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Intelligent Agents (Ch. 2)
examples of agents webbots, ticket purchasing, electronic assistant, Siri, news filtering, autonomous vehicles, printer/copier monitor, Robocup soccer, NPCs in Quake, Halo, Call of Duty... agents are a unifying theme for AI use search and knowledge, planning, learning... focus on decision-making must deal with uncertainty, other actors in environment
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Characteristics of Agents
essential characteristics agents are situated: can sense and manipulate an environment that changes over time agents are goal-oriented agents are autonomous other common aspects of agents: adaptive optimizing social (interactive, cooperative, multiagent) life-like
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goals, knowledge base, model of world sensors, percepts State1 State2 State3 Staten plan: Action1 Action2 Action3 ... actuators, effectors, actions Environment
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Performance measures Rationality
for each possible percept sequence, a rational agent should select an action that is expected to maximize its performance measure, given the evidence provideded by the percept sequence and whatever built-in knowledge the agent has
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Task Environments The architecture or design of an agent is strongly influenced by characteristics of the environment Discrete Continuous Static Dynamic Deterministic Stochastic Episodic Sequential Fully Observable Partially Observable Single-Agent Multi-Agent
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Agent Architectures Reactive stimulus-response
condition-action lookup table efficient goals are implicit
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Agent Architectures Rule-based implementations
condition-action trigger rules if carInFrontIsBraking then InitiateBraking more compact than table issue: how to choose which rule to fire? (if > 1 can) must prioritize rules implementations if-then-else cascades JESS - Java Expert System Subsumption Architecture (Rodney Brooks, MIT) hierarchical - design behaviors in layers e.g. obstacle avoidance overrides moving toward goal
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JESS examples
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Agent Architectures Model-based
use local variables to infer and remember unobservable aspects of state of the world
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Agent Architectures Knowledge-based
knowledge base containing logical rules for: inferring unobservable aspects of state example: if enemy has fired 6 shots, then they are out of bullets... inferring effects of actions inferring what is likely to happen use inference algorithm to decide what to do next, given state and goals forward/backward chaining natural deduction resolution prove: PerceptsKB Goals |= do(ai) for some action ai
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Agent Architectures Goal-based
search for sequence of action that will transform Sinit into Sgoal state-space search (forward from Sinit, e.g. using A*) goal-regression (backward from Sgoal) reason about effects of actions SATplan, GraphPlan, PartialOrderPlan... note: plans must be maintained on an "agenda" and carried out over time - intentions
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Agent Architectures Utility-based
utility function: maps states to real values, quantifies "goodness" of states agents select actions to maximize utility sometimes payoffs are immediate othertimes payoffs are delayed - Sequential Decisions maximize long-term discounted reward Markov Decision Problems (MDPs) model environment with transition and reward functions effects of actions can be stochastic (probability distribution over successor states) can "solve" MDPs to obtain optimal sequence of actions
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Agent Architectures Team-based (multi-agent systems)
competitors vs. collaborators: assume all are self- interested ("open" agent environment) team: shared goals, joint intentions roles, responsibilities communication is key BDI - modal logic for representing Beliefs, Desires, and Intentions of other agents incentives to produce collaborative behavior consensus algorithms trust models
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