Artificial Intelligence Lecture 10: Logical Agents

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Presentation transcript:

Artificial Intelligence Lecture 10: Logical Agents By: Nur Uddin, Ph.D

Knowledge-based agents Humans, it seems, know things; and what they know helps them do things. They make strong claims about how the intelligence of humans is achieved—not by purely reflex mechanisms but by processes of reasoning that operate on internal representations of knowledge. In AI, this approach to intelligence is embodied in knowledge- based agents.

Logic Agent Logic agent is a general class of representations to support knowledge-based agents. Logic agent can combine and recombine information to suit myriad purposes. Knowledge-based agents can accept new tasks in the form of explicitly described goals; they can achieve competence quickly by being told or learning new knowledge about the environment; and they can adapt to changes in the environment by updating the relevant knowledge.

Knowledge-based agents The central component of a knowledge-based agent is its knowledge base. A knowledge base is a set of sentences. Each sentence is expressed in a language called a knowledge representation language and represents some assertion about the world. Sometimes we dignify a sentence with the name axiom, when the sentence is taken as given without being derived from other sentences.

A Generic Knowledge-Based Agent

The Wumpus World The wumpus world is a cave consisting of rooms connected by passageways. Lurking somewhere in the cave is the terrible wumpus, a beast that eats anyone who enters its room. The wumpus can be shot by an agent, but the agent has only one arrow. Some rooms contain bottomless pits that will trap anyone who wanders into these rooms (except for the wumpus, which is too big to fall in). The only mitigating feature of this bleak environment is the possibility of finding a heap of gold.

A typical wumpus world

PEAS description Performance measure: +1000 for climbing out of the cave with the gold, –1000 for falling into a pit or being eaten by the wumpus, –1 for each action taken and –10 for using up the arrow. The game ends either when the agent dies or when the agent climbs out of the cave. Environment: A 4×4 grid of rooms. The agent always starts in the square labeled [1,1], facing to the right. The locations of the gold and the wumpus are chosen randomly, with a uniform distribution, from the squares other than the start square. In addition, each square other than the start can be a pit, with probability 0.2.

PEAS description (cont’d) Actuators: The agent can move Forward, TurnLeft by 90◦, or TurnRight by 90◦. The agent dies a miserable death if it enters a square containing a pit or a live wumpus. If an agent tries to move forward and bumps into a wall, then the agent does not move. The action Grab can be used to pick up the gold if it is in the same square as the agent. The action Shoot can be used to fire an arrow in a straight line in the direction the agent is facing. The arrow continues until it either hits (and hence kills) the wumpus or hits a wall. The agent has only one arrow, so only the first Shoot action has any effect. Finally, the action Climb can be used to climb out of the cave, but only from square [1,1].

PEAS description (cont’d) Sensors: The agent has five sensors, each of which gives a single bit of information: In the square containing the wumpus and in the directly (not diagonally) adjacent squares, the agent will perceive a Stench. In the squares directly adjacent to a pit, the agent will perceive a Breeze. In the square where the gold is, the agent will perceive a Glitter. When an agent walks into a wall, it will perceive a Bump. When the wumpus is killed, it emits a woeful Scream that can be perceived anywhere in the cave. The percepts will be given to the agent program in the form of a list of five symbols; for example, if there is a stench and a breeze, but no glitter, bump, or scream, the agent program will get [Stench, Breeze, None, None, None].