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COMP 4640 Intelligent and Interactive Systems Intelligent Agents Chapter 2
Rational Agents l 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.
Rational agents l Rationality is distinct from omniscience (all -knowing with infinite knowledge) l Agents can perform actions in order to modify future percepts so as to obtain useful information (information gathering, exploration) l An agent is autonomous if its behavior is determined by its own experience (with ability to learn and adapt)
PEAS: Performance measure, Environment, Actuators, Sensors l Must first specify the setting for intelligent agent design l l Consider, e. g. , the task of designing an automated taxi driver: ¡ Performance measure ¡ Environment Actuators ¡
PEAS l Must first specify the setting for intelligent agent design l 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
PEAS l Agent: Medical diagnosis system l Performance measure: Healthy patient, minimize costs, lawsuits l Environment: Patient, hospital, staff l Actuators: Screen display (questions, tests, diagnoses, treatments, referrals) l Sensors: Keyboard (entry of symptoms, findings, patient's answers)
PEAS l Agent: Part-picking robot l Performance measure: Percentage of parts in correct bins l Environment: Conveyor belt with parts, bins l Actuators: Jointed arm and hand l Sensors: Camera, joint angle sensors
PEAS l Agent: Interactive English tutor l Performance measure: Maximize student's score on test l Environment: Set of students l Actuators: Screen display (exercises, suggestions, corrections) l Sensors: Keyboard
Structure of Intelligent Agents The objective of AI is the design and application of agent programs that implement mappings between percepts and actions l An agent can be viewed as a program that is developed to run on a particular architecture (some computing device). l The architecture: l ¡ ¡ ¡ makes percepts available, runs the agent program, sends actions to the effectors
Types of Agent Programs Intelligent systems are typically composed of a number of intelligent agents. l Each agent interacts (directly or indirectly) with one or more aspects of an environment. l This type of agent interaction is similar to what we see in sports, business, and other organizations that are composed of a number of different agents with different responsibilities working together for the common good. l
Environment types There a number of different agent programs; however, many can be classified as one of the following: Agent Environments l Fully vs. Partially Observable (Accessible vs. inaccessible) l Deterministic vs. Stochastic (non-deterministic) l Episodic vs. Sequential (non-episodic) l Static vs. dynamic l Discrete vs. continuous
Environment types l Fully observable (vs. partially observable): An agent's sensors give it access to the complete state of the environment at each point in time. l 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) l 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.
Environment types l 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) l Discrete (vs. continuous): A limited number of distinct, clearly defined percepts and actions. l Single agent (vs. multiagent): An agent operating by itself in an environment.
Environment types Fully observable Deterministic Episodic Static Discrete Single agent Chess with a clock Yes Strategic No Semi Yes No Chess without a clock Yes Strategic No Yes No Taxi driving No No No l The environment type largely determines the agent design l The real world is (of course) partially observable, stochastic, sequential, dynamic, continuous, multi-agent
Agent functions and programs l An agent is completely specified by the agent function mapping percept sequences to actions l One agent function (or a small equivalence class) is rational l Aim: find a way to implement the rational agent function concisely
Table-lookup agent l input{algorithms/table-agent-algorithm} l Drawbacks: ¡ Huge table ¡ Take a long time to build the table ¡ No autonomy ¡ Even with learning, need a long time to learn the table entries
Agent types l Four basic types in order of increasing generality: l Simple reflex agents l Model-based reflex agents l Goal-based agents l Utility-based agents
Simple reflex agents
COMP-4640 Intelligent & Interactive Systems Simple Reflex Agent I Performance Measure: Get to the bowl Percept Sequence: (x, y) coordinates Agent’s Knowledge of the Environment: No Knowledge Set of Actions: 012 7 c 3 654 Rule Base R 01: If at(5, 0) action(2) R 02: If at(6, 1) action(2) R 03: If at(7, 2) action(2) R 04: If at(8, 3) action(1) R 05: If at(8, 4) action(1) R 06: If at(8, 5) action(1) R 07: If at(8, 6) action(0) R 08: If at(7, 7) action(0) R 09: If at(6, 8) action(0) R 10: If at(5, 9) action(0)
COMP-4640 Intelligent & Interactive Systems Simple Reflex Agent II Performance Measure: Get to the bowl Percept Sequence: (x, y) coordinates Agent’s Knowledge of the Environment: No Knowledge Set of Actions: 012 7 c 3 6 5 4, MTB (Move Towards Bowl)
COMP-4640 Intelligent & Interactive Systems Simple Reflex Agent II Rule Base R 01: If MTB(x) clear(x) action(x) remove(last. Move(y)) assert(last. Move(x)) R 02: If MTB(x) clear(x) assert(escape_phase) R 03: If MTB(x) clear(x) escape_phase action(x) remove(last. Move(y)) remove(escape_phase) assert(last. Move(x)) R 04: If escape_phase last. Move(5) clear(1) action(1) retract(last. Move(_)) assert(last. Move(1)) R 05: If escape_phase last. Move(7) clear(3) action(3) retract(last. Move(_)) assert(last. Move(3)) R 06: If escape_phase last. Move(1) clear(5) action(5) retract(last. Move(_)) assert(last. Move(5)) R 07: If escape_phase last. Move(3) clear(7) action(7) retract(last. Move(_)) assert(last. Move(7))
COMP-4640 Intelligent & Interactive Systems Simple Reflex Agent II Rule Base R 01: If MTB(x) clear(x) action(x) remove(last. Move(y)) assert(last. Move(x)) R 02: If MTB(x) clear(x) assert(escape_phase) R 03: If MTB(x) clear(x) escape_phase action(x) remove(last. Move(y)) remove(escape_phase) assert(last. Move(x)) R 04: If escape_phase last. Move(5) clear(1) action(1) retract(last. Move(_)) assert(last. Move(1)) R 05: If escape_phase last. Move(7) clear(3) action(3) retract(last. Move(_)) assert(last. Move(3)) R 06: If escape_phase last. Move(1) clear(5) action(5) retract(last. Move(_)) assert(last. Move(5)) R 07: If escape_phase last. Move(3) clear(7) action(7) retract(last. Move(_)) assert(last. Move(7))
Model-based reflex agents
Goal-based agents
COMP-4640 Intelligent & Interactive Systems Goal-Based Agent Performance Measure: Get to the Agent’s Knowledge bowl Percept Sequence: (x, y) coordinates Agent’s Knowledge of the Environment: No Knowledge Set of Actions: 012 7 c 3 6 5 4, Generate. Path Rule Base R 01: If path_ok Generate. Path assert(path_ok) R 02: If path_ok get. Move(x, y, a) clear(a) action(a) R 03: If path_ok get. Move(x, y, a) clear(a) retract(path_ok) retract(get. Move(c, d, e))
Utility-based agents
COMP-4640 Intelligent & Interactive Systems Utility-Based Agent Performance Measure: Get to the bowl Using the Shortest Path Percept Sequence: (x, y) coordinates Agent’s Knowledge of the Environment: No Knowledge Set of Actions: 012 7 c 3 6 5 4, Generate. Path Rule Base R 01: If path_ok Generate. Path(UF) assert(path_ok) R 02: If path_ok get. Move(x, y, a) clear(a) action(a) R 03: If path_ok get. Move(x, y, a) clear(a) retract(path_ok) retract(get. Move(c, d, e))
Learning agents
Learning Agent Examples • Interactive Animated Pedagogical Agents Microsoft agent Why people hate clippy? Intelligent tutoring systems Agents on Websites with characters to guide users my. Simon. com buy. com extempo. com ananova. com Ikea. com
Collaborative Agents 0
Collaborative Agents 5000
Collaborative Agents 10000
Collaborative Agents 0
Collaborative Agents 500
Collaborative Agents 3000
Collaborative Agent Examples Collaborative Agents l CMU l Advanced Mechantronics Lab
More Agent Examples l Virtual Humans & Conversational Agents l Conversational Agent Applications l Virtual Patient Audio l Virtual Pediatric Patient Video l Video Just Talk l Sample Animations Video