2. Chapter 1: Introduction
• Can machines think?
• And if so, how?
• And if not, why not?
• And what does this say about human beings?
• And what does this say about the mind?
3. What is artificial intelligence?
• There are no clear consensus on the definition of AI
• Here’s one from John McCarthy, (He coined the phrase
AI in 1956) - see http:// www. formal. Stanford. EDU/
jmc/ whatisai/)
Q. What is artificial intelligence?
A. It is the science and engineering of making intelligent
machines, especially intelligent computer programs. It
is related to the similar task of using computers to
understand human intelligence, but AI does not have to
confine itself to methods that are biologically
observable.
Q. Yes, but what is intelligence?
A. Intelligence is the computational part of the ability to
achieve goals in the world. Varying kinds and degrees of
4. Other possible AI definitions
• AI is a collection of hard problems which can be
solved by humans and other living things, but for
which we don’t have good algorithms for solving.
– e. g., understanding spoken natural language,
medical diagnosis, circuit design, learning, self-
adaptation, reasoning, chess playing, proving
math theories, etc.
• Definition from R & N book: a program that
– Acts like human (Turing test)
– Thinks like human (human-like patterns of
thinking steps)
– Acts or thinks rationally (logically, correctly)
• Some problems used to be thought of as AI but are
now considered not
– e. g., compiling Fortran in 1955, symbolic
mathematics in 1965, pattern recognition in 1970
5. What’s easy and what’s hard?
• It’s been easier to mechanize many of the high level
cognitive tasks we usually associate with “intelligence” in
people
– e. g., symbolic integration, proving theorems, playing
chess, some aspect of medical diagnosis, etc.
• It’s been very hard to mechanize tasks that animals can
do easily
– walking around without running into things
– catching prey and avoiding predators
– interpreting complex sensory information (visual,
aural, …)
– modeling the internal states of other animals from
their behavior
– working as a team (ants, bees)
• Is there a fundamental difference between the two
categories?
6. History of AI
• AI has roots in a number of scientific disciplines
– computer science and engineering (hardware and
software)
– philosophy (rules of reasoning)
– mathematics (logic, algorithms, optimization)
– cognitive science and psychology (modeling high level
human/animal thinking)
– neural science (model low level human/animal brain
activity)
– linguistics
• The birth of AI (1943 – 1956)
– Pitts and McCulloch (1943): simplified mathematical
model of neurons (resting/firing states) can realize all
propositional logic primitives (can compute all Turing
computable functions)
– Allen Turing: Turing machine and Turing test (1950)
– Claude Shannon: information theory; possibility of
7. • Early enthusiasm (1952 – 1969)
– 1956 Dartmouth conference
John McCarthy (Lisp);
Marvin Minsky (first neural network machine);
Alan Newell and Herbert Simon (GPS);
– Emphasize on intelligent general problem solving
GSP (means-ends analysis);
Lisp (AI programming language);
Resolution by John Robinson (basis for automatic
theorem proving);
heuristic search (A*, AO*, game tree search)
• Emphasis on knowledge (1966 – 1974)
– domain specific knowledge is the key to overcome
existing difficulties
– knowledge representation (KR) paradigms
– declarative vs. procedural representation
8. • Knowledge-based systems (1969 – 1999)
– DENDRAL: the first knowledge intensive system
(determining 3D structures of complex chemical
compounds)
– MYCIN: first rule-based expert system (containing 450
rules for diagnosing blood infectious diseases)
EMYCIN: an ES shell
– PROSPECTOR: first knowledge-based system that made
significant profit (geological ES for mineral deposits)
• AI became an industry (1980 – 1989)
– wide applications in various domains
– commercially available tools
• Current trends (1990 – present)
– more realistic goals
– more practical (application oriented)
– distributed AI and intelligent software agents
– resurgence of neural networks and emergence of
genetic algorithms
9. Chapter 2: Intelligent Agents
• Definition: An Intelligent Agent perceives it environment via
sensors and acts rationally upon that environment with its
effectors.
• Hence, an agent gets percepts one at a time, and maps
this percept sequence to actions.
• Properties
–Autonomous
–Interacts with other agents plus the environment
–Reactive to the environment
–Pro-active (goal- directed)
10. Rationality
• An ideal rational agent should, for each possible percept
sequence, do whatever actions that will maximize its
performance measure based on
(1) the percept sequence, and
(2) its built-in and acquired knowledge.
• Hence it includes information gathering, not "rational
ignorance."
• Rationality => Need a performance measure to say how
well a task has been achieved.
• Types of performance measures: payoffs, false alarm and
false dismissal rates, speed, resources required, effect on
environment, etc.
11. Autonomy
• A system is autonomous to the extent that its own
behavior is determined by its own experience and
knowledge.
• To survive agents must have:
–Enough built- in knowledge to survive.
–Ability to learn.
12. Some Agent Types
• Table-driven agents
– use a percept sequence/ action table in memory to find the next action.
They are implemented by a (large) lookup table.
• Simple reflex agents
– are based on condition- action rules and implemented with an
appropriate production (rule-based) system. They are stateless devices
which do not have memory of past world states.
• Agents with memory
– have internal state which is used to keep track of past states of the
world.
• Agents with goals
– are agents which in addition to state information have a kind of goal
information which describes desirable situations. Agents of this kind
take future events into consideration.
• Utility-based agents
– base their decision on classic axiomatic utility-theory in order to act
rationally.
13. Simple Reflex Agent
• Table lookup of percept- action pairs defining all
possible condition- action rules necessary to interact in
an environment
• Problems
– Too big to generate and to store (Chess has about 10^120
states, for example)
– No knowledge of non- perceptual parts of the current state
– Not adaptive to changes in the environment; requires entire
table to be updated if changes occur
• Use condition-action rules to summarize portions of
the table
14. A Simple Reflex Agent: Schema
Environment
Agent
What the world
is like now
What action I
should do now
Condition-action rules
Sensors
Effectors
15. Reflex Agent with Internal State
• Encode "internal state" of the world to remember the past
as contained in earlier percepts
• Needed because sensors do not usually give the entire
state of the world at each input, so perception of the
environment is captured over time. "State" used to
encode different "world states" that generate the same
immediate percept.
• Requires ability to represent change in the world; one
possibility is to represent just the latest state, but then
can't reason about hypothetical courses of action
16. Goal- Based Agent
• Choose actions so as to achieve a (given or computed) goal.
• A goal is a description of a desirable situation
• Keeping track of the current state is often not enough -- need
to add goals to decide which situations are good
• Deliberative instead of reactive
• May have to consider long sequences of possible actions
before deciding if goal is achieved -- involves consideration of
the future, “what will happen if I do...?”
17. Agents with Explicit Goals
Environment
What action I
should do now
Sensors
Effectors
What the world
is like now
What it will be like
if I do action A
Goals
State
How the world evolves
What my actions do
18. Utility- Based Agent
• When there are multiple possible alternatives, how to decide
which one is best?
• A goal specifies a crude distinction between a happy and
unhappy state, but often need a more general performance
measure that describes "degree of happiness"
• Utility function U: States --> Reals indicating a measure of
success or happiness when at a given state
• Allows decisions comparing choice between conflicting goals,
and choice between likelihood of success and importance of
goal (if achievement is uncertain)
19. A Complete Utility- Based Agent
Environment
Sensors
Effectors
What the world
is like now
What it will be like
if I do action A
Utility
State
How the world evolves
What my actions do
What action I
should do now
How happy I will
be in such a state
20. Properties of Environments
• Accessible/ Inaccessible.
– If an agent's sensors give it access to the complete state of the
environment needed to choose an action, the environment is
accessible.
– Such environments are convenient, since the agent is freed from the
task of keeping track of the changes in the environment.
• Deterministic/ Nondeterministic.
– An environment is deterministic if the next state of the environment
is completely determined by the current state of the environment and
the action of the agent.
– In an accessible and deterministic environment the agent need not
deal with uncertainty.
• Episodic/ Nonepisodic.
– An episodic environment means that subsequent episodes do not
depend on what actions occurred in previous episodes.
– Such environments do not require the agent to plan ahead.
21. Properties of Environments
• Static/ Dynamic.
– An environment which does not change while the agent is thinking is
static.
– In a static environment the agent need not worry about the passage of
time while he is thinking, nor does he have to observe the world while
he is thinking.
– In static environments the time it takes to compute a good strategy does
not matter.
• Discrete/ Continuous.
– If the number of distinct percepts and actions is limited the environment
is discrete, otherwise it is continuous.
• With/ Without rational adversaries.
– If an environment does not contain other rationally thinking, adversary
agents, the agent need not worry about strategic, game theoretic aspects
of the environment
– Most engineering environments are without rational adversaries,
whereas most social and economic systems get their complexity from
the interactions of (more or less) rational agents.
– As example for a game with a rational adversary, try the Prisoner's
Dilemma
22. The Prisoners' Dilemma
• The two players in the game can choose between two moves, either
"cooperate" or "defect".
• Each player gains when both cooperate, but if only one of them
cooperates, the other one, who defects, will gain more.
• If both defect, both lose (or gain very little) but not as much as the
"cheated” cooperator whose cooperation is not returned.
• If both decision- makers were purely rational, they would never
cooperate. Indeed, rational decision- making means that you make
the decision which is best for you whatever the other actor chooses.
Cooperative Defect
Cooperative 5 -10
Defect 10 0
23. Summary
• An agent perceives and acts in an environment, has an architecture
and is implemented by an agent program.
• An ideal agent always chooses the action which maximizes its
expected performance, given percept sequence received so far.
• An autonomous agent uses its own experience rather than built- in
knowledge of the environment by the designer.
• An agent program maps from percept to action & updates its
internal state.
– Reflex agents respond immediately to percpets.
– Goal-based agents act in order to achieve their goal( s).
– Utility-based agents maximize their own utility function.
• Representing knowledge is important for successful agent design.
• Some environments are more difficult for agents than others. The
most challenging environments are inaccessible, nondeterministic,
nonepisodic, dynamic, and continuous.