For Friday Read chapter 8 Homework: –Chapter 7, exercise 1.

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Presentation transcript:

For Friday Read chapter 8 Homework: –Chapter 7, exercise 1

Program 1 Any questions?

Alpha-Beta Effectiveness Depends on the order in which siblings are considered Optimal ordering would reduce nodes considered from O(b d ) to O(b d/2 )--but that requires perfect knowledge Simple ordering heuristics can help quite a bit

Chance What if we don’t know what the options are? Expectiminimax uses the expected value for any node where chance is involved. Pruning with chance is more difficult. Why?

Imperfect Knowledge What issues arise when we don’t know everything (as in standard card games)?

State of the Art Chess – Deep Blue and Fritz Checkers – Chinook Othello – Logistello Backgammon – TD-Gammon (learning) Go – Computers are very bad Bridge

What about the games we play?

Knowledge Knowledge Base –Inference mechanism (domain-independent) –Information (domain-dependent) Knowledge Representation Language –Sentences (which are not quite like English sentence) –The KRL determine what the agent can “know” –It also affects what kind of reasoning is possible Tell and Ask

Getting Knowledge We can TELL the agent everything it needs to know We can create an agent that can “learn” new information to store in its knowledge base

The Wumpus World Simple computer game Good testbed for an agent A world in which an agent with knowledge should be able to perform well World has a single wumpus which cannot move, pits, and gold

Wumpus Percepts The wumpus’s square and squares adjacent to it smell bad. Squares adjacent to a pit are breezy. When standing in a square with gold, the agent will perceive a glitter. The agent can hear a scream when the wumpus dies from anywhere The agent will perceive a bump if it walks into a wall. The agent doesn’t know where it is.

Wumpus Actions Go forward Turn left Turn right Grab (picks up gold in that square) Shoot (fires an arrow forward--only once) –If the wumpus is in front of the agent, it dies. Climb (leave the cavern--only good at the start square)

Consequences Entering a square containing a live wumpus is deadly Entering a square containing a pit is deadly Getting out of the cave with the gold is worth 1,000 points. Getting killed costs 10,000 points Each action costs 1 point

Possible Wumpus Environment

Knowledge Representation Two sets of rules: –Syntax: determines what atomic symbols exist in the language and how to combine them into sentences –Semantics: Relationship between the sentences and “the world”--needed to determine truth or falsehood of the sentences

Reasoning Entailment Inference –May produce new sentences entailed by KB –May be used to determine which a particular sentence is entailed by the KB We want inference procedures that are sound, or truth-preserving.

What Is a Logic? A set of language rules –Syntax –Semantics A proof theory –A set of rules for deducing the entailments of a set of sentences

Distinguishing Logics

Propositional Logic Simple logic Deals only in facts Provides a stepping stone into first order logic

Syntax Logical Constants: true and false Propositional symbols P, Q... are sentences If S is a sentence then (S) is a sentence. If S is a sentence then ¬S is a sentence. If S 1 and S 2 are sentences, then so are: –S 1  S 2 –S 1  S 2 –S 1  S 2 –S 1  S 2

Semantics true and false mean truth or falsehood in the world P is true if its proposition is true of the world ¬S is the negation of S The remainder follow standard truth tables –S 1  S 2 : AND –S 1  S 2 : inclusive OR –S 1  S 2 : True unless S 1 is true and S 2 is false –S 1  S 2 : bi-conditional, or if and only if

Inference An interpretation is an assignment of true or false to each atomic proposition A sentence true under any interpretation is valid (a tautology or analytic sentence) Validity can be checked by exhaustive checking of truth tables

Rules of Inference Alternative to truth-table checking A sequence of inference rule applications leading to a desired conclusion is a logical proof We can check inference rules using truth tables, and then use to create sound proofs We can treat finding a proof as a search problem

Propositional Inference Rules Modus Ponens or Implication Elimination And-Elimination Unit Resolution Resolution

Simpler Inference Horn clauses Forward-chaining Backward-chaining

Building an Agent with Propositional Logic Propositional logic has some nice properties –Easily understood –Easily computed Can we build a viable wumpus world agent with propositional logic???

The Problem Propositional Logic only deals with facts. We cannot easily represent general rules that apply to any square. We cannot express information about squares and relate (we can’t easily keep track of which squares we have visited)

More Precisely In propositional logic, each possible atomic fact requires a separate unique propositional symbol. If there are n people and m locations, representing the fact that some person moved from one location to another requires nm 2 separate symbols.