Intelligent Agents (Ch. 2)

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Presentation transcript:

Intelligent Agents (Ch. 2) examples of agents webbots, ticket purchasing, electronic assistant, Siri, news filtering, autonomous vehicles, printer/copier monitor, Robocup soccer, NPCs in Quake, Halo, Call of Duty... agents are a unifying theme for AI use search and knowledge, planning, learning... focus on decision-making must deal with uncertainty, other actors in environment

Characteristics of Agents essential characteristics agents are situated: can sense and manipulate an environment that changes over time agents are goal-oriented agents are autonomous other common aspects of agents: adaptive optimizing (rational) social (interactive, cooperative, multiagent) life-like

goals, knowledge base, model of world sensors, percepts State1 State2 State3 Staten plan: Action1 Action2 Action3 ... actuators, effectors, actions Environment

policy - mapping of states (or histories) to actions p(s)=a p(s1,...st)=at Performance measures: utility function, rewards, costs, goals mapping of states (or statesXactions) into R Rationality for each possible percept sequence, a rational agent should select an action that is expected to maximize its performance measure, given the evidence provideded by the percept sequence and whatever built-in knowledge the agent has

Task Environments The architecture or design of an agent is strongly influenced by characteristics of the environment Discrete Continuous Static Dynamic Deterministic Stochastic Episodic Sequential Fully Observable Partially Observable Single-Agent Multi-Agent

Agent Architectures Reactive/Reflex Agents stimulus-response condition-action lookup table efficient goals are implicit sense-decide-act loop OODA loop (observe-orient-decide-act) sense act decide

Ghengis (Rodney Brooks, MIT) simple reactive controllers

Condition - action rules Simple Reflex Agent sensors What the world is like now What action I should do now Condition - action rules effectors Environment function SIMPLE-REFLEX-AGENT(percept) returns action static: rules, a set of condition-action rules state  INTERPRET-INPUT (percept) rule  RULE-MATCH (state,rules) action  RULE-ACTION [rule] return action Stop after First match. Rules should be prioritized. A simple reflex agent works by finding a rule whose condition matches the current situation (as defined by the percept) and then doing the action associated with that rule.

Agent Architectures Rule-based Reactive Agents implementations condition-action trigger rules if carInFrontIsBraking then InitiateBraking more compact than table issue: how to choose which rule to fire? (if > 1 can) must prioritize rules implementations if-then-else cascades JESS - Java Expert System Subsumption Architecture (Rodney Brooks, MIT) hierarchical - design behaviors in layers e.g. obstacle avoidance overrides moving toward goal

JESS examples

Agent Architectures Model-based Agents use local variables to infer and remember unobservable aspects of state of the world

Model-based agent function MODEL-BASED-REFLEX-AGENT (percept) returns action static: state, a description of the current world state rules, a set of condition-action rules state  UPDATE-STATE (state, percept) rule  RULE-MATCH (state, rules) action  RULE-ACTION [rule] state  UPDATE-STATE (state, action) // predict, remember return action

Agent Architectures Knowledge-based Agents knowledge base containing logical rules for: inferring unobservable aspects of state inferring effects of actions inferring what is likely to happen Proactive agents - reason about what is going to happen use inference algorithm to decide what to do next, given state and goals use forward/backward chaining, natural deduction, resolution... prove: PerceptsKB Goals |= do(ai) for some action ai

Agent Architectures Goal-based Agents (Planners) search for plan (sequence of actions) that will transform Sinit into Sgoal state-space search (forward from Sinit, e.g. using A*) goal-regression (backward from Sgoal) reason about effects of actions SATplan, GraphPlan, PartialOrderPlan...

Agenda - plan; sequence of things I am in the middle of doing... Goal-based agents Agenda - plan; sequence of things I am in the middle of doing... note: plans must be maintained on an agenda and carried out over time - intentions

Agent Architectures Team-based Agents (multi-agent systems) competitors vs. collaborators: assume all are self- interested ("open" agent environment) team: shared goals, joint intentions roles, responsibilities communication is key BDI - modal logic for representing Beliefs, Desires, and Intentions of other agents Bel(self,empty(ammo))Bel(teammate,¬empty(ammo)) Goal(teammate,shoot(gun)) → Tell(teammate,empty(ammo)) market-based methods to incentivize collaboration contracts, auctions consensus algorithms (weighting votes by utility - fair?) trust/reputation models

Agent Architectures Utility-based Agents utility function: maps states to real values, quantifies "goodness" of states, u(s) agents select actions to maximize utility sometimes payoffs are immediate othertimes payoffs are delayed (Sequential Decision- Making) maximize long-term discounted reward

Markov Decision Problems (MDPs) transition function: T(s,a)S outcomes of actions could be probabilistic (distrib. over successors states) reward/cost function: R(s,a) “plans” are encoded in policies mappings from states to actions: p:SA Markov property: probabilities only depend on current state the goal: maximize reward over time long-term discounted reward rewards: r1 r2 r3 r4 a1 a2 a3 s4 s1 s2 s3 s4

how to compute optimal policy p how to compute optimal policy p* that maximizes long-term discounted reward? policy evaluation Bellman equations value function: utility of each state coupled equations, value of each state depends on others use dynamic programming p*(s) = argmaxaActions Ss' T(s,a,s') [R(s,a,s')+gV*(s')] intended actions succeed 80% of the time go off-track 20% of the time optimal policy, p*

optimal policy, p* value function, Vp*(s) intended actions succeed 80% of the time go off-track 20% of the time optimal policy, p* value function, Vp*(s)

Theorem: Value Iteration converges extended ideas for MDPs initialize V0(s)=0 for all states while values in V(s) are still changing... triple loop for all states s, actions a, other states s'... update Vi+1(s) based on Vi(s) for all other states Theorem: Value Iteration converges extended ideas for MDPs Q-learning: learn policy even without knowing T and R continuous state spaces