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Intelligent Agents and Search Problems

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Actuators: Jointed arm and hand. Sensors: Camera, joint angle sensors. PEAS ... Actuators: Screen display (exercises, suggestions, corrections) Sensors: Keyboard ... – PowerPoint PPT presentation

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Title: Intelligent Agents and Search Problems


1
Intelligent Agents and Search Problems
  • Chapters 2 3

2
Outline
  • Intelligent Agents
  • Agents and environments
  • Rationality
  • PEAS (Performance measure, Environment,
    Actuators, Sensors)
  • Environment types
  • Agent types
  • Search Problems

3
Agents
  • An agent is anything that can be viewed as
    perceiving its environment through sensors and
    acting upon that environment through actuators
  • Human agent eyes, ears, and other organs for
    sensors hands,
  • legs, mouth, and other body parts for actuators
  • Robotic agent cameras and infrared range finders
    for sensors
  • various motors for actuators

4
Agents and environments
  • The agent function maps from percept histories to
    actions
  • f P ? A
  • The agent program runs on the physical
    architecture to produce f
  • agent architecture program

5
Vacuum-cleaner world
  • Percepts location and contents, e.g., A,Dirty
  • Actions Left, Right, Suck, NoOp

6
A vacuum-cleaner agent
7
Rational agents
  • An agent should strive to "do the right thing",
    based on what it can perceive and the actions it
    can perform. The right action is the one that
    will cause the agent to be most successful
  • Performance measure An objective criterion for
    success of an agent's behavior
  • E.g., performance measure of a vacuum-cleaner
    agent could be amount of dirt cleaned up, amount
    of time taken, amount of electricity consumed,
    amount of noise generated, etc.

8
Rational agents
  • Rational Agent For each possible percept
    sequence, a rational agent should select an
    action that is expected to maximize its
    performance measure, given the evidence provided
    by the percept sequence and whatever built-in
    knowledge the agent has.

9
PEAS
  • PEAS Performance measure, Environment,
    Actuators, Sensors
  • Must first specify the setting for intelligent
    agent design
  • Consider, e.g., the task of designing an
    automated taxi driver
  • Performance measure
  • Environment
  • Actuators
  • Sensors

10
PEAS
  • Must first specify the setting for intelligent
    agent design
  • Consider, e.g., the task of designing an
    automated taxi driver
  • Performance measure Safe, fast, legal,
    comfortable trip, maximize profits
  • Environment Roads, other traffic, pedestrians,
    customers
  • Actuators Steering wheel, accelerator, brake,
    signal, horn
  • Sensors Cameras, sonar, speedometer, GPS,
    odometer, engine sensors, keyboard

11
PEAS
  • Agent Medical diagnosis system
  • Performance measure Healthy patient, minimize
    costs, lawsuits
  • Environment Patient, hospital, staff
  • Actuators Screen display (questions, tests,
    diagnoses, treatments, referrals)
  • Sensors Keyboard (entry of symptoms, findings,
    patient's answers)

12
PEAS
  • Agent Part-picking robot
  • Performance measure Percentage of parts in
    correct bins
  • Environment Conveyor belt with parts, bins
  • Actuators Jointed arm and hand
  • Sensors Camera, joint angle sensors

13
PEAS
  • Agent Interactive English tutor
  • Performance measure Maximize student's score on
    test
  • Environment Set of students
  • Actuators Screen display (exercises,
    suggestions, corrections)
  • Sensors Keyboard

14
Environment types
  • Fully observable (vs. partially observable) An
    agent's sensors give it access to the complete
    state of the environment at each point in time.
  • Deterministic (vs. stochastic) The next state of
    the environment is completely determined by the
    current state and the action executed by the
    agent. (If the environment is deterministic
    except for the actions of other agents, then the
    environment is strategic)
  • Episodic (vs. sequential) The agent's experience
    is divided into atomic "episodes" (each episode
    consists of the agent perceiving and then
    performing a single action), and the choice of
    action in each episode depends only on the
    episode itself.

15
Environment types
  • Static (vs. dynamic) The environment is
    unchanged while an agent is deliberating. (The
    environment is semidynamic if the environment
    itself does not change with the passage of time
    but the agent's performance score does)
  • Discrete (vs. continuous) A limited number of
    distinct, clearly defined percepts and actions.
  • Single agent (vs. multiagent) An agent operating
    by itself in an environment.

16
Environment types
  • Chess with Chess without Taxi driving
  • a clock a clock
  • Fully observable Yes Yes No
  • Deterministic Strategic Strategic No
  • Episodic No No No
  • Static Semi Yes No
  • Discrete Yes Yes No
  • Single agent No No No
  • The environment type largely determines the agent
    design
  • The real world is (of course) partially
    observable, stochastic, sequential, dynamic,
    continuous, multi-agent

17
Agent types
  • Four basic types in order of increasing
    generality
  • Simple reflex agents
  • Agents that keep track of the world
  • Goal-based agents
  • Utility-based agents

18
Simple reflex agents
19
Simple reflex agents
20
Agents that keep track of the world (Agents with
internal states)
21
Agents with internal states
22
Goal-based agents

23
Goal-Based Agents
24
Utility-based agents
25
Learning agents
26
Outline
  • Intelligent Agents
  • Agents and environments
  • Rationality
  • PEAS (Performance measure, Environment,
    Actuators, Sensors)
  • Environment types
  • Agent types
  • Search Problems

27
Search and AI
  • Search methods are ubiquitous in AI systems. They
    often are the backbones of both core and
    peripheral modules
  • An autonomous robot uses search methods
  • to decide which actions to take and which sensing
    operations to perform,
  • to quickly anticipate collision,
  • to plan trajectories,
  • to interpret large numerical datasets provided by
    sensors into compact symbolic representations,
  • to diagnose why something did not happen as
    expected,
  • etc...
  • Many searches may occur concurrently and
    sequentially

28
Applications
  • Search plays a key role in many applications,
    e.g.
  • Route finding airline travel, networks
  • Package/mail distribution
  • Pipe routing, VLSI routing
  • Comparison and classification of protein folds
  • Pharmaceutical drug design
  • Design of protein-like molecules
  • Video games

29
Example 8-Puzzle
State Any arrangement of 8 numbered tiles and an
empty tile on a 3x3 board
30
8-Puzzle Successor Function
The successor function is knowledgeabout the
8-puzzle game, but it does not tell us which
outcome to use, nor to which state of the board
to apply it.
Search is about the exploration of alternatives
31
  • Across history, puzzles and games requiring the
    exploration of alternatives have been considered
    a challenge for human intelligence
  • Chess originated in Persia and India about 4000
    years ago
  • Checkers appear in 3600-year-old Egyptian
    paintings
  • Go originated in China over 3000 years ago

So, its not surprising that AI uses games to
design and test algorithms
32
(No Transcript)
33
15-Puzzle
  • Introduced in 1878 by Sam Loyd, who dubbed
    himself Americas greatest puzzle-expert

34
15-Puzzle
  • Sam Loyd offered 1,000 of his own money to the
    first person who would solve the following
    problem

35
  • But no one ever won the prize !!

36
Stating a Problem as a Search Problem
S
  • State space S
  • Successor function x ? S ? SUCCESSORS(x) ?
    2S
  • Initial state s0
  • Goal test
  • x?S ? GOAL?(x) T or F
  • Arc cost

37
State Graph
  • Each state is represented by a distinct node
  • An arc (or edge) connects a node s to a node s
    if s ? SUCCESSORS(s)
  • The state graph may contain more than one
    connected component

38
Solution to the Search Problem
  • A solution is a path connecting the initial node
    to a goal node (any one)

G
I
39
Solution to the Search Problem
  • A solution is a path connecting the initial node
    to a goal node (any one)
  • The cost of a path is the sum of the arc costs
    along this path
  • An optimal solution is a solution path of minimum
    cost
  • There might be no solution !

I
G
40
How big is the state space of the (n2-1)-puzzle?
  • 8-puzzle ? ?? states

41
How big is the state space of the (n2-1)-puzzle?
  • 8-puzzle ? 9! 362,880 states
  • 15-puzzle ? 16! 2.09 x 1013 states
  • 24-puzzle ? 25! 1025 states
  • But only half of these states are reachable from
    any given state(but you may not know that in
    advance)

42
Permutation Inversions
  • Let the goal be
  • A tile j appears after a tile i if, if either j
    appears on the same row as i to the right of i,
    or on another row below the row of i.
  • For all i 1, 2, ..., 15, let ni be the number
    of tiles j lt i that appear after tile i
    (permutation inversions)
  • N n2 n3 ? n15 row number of empty tile

n2 0 n3 0 n4 0 n5 0 n6 0 n7 1 n8
1 n9 1 n10 4 n11 0 n12 0 n13 0 n14
0 n15 0
? N 7 4
43
  • Proposition (N mod 2) is invariant under any
    legal move of the empty tile
  • Proof
  • Any horizontal move of the empty tile leaves N
    unchanged
  • A vertical move of the empty tile changes N by an
    even increment (? 1 ? 1 ? 1 ? 1)

N(s) N(s) 3 1
44
  • Proposition (N mod 2) is invariant under any
    legal move of the empty tile
  • ? For a goal state g to be reachable from a state
    s, a necessary condition is that N(g) and N(s)
    have the same parity
  • It can be shown that this is also a sufficient
    condition
  • ? The state graph consists of two connected
    components of equal size

45
N 4
N 5
  • So, the second state is not reachable from the
    first, and Sam Loyd took no risk with his money
    ...

46
What is the Actual State Space?
  • The set of all states? e.g., a set of 16!
    states for the 15-puzzle
  • The set of all states reachable from a given
    initial state? e.g., a set of 16!/2 states for
    the 15-puzzle
  • In general, the answer is a) because one does
    not know in advance which states are reachable

But a fast test determining whether a state is
reachable from another is very useful, as search
techniques are often inefficient when a problem
has no solution
47
Searching the State Space
  • It is often not feasible (or too expensive) to
    build a complete representation of the state
    graph

48
8-, 15-, 24-Puzzles
8-puzzle ? 362,880 states
15-puzzle ? 2.09 x 1013 states 24-puzzle ?
1025 states
100 millions states/sec
49
Searching the State Space
  • Often it is not feasible (or too expensive) to
    build a complete representation of the state
    graph
  • A problem solver must construct a solution by
    exploring a small portion of the graph

50
Searching the State Space
Search tree
51
Searching the State Space
Search tree
52
Searching the State Space
Search tree
53
Searching the State Space
Search tree
54
Searching the State Space
Search tree
55
Searching the State Space
Search tree
56
Simple Problem-Solving-Agent Algorithm
  • I ? sense/read initial state
  • GOAL? ? select/read goal test
  • Succ ? select/read successor function
  • solution ? search(I, GOAL?, Succ)
  • perform(solution)
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