Intelligent Agents Russell and Norvig: Chapter 2 CMSC421 – Fall 2005.

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Intelligent Agents Russell and Norvig: Chapter 2 CMSC421 – Fall 2005

Intelligent Agent Definition: An intelligent agent perceives its environment via sensors and acts rationally upon that environment with its actuators. environment agent ? sensors actuators percepts actions

Sensors: Eyes (vision), ears (hearing), skin (touch), tongue (gustation), nose (olfaction), neuromuscular system (proprioception) Percepts: At the lowest level – electrical signals After preprocessing – objects in the visual field (location, textures, colors, …), auditory streams (pitch, loudness, direction), … Actuators: limbs, digits, eyes, tongue, … Actions: lift a finger, turn left, walk, run, carry an object, … e.g., Humans

Notion of an Artificial Agent environment agent ? sensors actuators laser range finder sonars touch sensors

Notion of an Artificial Agent environment agent ? sensors actuators

Vacuum Cleaner World Percepts: location and contents, e.g. [A, Dirty] Actions: Left, Right, Suck, NoOp

Vacuum Agent Function Percept SequenceAction [A, Clean]Right [A, Dirty]Suck [B, Clean]Left [B, Dirty]Suck [A, Clean], [A, Clean]Right [A, Clean], [A, Dirty]Suck …

Rational Agent What is rational depends on: Performance measure - The performance measure that defines the criterion of success Environment - The agents prior knowledge of the environment Actuators - The actions that the agent can perform Sensors - The agent’s percept sequence to date We’ll call all this the Task Environment (PEAS)

Vacuum Agent PEAS Performance Measure: minimize energy consumption, maximize dirt pick up. Making this precise: one point for each clean square over lifetime of 1000 steps. Environment: two squares, dirt distribution unknown, assume actions are deterministic and environment is static (clean squares stay clean) Actuators: Left, Right, Suck, NoOp Sensors: agent can perceive its location and whether location is dirty

Automated taxi driving system Performance Measure: Maintain safety, reach destination, maximize profits (fuel, tire wear), obey laws, provide passenger comfort, … Environment: U.S. urban streets, freeways, traffic, pedestrians, weather, customers, … Actuators: Steer, accelerate, brake, horn, speak/display, … Sensors: Video, sonar, speedometer, odometer, engine sensors, keyboard input, microphone, GPS, …

Your turn… You have 5 minutes: Form groups of 2-3 people exchange names/ s Define PEAS for  eProf  eStudent

Autonomy A system is autonomous to the extent that its own behavior is determined by its own experience. Therefore, a system is not autonomous if it is guided by its designer according to a priori decisions. To survive, agents must have: Enough built-in knowledge to survive. The ability to learn.

Properties of Environments Fully Observable/Partially Observable If an agent’s sensors give it access to the complete state of the environment needed to choose an action, the environment is fully observable. Such environments are convenient, since the agent is freed from the task of keeping track of the changes in the environment. Deterministic/Stochastic An environment is deterministic if the next state of the environment is completely determined by the current state of the environment and the action of the agent. In a fully observable and deterministic environment, the agent need not deal with uncertainty.

Properties of Environments Static/Dynamic. A static environment does not change while the agent is thinking. The passage of time as an agent deliberates is irrelevant. The agent doesn’t need to observe the world during deliberation. Discrete/Continuous. If the number of distinct percepts and actions is limited, the environment is discrete, otherwise it is continuous.

Fully Observable DeterministicStaticDiscrete Solitaire Backgammon Taxi driving Internet shopping Medical diagnosis Environment Characteristics

Fully Observable DeterministicStaticDiscrete SolitaireNoYes BackgammonYesNoYes Taxi drivingNo Internet shopping No Medical diagnosis No → Lots of real-world domains fall into the hardest case! Environment Characteristics

Some agent types (0) Table-driven 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) Model-based reflex agents have internal state, which is used to keep track of past states of the world. (3) Goal-based agents 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 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

(1) Simple reflex agent architecture

Simple Vacuum Reflex Agent function Vacuum-Agent([location,status]) returns Action if status = Dirty then return Suck else if location = A then return Right else if location = B then return Left

(2) Model-based reflex agents 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.

(2)Model-based agent architecture

(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...?”

Example: Tracking a Target target robot The robot must keep the target in view The target’s trajectory is not known in advance The robot may not know all the obstacles in advance Fast decision is required

(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

Summary: Agents An agent perceives and acts in an environment, has an architecture, and is implemented by an agent program. Task environment – PEAS (Performance, Environment, Actuators, Sensors) An ideal agent always chooses the action which maximizes its expected performance, given its percept sequence so far. An autonomous learning agent uses its own experience rather than built-in knowledge of the environment by the designer. An agent program maps from percept to action and updates internal state. Reflex agents respond immediately to percepts. Goal-based agents act in order to achieve their goal(s). Utility-based agents maximize their own utility function. Representing knowledge is important for successful agent design. The most challenging environments are not fully observable, nondeterministic, dynamic, and continuous