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Intelligent Agents

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Intelligent Agents. Katia Sycara. katia_at_cs.cmu.edu. The Robotics Institute. Joseph Giampapa ... In Brooks' implementation, each TAB is a finite state machine ... – PowerPoint PPT presentation

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Title: Intelligent Agents


1
Intelligent Agents
  • Katia Sycara
  • katia_at_cs.cmu.edu
  • The Robotics Institute
  • Joseph Giampapa
  • garof_at_cs.cmu.edu
  • www.cs.cmu.edu/softagents

2
What is an agent?
  • An agent is an autonomous computational entity,
    which
  • is reactive and proactive
  • is goal driven
  • is intelligent
  • able to reason, plan and sometimes learn
  • has domain specific intelligence
  • interacts with humans, other agents, and the
    environment via sensors and effectors in a high
    level language/protocol
  • anticipates user needs and reacts based on them
  • wish list friendly, understands natural lang.,etc

3
Multi-Agent Systems (MAS)
  • An agent is more useful in the context of others
  • can concentrate on tasks of its expertise
  • can delegate other tasks to other experts
  • can take advantage of its ability to
    intelligently communicate, coordinate, negotiate
  • But, a MAS is not just a collection of agents
  • it needs meaningful ways for agents to interact
  • it needs some system design and performance
    evaluation

4
MAS - Two Approaches
1. Centralized design
  • Build a system that is comprised of agents -
    should provide good performance
  • Advantages may arise from
  • possibility to develop each agent as an expert
  • incorporation of non-local expertise
  • rather simple to have multiple developers working
    concurrently
  • Example a system within an organization

5
MAS - Two Approaches
2. Open MAS
  • Usually, the system has no prior static design,
    only single agents within
  • Agents seek others to provide services, without
    knowing in advance who they are
  • There is a need for agent finding mechanism
  • Other agent may be non-cooperative or untrusted
    or malicious
  • Example markets, Internet

6
Centrally Designed MAS
Advantages
  • Distributed loads and expertise
  • Simplicity and predictability, since
  • components are known
  • interaction language and protocols are agreed
    upon
  • agents can be (and usually are) cooperative
  • agents share architecture - software reuse
  • Costly maintenance (adding new agents may
    necessitate system re-design)
  • May be less fault tolerant. Rigid
  • Difficult to inter-operate with others
  • Not reflecting real-world requirements (not
    realistic)

Disadvantages
7
Open MAS
Advantages
  • Single agent or groups are designed separately
    (modular)
  • Flexible, fault tolerant
  • Evolutionary design
  • Easier to maintain
  • Dynamic, open society
  • Overall behavior of the system not predictable
  • Communication protocols, languages, ontologies
    may vary across agent types
  • Self-interest and malicious behavior difficult to
    avoid
  • Require more careful agent and interaction
    protocols design
  • X

Disadvantages
8
Design and Architecture - Outline
  • Design philosophies
  • Information processing and needs
  • Reactive architectures
  • Deliberative architectures
  • Layered architectures
  • Belief, Desire, Intention (BDI)
  • Concurrent architecture (RETSINA)

9
Agent Design Philosophies
  • Agents reside in the environment the world and
    other agents
  • The environment can be characterized by a set of
    states Ss1,s2,...
  • Agents execute actions Aa1,a2,
  • An action is a function action S?S, that
    affects the environment via state change
  • So, in general, an agent is a set of actions that
    receive input from the world and manipulate the
    state of the world

10
Agent - Environment Interaction
Agent
Action Output
Sensor Input
Environment
11
Architecture Design
  • A map of the internal structures of the agent,
    includes
  • data structures
  • operation that can be performed on them
  • control and data flow between the structures
  • Starts from a high-level definition and traverses
    through refinements
  • Design decisions result in adding details,
    getting closer to code level, reducing generality

12
Information and Processing Needs
  • System architecture design needs knowledge of
  • what the expected inputs are?
  • what the required/expected outputs are?
  • what processing can provide this relation between
    input and output?
  • For agents, in particular
  • what are the possible/expected states of the
    world?
  • how should the world state be perceived?
  • how should the agents reasoning be affected by
    the world state?
  • how should agent reasoning result in agent action?

13
Agent Information Needs
  • Is the state of the world sufficient?
  • Yes. Usually it is too much
  • some or most of it may be inaccessible
  • dynamic and possibly non-deterministic
  • includes other agents, users, internet, etc
  • Perception filters and reduces amount of info.
  • Design question what is the minimal set of data
    and how to filter/extract it?

14
Agent Architectures
  • Reactive architectures
  • Deliberative architectures
  • Layered architectures
  • Belief, Desire, Intention (BDI)
  • Concurrent architecture (RETSINA)

15
Agent Architectures (cont)
  • Reactive vs. deliberative
  • Reactive agents upon input from the environment,
    they react with action execution
  • Deliberative agents upon input, a reasoning
    process is invoked. Action is based on the
    results of the reasoning
  • Agents may populate the whole spectrum between
    purely reactive and maximally deliberative
    (rational)

16
Agent Processing Needs
  • Reactive agents only need to map between world
    states and actions
  • Deliberative agents need to reason for action.
    May include
  • taking into account historical states of world
  • creating and maintaining an internal state
  • reasoning about world and states
  • planning, re-planning for current/future action
  • learning

17
Agent Processing Needs (continued)
  • Collaborative (social) agents need, in addition
  • maintain models of other agents and the society
  • reason about others
  • plan collaborative activity
  • reason about interaction communication,
    coordination, collaboration

18
Required Agent Attributes
  • Perception - a function perceive S?P, where
    Pp1,p2, a set of percepts
  • required for both reactive and deliberative
    agents
  • may be provided via sensor or any other input
  • Internal state I (records history)
  • not necessary for reactive agents
  • deliberative agents need to maintain information
    regarding past activity to allow for deliberation
  • Reasoning performed mainly by deliberative
    agents, but may be useful for reactive, too
  • Learning only in deliberative agents

19
Reactive Architecture
Agent
Perception
Action
Environment
20
Agents without State (Reactive)
  • Perception is a function perceive S?P
  • Action is a function action S?S,
  • Action selection is a function as P?A
  • The world state results in a percept via
    perception, the percept results in an action
    selection, and the action transforms the state of
    the world

21
Example Subsumption (Brooks)
  • An agent decision making is performed by a set of
    task accomplishing behaviors (TAB)
  • In Brooks implementation, each TAB is a finite
    state machine
  • In other implementation, TABs are rules of the
    type situation ? action, which maps percepts to
    actions
  • In the subsumption architecture, multiple
    behaviors can be activated simultaneously
  • Action selection is based on a subsumption
    hierarchy, behaviors arranged in layers, which
    are at different layers of abstraction (layered
    architecture)

22
Reactive Pros and Cons
  • Pros
  • simplicity, economy
  • computational tractability
  • fault tolerance
  • overall behavior emerges from component
    interaction
  • Cons
  • without a model of the environment, agents need
    sufficient info. to determine action
  • agents are short-sighted, may limit decision
    quality
  • relationship between components not clear.

23
Agents with State Deliberative
Agent
Perception
Action
Reasoning
State
Environment
24
Agents with State (Deliberative)
  • Perception is still a function perceive S ? P
  • Action is still action S?S
  • But action selection (was as P?A), is now the
    function as I?A
  • In addition, update PI?I is a function that
    update the internal state based on percepts (may
    include complex reasoning)

25
Agents with State Refinement
Agent
Perception
Action
Reasoning
State
planning
learning
inference
Environment
26
Layered Agent Architectures
  • Usually, but not always, deliberative
    architectures
  • Decision making is performed via separation to
    several software layers
  • Each layer reasons at a different level of
    abstraction. Layers interact
  • Two major types
  • vertical layers perception input and action
    output are dealt with by a single layer each
  • horizontal layers each layer directly connects
    to perception input and action output

27
Layers design
  • Typically, at least two layers, one for reactive
    behavior and one for proactive
  • No reason not to have multiple layers
  • Typology information and control flow between
    the layers, e.g.

Agent
Perception
Action
28
Information and Control Flow
Action output
Perceptual input
Action output
Perceptual input
Perceptual input
Action output
Horizontal Vertical (one pass)
Vertical (two pass)
29
Layers Pros and Cons
  • Horizontal
  • each layer acts like an agent - provides
    independency, simplicity
  • for n different behaviors we implement n layers
  • competition between layers can cause incoherence
  • need for mediation between layers exponentially
    complex, a control bottleneck
  • Vertical
  • Low complexity, no control bottleneck
  • Less flexible and not fault tolerant one
    decision needs all layers

30
TOURINGMACHINES
  • Three layers produce suggestions for action
  • reactive implements situation-action rules as in
    Brooks subsumption architecture
  • planning achieves proactiveness via plans based
    on a library of schemas
  • modeling model of world, other agents, self,
    predicts conflicts, generates goals to resolve
    them
  • Domain of implementation multiple vehicles

31
Example TOURINGMACHINES
Perception input
Modeling layer
Perception subsystem
Action subsystem
Planning layer
Reactive layer
Action output
Control subsystem
32
INTERRAP
  • A vertically layered two pass architecture
  • Layers have similar purposes as in
    TOURINGMACHINES
  • Each layer is associated with a knowledge-base
  • Layers interact with each other
  • bottom-up activation
  • top-down execution

33
Example INTERRAP
Cooperation layer
Social knowledge
Plan layer
Planning knowledge
Behavior layer
World model
World interface
Perception input
Action output
34
Belief-Desire-Intention Architecture
  • Based on practical reasoning and decision on
    actions. Involves
  • decision on what goals we want to achieve
    deliberation
  • decision on how to achieve these goals
    means-ends reasoning
  • Choosing some options creates intentions. These
  • usually lead to action
  • should persist
  • once adopted, an agent should persist with the
    intention, attempt to achieve it
  • the intention should be dropped if
  • it is clearly non-achievable
  • it was already achieved
  • the reason for the intention is not there anymore
  • are related to beliefs about the future

35
BDI Architecture Components
  • A set of current beliefs about the environment
  • A belief revision function (brf) - updates
    current beliefs based on perception
  • An option generation function - determines
    available options (desires) based on beliefs and
    intentions
  • A set of desires (current options) - possible
    courses of action available
  • A set of current intentions - the options the
    agents is committed to trying to perform
  • A filter function (deliberation) - determines new
    intentions based on current beliefs, desires,
    intentions
  • An action selection function - selects actions
    based on intentions

36
Schematic BDI Architecture
Perception input
brf
beliefs
Generate options
desires
filter
intentions
action
Action output
37
BDI Pros and Cons
  • Key problem difficult to balance between mental
    activities
  • Example dropping intentions requires
    reconsideration, which is costly but needed
  • Rate of environment change helps set
    re-consideration
  • Questionable what advantage do mental states
    provide?
  • Intuitive, provides functional decomposition
  • Easy to define formally, using logic, and convert
    to code

38
Concurrent Architectures(RETSINA Sycara al.)
  • Include multiple functional and knowledge modules
    that work concurrently
  • Coherence between the functional modules is
    achieved via shared databases
  • Typical functional separation
  • communication and collaboration
  • planning and reasoning
  • action scheduling
  • execution and monitoring

39
Example RETSINA Agent Architecture
40
Functional Components
  • Communicator handles incoming and outgoing
    messages in an ACL. Converts requests into
    goals/objectives
  • Planner takes objectives and devises detailed
    plans to achieve them. Creates tasks, actions and
    new objectives. Uses plan fragments from
    libraries
  • Scheduler schedules actions for execution
  • Execution monitor executes actions and monitors
  • Coordination/collaboration reasons for such
    activities, may be internal to planner or to
    communicator
  • Self-awareness maintains self model load,
    state, etc

41
Planning
  • By incremental instantiation of plan fragments
  • Conditional planning mechanisms
  • Interleaving planning, information gathering, and
    execution
  • Declarative description of information flow and
    control flow requirements

11
42
Task decomposition
43
Knowledge Components
  • Objective DB holds the agents objectives
  • Task DB holds the agents tasks and actions,
    before they are scheduled for execution
  • Schedule holds scheduled actions
  • Task reduction library includes a set of
    possible task decompositions
  • Task schema library includes plan fragments,
    each provides details on how to perform a task
  • Beliefs DB holds the beliefs of the agent
    regarding information relevant to its activity

44
Architecture Attributes
  • Functional components do not directly interface
    or synchronize with each other
  • Knowledge components do not directly interface or
    synchronize with each other
  • Functional components work concurrently
  • These provide
  • reusability and substitutability of components
  • efficient utilization of computational resources
  • timely task performance
  • reduced development effort

45
RETSINA Agent Functionality
  • Interacts with humans and other agents
  • Anticipates and satisfy human information needs
  • Provides decision support
  • Integrates planning, information gathering and
    execution
  • Acquires, use and disseminate timely and relevant
    information
  • Adapts to user, task and situation

10
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