Lecture Week 1.2

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CSCI 561 Founda.ons of Ar.ficial Intelligence Week 1: Overview and Intelligent Robots/Agents Fall 2013 Instructor: Wei-­‐Min Shen TA: Thomas Collins Review •  Intelligence –  Does the right thing given what it knows (ra#onal) –  The common underlying capabili.es that enable a system to be general, literate, ra.onal, autonomous and collabora.ve •  Ar.ficial Intelligence –  The scien.fic understanding of the mechanisms underlying thought and intelligent behavior and their embodiment in machines •  Intelligent Agents –  Goals, knowledge, percep.on and ac.on 2 Today’s Lecture • 
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Agents and environments The concept of ra.onal behavior Environments Agent types and varia.ons Project 1 descrip#on and assignment 3 What is an (Intelligent) Agent? •  An over-­‐used, over-­‐loaded, and misused term. •  Any “behaviors” that can be viewed as perceiving through its sensors from the environment and ac/ng through its effectors upon that environment to maximize progress towards its goals. •  PAGE (Percepts, Actions, Goals, Environment)
•  ROBOT = Agents + Body (sensors and effectors) 4 Agents or Robots
How to design this?
Sensors
percepts
Agent
Environment
Goals
actions
Effectors
5 Ques.ons? • 
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Is a Thermostat an agent? Is an Air-­‐Condi.on an agent? Are you an agent? Is Roomba an agent? Can you give some examples to differen.ate agents from robots? –  W, E, B, R, O, B, Example Agent and Environment Sensors=? (Percepts=?) Effectors=? (Ac.ons=?) Goals=? Behaviors=? Is this SuperBot module an agent? •  Sensors/
percepts=? •  Effectors/
ac.ons=? •  Goals=? •  Environment=? •  Behaviors=? Where are the agents in this robot? SuperBot Simulator Example Agent and Environment Your Project-­‐1 Agent: From A to B Sensor/Percepts=? Effector/Ac.ons=? Goals=? Behaviors=? B A Environments •  Environment: World in which the agent operates –  To understand agent behavior -­‐ or to design a special purpose agent -­‐ need to understand its environment •  Simon’s Ant: Complex behavior may arise from a simple program in a complex environment •  Ra.onality defined, at least in part, in terms of agent’s environment •  PEAS descrip.on of the environment: –  Performance: Measure for success/progress/quality –  Environment: The world in which the agent operates •  Environment in the narrow versus the broad context –  Actuators: How the agent affects the environment –  Sensors: How the agent perceives the environment 13 A Windshield Wiper Agent How do we design a agent that can wipe the windshields when needed? •  Goals? •  Sensors? (Percepts)? •  Effectors? (Ac.ons)? •  Environment? 14 A Windshield Wiper Agent (Cont’d) •  Goals:
•  Sensors:
Keep windshields clean & maintain visibility Camera (moist sensor) –  Percepts:
Raining, Dirty •  Effectors: Wipers (leh, right, back) –  Ac.ons:
Off, Slow, Medium, Fast •  Environment: Inner city, freeways, highways, weather … 15 Intelligent Agents/Robots •  Agent and Robot –  What can it see, do, think, and learn? –  What does it want? •  “Fame/fortune” , goal, u.lity, solu.ons to problems •  Environment and world –  What can be seen? –  What can be changed? –  Who else are there? (Obstacle and other agents) •  Cogni.ve Cycles Cogni.ve Cycle •  Agent repeatedly decides what to do next –  The cogni#ve cycle that repeats for agent life.me Percep.on Memory Access Decision Learning Ac.on –  In humans, the cycle runs at ~50-­‐100ms •  This is minimum .me to choose an ac.on, but many such cycles can be combined to make harder choices •  On each cycle, agent can be considered to be compu.ng a func.on for decision making 17 Two views of Agent Behavior •  View 1 (popular): The agent is func#on maps percept sequences to ac.ons in the environment –  f1: S*A!
–  [Dirty]  WIPE –  [Car <20’ away]  RUN •  View 2 (deeper): The agent is func#on maps percept sequences & ac.ons in the environment to a sequence of predic.ons –  f2: (S*, A)  P*!
–  [Car <20’ away], STAY  HIT •  Difference: f2 knows what to do, and why to do it. 18 Ra.onality & Ra.onal Agents •  What is ra.onal at a given .me depends on: –  What has been seen? Percept sequence to date (sensors) –  What can you do? Ac.ons –  What do you know? Prior environment knowledge –  What do you want? Performance measure •  Ideally objec.ve, external, based on what is to be achieved •  A ra#onal agent chooses whichever ac.on maximizes the expected value of the performance measure given the percept sequence to date and the prior environment knowledge •  Most human beings have only bounded ra.onality –  My story of playing irra.onal Risk with my kids 19 Environment Types •  However you define environment, its nature can drama.cally impact the complexity of the required agent program as well as the difficulty of achieving goals in it •  Next few slides look at some key aqributes of environments 20 Environment Types Crossword
Backgammon
Part-Picking Robot
Robot Taxi
Observable??
Deterministic??
Episodic??
Static??
Discrete??
Single-agent??
21 Environment Types Fully vs. partially observable: an environment is fully observable
when the sensors can detect all aspects that are relevant to the
choice of action. Crossword
Backgammon
Part-Picking Robot
Robot Taxi
Observable??
Deterministic??
Episodic??
Static??
Discrete??
Single-agent??
22 Environment Types Deterministic vs. stochastic: if the next environment state is
completely determined by the current state and the executed action
then the environment is deterministic
Observable??
Crossword
Backgammon
Part-Picking Robot
Robot Taxi
FULL
FULL
PARTIAL
PARTIAL
Deterministic??
Episodic??
Static??
Discrete??
Single-agent??
23 Environment Types Deterministic vs. stochastic: if the next environment state is
completely determined by the current state and the executed action
then the environment is deterministic
Observable??
Deterministic??
Crossword
Backgammon
Part-Picking Robot
Robot Taxi
FULL
FULL
PARTIAL
PARTIAL
YES
NO
NO
NO
Episodic??
Static??
Discrete??
Single-agent??
24 Environment Types Episodic vs. sequential (Markov or not): In an episodic environment the agent’s
experience can be divided into atomic steps where the agent perceives and then
performs a single action. The choice of action depends only on the episode itself,
not on previous actions/episodes Observable??
Deterministic??
Crossword
Backgammon
Part-Picking Robot
Robot Taxi
FULL
FULL
PARTIAL
PARTIAL
YES
NO
NO
NO
Episodic??
Static??
Discrete??
Single-agent??
25 Environment Types Static vs. dynamic: If the environment can change while the
agent is choosing an action, the environment is dynamic
Crossword
Backgammon
Part-Picking Robot
Robot Taxi
FULL
FULL
PARTIAL
PARTIAL
Deterministic??
YES
NO
NO
NO
Episodic??
NO
NO
YES
NO
Observable??
Static??
Discrete??
Single-agent??
26 Environment Types Static vs. dynamic: If the environment can change while the
agent is choosing an action, the environment is dynamic
Crossword
Backgammon
Part-Picking Robot
Robot Taxi
FULL
FULL
PARTIAL
PARTIAL
Deterministic??
YES
NO
NO
NO
Episodic??
NO
NO
YES
NO
Static??
YES
YES
NO
NO
Observable??
Discrete??
Single-agent??
27 Environment Types Discrete vs. continuous: This distinction can be applied to the
state of the environment, the way time is handled and to the
percepts/actions of the agent Crossword
Backgammon
Part-Picking Robot
Robot Taxi
FULL
FULL
PARTIAL
PARTIAL
Deterministic??
YES
NO
NO
NO
Episodic??
NO
NO
YES
NO
Static??
YES
YES
NO
NO
Observable??
Discrete??
Single-agent??
28 Environment Types Discrete vs. continuous: This distinction can be applied to the
state of the environment, the way time is handled and to the
percepts/actions of the agent Crossword
Backgammon
Part-Picking Robot
Robot Taxi
FULL
FULL
PARTIAL
PARTIAL
Deterministic??
YES
NO
NO
NO
Episodic??
NO
NO
YES
NO
Static??
YES
YES
NO
NO
Discrete??
YES
YES
NO
NO
Observable??
Single-agent??
29 Environment Types Single vs. multi-agent: Does the environment contain more
than one agent whose behavior interacts in some relevant way?
Crossword
Backgammon
Part-Picking Robot
Robot Taxi
FULL
FULL
PARTIAL
PARTIAL
Deterministic??
YES
NO
NO
NO
Episodic??
NO
NO
YES
NO
Static??
YES
YES
NO
NO
Discrete??
YES
YES
NO
NO
Observable??
Single-agent??
30 Environment Types Single vs. multi-agent: Does the environment contain more
than one agent whose behavior interacts in some relevant way?
Crossword
Backgammon
Part-Picking Robot
Robot Taxi
FULL
FULL
PARTIAL
PARTIAL
Deterministic??
YES
NO
NO
NO
Episodic??
NO
NO
YES
NO
Static??
YES
YES
NO
NO
Discrete??
YES
YES
NO
NO
Single-agent??
YES
NO
YES
NO
Observable??
31 Environment Difficulty •  The simplest environment is –  Fully observable, determinis.c, episodic, sta.c, discrete and single-­‐agent •  Real world situa.ons are frequently –  Par.ally observable, stochas.c, sequen.al, dynamic, con.nuous and mul.-­‐agent •  Other factors that determine difficulty include –  Difficulty of individual ac.ons •  E.g., Crosswords, part picking –  Size/combinatorics of environment •  E.g., The game of Go has ~319*19 (= ~10172) states 32 Agent Types •  Four basic kinds of agent programs will be discussed: –  Simple reflex agents –  Model-­‐based reflex agents –  Goal-­‐based agents –  U.lity-­‐based agents •  All can be turned into learning agents •  Two addi.onal more complex varia.ons –  Hybrid agents –  Reflec.ve agents 33 Simple Reflex Agent •  Select ac.on on the basis of only the current percept •  Large reduc.on in possible percept/ac.on situa.ons (next slide) •  May be implemented as condi#on-­‐ac#on rules –  E.g., “If dirty then suck” 34 Model-­‐Based Reflex Agent •  To tackle par#ally observable environments –  Maintain internal state represen.ng best es.mate of current world situa.on •  Over .me update state using world knowledge –  How world changes –  How ac.ons affect world ! Model of World 35 Goal-­‐Based Agent •  Goals describe what agent wants –  By changing goals, can change what agent does in same situa.on •  Combining models and goals enables determining which possible future paths could lead to goals –  Typically inves.gated in search, problem solving and planning research 36 U.lity-­‐Based Agent •  Some goals can be solved in different ways –  Some solu.ons may be “beqer” – have higher u.lity •  U.lity func.on maps a (sequence of) state(s) onto a real number –  Can think of goal achievement as 1 versus 0 •  Can help in op.miza.on or in arbitra.on among goals 37 Learning Agent •  All previous agent programs describe methods for selec.ng ac.ons, yet they do not explain the origins of these programs –  Learning programs can be used to do this •  Advantages –  Robustness of the program in par.ally or totally unknown environments –  Reduced programming effort •  Disadvantages –  May do the unexpected in a disastrous manner 38 Nominal Structure of Learning Agent •  Performance element: selec.ng ac.ons based on percepts –  Corresponds to the previous agent programs •  Learning element: introduce improvements in performance element •  Cri#c: provides feedback on agent’s performance based on fixed performance standard •  Problem generator: ac.vely suggests ac.ons that will lead to new and informa.ve experiences –  Explora.on vs. exploita.on 39 Self-­‐Awareness Agent Related to self-­‐awareness and meta-­‐level processing 40 Adap.ve Agents •  New Task  Learning  New Knowledge/Skill –  No priori knowledge (e.g., baby swimming) •  Don’t-­‐know-­‐how  learning  know-­‐how •  Recovery from unexpected failures or dynamics –  Recover from unexpected (e.g., adult with inverted vision) •  Know-­‐how  Failures  learning  recovery 8/28/13 USC-­‐Polymorphic-­‐Robo.cs-­‐Lab 41 Surprise-­‐Based Learning Agents observation Perception TASK/
ENVIRONMENT (BLACK BOX) Surprise Analyzer prediction Model ModiEier Model Synchronizer actions Plan Action Selector (Planner) Predictor Model Goals (Intensions) •  The Learner con.nuously makes predic.ons, detects surprise, analyzes surprises, extracts cri.cal informa.on from surprises, and improves and use its ac.on models Surprise ==> Model ==> Prediction
8/28/13 USC-­‐Polymorphic-­‐Robo.cs-­‐Lab 42 Real vs Ar.ficial Intelligence •  Real: Human mind as network of thousands or millions of neural agents working in parallel. •  To produce ar.ficial intelligence, this school holds, we should build systems that also contain many agents and systems for arbitra.ng among the agents' compe.ng results. •  Distributed decision-­‐making & control Agency effectors –  Ac.on selec.on: What to do next? –  Conflict resolu.on sensors •  Challenges: 43 Self-Reconfigurable Body/Mind
Sensors
Agent network percepts
Environment
actions
Effectors
What body should I become? What behaviors should I do? 44 Other Views of Agent Types •  Knowledge –  Fixed versus Flexible Knowledge •  Is new knowledge learned? –  Covers past, present, future •  Past: Percept Sequence (Table) •  Present: What to do now (Reflex) •  Future: Enables predic.on (Model) Goals •  Success(/Goals) –  Fixed versus Flexible •  Reflex (and MB) agents have fixed metrics of success •  Goal/U.lity based agents can change metric by task –  Binary (goal) versus Graded (u.lity) 45 Hybrid Agents •  Many prac.cal agents combine one or more of the basic types •  For example, robots that must perform complex tasks in real .me frequently combine reflex and model-­‐based agents –  Reac#ve: Reflexes provide fast responses –  Delibera#ve: Models and goals enable thinking about the future 46 Your Project-­‐1 Agent: From A to B Sensors: GPS (you and goal) Color camera Ac.ons: forward, backward, leh, right Goal: Go to goal, stay there, report goal color Behavior: Your choice “If X, then do Y” Goal My current loca.on Project 1 Assignment •  Download the SuperBot simulator from hqp://www.isi.edu/robots/CS561 •  Install the simulator on your computer •  Compile and run the random agent example •  Design and build your Project-­‐1-­‐Agent –  Go from A to B in an open environment •  Grade: We will test different A and B on your agent •  Due date: 24:00 on 9-­‐18-­‐2013. Project 1 Details •  Sensors: –  1: Your current loca.on –  2: Goal loca.on –  3: Color of the object in front of you •  Ac.ons: –  Forward, backward, leh, right •  Goal: –  Go to the goal loca.on, report the color of the goal object •  Environment: –  Open environment with no other objects or agents •  Example: a random agent you can play 
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