Artificial Intelligence 2 AI Agents Course V 231
- Slides: 23
Artificial Intelligence 2. AI Agents Course V 231 Department of Computing Imperial College, London Jeremy Gow
Ways of Thinking About AI l Language – – – Notions and assumptions common to all AI projects (Slightly) philosophical way of looking at AI programs “Autonomous Rational Agents”, l l Following Russell and Norvig Design Considerations – – Extension to systems engineering considerations High level things we should worry about l – Before hacking away at code Internal concerns, external concerns, evaluation
Agents l Taking the approach by Russell and Norvig – Chapter 2 An agent is anything that can be viewed as perceiving its environment through sensors and acting upon the environment through effectors l This definition includes: – Robots, humans, programs
Examples of Agents Humans senses body parts Programs Robots___ keyboard, mouse, dataset cameras, pads monitor, speakers, files motors, limbs
Rational Agents A rational agent is one that does the right thing l Need to be able to assess agent’s performance – l Ask yourself: has the agent acted rationally? – l Should be independent of internal measures Not just dependent on how well it does at a task First consideration: evaluation of rationality
Thought Experiment: Al Capone l Convicted for tax evasion – l We must assess an agent’s rationality in terms of: – – l Were the police acting rationally? Task it is meant to undertake (Convict guilty/remove crims) Experience from the world (Capone guilty, no evidence) Its knowledge of the world (Cannot convict for murder) Actions available to it (Convict for tax, try for murder) Possible to conclude – Police were acting rationally (or were they? )
Autonomy in Agents The autonomy of an agent is the extent to which its behaviour is determined by its own experience l Extremes – – l l No autonomy – ignores environment/data Complete autonomy – must act randomly/no program Example: baby learning to crawl Ideal: design agents to have some autonomy – Possibly good to become more autonomous in time
The RHINO Robot Museum Tour Guide l l Museum guide in Bonn Two tasks to perform – – l Running Example Guided tour around exhibits Provide info on each exhibit Very successful – – 18. 6 kilometres 47 hours 50% attendance increase 1 tiny mistake (no injuries)
Internal Structure l Second lot of considerations – – – Architecture and Program Knowledge of the Environment Reflexes Goals Utility Functions
Architecture and Program l Program – l Architecture – l Hardware/software (OS etc. ) on which agent’s program runs RHINO’s architecture: – – l Method of turning environmental input into actions Sensors (infrared, sonar, tactile, laser) Processors (3 onboard, 3 more by wireless Ethernet) RHINO’s program: – – Low level: probabilistic reasoning, vision, High level: problem solving, planning (first order logic)
Knowledge of Environment l Knowledge of Environment (World) – l World knowledge can be (pre)-programmed in – l Can also be updated/inferred by sensory information Choice of actions informed by knowledge of. . . – – – l Different to sensory information from environment Current state of the world Previous states of the world How its actions change the world Example: Chess agent – – – World knowledge is the board state (all the pieces) Sensory information is the opponents move Its moves also change the board state
RHINO’s Environment Knowledge l Programmed knowledge – Layout of the Museum l l Sensed knowledge – l Doors, exhibits, restricted areas People and objects (chairs) moving Affect of actions on the World – – Nothing moved by RHINO explicitly But, people followed it around (moving people)
Reflexes l Action on the world – – l l In response only to a sensor input Not in response to world knowledge Humans – flinching, blinking Chess – openings, endings – Lookup table (not a good idea in general) l l 35100 entries required for the entire game RHINO: no reflexes? – Dangerous, because people get everywhere
Goals l Always need to think hard about – l Does agent have internal knowledge about goal? – l Obviously not the goal itself, but some properties Goal based agents – – l What the goal of an agent is Uses knowledge about a goal to guide its actions E. g. , Search, planning RHINO – – – Goal: get from one exhibit to another Knowledge about the goal: whereabouts it is Need this to guide its actions (movements)
Utility Functions l Knowledge of a goal may be difficult to pin down – l But some agents have localised measures – – – l For example, checkmate in chess Utility functions measure value of world states Choose action which best improves utility (rational!) In search, this is “Best First” RHINO: various utilities to guide search for route – – Main one: distance from the target exhibit Density of people along path
Details of the Environment l Must take into account: – l Imagine: – – l some qualities of the world A robot in the real world A software agent dealing with web data streaming in Third lot of considerations: – – – Accessibility, Determinism Episodes Dynamic/Static, Discrete/Continuous
Accessibility of Environment l Is everything an agent requires to choose its actions available to it via its sensors? – l If not, parts of the environment are inaccessible – l If so, the environment is fully accessible Agent must make informed guesses about world RHINO: – – – “Invisible” objects which couldn’t be sensed Including glass cases and bars at particular heights Software adapted to take this into account
Determinism in the Environment l Does the change in world state – l Non-deterministic environments – – l Have aspects beyond the control of the agent Utility functions have to guess at changes in world Robot in a maze: deterministic – l Depend only on current state and agent’s action? Whatever it does, the maze remains the same RHINO: non-deterministic – People moved chairs to block its path
Episodic Environments l Is the choice of current action – – l Dependent on previous actions? If not, then the environment is episodic In non-episodic environments: – Agent has to plan ahead: l l Current choice will affect future actions RHINO: – Short term goal is episodic l – Getting to an exhibit does not depend on how it got to current one Long term goal is non-episodic l Tour guide, so cannot return to an exhibit on a tour
Static or Dynamic Environments l Static environments don’t change – l Dynamic environments do change – – – l While the agent is deliberating over what to do So agent should/could consult the world when choosing actions Alternatively: anticipate the change during deliberation Alternatively: make decision very fast RHINO: – – Fast decision making (planning route) But people are very quick on their feet
Discrete or Continuous Environments l Nature of sensor readings / choices of action – – l l l Sweep through a range of values (continuous) Limited to a distinct, clearly defined set (discrete) Maths in programs altered by type of data Chess: discrete RHINO: continuous – – Visual data can be considered continuous Choice of actions (directions) also continuous
RHINO’s Solution to Environmental Problems l Museum environment: – l Inaccessible, non-episodic, non-deterministic, dynamic, continuous RHINO constantly update plan as it moves – – Solves these problems very well Necessary design given the environment
Summary l Think about these in design of agents: How to test whether agent is acting rationally Usual systems engineering stuff Internal structure of agent Autonomous Rational Agent Specifics of the environment
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