INTELLIGENT AGENTS 1 DEFINITION OF AGENT Anything that: Perceives its environment Acts upon its environment A.k.a. controller, robot 2 DEFINITION OF “ENVIRONMENT” The real world, or a virtual world Rules of math/formal logic Rules of a game … Specific to the problem domain 3 Agent Percepts Sensors Actions Actuators Environment ? 4 Agent Percepts Sensors Actions Actuators Sense – Plan – Act Environment ? 5 “GOOD” BEHAVIOR Performance measure (aka reward, merit, cost, loss, error) Part of the problem domain 6 EXERCISE Formulate the problem domains for: Tic-tac-toe A web server An insect A student in B551 A doctor diagnosing a patient IU’s basketball team The U.S.A. What is/are the: • Environment • Percepts • Actions • Performance measure How might a “goodbehaving” agent process information? 7 TYPES OF AGENTS Simple reflex (aka reactive, rule-based) Model-based Goal-based Utility-based (aka decision-theoretic, gametheoretic) Learning (aka adaptive) 8 SIMPLE REFLEX Percept Interpreter State Rules 9 Action SIMPLE REFLEX Percept Rules 10 Action SIMPLE REFLEX Percept In observable environment, percept = state Rules 11 Action RULE-BASED REFLEX AGENT A B if DIRTY = TRUE then SUCK else if LOCATION = A then RIGHT else if LOCATION = B then LEFT 12 BUILDING A SIMPLE REFLEX AGENT Rules: a map from states to action a = (s) Can be: Designed by hand Learned from a “teacher” (e.g., human expert) using ML techniques 13 MODEL-BASED REFLEX Percept Interpreter State Rules Action 14 Action MODEL-BASED REFLEX Percept Model State Rules Action 15 Action MODEL-BASED REFLEX Percept Model State State estimation Rules Action 16 Action MODEL-BASED AGENT State: LOCATION HOW-DIRTY(A) Rules: if LOCATION = A then if HAS-SEEN(B) = FALSE then RIGHT HOW-DIRTY(B) else if HOW-DIRTY(A) > HOW-DIRTY(B) then SUCK HAS-SEEN(A) HAS-SEEN(B) A else RIGHT … B Model: HOW-DIRTY(LOCATION) = X HAS-SEEN(LOCATION) = TRUE 17 MODEL-BASED REFLEX AGENTS Controllers in cars, airplanes, factories Robot obstacle avoidance, visual servoing 18 BUILDING A MODEL-BASED REFLEX AGENT A model is a map from prior state s, action a, to new state s’ s’ = T(s,a) Can be Constructed through domain knowledge (e.g., rules of a game, state machine of a computer program, a physics simulator for a robot) Learned from watching the system behave (system identification, calibration) Rules can be designed or learned as before 19 GOAL-BASED, UTILITY-BASED Percept Model State Rules Action 20 Action GOAL-BASED, UTILITY-BASED Percept Model State Decision Mechanism Action 21 Action GOAL-BASED, UTILITY-BASED State Decision Mechanism Action Generator Percept Model Model Simulated State Performance tester Best Action 22 Action GOAL-BASED, UTILITY-BASED State Decision Mechanism Action Generator “Every good regulator of a system must be a model of that system” Sensor Model Model Simulated State Performance tester Best Action 23 Action BUILDING A GOAL OR UTILITY-BASED AGENT Requires: Model of percepts (sensor model) Action generation algorithm (planner) Embedded state update model into planner Performance metric Model of percepts can be learned (sensor calibration) or approximated by hand (e.g., simulation) 24 BUILDING A GOAL-BASED AGENT Requires: Model of percepts (sensor model) Action generation algorithm (planner) Embedded state update model into planner Performance metric Model of percepts can be learned (sensor calibration) or approximated by hand (e.g., simulation) Planning using search Performance metric: does it reach the goal? 25 BUILDING A UTILITY-BASED AGENT Requires: Model of percepts (sensor model) Action generation algorithm (planner) Embedded state update model into planner Performance metric Model of percepts can be learned (sensor calibration) or approximated by hand (e.g., simulation) Planning using decision theory Performance metric: acquire maximum rewards (or minimum cost) 26 BIG OPEN QUESTIONS: GOAL-BASED AGENT = REFLEX AGENT? Physical Environment “Mental Environment” Percept Model Mental Model State Mental State DM Rules Action Mental Action 27 Action BIG OPEN QUESTIONS: GOAL-BASED AGENT = REFLEX AGENT? Physical Environment “Mental Environment” Percept Model Mental Model State Mental State DM Rules Action Mental Action 28 Action WITH LEARNING Percept Model/Learning State/Model/DM specs Decision Mechanism Action 29 Action BUILDING A LEARNING AGENT Need a mechanism for updating models/rules/planners on-line as it interacts with the environment Need incremental techniques for machine learning More next week… 30 BIG OPEN QUESTIONS: LEARNING AGENTS The modeling, learning, and decision mechanisms of artificial agents are tailored for specific tasks Are there general mechanisms for learning? If not, what are the limitations of the human brain? 31 TYPES OF ENVIRONMENTS Observable / non-observable Deterministic / nondeterministic Episodic / non-episodic Single-agent / Multi-agent 32 OBSERVABLE ENVIRONMENTS Percept Model State Decision Mechanism Action 33 Action OBSERVABLE ENVIRONMENTS State Model State Decision Mechanism Action 34 Action OBSERVABLE ENVIRONMENTS State Decision Mechanism Action 35 Action NONDETERMINISTIC ENVIRONMENTS Percept Model State Decision Mechanism Action 36 Action NONDETERMINISTIC ENVIRONMENTS Percept Model Set of States Decision Mechanism Action 37 Action AGENTS IN THE BIGGER PICTURE Binds disparate fields (Econ, Cog Sci, OR, Control theory) Framework for technical components of AI Decision making with search Machine learning Casting problems in the framework sometimes brings insights Agent Robotics Reasoning Search Perception Learning Knowledge Constraint rep. satisfaction Planning Natural language ... Expert Systems UPCOMING TOPICS Utility and decision theory (R&N 17.1-4) Reinforcement learning Project midterm report due next week (11/10) 39
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