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CS B551: Elements of Artificial Intelligence Instructor: Kris Hauser http://cs.indiana.edu/~hauserk 1 Recap http://cs.indiana.edu/classes/b551 Brief history and philosophy of AI What is intelligence? Can a machine act/think intelligently? • Turing machine, Chinese room 2 Agenda Agent Frameworks Problem Solving and the Heuristic Search Hypothesis 3 Agent Frameworks 4 Definition of Agent Anything that: • Perceives its environment • Acts upon its environment A.k.a. controller, robot 5 Definition of “Environment” The real world, or a virtual world Rules of math/formal logic Rules of a game … Specific to the problem domain 6 Agent Percepts Sensors Actions Actuators Environment ? 7 Agent Percepts Sensors Actions Actuators Environment ? Sense – Plan – Act 8 “Good” Behavior Performance measure (aka reward, merit, cost, loss, error) Part of the problem domain 9 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? 10 Types of agents Simple reflex (aka reactive, rulebased) Model-based Goal-based Utility-based (aka decision-theoretic, game-theoretic) Learning (aka adaptive) 11 Simple Reflex Percept Interpreter State Rules Action 12 Simpl(est) Reflex State Observable Environment Interpreter State Rules Action 13 Simpl(est) Reflex State Observable Environment Rules Action 14 Rule-based Reflex Agent A B if DIRTY = TRUE then SUCK else if LOCATION = A then RIGHT else if LOCATION = B then LEFT 15 Model-Based Reflex Percept Interpreter State Rules Action Action 16 Model-Based Reflex Percept Model State Rules Action Action 17 Model-Based Reflex Percept Model State State estimation Rules Action Action 18 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 19 Model-Based Reflex Agents Controllers in cars, airplanes, factories Robot obstacle avoidance, visual servoing 20 Goal-Based, Utility-Based Percept Model State Rules Action Action 21 Goal- or Utility-Based Percept Model State Decision Mechanism Action Action 22 Goal- or Utility-Based State Decision Mechanism Action Generator Percept Model Model Simulated State Performance tester Best Action Action 23 Goal-Based Agent 24 Big Open Questions: Goal-Based Agent = Reflex Agent? Physical Environment “Mental Environment” Percept Model Mental Model State Mental State DM Rules Action Action Mental Action 25 Big Open Questions: Goal-Based Agent = Reflex Agent? Physical Environment “Mental Environment” Percept Model Mental Model State Mental State DM Rules Action Action Mental Action 26 With Learning Percept Model/Learning State/Model/DM specs Decision Mechanism Action Action 27 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? 28 Types of Environments Observable / non-observable Deterministic / nondeterministic Episodic / non-episodic Single-agent / Multi-agent 29 Observable Environments Percept Model State Decision Mechanism Action Action 30 Observable Environments State Model State Decision Mechanism Action Action 31 Observable Environments State Decision Mechanism Action Action 32 Nondeterministic Environments Percept Model State Decision Mechanism Action Action 33 Nondeterministic Environments Percept Model Set of States Decision Mechanism Action Action 34 Agents in the bigger picture Binds disparate fields (Econ, Cog Sci, OR, Control theory) Framework for technical components of AI • Components are useful and rich topics themselves • Rest of class primarily studies components Casting problems in the framework sometimes brings insights Agent Robotics Reasoning Search Perception Learning Knowledge Constraint rep. satisfaction Planning Natural language ... Expert Systems 35 Problem Solving and the Heuristic Search Hypothesis 36 Example: 8-Puzzle 8 2 3 4 5 1 1 2 3 7 4 5 6 6 7 8 Initial state Goal state State: Any arrangement of 8 numbered tiles and an empty tile on a 3x3 board 37 Successor Function: 8-Puzzle 2 3 4 5 1 6 8 2 7 8 6 3 8 2 3 4 7 3 4 5 1 6 5 1 7 SUCC(state) subset of states 8 The successor function is knowledge about the 8-puzzle game, but it does not tell us which outcome to use, nor to which state of the board to apply it. 5 2 7 4 1 6 38 Across history, puzzles and games requiring the exploration of alternatives have been considered a challenge for human intelligence: Chess originated in Persia and India about 4000 years ago Checkers appear in 3600-year-old Egyptian paintings Go originated in China over 3000 years ago So, it’s not surprising that AI uses games to design and test algorithms 39 Exploring Alternatives Problems that seem to require intelligence require exploring multiple alternatives Search: a systematic way of exploring alternatives 40 Defining a Search Problem S State space S Successor function: x S SUCC(x) 2S Initial state s0 Goal test: xS GOAL?(x) =T or F Arc cost 41 Problem Solving Agent Algorithm 1. I sense/read initial state 2. GOAL? select/read goal test 3. SUCC select/read successor function 4. solution search(I, GOAL?, SUCC) 5. perform(solution) 42 State Graph Each state is represented by a distinct node An arc (or edge) connects a node s to a node s’ if s’ SUCC(s) The state graph may contain more than one connected component 43 Solution to the Search Problem A solution is a path connecting the initial node to a goal node (any one) The cost of a path is the sum of the arc costs along this path An optimal solution is a solution path of minimum cost There might be no solution ! G I 44 Pathless Problems Sometimes the path doesn’t matter A solution is any goal node Arcs represent potential state transformations E.g. 8-queens, Simplex for LPs, Map coloring G I 45 8-Queens Problem State repr. 1 • Any nonconflicting placement of 0-8 queens State repr. 2 • Any placement of 8 queens 46 Intractability It may not be feasible to construct the state graph completely n-puzzle: (n+1)! states k-queens: kk states 47 Heuristic Search Hypothesis (Newell and Simon, 1976) “The solutions to problems are represented as symbol structures. A physical symbol system exercises its intelligence in problem solving by search - that is, by generating and progressively modifying symbol structures until it produces a solution structure.” Intelligent systems must use heuristic search to find solutions efficiently Heuristic: knowledge that is not presented immediately by the problem specification 48 Example I’ve thought of a number between 1 and 100. Guess it. 49 Example I’ve picked a password between 3 and 8 alphanumeric characters that I’ll never forget. Guess it. 50 Discussion Debated whether all intelligence is modifying symbol structures… • e.g., Elephants don’t play chess, Brooks ’91 But for those tasks that do require modifying symbol structures, hypothesis seems true • Perhaps circular logic? 51 Topics of Next 3-4 Classes Blind Search • Little or no knowledge about how to search Heuristic Search • How to use heuristic knowledge Local Search • With knowledge about goal distribution 52 Recap Agent: a sense-plan-act framework for studying intelligent behavior “Intelligence” lies in sophisticated components 53 Recap General problem solving framework • State space • Successor function • Goal test • => State graph Search is a methodical way of exploring alternatives 54 Homework Register! Readings: R&N Ch. 3.1-3.3 55 What is a State? A compact representation of elements of the world relevant to the problem at hand • Sometimes very clear (logic, games) • Sometimes not (brains, robotics, econ) History is a general-purpose state representation: [p1,a1,p2,a2,…] State should capture how history affects the future 56