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Introduction	to	AI
8th Lecture
1990’s	– Agents
Wouter	Beek
me@wouterbeek.com
10	November	2010
Origin
0 Rational	agent	concept	from	economy.
0 Utility	theory:	the	theory	of	preferred	outcomes.
0 Decision	theory:	the	dynamics	of	utility	maximization	
in	an	unpredictable	environment.
0 Game	theory:	the	dynamics	of	utility	maximization	
when	participants	affect	each	other’s	utility	in	a	
predictable	way.
Agent
0 Agent:
0 Perceive	the	environment	through	sensors.
0 Act	on	the	environment	through	actuators.
0 The	environment	can	be	non‐physical.
0 Percept:	the	set	of	perceptions	at	some	point	in	time.
0 Percept	sequence:	the	set	of	a	perception‐time	pairs.
0 Agent	function:	percept	sequence	 action
0 Agent	program:	an	implementation	of	an	agent	
function.
0 Agent	architecture
Rationality
0 A	rational	being	considers	all	the	consequences	of	all	
possible	actions,	and	makes	these	consequences	part	
of	the	decision	processes	for	performing	each	of	those	
actions.
0 Given	an	environment	and	a	percept	sequence,	what	is	
the	‘best’	thing	to	do?
0 Performance	measure:	objective	assessment	of	the	
value	of	success	of	an	arbitrary	environment	
sequence.
Rational	agent
Dependent	variables:
1. Prior	knowledge	of	the	agent.
2. Performance	measure	of	environment	state	
sequence.
3. Possible	actions	the	agent	can	perform.
4. Percept	sequence	of	the	agent.
0 Information	gathering:	performing	(3)	in	order	to	
enrich	(4)	and	thereby	increase	(1).
0 Learning:	increase	(1)	through	(4).
0 Autonomy:	all	of	(1)	relates	back	to	(4).
Task	environment
0 Fully	/	partially	observable
0 Single	/	multiagent	(competitive	/	cooperative)
0 Deterministic	/	stochastic
0 Episodic	/	sequential
0 Static	/	dynamic	/	semidynamic
0 Discrete	/	continuous
0 Known	/	unknown
0 Blocks	world:	fully	observable,	single	agent,	deterministic,	
episodic,	static,	known	environment.
0 1990’s:	partially	observable,	multiagent,	stochastic,	
sequential,	dynamic,	continuous,	unknown	environments.
Example
0 Percepts:	location	(A,	B),	contents	(dirty,	clean).
0 Actions:	left,	right,	suck,	idle.
Table‐driven
0 Low	intelligence
0 High	complexity
0 The	task	of	AI	is	to	improve	on	this	complexity	metric.
Simple	reflex	agent
0 No	memory
0 Low	complexity:	the	number	of	percepts	for	which	a	
reaction	is	defined.
0 Condition‐action	rules
Model‐based	agent
Model‐based	agent
Inputs	to	deliberation:
0 Current	percepts
0 State:	model	or	internal	representation.
0 Condition‐action	rules.
0 Recent	actions.
0 The	state	is	updated	based	on	previous	state,	most	
recent	action,	and	percept.
0 The	action	is	chosen	based	on	state	and	rules.
Goal‐based	agent
Utility‐based	agent
Utility‐based	agent
0 Utility	function:	internalization	of	the	performance	
measure.
0 The	action	is	chosen	based	on	state,	goal,	and	cost.
Learning	agent
Multiagent
0 Cooperation
0 Competition
0 Swarm	intelligence:	performance	measure	applied	to	
collective	behavior.
0 Decentralized	representation
0 Emergent	behavior
0 Weak	emergence:	the	qualities	of	the	system	are	
reducible	to	the	system's	constituent	parts.
0 Strong	emergence:	e.g.	qualia.
0 The	concepts	of	utility	and	rationality	change!
Prisoner’s	dilemma
Prisoner	B	silent Prisoner	B	betray
Prisoner A	silent A:0.5,	B:0.5 A:10,	B:0
Prisoner A	betray A:0,	B:10 A:5,	B:5
Two	suspects	are	arrested.	If	one	testifies	against	the	other	(betray)	and	
the	other	remains	silent,	the	betrayer	goes	free	and	the	silent	accomplice	
receives	the	full	10‐year	sentence.	If	both	remain	silent,	both	prisoners	
are	sentenced	to	only	six	months	for	a	minor	charge.	If	each	betrays	 the	
other,	each	receives	a	5‐year	sentence.	How	should	the	prisoners	act?
• No	matter	what	the	other	player	does,	a player	will	always
gain	a	greater	payoff	by	playing	defect.
• Since	in	any situation	betraying	is	more	beneficial	than	
remaining	silent,	all rational	players	will	betray.

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