Outline. Agents and environments Rationality PEAS (Performance measure, Environment, Actuators, Sensors) Environment types Agent types

Similar documents
Agent. Pengju Ren. Institute of Artificial Intelligence and Robotics

Intelligent Agents & Search Problem Formulation. AIMA, Chapters 2,

Intelligent Agents p.1/25. Intelligent Agents. Chapter 2

CMSC 372 Artificial Intelligence What is AI? Thinking Like Acting Like Humans Humans Thought Processes Behaviors

HIT3002: Introduction to Artificial Intelligence

Plan for the 2nd hour. What is AI. Acting humanly: The Turing test. EDAF70: Applied Artificial Intelligence Agents (Chapter 2 of AIMA)

CS 380: ARTIFICIAL INTELLIGENCE RATIONAL AGENTS. Santiago Ontañón

Administrivia. CS 188: Artificial Intelligence Spring Agents and Environments. Today. Vacuum-Cleaner World. A Reflex Vacuum-Cleaner

CS 380: ARTIFICIAL INTELLIGENCE

CISC 1600 Lecture 3.4 Agent-based programming

Overview Agents, environments, typical components

Structure of Intelligent Agents. Examples of Agents 1. Examples of Agents 2. Intelligent Agents and their Environments. An agent:

Inf2D 01: Intelligent Agents and their Environments

Artificial Intelligence

COMP9414/ 9814/ 3411: Artificial Intelligence. Week 2. Classifying AI Tasks

Last Time: Acting Humanly: The Full Turing Test

Introduction to Multiagent Systems

Introduction to Multi-Agent Systems. Michal Pechoucek & Branislav Bošanský AE4M36MAS Autumn Lect. 1

COMP9414/ 9814/ 3411: Artificial Intelligence. 2. Environment Types. UNSW c Alan Blair,

Outline. Introduction to AI. Artificial Intelligence. What is an AI? What is an AI? Agents Environments

Our 2-course meal for this evening

Artificial Intelligence: Definition

Informatics 2D: Tutorial 1 (Solutions)

Introduction to Artificial Intelligence

CPS331 Lecture: Intelligent Agents last revised July 25, 2018

2. Environment Types. COMP9414/ 9814/ 3411: Artificial Intelligence. Agent Model. Agents as functions. The PEAS model of an Agent

Course Info. CS 486/686 Artificial Intelligence. Outline. Artificial Intelligence (AI)

CS 486/686 Artificial Intelligence

CS 730/830: Intro AI. Prof. Wheeler Ruml. TA Bence Cserna. Thinking inside the box. 5 handouts: course info, project info, schedule, slides, asst 1

CS494/594: Software for Intelligent Robotics

Artificial Intelligence (Introduction to)

CPS331 Lecture: Agents and Robots last revised April 27, 2012

CPS331 Lecture: Agents and Robots last revised November 18, 2016

Cognitive Robotics. Behavior Control. Hans-Dieter Burkhard June 2014

Multi-Robot Teamwork Cooperative Multi-Robot Systems

Instructor. Artificial Intelligence (Introduction to) What is AI? Introduction. Dr Sergio Tessaris

Introduction to Computer Science

Agent-Based Systems. Agent-Based Systems. Agent-Based Systems. Five pervasive trends in computing history. Agent-Based Systems. Agent-Based Systems

Cognitive Robotics 2016/2017

ENHANCED HUMAN-AGENT INTERACTION: AUGMENTING INTERACTION MODELS WITH EMBODIED AGENTS BY SERAFIN BENTO. MASTER OF SCIENCE in INFORMATION SYSTEMS

RoboCup. Presented by Shane Murphy April 24, 2003

AN AUTONOMOUS SIMULATION BASED SYSTEM FOR ROBOTIC SERVICES IN PARTIALLY KNOWN ENVIRONMENTS

Artificial Intelligence

Behaviour-Based Control. IAR Lecture 5 Barbara Webb

CITS3001. Algorithms, Agents and Artificial Intelligence. Semester 1, 2015

3.1 Agents. Foundations of Artificial Intelligence. 3.1 Agents. 3.2 Rationality. 3.3 Summary. Introduction: Overview. 3. Introduction: Rational Agents

Cognitive Robotics 2017/2018

Intelligent Driving Agents

Logical Agents (AIMA - Chapter 7)

11/18/2015. Outline. Logical Agents. The Wumpus World. 1. Automating Hunt the Wumpus : A different kind of problem

Autonomous Robotic (Cyber) Weapons?

Integrating Learning in a Multi-Scale Agent

Outline. Game Playing. Game Problems. Game Problems. Types of games Playing a perfect game. Playing an imperfect game

CS343 Artificial Intelligence

Autonomous Agents and MultiAgent Systems* Lecture 2

MULTI-LAYERED HYBRID ARCHITECTURE TO SOLVE COMPLEX TASKS OF AN AUTONOMOUS MOBILE ROBOT

LECTURE 26: GAME THEORY 1

Game Artificial Intelligence ( CS 4731/7632 )

CMU-Q Lecture 20:

MACHINE EXECUTION OF HUMAN INTENTIONS. Mark Waser Digital Wisdom Institute

Interacting Agent Based Systems

COMP310 Multi-Agent Systems Chapter 3 - Deductive Reasoning Agents. Dr Terry R. Payne Department of Computer Science

Courses on Robotics by Guest Lecturing at Balkan Countries

Service Robots in an Intelligent House

A Robust Neural Robot Navigation Using a Combination of Deliberative and Reactive Control Architectures

Game-playing AIs: Games and Adversarial Search I AIMA

Robotics Introduction Matteo Matteucci

CMPT 310 Assignment 1

Subsumption Architecture in Swarm Robotics. Cuong Nguyen Viet 16/11/2015

AGENT PLATFORM FOR ROBOT CONTROL IN REAL-TIME DYNAMIC ENVIRONMENTS. Nuno Sousa Eugénio Oliveira

Hybrid architectures. IAR Lecture 6 Barbara Webb

CS510 \ Lecture Ariel Stolerman

STRATEGO EXPERT SYSTEM SHELL

Artificial Intelligence: Implications for Autonomous Weapons. Stuart Russell University of California, Berkeley

Using FMI/ SSP for Development of Autonomous Driving

CSCI 445 Laurent Itti. Group Robotics. Introduction to Robotics L. Itti & M. J. Mataric 1

HAVEit Highly Automated Vehicles for Intelligent Transport

Set 4: Game-Playing. ICS 271 Fall 2017 Kalev Kask

Virtual testing by coupling high fidelity vehicle simulation with microscopic traffic flow simulation

ROBOTICS ENG YOUSEF A. SHATNAWI INTRODUCTION

Artificial Intelligence for Games

Who am I? AI in Computer Games. Goals. AI in Computer Games. History Game A(I?)

Cyber-Physical Systems: Challenges for Systems Engineering

Keywords: Multi-robot adversarial environments, real-time autonomous robots

Adversarial Search and Game Theory. CS 510 Lecture 5 October 26, 2017

Introduction: What are the agents?

What is AI? AI is the reproduction of human reasoning and intelligent behavior by computational methods. an attempt of. Intelligent behavior Computer

Discussion of Emergent Strategy

Chapter 31. Intelligent System Architectures

CS 188 Introduction to Fall 2014 Artificial Intelligence Midterm

AI in Computer Games. AI in Computer Games. Goals. Game A(I?) History Game categories

Multi-Robot Cooperative System For Object Detection

Algorithms and Networking for Computer Games

ARTIFICIAL INTELLIGENCE - ROBOTICS

TRB Workshop on the Future of Road Vehicle Automation

DIT411/TIN175, Artificial Intelligence. Peter Ljunglöf. 2 February, 2018

ARTIFICIAL INTELLIGENCE (CS 370D)

Workshops Elisava Introduction to programming and electronics (Scratch & Arduino)

Planning in autonomous mobile robotics

How to build an autonomous anything

Transcription:

Intelligent Agents

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

Agents and environments The agent function maps from percept histories to actions: [f: P* A] The agent program runs on the physical architecture to produce f

Vacuum-cleaner world Percepts: location and contents, e.g., [A,Dirty] Actions: Left, Right, Suck, NoOp

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.

Rational agents Rationality is distinct from omniscience (all-knowing with infinite knowledge) Agents can perform actions in order to modify future percepts so as to obtain useful information (information gathering, exploration) An agent is autonomous if its behavior is determined by its own experience (with ability to learn and adapt)

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 Environment Actuators Sensors

PEAS 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

PEAS Agent: Medical diagnosis system Performance measure: Healthy patient, minimize costs, lawsuits Environment: Patient, hospital, staff Actuators: Screen display (questions, tests, diagnoses, treatments, referrals) Sensors: Keyboard (entry of symptoms, findings, patient's answers)

PEAS Agent: Part-picking robot Performance measure: Percentage of parts in correct bins Environment: Conveyor belt with parts, bins Actuators: Jointed arm and hand Sensors: Camera, joint angle sensors

PEAS Agent: Interactive English tutor Performance measure: Maximize student's score on test Environment: Set of students Actuators: Screen display (exercises, suggestions, corrections) Sensors: Keyboard

Environment types Fully observable (vs. partially observable): An agent's sensors give it access to the complete state of the environment at each point in time. Deterministic (vs. stochastic): The next state of the environment is completely determined by the current state and the action executed by the agent. (If the environment is deterministic except for the actions of other agents, then the environment is strategic) 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.

Environment types Static (vs. dynamic): The environment is unchanged while an agent is deliberating. (The environment is semidynamic if the environment itself does not change with the passage of time but the agent's performance score does) Discrete (vs. continuous): A limited number of distinct, clearly defined percepts and actions. Single agent (vs. multiagent): An agent operating by itself in an environment.

Environment types Chess with Chess without Taxi driving a clock a clock Fully observable Yes Yes No Deterministic Strategic Strategic No Episodic No No No Static Semi Yes No Discrete Yes Yes No Single agent No No No The environment type largely determines the agent design The real world is (of course) partially observable, stochastic, sequential, dynamic, continuous, multi-agent

Properties of a Chess agent. Property Fully Observable Static Determistic Episodic Multi-Agent Description The Chess board is fully observable to the Chess agent, nothing is hidden. The environment changes based on actions of the Chess agent and those of the opponent. But during the period when the Chess agent is making a decision for a move, the environment (Chess board) does not change. The Chess board changes based on the move selected by the agent, and therefore the environment is deterministic. The Chess agent operates in episodes, alternating between agent moves and opponent moves. The Chess board environment can be classified as single agent (if the opponent is not considered) or as multi-agent, considering that an opponent operates on the environment in a competitive fashion

Properties of a non-player character agent. Property Partial Observability Dynamic Stochastic Continuous Multi-Agent Description Another character in the game may not be visible to the player, Players and NPCs compete or cooperate in the environment i n real-time, An action taken by an agent at one time may not result in the same response when taken again (such as shooting at another player). The FPS environment is continuous, as compared to an episodic environment such as a turn-based strategy game. Typically, these are competitive environments, though some also include cooperative elements through support NPC agents.

AGENT TAXONOMIES Interface Agents To minimize information overload on a user, and reduce the amount of information presented to a user as a way to help the user focus on what is most important at any given time A user scenario for email and UseNet. Virtual Character Agents A useful agent application that takes on a number of forms An intelligent interface agent to minimize distractions.

AGENT TAXONOMIES Entertainment Agents used as characters in computer-generated (CG) movies or for training purposes in military simulations. Game Agents Non-Player Characters in games (NPCs), bring life to a variety of games by introducing characters that are autonomous and add to the realism of video games. ChatterBots, or conversational agents Mobile Agents the agents have the ability to migrate from one host computer to another. User Assistance Agent for the purpose of simplifying our experiences when dealing with computers Examples: Email filtering, Information Gathering and Filtering and other user assistance application Hybrid Agents Instead of a single characteristic, such as mobile, agents implement multiple characteristics, such as mobile and communicative.

Agent functions and programs An agent is completely specified by the agent function mapping percept sequences to actions One agent function (or a small equivalence class) is rational Aim: find a way to implement the rational agent function concisely

Table-lookup agent \input{algorithms/table-agent-algorithm} Drawbacks: Huge table Take a long time to build the table No autonomy Even with learning, need a long time to learn the table entries

Agent program for a vacuumcleaner agent \input{algorithms/reflex-vacuum-agentalgorithm}

Agent properties. Property Rationale Autonomous Persistent Communicative Cooperative Mobile Adaptive Description Able to act in a rational (or intelligent) way (does the right thing at the right time, given a known outcome.) Able to act independently, not subject to external control Able to run continuously Able to provide information, or command other agents Able to work with other agents to achieve goals Able to move (typically related to network mobility) Able to learn and adapt

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 \input{algorithms/d-agent-algorithm}

Model-based reflex agents

Model-based reflex agents \input{algorithms/d+-agent-algorithm}

Goal-based agents

Utility-based agents

Learning agents

AGENT ARCHITECTURES Reactive/ Reflex Architectures agent behaviors are simply a mapping between stimulus and response. The agent has no decision-making skills, only reactions to the environment in which it exists An example is Subsumption agent Behavior networks, created by Pattie Maes in the late 1980s, is another reactive architecture that is distributed in nature Deliberative Architectures one that includes some deliberation over the action to perform given the current set of inputs Example is ATLANTIS Behaviour network for a simple game agent

AGENT ARCHITECTURES Blackboard Architectures operates around a global work area call the blackboard (a common work area for a number of agents that work cooperatively to solve a given problem Belief-Desire-Intention (BDI) Architecture follows the theory of human reasoning as defined by Michael Bratman. Belief represents the view of the world by the agent (what it believes to be the state of the environment in which it exists). Desires are the goals that define the motivation of the agent (what it wants to achieve). Intentions specify that the agent uses the Beliefs and Desires in order to choose one or more actions in order to meet the desires. The blackboard architecture supports multi-agent problem solving.

AGENT ARCHITECTURES Hybrid Architectures Based on the needs of the agent system, different architectural elements can be chosen to meet those needs Mobile Architectures introduces the ability for agents to migrate themselves between hosts