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Title: Expert Systems and KBS


1
Expert Systems and KBS
Intelligent Agents
Lecture 6 Abdennour El Rhalibi
2
Introduction
  • What is an agent?
  • How do we build agents?
  • What is an Agent Environment?
  • What is a Multi-Agent System?
  • What I expect you to know!

3
What is an agent?
  • An agent provides a service.
  • An agent is situated in an environment.
  • An agent perceives its environment
  • sensors
  • An agent acts upon its environment
  • effectors
  • An environment inhabited by agents may be
    physical or virtual.

4
The Basic Idea
Percepts Actions Goal Environment
5
PAGE Descriptions
Must first specify the setting for agent design
6
PAGE Descriptions
7
The Properties of an Environment
Must then specify the properties of the
environment
  • Accessible vs. Inaccessible
  • The sensors detect all the aspects of the
    environment
  • Deterministic vs. NonDeterministic
  • The next state can completely be determined by
    the current state and the agent action
  • Episodic vs. NonEpisodic
  • The experience of the agent is divided in
    episodes
  • Static vs. Dynamic
  • The environment doesnt change when the agent is
    delibirating
  • Discrete vs. Continous
  • There is a finite number of percepts and actions

8
Environment types
The environment type largely determines the agent
design The real world is (of course)
inaccessible, stochastic, sequential, dynamic,
continuous
9
Rational Agency
Must finally specify the rationality of agent
  • A rational agent is an agent that chooses its
    actions in such a way that the outcomes for the
    agent are the most successful that the agent
    could achieve.
  • We use the term performance measure to determine
    the success of an agent.

10
Rationality at any Given Time Depends on
  • The performance measure.
  • The percept sequence.
  • What the agent knows about the environment.
  • The actions that the agent can perform.

11
Performance Measure Heuristic
  • The initial state the agent knows itself to be in
  • Operators that, applied to states, yield the
    state that will result in the relevant action
    being taken
  • The goal test
  • A path cost function assigning a cost to a path

12
Partial Search Tree for Tic-Tac-Toe
13
Example Minimax Algorithm
  • Generate the whole minimax game tree.
  • Apply the utility function to each terminal state
    to get its value.
  • Use the utility of the terminal states to
    determine the utility of the nodes one level
    higher up the search tree.
  • Continue backing up the values from the leaf
    nodes toward the root, one layer at a time.
  • When the backed-up values reach the top, Max
    chooses the move that leads to the highest value.

14
Evaluation Function
  • Replaces utility function applied to entire tree
    - We cant always develop the whole tree
  • An example in chess is material value
    (Heuristics)
  • Of course, masters and grandmasters have some
    rather more sophisticated evaluation functions at
    work
  • E.g. Deep Blue eval functions
  • Problem solving depends on Evaluation Function

15
Autonomy in an Agent
  • A system is autonomous to the extent that its
    behaviour is determined by its own experience.
  • E.g. the mail services (both physical and
    virtual) display autonomous behaviour.
  • A thermostat displays autonomous behaviour

16
Agent types
  • Four basic types in order of increasing
    generality
  • Simple reflex agents
  • Reflex agents with state
  • Goal-based agents
  • Utility-based agents

17
A SKELETON AGENT
An agent is completely specified by the agent
function, mapping percept sequences to
actions (in principle one can supply each
possible sequence to see what it does. Obviously,
a lookup table would usually be immense)
18
Overview of Reflex Agent with Internal State
19
A Reflex Agent With Internal State
20
Utility-Based Agent
21
A Simple Problem-Solving Agent
function simple-problem-solving-agent(p) returns
an action inputs p, a percept static s, an
action sequence, initially empty state, some
description of the current world state g, a
goal, initially null problem, a problem
formulation state ? Update-State(state, p) if s
is empty then g ? Formulate-Goal(state) problem
? Formulate-Problem(state, g) s ?
Search(problem) action ? Recommendation(s,
state) s ? Remainder(s, state) return action
22
Multi-Agent Systems
  • Many systems require more than one agent to
    operate within the environment in parallel. Such
    systems raise issues of
  • Communication
  • Cooperation
  • Coordination
  • In addition to the agent architecture we must
    also consider the system architecture which
    depends on the Application

23
Multi-Agent SystemsApplications
  • Workflow management
  • Network management
  • Air traffic control
  • Tranport planning
  • smart databases
  • Factory control
  • Online search engine
  • Road traffic
  • Digitales library
  • personal digital assistants (PDA)
  • e-mail filtring
  • Information management
  • data mining
  • Electronic commerce

24
What I Expect You to Know
  • I expect you to be able to
  • describe rationality, autonomy, situatedness
    with respect to agents in an environment
  • describe performance measures and percept
    sequences.
  • define a rational agent
  • describe and provide examples of reflex agents
  • describe a multi-agent system in terms of
    relations.

25
Blackboard Architecture I
  • Imagine a group of human experts seated next to a
    classroom blackboard trying to solve some problem
  • each expert is a specialist in some area relevant
    to the problems solution
  • no expert has a global view of the overall
    problem
  • The problem and initial data are written on the
    blackboard

26
Blackboard Architecture II
  • The experts watch the blackboard to see if they
    can make a contribution to the solving of the
    problem
  • When an expert can contribute, the expert will
    record the result on the blackboard
  • This new information may make it possible for
    another expert to contribute
  • The process halts when the problem has been solved

27
Blackboard Architecture Example
  • We have three agents
  • reader - can read numbers and convert them into
    blocks and vice-versa
  • grouper - can add up piles of blocks by pushing
    the blocks together
  • swapper - knows how to swap a ten block for ten
    one blocks and back again

28
Blackboard Architecture Example
  • The initial problem is posed in terms of numbers
  • add 13 to 8
  • and the answer is also required as a written
    number.

29
Blackboard Architecture Example
  • The three agents solve the problem in the
    following steps
  • The reader converts the numbers thirteen and
    eight into the equivalent blocks
  • The pusher clumps the blocks together to give an
    answer in blocks
  • the swapper changes ten one blocks into one ten
    block
  • the reader converts the pile of blocks into the
    number 21

30
Blackboard Architecture Example
  • Comments
  • None of the agents have any idea of an overall
    solution or an explicit strategy
  • cooperation is implicit and benign, agents
    always try to fulfill their responsibilities to
    the group
  • there is no coordination in this pure example of
    a simple blackboard
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