Artificial Intelligence Chapter 10 Planning, Acting, and Learning

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Artificial Intelligence Chapter 10 Planning, Acting, and Learning Biointelligence Lab School of Computer Sci. & Eng. Seoul National University

(c) 2000-2002 SNU CSE Biointelligence Lab Contents The Sense/Plan/Act Cycle Approximate Search Learning Heuristic Functions Rewards Instead of Goals (c) 2000-2002 SNU CSE Biointelligence Lab

The Sense/Plan/Act Cycle Pitfalls on idealized assumptions in Chap. 7 Perceptual processes might not always provide the necessary information about the state of the environment e.g.) perceptual aliasing Actions might not always have their modeled effects There may be other physical processes in the world or other agents The existence of external effects causes another problem (c) 2000-2002 SNU CSE Biointelligence Lab

The Sense/Plan/Act Cycle (Cont’d) The agent might be required to act before it can complete a search to a goal state Even if the agent had sufficient time, its computational memory resources might not permit search to a goal state. Approaches for above difficulties probabilistic methods MDP [Puterman, 1994], POMDP [Lovejoy, 1991] sense/plan/act with environmental feedback working around with various additional assumptions and approximations (c) 2000-2002 SNU CSE Biointelligence Lab

(c) 2000-2002 SNU CSE Biointelligence Lab Figure 10.1: An Architecture for a Sense/Plan/Act Agent (c) 2000-2002 SNU CSE Biointelligence Lab

(c) 2000-2002 SNU CSE Biointelligence Lab Approximate Search Definition Search process that address the problem of limited computational and/or time resources at the price of producing plans that might be sub-optimal or that might not always reliably lead to a goal state. Relaxing the requirement of producing optimal plans reduces the computational cost of finding a plan. Search for a complete path to a goal node without requiring that it be optimal. Search for a partial path that does not take us all the way to a goal node e.g.) A*-type search, anytime algorithm [Dean & Boddy 1988, Horvitz 1997] (c) 2000-2002 SNU CSE Biointelligence Lab

Approximate Search (Cont’d) Island-Driven Search establish a sequence of “island nodes” in the search space through which it is suspected that good paths pass. Hierarchical Search much like island-driven search except that it do not have an explicit set of islands. (c) 2000-2002 SNU CSE Biointelligence Lab

Approximate Search (Cont’d) Limited-Horizon Search It may be useful to use the amount of time or computation available to find a path to a node thought to be on a good path to the goal even if that node is not a goal node itself n*: a node having the smallest value of f’ among the nodes on the search frontier when search must be terminated. (n0, a): the description of the state the agent expects to reach by taking action a at node n0. (c) 2000-2002 SNU CSE Biointelligence Lab

(c) 2000-2002 SNU CSE Biointelligence Lab Figure 10.2: An Island-Driven Search Figure 10.3: A Hierarchical Search (c) 2000-2002 SNU CSE Biointelligence Lab

(c) 2000-2002 SNU CSE Biointelligence Lab Figure 10.4: Pushing a Block (c) 2000-2002 SNU CSE Biointelligence Lab

Approximate Search (Cont’d) Cycles An agent may return to a previously visited environmental state and repeat the action it took there Real-time A* (RTA*): build an explicit graph of all states actually visited and adjusts the h’ values of the nodes in this graph in a way that biases against taking actions leading to states previously visited. Building reactive procedures Reactive agents can usually act more quickly than can planning agents. (c) 2000-2002 SNU CSE Biointelligence Lab

(c) 2000-2002 SNU CSE Biointelligence Lab Figure 10.5: A Spanning Tree for a Block-Stacking Problem (c) 2000-2002 SNU CSE Biointelligence Lab

Learning Heuristic Functions Learning from experiences Continuous feedback from the environment is one way to reduce uncertainties and to compensate for an agent’s lack of knowledge about the effects of its actions. Useful information can be extracted from the experience of interacting the environments. Explicit Graphs and Implicit Graphs (c) 2000-2002 SNU CSE Biointelligence Lab

Learning Heuristic Functions (Cont’d) Explicit Graphs Agent has a good model of the effects of its actions and knows the costs of moving from any node to its successor nodes. C(ni, nj): the cost of moving from ni to nj. (n0, a): the description of the state reached from node n after taking action a. DYNA [Sutton 1990] Combination of “learning in the world” with “learning and planning in the model”. (c) 2000-2002 SNU CSE Biointelligence Lab

Learning Heuristic Functions (Cont’d) Implicit Graphs Impractical to make an explicit graph or table of all the nodes and their transitions. To learn the heuristic function while performing a search process. e.g.) Eight-puzzle W(n): the number of tiles in the wrong place, P(n): the sum of the distances that each tile if from “home” (c) 2000-2002 SNU CSE Biointelligence Lab

Learning Heuristic Functions (Cont’d) Learning the weights Minimizing the sum of the squared errors between the training samples and the h’ function given by the weighted combination. Node expansion Temporal difference learning [Sutton 1988]: the weight adjustment depends only on two temporally adjacent values of a function. (c) 2000-2002 SNU CSE Biointelligence Lab

Rewards Instead of Goals State-space search More theoretical condition It is assumed that the agent had a single, short-term task that could be described by a goal condition. Practical problem The task cannot be so simply stated. The user expresses his or her satisfaction and dissatisfaction with task performance by giving the agent positive and negative rewards. The task for the agent can be formalized to maximize the amount of reward it receives. (c) 2000-2002 SNU CSE Biointelligence Lab

Rewards Instead of Goals (Cont’d) Seeking an action policy that maximizes reward Policy Improvement by Its Iteration : policy function on nodes whose value is the action prescribed by that policy at that node. r(ni, a): the reward received by the agent when it takes an action a at ni. (nj): the value of any special reward given for reaching node nj. (c) 2000-2002 SNU CSE Biointelligence Lab

(c) 2000-2002 SNU CSE Biointelligence Lab Value iteration [Barto, Bradtke, and Singh, 1995] Delayed-reinforcement learning learning action policies in settings in which rewards depend on a sequence of earlier actions temporal credit assignment credit those state-action pairs most responsible for the reward structural credit assignment in state space too large for us to store the entire graph, we must aggregate states with similar V’ values. [Kaelbling, Littman, and Moore, 1996] (c) 2000-2002 SNU CSE Biointelligence Lab