Intelligent Agents Chapter 2.

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Presentation transcript:

Intelligent Agents Chapter 2

How do you design an intelligent agent? Definition: An intelligent agent perceives its environment via sensors and acts rationally upon that environment with its effectors. Properties Autonomous Reactive to the environment Pro-active (goal-directed) Interacts with other agents directly or via the environment

Some agent types (0) Table-driven agents (1) Simple reflex agents use a percept sequence/action table in memory to find the next action. They are implemented by a (large) lookup table. (1) Simple reflex agents are based on condition-action rules, implemented with an appropriate production system. They are stateless devices which do not have memory of past world states. (2) Agents with memory have internal state, which is used to keep track of past states of the world. (3) Agents with goals are agents that, in addition to state information, have goal information that describes desirable situations. Agents of this kind take future events into consideration. (4) Utility-based agents base their decisions on classic axiomatic utility theory in order to act rationally.

(0) Table-driven agents Table lookup of percept-action pairs mapping from every possible perceived state to the optimal action for that state Problems Too big to generate and to store (Chess has about 10120 states, for example) No knowledge of non-perceptual parts of the current state Not adaptive to changes in the environment; requires entire table to be updated if changes occur Looping: Can’t make actions conditional on previous actions/states

(1) Simple reflex agents Rule-based reasoning to map from percepts to optimal action; each rule handles a collection of perceived states Problems Still usually too big to generate and to store Still no knowledge of non-perceptual parts of state Still not adaptive to changes in the environment; requires collection of rules to be updated if changes occur Still can’t make actions conditional on previous state

(0/1) Table-driven/reflex agent architecture

(2) Agents with memory Encode “internal state” of the world to remember the past as contained in earlier percepts. Needed because sensors do not usually give the entire state of the world at each input, so perception of the environment is captured over time. “State” is used to encode different "world states" that generate the same immediate percept. Requires ability to represent change in the world; one possibility is to represent just the latest state, but then can’t reason about hypothetical courses of action.

(2) Architecture for an agent with memory

(3) Goal-based agents Choose actions so as to achieve a (given or computed) goal. A goal is a description of a desirable situation. Keeping track of the current state is often not enough  need to add goals to decide which situations are good Deliberative instead of reactive. May have to consider long sequences of possible actions before deciding if goal is achieved – involves consideration of the future, “what will happen if I do...?”

(3) Architecture for goal-based agent

(4) Utility-based agents When there are multiple possible alternatives, how to decide which one is best? A goal specifies a crude distinction between a happy and unhappy state, but often need a more general performance measure that describes “degree of happiness.” Utility function U: State  Reals indicating a measure of success or happiness when at a given state. Allows decisions comparing choice between conflicting goals, and choice between likelihood of success and importance of goal (if achievement is uncertain).

(4) Architecture for a complete utility-based agent

Multi-agent systems A collection of intelligent agents Agents interact with each other to reach a system wide goal More autonomous than components in distributed AI systems Can also model adversary interaction Interaction is often carried out by exchanging messages Encoded in a common communication language (e.g., KQML). Semantics follow a common ontology