© 2004 Kurfess CalPoly edited by Eggen Introduction 1 CAP 4630/5605: Artificial Intelligence Computer Science Department University of North Florida.

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Presentation transcript:

© 2004 Kurfess CalPoly edited by Eggen Introduction 1 CAP 4630/5605: Artificial Intelligence Computer Science Department University of North Florida

© 2004 Kurfess CalPoly edited by Eggen Introduction 2 Course Overview _ Introduction _ Intelligent Agents _ Search _ problem solving through search _ informed search _ Games _ games as search problems _ Knowledge and Reasoning _ reasoning agents _ propositional logic _ predicate logic _ knowledge-based systems _ Learning _ learning from observation _ neural networks _ Conclusions

© 2004 Kurfess CalPoly edited by Eggen Introduction 3 Chapter Overview Intelligent Agents _ Motivation _ Objectives _ Evaluation Criteria _ Introduction _ Agents and their Actions _ Agent Structure _ Environments _ Post-Test _ Evaluation _ Important Concepts and Terms _ Chapter Summary

© 2004 Kurfess CalPoly edited by Eggen Introduction 4 Motivation  agents are used to provide a consistent viewpoint on various topics in the field AI  agents require essential skills to perform tasks that require intelligence  intelligent agents use methods and techniques from the field of AI

© 2004 Kurfess CalPoly edited by Eggen Introduction 5 Objectives  introduce the essential concepts of intelligent agents  define some basic requirements for the behavior and structure of agents  establish mechanisms for agents to interact with their environment

© 2004 Kurfess CalPoly edited by Eggen Introduction 6 What is an Agent?  in general, an entity that interacts with its environment  perception through sensors  actions through effectors or actuators

© 2004 Kurfess CalPoly edited by Eggen Introduction 7 Examples of Agents  human agent  eyes, ears, skin, taste buds, etc. for sensors  hands, fingers, legs, mouth, etc. for effectors  powered by muscles  robot  camera, infrared, bumper, etc. for sensors  grippers, wheels, lights, speakers, etc. for effectors  often powered by motors  software agent  functions as sensors  information provided as input to functions in the form of encoded bit strings or symbols  functions as effectors  results deliver the output

© 2004 Kurfess CalPoly edited by Eggen Introduction 8 Agents and Their Actions  a rational agent does “the right thing”  the action that leads to the best outcome  problems:  what is “ the right thing”  how do you measure the “best outcome”

© 2004 Kurfess CalPoly edited by Eggen Introduction 9 Performance of Agents  criteria for measuring the outcome and the expenses of the agent  often subjective, but should be objective  task dependent  time may be important

© 2004 Kurfess CalPoly edited by Eggen Introduction 10 Performance Evaluation Examples  vacuum agent  number of tiles cleaned during a certain period  based on the agent’s report, or validated by an objective authority  doesn’t consider expenses of the agent, side effects  energy, noise, loss of useful objects, damaged furniture, scratched floor  might lead to unwanted activities  agent re-cleans clean tiles, covers only part of the room, drops dirt on tiles to have more tiles to clean, etc.

© 2004 Kurfess CalPoly edited by Eggen Introduction 11 Rational Agent  important considerations  performance measure for the successful completion of a task  complete perceptual history (percept sequence)  background knowledge  especially about the environment  dimensions, structure, basic “laws”  task, user, other agents  feasible actions  capabilities of the agent

© 2004 Kurfess CalPoly edited by Eggen Introduction 12 Omniscience  a rational agent is not omniscient  it doesn’t know the actual outcome of its actions  it may not know certain aspects of its environment  rationality takes into account the limitations of the agent  percept sequence, background knowledge, feasible actions  it deals with the expected outcome of actions

© 2004 Kurfess CalPoly edited by Eggen Introduction 13 Ideal Rational Agent  selects the action that is expected to maximize its performance  based on a performance measure  depends on the percept sequence, background knowledge, and feasible actions

© 2004 Kurfess CalPoly edited by Eggen Introduction 14 From Percepts to Actions  if an agent only reacts to its percepts, a table can describe the mapping from percept sequences to actions  instead of a table, a simple function may also be used  can be conveniently used to describe simple agents that solve well-defined problems in a well-defined environment  e.g. calculation of mathematical functions

© 2004 Kurfess CalPoly edited by Eggen Introduction 15 Agent or Program  our criteria so far seem to apply equally well to software agents and to regular programs  autonomy  agents solve tasks largely independently  programs depend on users or other programs for “guidance”  autonomous systems base their actions on their own experience and knowledge  requires initial knowledge together with the ability to learn  provides flexibility for more complex tasks

© 2004 Kurfess CalPoly edited by Eggen Introduction 16 Structure of Intelligent Agents Agent = Architecture + Program  architecture  operating platform of the agent  computer system, specific hardware, possibly OS functions  program  function that implements the mapping from percepts to actions emphasis in this course on the program, not on the architecture

© 2004 Kurfess CalPoly edited by Eggen Introduction 17 Software Agents  also referred to as “softbots”  live in artificial environments where computers and networks provide the infrastructure  may be very complex with strong requirements on the agent  World Wide Web, real-time constraints,  natural and artificial environments may be merged  user interaction  sensors and effectors in the real world  camera, temperature, arms, wheels, etc.

© 2004 Kurfess CalPoly edited by Eggen Introduction 18 PAGE Description Percepts Actions Goals Environment used for high-level characterization of agents surroundings beyond the control of the agent desired outcome of the task with a measurable performance operations performed by the agent on the environment through its effectors information acquired through the agent’s sensory system

© 2004 Kurfess CalPoly edited by Eggen Introduction 19 VacBot PAGE Description Percepts Actions Goals Environment surroundings beyond the control of the agent desired outcome of the task with a measurable performance pick up dirt, move tile properties like clean/dirty, empty/occupied movement and orientation

© 2004 Kurfess CalPoly edited by Eggen Introduction 20 SearchBot PAGE Description Percepts Actions Goals Environment

© 2004 Kurfess CalPoly edited by Eggen Introduction 21 StudentBot PAGE Description Percepts Actions Goals Environment classroom mastery of the material performance measure: grade comments, questions, gestures note-taking (?) images (text, pictures, instructor, classmates) sound (language)

© 2004 Kurfess CalPoly edited by Eggen Introduction 22 Agent Programs  the emphasis in this course is on programs that specify the agent’s behavior through mappings from percepts to actions  less on environment and goals  agents receive one percept at a time  they may or may not keep track of the percept sequence  performance evaluation is often done by an outside authority, not the agent  more objective, less complicated

© 2004 Kurfess CalPoly edited by Eggen Introduction 23 Skeleton Agent Program  basic framework for an agent program function SKELETON-AGENT(percept) returns action static : memory memory:= UPDATE-MEMORY(memory, percept) action:= CHOOSE-BEST-ACTION(memory) memory:= UPDATE-MEMORY(memory, action) return action

© 2004 Kurfess CalPoly edited by Eggen Introduction 24 Look it up!  simple way to specify a mapping from percepts to actions  tables may become very large  all work done by the designer  no autonomy, all actions are predetermined  learning might take a very long time

© 2004 Kurfess CalPoly edited by Eggen Introduction 25 Table Agent Program  agent program based on table lookup function TABLE-DRIVEN-AGENT(percept) returns action static : percepts// initially empty sequence table// indexed by percept sequences // initially fully specified append percept to the end of percepts action:= LOOKUP(percepts, table) return action

© 2004 Kurfess CalPoly edited by Eggen Introduction 26 Agent Program Types  different ways of achieving the mapping from percepts to actions  different levels of complexity  simple reflex agents  agents that keep track of the world  goal-based agents  utility-based agents

© 2004 Kurfess CalPoly edited by Eggen Introduction 27 Simple Reflex Agents  instead of specifying individual mappings in an explicit table, common input-output associations are recorded  requires processing of percepts to achieve some abstraction  frequent method of specification is through condition- action rules  if percept then action  similar to innate reflexes or learned responses in humans  efficient implementation, but limited power

© 2004 Kurfess CalPoly edited by Eggen Introduction 28 Reflex Agent Diagram Sensors Effectors What the world is like now What should I do now Condition-action rules Agent Environment

© 2004 Kurfess CalPoly edited by Eggen Introduction 29 Reflex Agent Diagram 2 Sensors Effectors What the world is like now What should I do now Condition-action rules Agent Environment

© 2004 Kurfess CalPoly edited by Eggen Introduction 30 Reflex Agent Program  application of simple rules to situations function SIMPLE-REFLEX-AGENT(percept) returns action static : rules//set of condition-action rules state:= INTERPRET-INPUT(percept) rule:= RULE-MATCH(state, rules) action:= RULE-ACTION(rule) return action

© 2004 Kurfess CalPoly edited by Eggen Introduction 31 Reflex Agent with Internal State  an internal state maintains important information from previous percepts  sensors only provide a partial picture of the environment

© 2004 Kurfess CalPoly edited by Eggen Introduction 32 Reflex Agent with State Diagram Sensors Effectors What the world is like now What should I do now State How the world evolves What my actions do Agent Environment Condition-action rules

© 2004 Kurfess CalPoly edited by Eggen Introduction 33 Reflex Agent with State Program  application of simple rules to situations function REFLEX-AGENT-WITH-STATE(percept) returns action static : rules//set of condition-action rules state//description of the current world state state:= UPDATE-STATE(state, percept) rule:= RULE-MATCH(state, rules) action:= RULE-ACTION(rule) state:= UPDATE-STATE(state, action) return action

© 2004 Kurfess CalPoly edited by Eggen Introduction 34 Goal-Based Agent  the agent tries to reach a desirable state  may be provided from the outside (user, designer), or inherent to the agent itself  results of possible actions are considered with respect to the goal  may require search or planning  very flexible, but not very efficient

© 2004 Kurfess CalPoly edited by Eggen Introduction 35 Goal-Based Agent Diagram Sensors Effectors What the world is like now What happens if I do an action What should I do now State How the world evolves What my actions do Goals Agent Environment

© 2004 Kurfess CalPoly edited by Eggen Introduction 36 Utility-Based Agent  more sophisticated distinction between different world states  states are associated with a real number  may be interpreted as “degree of happiness”  allows the resolution of conflicts between goals  permits multiple goals

© 2004 Kurfess CalPoly edited by Eggen Introduction 37 Utility-Based Agent Diagram Sensors Effectors What the world is like now What happens if I do an action How happy will I be then What should I do now State How the world evolves What my actions do Utility Agent Environment

© 2004 Kurfess CalPoly edited by Eggen Introduction 38 Environments  determine to a large degree the interaction between the “outside world” and the agent  the “outside world” is not necessarily the “real world” as we perceive it  in many cases, environments are implemented within computers  they may or may not have a close correspondence to the “real world”

© 2004 Kurfess CalPoly edited by Eggen Introduction 39 Environment Properties  accessible vs. inaccessible  sensors provide all relevant information  deterministic vs. non-deterministic  changes in the environment are predictable  episodic vs. non-episodic  independent perceiving-acting episodes  static vs. dynamic  no changes while the agent is “thinking”  discrete vs. continuous  limited number of distinct percepts/actions

© 2004 Kurfess CalPoly edited by Eggen Introduction 40 Environment Programs  environment simulators for experiments with agents  gives a percept to an agent  receives an action  updates the environment  often divided into environment classes for related tasks or types of agents  frequently provides mechanisms for measuring the performance of agents

© 2004 Kurfess CalPoly edited by Eggen Introduction 41 Post-Test

© 2004 Kurfess CalPoly edited by Eggen Introduction 42 Evaluation _ Criteria

© 2004 Kurfess CalPoly edited by Eggen Introduction 43 Important Concepts and Terms _ knowledge representation _ mapping _ omniscient agent _ PAGE description _ percept _ percept sequence _ performance measure _ rational agent _ reflex agent _ robot _ sensor _ software agent _ state _ static environment _ utility _ accessible environment _ action _ agent _ agent program _ architecture _ autonomous agent _ continuous environment _ deterministic environment _ effector _ environment _ episodic environment _ goal _ ideal rational agent _ intelligent agent

© 2004 Kurfess CalPoly edited by Eggen Introduction 44 Chapter Summary  agents perceive and act in an environment  ideal agents maximize their performance measure  autonomous agents act independently  basic agent types  simple reflex  reflex with state  goal-based  utility-base  some environments may make life harder for agents  inaccessible, non-deterministic, non-episodic, dynamic, continuous