Re: New edition of your textbook Hi Marco, You can point the students to http://www.cs.ubc.ca/~poole/aibook/

Building Situated Robots Overview: Agents and Robots Robot systems and architectures Robot controllers Hierarchical controllers

Agents and Robots A situated agent perceives, reasons, and acts in time in an environment The manipulation of symbols to produce action is called reasoning. An agent is something that acts in the world A purposive agent prefers some states of the world to other states, and acts to try to achieve worlds they prefer An embodied agent has a physical body A robot is an artificial purposive embodied agent

What Makes an Agent? Agents can have sensors and effectors to interact with the environment Agents have (limited) memory and (limited) computational capabilities Agents reason and act in time

Robotic Systems A robotic system is made up of a robot and an environment A robot receives stimuli from the environment A robot carries out actions in the environment

Robotic System Architecture A robot is made up of a body and a controller A robot interacts with the environment through its body The body is made up of: sensors that interpret stimuli actuators that carry out actions The controller receives percepts from the body The controller sends commands to the body The body can also have reactions that are not controlled

Percept and Command Traces for a Trading Agent

Implementing a Controller A controller is the brains of the robot Agents are situated in time, they receive sensory data in time, and do actions in time The controller specifies the command at every time The command at any time can depend on the current and previous percepts

The Agent Functions Let T be the set of time points A percept trace is a function from T into P, where P is the set of all possible percepts A command trace is a function from T into C, where C is the set of all commands A transduction is a function from percept traces into command traces that's causal: the command trace up to time t depends only on percepts up to t A controller is an implementation of a transduction

Belief States A transduction specifies a function from an agent's history at time t into its action at time t An agent doesn't have access to its entire history. It only has access to what it has remembered The internal state or belief state of an agent at time t encodes all of the agent's history that it has access to The belief state of an agent encapsulates the information about its past that it can use for current and future actions

Functions Implemented in a Controller For discrete time, a controller implements: a belief state transition function remember : SxP->S, where S is the set of belief states and P is the set of possible percepts st+1 = remember (st, pt) means that st+1 is the belief state following belief state st when pt is observed A command function do : SxP->C, where S is the set of belief states, P is the set of possible percepts, and C is the set of possible commands. ct = do(st, pt) means that the controller issues command ct when the belief state is st and pt is observed

Robot Architectures You don't need to implement an intelligent agent as: as three independent modules, each feeding into the the next. It's too slow. High-level strategic reasoning takes more time than the reaction time needed to avoid obstacles. The output of the perception depends on what you will do with it

Hierarchical Control A better architecture is a hierarchy of controllers. Each controller sees the controllers below it as a virtual body from which it gets percepts and sends commands. The lower-level controllers can run much faster, and react to the world more quickly deliver a simpler view of the world to the higher-level controllers

Hierarchical Robotic System Architecture

A Decomposition of the Delivery Robot The robot has three actions: go straight, go right, go left. (Its velocity doesn't change) It can be given a plan consisting of sequence of named locations for the robot to go to in turn The robot must avoid obstacles It has a single whisker sensor pointing forward and to the right. The robot can detect if the whisker hits an object. The robot knows where it is The obstacles and locations can be moved dynamically. Obstacles and new locations can be created dynamically

Middle Layer of the Delivery Robot if whisker sensor = on then steer = left else if straight ahead(robot pos; robot dir ; current goal pos) then steer = straight else if left of (robot position; robot dir ; current goal pos) else steer = right arrived = distance(previous goal pos; robot pos) < threshold

Top Layer of the Delivery Robot The top layer is given a plan which is a sequence of named locations The top layer tells the middle layer the goal position of the current location It has to remember the current goal position and the locations still to visit When the middle layer reports the robot has arrived, the top layer takes the next location from the list of positions to visit, and there is a new goal position

Top Layer The top layer has two belief state variables. The value of the variable to do is the list of all pending locations. The variable goal pos maintains the goal position if arrived then goal pos = coordinates(head(to_do))’ if not arrived then to_do = tail (to_do’) Here to_do’ is the previous value for the to_do feature I think the second rule should have “not arrived” in the condition

Simulation of the Robot assign(to_do, [goto(o109), goto(storage), goto(o109), goto(o103)], 0). arrived(1).

Belief States An agent decides what to do based on its belief state and what it observes. A purely reactive agent doesn't have a belief state. A dead reckoning agent doesn't perceive the world. neither work very well in complicated domains. It is often useful for the agent's belief state to be a model of the world (itself and the environment) It is often useful to model both the noise of forward prediction and sensor noise---then Bayesian filtering is appropriate Section 2.3.1 [P]

Acting with Reasoning Knowledge In philosophy: true, justified belief In AI: knowledge is information about a domain that can be used to solve problems in that domain belief is information about the current state

Offline and Online Decomposition …of an agent (Fig. 2.7) Traditional distinction: ES vs. ML Expert systems: lots of prior knowledge Machine learning: lots of data

Roles in an Intelligent Agent Section 2.5.1 [P] An ontology is the specification of the meaning of the symbols used in an information system

Roles in an Intelligent Agent Section 2.5.1 [P]. More detailed version of previous slide