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1 Segment – 1 Concepts of Artificial Intelligence 2004 Prentice Hall, Inc. All rights reserved. 2 2004 Prentice Hall, Inc. All rights reserved. 3 2004 Prentice Hall, Inc. All rights reserved. 4 2004 Prentice Hall, Inc. All rights reserved. 5 2004 Prentice Hall, Inc. All rights reserved. 6 2004 Prentice Hall, Inc. All rights reserved. 7 2004 Prentice Hall, Inc. All rights reserved. AI pre-history • Philosophy Logic, methods of reasoning, mind as physical system foundations of learning, language, rationality • Mathematics Formal representation and proof algorithms, computation, (un)decidability, (in)tractability, probability • Economics utility, decision theory • Neuroscience physical substrate for mental activity • Psychology phenomena of perception and motor control, experimental techniques • Computer building fast computers engineering • Control theory design systems that maximize an objective function over time • Linguistics knowledge representation, grammar 2004 Prentice Hall, Inc. All rights reserved. Abridged history of AI • • • • • 1943 1950 1956 1952—69 1950s • 1965 • 1966—73 • • • • • 1969—79 1980-1986-1987-1995-- McCulloch & Pitts: Boolean circuit model of brain Turing's "Computing Machinery and Intelligence" Dartmouth meeting: "Artificial Intelligence" adopted Look, Ma, no hands! Early AI programs, including Samuel's checkers program, Newell & Simon's Logic Theorist, Gelernter's Geometry Engine Robinson's complete algorithm for logical reasoning AI discovers computational complexity Neural network research almost disappears Early development of knowledge-based systems AI becomes an industry Neural networks return to popularity AI becomes a science The emergence of intelligent agents 2004 Prentice Hall, Inc. All rights reserved. 10 The State of the ART Robotic Cehicles Speech recognition Game playing Logistics planning Robotics Machine Translation 2004 Prentice Hall, Inc. All rights reserved. The State of the Art • Computer beats human in a chess game. • Computer-human conversation using speech recognition. • Expert system controls a spacecraft. • Robot can walk on stairs and hold a cup of water. • Language translation for web pages. • Home appliances use fuzzy logic. • And many more 2004 Prentice Hall, Inc. All rights reserved. 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 Artificial Intelligence a modern 2004 Prentice Hall, Inc. All rights reserved. approach 13 •Rationality –Performance measuring success –Agents prior knowledge of environment –Actions that agent can perform –Agent’s percept sequence to date 2004 Prentice Hall, Inc. All rights reserved. Rationality 14 • Rational agent is different from omniscience agent – Percepts may not supply all relevant information – An omniscient agent knows the actual outcome of its actions and can act accordingly. – E.g., in card game, don’t know cards of others. • Rational is different from being perfect – Rationality maximizes expected outcome while perfection maximizes actual outcome. Artificial Intelligence a modern 2004 Prentice Hall, Inc. All rights reserved. PEAS 15 • 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 – Actuators: Steering wheel, accelerator, brake, signal, horn – Sensors: Cameras, sonar, speedometer, GPS, odometer, engine sensors, keyboard Artificial Intelligence a modern 2004 Prentice Hall, Inc. All rights reserved. PEAS 16 • • • • Agent: Interactive English tutor Performance measure: Maximize student's score on test Environment: Set of students Actuators: Screen display (exercises, suggestions, corrections) • Sensors: Keyboard Artificial Intelligence a modern 2004 Prentice Hall, Inc. All rights reserved. Properties of task environment 17 • • • • Fully observable (vs. partially observable) Access to complete state vs access to partial state. Deterministic (vs. stochastic) Next state completely determined by current state otherwise stochastic Episodic (vs. sequential) Divided into atomic episodes vs current decision could affect all future decisions. Static (vs. dynamic) Static environments don’t change Dynamic environments do change Artificial Intelligence a modern 2004 Prentice Hall, Inc. All rights reserved. 18 •Discrete (vs. continuous) Has a finite number of distinct state vs has continuous state. •Single agent (vs. multiagent): An agent operating by itself in an environment vs there are many agents working together 2004 Prentice Hall, Inc. All rights reserved. Agent types and architecture 19 • Four basic types in order of increasing generality: – – – – Simple reflex agents Reflex agents with state/model Goal-based agents Utility-based agents Artificial Intelligence a modern 2004 Prentice Hall, Inc. All rights reserved. Simple reflex agents Simple but very limited intelligence. Action does not depend on percept history, only on current percept. Therefore no memory requirements. Artificial Intelligence a modern 2004 Prentice Hall, Inc. All rights reserved. Model-based reflex agents Know how world evolves Overtaking car gets closer from behind How agents actions affect the world Wheel turned clockwise takes you right Artificial Intelligence a modern 2004 Prentice Hall, Inc. All rights reserved. Model base agents update their state Goal-based agents • knowing state and environment? Enough? – Taxi can go left, right, straight • Have a goal – A destination to get to • Uses knowledge about a goal to guide its actions – E.g., Search, planning Artificial Intelligence a modern 2004 Prentice Hall, Inc. All rights reserved. Goal-based agents • Reflex agent breaks when it sees brake lights. Goal based agent reasons – Brake light -> car in front is stopping -> I should stop -> I should use brake Artificial Intelligence a modern 2004 Prentice Hall, Inc. All rights reserved. Utility-based agents • Goals are not always enough – Many action sequences get taxi to destination – Consider other things. How fast, how safe….. • A utility function maps a state onto a real number which describes the associated degree of “happiness”, “goodness”, “success”. • Where does the utility measure come from? – Economics: money. – Biology: number of offspring. – Your life? Artificial Intelligence a modern 2004 Prentice Hall, Inc. All rights reserved. Utility-based agents Artificial Intelligence a modern 2004 Prentice Hall, Inc. All rights reserved. 14 Jan 2004 Problem-solving agents It first formulates a goal and a problem, searches for a sequence of actions that would be solve the problem and then executes the actions one at a time. When this is complete it formulates another goal and starts over. 2004 Prentice Hall, Inc. All rights reserved. 14 Jan 2004 Example: Romania • On holiday in Romania; currently in Arad. • Flight leaves tomorrow from Bucharest • Formulate goal: – be in Bucharest • Formulate problem: – states: various cities – actions: drive between cities • Find solution: – sequence of cities, e.g., Arad, Sibiu, Fagaras, Bucharest CS 3243 - Blind Search 2004 Prentice Hall, Inc. All rights reserved. 27 14 Jan 2004 Example: Romania CS 3243 - Blind Search 2004 Prentice Hall, Inc. All rights reserved. 28 14 Jan 2004 Problem types • Deterministic, fully observable single-state problem – Agent knows exactly which state it will be in; solution is a sequence • Non-observable sensorless problem (conformant problem) – Agent may have no idea where it is; solution is a sequence • Nondeterministic and/or partially observable contingency problem – percepts provide new information about current state – often interleave} search, execution • Unknown state space exploration problem CS 3243 - Blind Search 2004 Prentice Hall, Inc. All rights reserved. 29 Example: vacuum world • Single-state, start in #5. Solution? • 14 Jan 2004 CS 3243 - Blind Search 2004 Prentice Hall, Inc. All rights reserved. 30 14 Jan 2004 Example: vacuum world • Single-state, start in #5. Solution? [Right, Suck] • Sensorless, start in {1,2,3,4,5,6,7,8} e.g., Right goes to {2,4,6,8} Solution? CS 3243 - Blind Search 2004 Prentice Hall, Inc. All rights reserved. 31 14 Jan 2004 Example: vacuum world • Sensorless, start in {1,2,3,4,5,6,7,8} e.g., Right goes to {2,4,6,8} Solution? [Right,Suck,Left,Suck] CS 3243 - Blind Search 2004 Prentice Hall, Inc. All rights reserved. 32 Single-state problem formulation 14 Jan 2004 A problem is defined by four items: 1. initial state e.g., "at Arad 2. actions or successor function S(x) = set of action–state pairs – e.g., S(Arad) = {<Arad Zerind, Timisoara,Sibiu>, … } 3. goal test, which determines whether a given state is a goal state. – explicit, e.g., x = "at Bucharest" – implicit, e.g., Checkmate(x) 4. path cost (additive) – e.g., sum of distances, number of actions executed, etc. – c(x,a,y) is the step cost, assumed to be ≥ 0 • A solution is a sequence of actions leading from the initial state to a goal state CS 3243 - Blind Search 2004 Prentice Hall, Inc. All rights reserved. 33 Vacuum world state space graph • • • • • • 14 Jan 2004 states? Initial State? actions? goal test? path cost? CS 3243 - Blind Search 2004 Prentice Hall, Inc. All rights reserved. 34 Vacuum world state space graph • • • • • 14 Jan 2004 states? integer dirt and robot location Initial State? Any State can be initial state. actions? Left, Right, Suck goal test? no dirt at all locations path cost? 1 per action CS 3243 - Blind Search 2004 Prentice Hall, Inc. All rights reserved. 35 14 Jan 2004 Example: The 8-puzzle • • • • states? actions? goal test? path cost? CS 3243 - Blind Search 2004 Prentice Hall, Inc. All rights reserved. 36 14 Jan 2004 Example: The 8-puzzle • • • • states? locations of tiles actions? move blank left, right, up, down goal test? = goal state (given) path cost? 1 per move [Note: optimal solution of n-Puzzle family is NP-hard] CS 3243 - Blind Search 2004 Prentice Hall, Inc. All rights reserved. 37