Chapter2 IntelligentAgents
Chapter2 IntelligentAgents
Chapter 2
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.
noise or unknown
Environment Types
• 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 semi dynamic if the environment
itself does not change with the passage of time
but the agent's performance score does)
RULES:
(1) If small moving object,
then activate SNAP
(2) If large moving object,
then activate AVOID and inhibit SNAP
ELSE (not moving) then NOOP
needed for
completeness Action: SNAP or AVOID or NOOP
Model-based reflex agents
• Model based agents can handle partially
observable environments.
• Its current state is stored inside the agent
maintaining some kind of structure which
describes the part of the world which can’t
be seen. This behavior requires
information on how the world behaves and
works. This additional information
completes the “world view” model.
Model-based reflex agents
• A model – based reflex agent keeps track
of the current state of the world using an
internal model. It then chooses an action
in the same way as the reflex agent.
• The state changes whenever an action is
performed or something is perceived in the
environment.
Model-based Reflex Agents
For the world that is partially observable
the agent has to keep track of an internal state
That depends on the percept history
Reflecting some of the unobserved aspects
start
•
Utility based agents
• Goal based agents only distinguish between
goal states and non-goal states.
• It is possible to define a measure of how
desirable a particular state is. This measure can
be obtained through the use of a utility function
which maps a state to a measure of the utility of
the state. So, utility function maps a state onto a
real number, which describes the associated
degree of happiness.
• A complete specification of the utility function
allows rational decisions.
Utility-based agents
Goals alone are not enough
to generate high-quality behavior
E.g. meals in Canteen, good or not ?
• Components:-
– Learning element:- responsible for making
improvements.
– Performance elements:- responsible for selec
ting actions.
– Critics:- provides feedback
– Problem generator:- responsible for
suggesting actions that will lead to new
experiences.
Learning agents