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1
AI and Agents
CS 171/271
(Chapters 1 and 2)
Some text and images in these slides were drawn from
Russel & Norvig’s published material
2
What is Artificial Intelligence?
 Definitions of AI vary
 Artificial Intelligence is the study of
systems that
act rationally
act like humans
think rationally
think like humans
3
Systems Acting like Humans
 Turing test: test for intelligent behavior
 Interrogator writes questions and receives
answers
 System providing the answers passes the test if
interrogator cannot tell whether the answers come
from a person or not
 Necessary components of such a system form
major AI sub-disciplines:
 Natural language, knowledge representation,
automated reasoning, machine learning
4
Systems Thinking like Humans
 Formulate a theory of mind/brain
 Express the theory in a computer
program
 Two Approaches
 Cognitive Science and Psychology (testing/
predicting responses of human subjects)
 Cognitive Neuroscience (observing
neurological data)
5
Systems Thinking Rationally
 “Rational” -> ideal intelligence
(contrast with human intelligence)
 Rational thinking governed by precise
“laws of thought”
 syllogisms
 notation and logic
 Systems (in theory) can solve problems
using such laws
6
Systems Acting Rationally
 Building systems that carry out actions
to achieve the best outcome
 Rational behavior
 May or may not involve rational thinking
 i.e., consider reflex actions
 This is the definition we will adopt
7
Intelligent Agents
 Agent: anything that perceives and
acts on its environment
 AI: study of rational agents
 A rational agent carries out an action
with the best outcome after
considering past and current percepts
8
Foundations of AI
 Philosophy: logic, mind, knowledge
 Mathematics: proof, computability, probability
 Economics: maximizing payoffs
 Neuroscience: brain and neurons
 Psychology: thought, perception, action
 Control Theory: stable feedback systems
 Linguistics: knowledge representation, syntax
9
Brief History of AI
 1943: McCulloch & Pitts: Boolean circuit
model of brain
 1950: Turing's “Computing Machinery and
Intelligence”
 1952—69: Look, Ma, no hands!
 1950s: Early AI programs, including Samuel's
checkers program, Newell & Simon's Logic
Theorist, Gelernter's Geometry Engine
 1956: Dartmouth meeting: “Artificial
Intelligence” adopted
10
Brief History of AI
 1965: Robinson's complete algorithm for
logical reasoning
 1966—74: AI discovers computational
complexity; Neural network research almost
disappears
 1969—79: Early development of knowledge-
based systems
 1980—88: Expert systems industry booms
 1988—93: Expert systems industry busts:
`”AI Winter”
11
Brief History of AI
 1985—95: Neural networks return to
popularity
 1988— Resurgence of probability;
general increase in technical depth,
“Nouvelle AI”: ALife, GAs, soft
computing
 1995— Agents…
12
Back to Agents
13
Agent Function
 a = F(p)
where p is the current percept, a is the action
carried out, and F is the agent function
 F maps percepts to actions
F: P  A
where P is the set of all percepts, and A is the set of
all actions
 In general, an action may depend on all
percepts observed so far, not just the current
percept, so…
14
Agent Function Refined
 ak = F(p0 p1 p2 …pk)
where p0 p1 p2 …pk is the sequence of
percepts observed to date, ak is the
resulting action carried out
 F now maps percept sequences to
actions
F: P*  A
15
Structure of Agents
 Agent = architecture + program
 architecture
 device with sensors and actuators
 e.g., A robotic car, a camera, a PC, …
 program
 implements the agent function on the
architecture
16
Specifying the Task
Environment
 PEAS
 Performance Measure: captures agent’s
aspiration
 Environment: context, restrictions
 Actuators: indicates what the agent can
carry out
 Sensors: indicates what the agent can
perceive
17
Properties of Environments
 Fully versus partially observable
 Deterministic versus stochastic
 Episodic versus sequential
 Static versus dynamic
 Discrete versus continuous
 Single agent versus multiagent
Example: Mini Casino world
 Two slot machines
 Costs 1 peso to play in a machine
 Takes 10 seconds to play in a machine
 Possible pay-offs: 0, 1, 5, 100
 Given:
 Amount of money to start with
 Amount of time to play
 Expected payoff for each machine
 Objective: end up with as much money as
possible
Mini Casino World
 PEAS description?
 Properties
 Fully or partially observable?
 Deterministic or stochastic?
 Episodic or sequential?
 Static or dynamic?
 Discrete or continuous?
 Single agent or multi-agent?
20
Types of Agents
 Reflex Agent
 Reflex Agent with State
 Goal-based Agent
 Utility-Based Agent
 Learning Agent
21
Reflex Agent
22
Reflex Agent with State
23
State Management
 Reflex agent with state
 Incorporates a model of the world
 Current state of its world depends on
percept history
 Rule to be applied next depends on
resulting state
 state’  next-state( state, percept )
action  select-action( state’, rules )
24
Goal-based Agent
25
Incorporating Goals
 Rules and “foresight”
 Essentially, the agent’s rule set is
determined by its goals
 Requires knowledge of future
consequences given possible actions
 Can also be viewed as an agent with
more complex state management
 Goals provide for a more sophisticated
next-state function
26
Utility-based Agent
27
Incorporating Performance
 May have multiple action sequences
that arrive at a goal
 Choose action that provides the best
level of “happiness” for the agent
 Utility function maps states to a
measure
 May include tradeoffs
 May incorporate likelihood measures
28
Learning Agent
29
Incorporating Learning
 Can be applied to any of the previous
agent types
 Agent <-> Performance Element
 Learning Element
 Causes improvements on agent/
performance element
 Uses feedback from critic
 Provides goals to problem generator
Next: Problem Solving
Agents (Chap 3-6)

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CS171-L1-Artificial Intelligence andAgents.ppt

  • 1. 1 AI and Agents CS 171/271 (Chapters 1 and 2) Some text and images in these slides were drawn from Russel & Norvig’s published material
  • 2. 2 What is Artificial Intelligence?  Definitions of AI vary  Artificial Intelligence is the study of systems that act rationally act like humans think rationally think like humans
  • 3. 3 Systems Acting like Humans  Turing test: test for intelligent behavior  Interrogator writes questions and receives answers  System providing the answers passes the test if interrogator cannot tell whether the answers come from a person or not  Necessary components of such a system form major AI sub-disciplines:  Natural language, knowledge representation, automated reasoning, machine learning
  • 4. 4 Systems Thinking like Humans  Formulate a theory of mind/brain  Express the theory in a computer program  Two Approaches  Cognitive Science and Psychology (testing/ predicting responses of human subjects)  Cognitive Neuroscience (observing neurological data)
  • 5. 5 Systems Thinking Rationally  “Rational” -> ideal intelligence (contrast with human intelligence)  Rational thinking governed by precise “laws of thought”  syllogisms  notation and logic  Systems (in theory) can solve problems using such laws
  • 6. 6 Systems Acting Rationally  Building systems that carry out actions to achieve the best outcome  Rational behavior  May or may not involve rational thinking  i.e., consider reflex actions  This is the definition we will adopt
  • 7. 7 Intelligent Agents  Agent: anything that perceives and acts on its environment  AI: study of rational agents  A rational agent carries out an action with the best outcome after considering past and current percepts
  • 8. 8 Foundations of AI  Philosophy: logic, mind, knowledge  Mathematics: proof, computability, probability  Economics: maximizing payoffs  Neuroscience: brain and neurons  Psychology: thought, perception, action  Control Theory: stable feedback systems  Linguistics: knowledge representation, syntax
  • 9. 9 Brief History of AI  1943: McCulloch & Pitts: Boolean circuit model of brain  1950: Turing's “Computing Machinery and Intelligence”  1952—69: Look, Ma, no hands!  1950s: Early AI programs, including Samuel's checkers program, Newell & Simon's Logic Theorist, Gelernter's Geometry Engine  1956: Dartmouth meeting: “Artificial Intelligence” adopted
  • 10. 10 Brief History of AI  1965: Robinson's complete algorithm for logical reasoning  1966—74: AI discovers computational complexity; Neural network research almost disappears  1969—79: Early development of knowledge- based systems  1980—88: Expert systems industry booms  1988—93: Expert systems industry busts: `”AI Winter”
  • 11. 11 Brief History of AI  1985—95: Neural networks return to popularity  1988— Resurgence of probability; general increase in technical depth, “Nouvelle AI”: ALife, GAs, soft computing  1995— Agents…
  • 13. 13 Agent Function  a = F(p) where p is the current percept, a is the action carried out, and F is the agent function  F maps percepts to actions F: P  A where P is the set of all percepts, and A is the set of all actions  In general, an action may depend on all percepts observed so far, not just the current percept, so…
  • 14. 14 Agent Function Refined  ak = F(p0 p1 p2 …pk) where p0 p1 p2 …pk is the sequence of percepts observed to date, ak is the resulting action carried out  F now maps percept sequences to actions F: P*  A
  • 15. 15 Structure of Agents  Agent = architecture + program  architecture  device with sensors and actuators  e.g., A robotic car, a camera, a PC, …  program  implements the agent function on the architecture
  • 16. 16 Specifying the Task Environment  PEAS  Performance Measure: captures agent’s aspiration  Environment: context, restrictions  Actuators: indicates what the agent can carry out  Sensors: indicates what the agent can perceive
  • 17. 17 Properties of Environments  Fully versus partially observable  Deterministic versus stochastic  Episodic versus sequential  Static versus dynamic  Discrete versus continuous  Single agent versus multiagent
  • 18. Example: Mini Casino world  Two slot machines  Costs 1 peso to play in a machine  Takes 10 seconds to play in a machine  Possible pay-offs: 0, 1, 5, 100  Given:  Amount of money to start with  Amount of time to play  Expected payoff for each machine  Objective: end up with as much money as possible
  • 19. Mini Casino World  PEAS description?  Properties  Fully or partially observable?  Deterministic or stochastic?  Episodic or sequential?  Static or dynamic?  Discrete or continuous?  Single agent or multi-agent?
  • 20. 20 Types of Agents  Reflex Agent  Reflex Agent with State  Goal-based Agent  Utility-Based Agent  Learning Agent
  • 23. 23 State Management  Reflex agent with state  Incorporates a model of the world  Current state of its world depends on percept history  Rule to be applied next depends on resulting state  state’  next-state( state, percept ) action  select-action( state’, rules )
  • 25. 25 Incorporating Goals  Rules and “foresight”  Essentially, the agent’s rule set is determined by its goals  Requires knowledge of future consequences given possible actions  Can also be viewed as an agent with more complex state management  Goals provide for a more sophisticated next-state function
  • 27. 27 Incorporating Performance  May have multiple action sequences that arrive at a goal  Choose action that provides the best level of “happiness” for the agent  Utility function maps states to a measure  May include tradeoffs  May incorporate likelihood measures
  • 29. 29 Incorporating Learning  Can be applied to any of the previous agent types  Agent <-> Performance Element  Learning Element  Causes improvements on agent/ performance element  Uses feedback from critic  Provides goals to problem generator