This document discusses different types of intelligent agents and environments. It begins by defining agents and environments, noting that agents perceive their environment through sensors and act through actuators. The document then discusses rational agents and how they should aim to maximize their performance based on perceptions. It introduces the PEAS framework to characterize agents, considering Performance measure, Environment, Actuators, and Sensors. The document outlines different types of environments based on properties like observability, number of agents, determinism, and dynamics. Finally, it discusses different types of agent architectures from simple reflex agents to model-based, goal-based, and utility-based agents.
This document discusses different types of intelligent agents and environments. It begins by defining agents and environments, noting that agents perceive their environment through sensors and act through actuators. The document then discusses rational agents and how they should aim to maximize their performance based on perceptions. It introduces the PEAS framework to characterize agents, considering Performance measure, Environment, Actuators, and Sensors. The document outlines different types of environments based on properties like observability, number of agents, determinism, and dynamics. Finally, it discusses different types of agent architectures from simple reflex agents to model-based, goal-based, and utility-based agents.
This document discusses different types of intelligent agents and environments. It begins by defining agents and environments, noting that agents perceive their environment through sensors and act through actuators. The document then discusses rational agents and how they should aim to maximize their performance based on perceptions. It introduces the PEAS framework to characterize agents, considering Performance measure, Environment, Actuators, and Sensors. The document outlines different types of environments based on properties like observability, number of agents, determinism, and dynamics. Finally, it discusses different types of agent architectures from simple reflex agents to model-based, goal-based, and utility-based agents.
This document discusses different types of intelligent agents and environments. It begins by defining agents and environments, noting that agents perceive their environment through sensors and act through actuators. The document then discusses rational agents and how they should aim to maximize their performance based on perceptions. It introduces the PEAS framework to characterize agents, considering Performance measure, Environment, Actuators, and Sensors. The document outlines different types of environments based on properties like observability, number of agents, determinism, and dynamics. Finally, it discusses different types of agent architectures from simple reflex agents to model-based, goal-based, and utility-based agents.
Department of Information Technology PUGC In which we discuss the nature of agents, perfect or otherwise, the diversity of environments, and the resulting menagerie of agent types. Outline • Agents and environments • Rationality • PEAS (Performance measure, Environment, Actuators, Sensors) • Environment types • Agent types 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 • Software agent: receives keystrokes, file contents, and network packets as sensory inputs and acts on the environment by displaying on the screen, writing files, and sending network packets. Agents and environments
• The agent function maps from percept histories
to actions: [f: P* A] • The agent function implemented by an agent program • The agent program runs on the physical architecture to produce f • agent = architecture + program Vacuum-cleaner world
• Percepts: location and contents, e.g.,
[A,Dirty] • Actions: Left, Right, Suck, NoOp A vacuum-cleaner agent 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. 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 • Example: vacuum-cleaner agent Rational agents • Rationality is distinct from omniscience (all- knowing with infinite knowledge) Rational != omniscient • Agents can perform actions in order to modify future percepts so as to obtain useful information (information gathering, exploration) • An agent is to learn as much as possible from what it perceives. – Dung beetle, Sphex wasp (no learning) • An agent is autonomous if its behavior is determined by its own experience (with ability to learn and adapt) • Rational ⇒ exploration, learning, autonomy Rationality • Rationality is relative to performance measure • Judge rationality based on – The performance measure that defines the criterion of success – The agent prior knowledge of the environment – The possible actions the agent can perform – The agent’s percept sequence to date 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: Safe, fast, legal, comfortable trip, maximize profits – Environment: Roads, other traffic, pedestrians, customers, weather – Actuators: Steering wheel, accelerator, brake, signal, horn – Sensors: Cameras, sonar, speedometer, GPS, odometer, engine sensors, keyboard Environment types • Fully observable (vs. partially observable vs. unobservable): An agent's sensors give it access to the complete state of the environment at each point in time. E.g. Crossword puzzle – Agent need not maintain any internal state to keep track of the world. • Partially Observable: an environment might be partially observable because of noisy and inaccurate sensors or because parts of the state are simply missing from the sensor data – E.g. A vacuum agent with only a local dirt sensor cannot tell whether there is dirt in other squares, and an automated taxi cannot see what other drivers are thinking. • If the agent has no sensors at all then the environment is unobservable. Environment types • Single agent (vs. multiagent): An agent solving a crossword puzzle by itself is clearly in a single- agent environment, whereas an agent playing chess is in a two-agent environment. • Properties of Multi-Agent Environment: – Competitive (chess) – Cooperative (taxi driving (partially cooperative, partially competitive) ) – Communication – a rational behavior in multi-agent environment – Randomized behavior - avoids the pitfalls of predictability Environment types • Deterministic (vs. stochastic): The next state of the environment is completely determined by the current state and the action executed by the agent. (We ignore uncertainty that arises purely from the actions of other agents in a multiagent environment; thus, a game can be deterministic even though each agent may be unable to predict the actions of the others.) • Stochastic: The next state can’t determined by current state. It generally implies that uncertainty about outcomes is quantified in terms of probabilities; – E.g. taxi driving • An environment is uncertain if it is not fully observable or not deterministic. • A nondeterministic environment is one in which actions are characterized by their possible outcomes, but no probabilities are attached to them. Environment types • 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. Many classification tasks are episodic. • In sequential environments, the current decision could affect all future decisions. E.g. Chess and taxi driving are sequential: in both cases, short-term actions can have long- term consequences. Environment types • Static (vs. dynamic): The environment is unchanged while an agent is deliberating. Crossword puzzles are static. • Semi-dynamic: if the environment itself does not change with the passage of time but the agent's performance score does. E.g. Chess, when played with a clock. • Dynamic: If the environment can change while an agent is deliberating; Taxi driving is dynamic: the other cars and the taxi itself keep moving while the driving algorithm dithers about what to do next. Environment types • Discrete (vs. continuous): A limited number of distinct, clearly defined percepts and actions. For example, the chess environment has a finite number of distinct states. • Taxi driving is a continuous-state and continuous-time problem: the speed and location of the taxi and of the other vehicles sweep through a range of continuous values and do so smoothly over time. Environment types • Known(vs. unknown): this distinction refers not to the environment itself but to the agent’s (or designer’s) state of knowledge about the “laws of physics” of the environment. In a known environment, the outcomes for all actions are given. • In unknown environment, the agent will have to learn how it works in order to make good decisions. • Known/unknown is different from observable/ unobservable • Known environment can be partially observable – Solitaire card games. Know all rules but unable to see other cards • Unknown environment can be fully observable – In video game, entire game state on screen but don’t know about buttons Environment types Agent functions and programs • The job of AI is to design an agent program that implements the agent function • This program will run on some sort of computing device with physical sensors and actuators called architecture
agent = architecture + program
Agent functions and programs • The program we choose has to be one that is appropriate for the architecture • If program recommends actions like Walk, the architecture had better have legs. • The architecture might be just an ordinary PC, or it might be a robotic car with several onboard computers, cameras, and other sensors. Table-lookup agent Table-lookup agent Agent types • Four basic types in order of increasing generality:
• Simple reflex agents
• Model-based reflex agents • Goal-based agents • Utility-based agents Simple reflex agents • Simple reflex agents use condition-action rule e.g. • if car-in-front-is-braking then initiate-braking • Work best with fully observable environment • Simple reflex agents are simple but limited intelligence • car-in-front-is-braking works well only if there is centrally mounted light captured only in single frame of video • Vacuum cleaner agent deprived from location sensor starts working in infinite loops • Escape from infinite loops is possible if the agent can randomize its actions. Simple reflex agents Simple reflex agents Model-based reflex agents • Model-based agent maintains some sort of internal state that depends on the percept history and thereby reflects at least some of the unobserved aspects of the current state. Best for partial observability • Two kind of knowledge is required to update the information about internal state – Some information about how the world evolves independently of the agent—for example, that an overtaking car generally will be closer behind than it was a moment ago. – Some information about how the agent’s own actions affect the world—for example, that when the agent turns the steering wheel clockwise, the car turns to the right Model-based reflex agents Model-based reflex agents Goal-based agents • Knowing the current state of the environment is not enough, needs some goal information • This kind of agent has a goal and strategy to reach the goal • All actions are based on its goal (not necessarily the best one) • Example: searching robots that has initial location and want to reach a destination Goal-based agents Utility-based agents • Goals alone are not enough to generate high-quality behavior in most environments. For example, many action sequences will get the taxi to its destination (thereby achieving the goal) but some are quicker, safer, more reliable, or cheaper than others. • A more general performance measure – how happy rather than happy/unhappy Utility-based agents • Goals are inadequate but a utility-based agent can still make rational decisions. – First, when there are conflicting goals, only some of which can be achieved (for example, speed and safety), the utility function specifies the appropriate tradeoff. – Second, when there are several goals that the agent can aim for, none of which can be achieved with certainty, utility provides a way in which the likelihood of success can be weighed against the importance of the goals. Utility-based agents Learning agents • The essential component of autonomy, this agent is capable of learning from experience • It has the capability of automatic information acquisition and integration into the system • Any agent designed and expected to be successful in an uncertain environment is considered to be learning agent Learning agents • Four conceptual components: – Learning element: responsible for making improvements – Performance element: responsible for selecting external actions. It is what we considered as agent so far – Critic: how well is the agent is doing w.r.t. a fixed performance standard – Problem generator: allows the agent to explore Learning agents Agent’s organization • Atomic Representation: Each state of the world is black-box that has no internal structure e.g. finding a driving route, each state is a city • AI Algorithms: search, games, Markov decision processes, hidden Markov models, etc. Agent’s organization • Factored Representation: Each state has some attributes value properties e.g. GPS location, amount of gas in the tank • AI Algorithms: constraint satisfaction and Bayesian networks Agent’s organization • Structured Representation: Relations between the objects of a state can be explicitly expressed. • AI Algorithms: first order logic, knowledge based learning, natural language understanding Summary • Agents interact with environments through actuators and sensors • The agent function describes what the agent does in all circumstances • The performance measure evaluates the environment sequence • A perfectly rational agent maximizes expected performance • Agent programs implement (some) agent functions • PEAS descriptions define task environments • Environments are categorized along several dimensions: observable? deterministic? episodic? static? discrete? single-agent? • Several basic agent architectures exist: reflex, reflex with state, goal-based, utility-based