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Class 2:
Some Lisp; The Nature of Agents; Search &
Game Playing
Selmer Bringsjord
Misc Stuff
- Reminder: Class pictorial roster, w/ email addresses & web
sites
- We are learning to assemble toolkit
for building
things
- anchor learning with constant eye at (micro) construction
- and games provide opportunities, e.g., GUESS WHO?
- but also ponder your own domain, constantly
Programming Paradigms
- Procedural
- e.g., Turing machines, Register machines
- and familiar languages (e.g., Pascal)
- Functional
- Declarative
- only
Prolog
- Theorem Provers (for us: OTTER)
First Look @ Code
- NASA and immobots and Lispj
- Responser
- Some Lisp
- Ralph's interrogation re. net worth
- ``virtual fences"
- On the delarative front: SECRETS in OTTER
The Agent Approach
- What is agent, put simply?
- Skinner would be proud
- See the picture: 2.1
- Rationality vs. Omniscience: the case of the 747 door
- Definition of Rationalityh
Rationality
That which is rational at a given time depends on four things:
- 1.
- The performance measure that defines degrees of success.
- 2.
- The percept sequence.
- 3.
- What the agent knows about the environment
- 4.
- The actions the agent can perform.
Definition of ideal rational agent:
- Ideal Rational Agent
- For each possible percept sequence, such an
agent
does whatever action is expected to maximize its performance measure,
on the basis of the evidenced provided by the percept sequence and whatever
built-in knowledge the agent has.
- What do you think? Is this acceptable?
We're concentrating on the program:
- agent = architecture + program
Intelligent Agents; Some Questions
- Why would an ideal rational agent need to have what R&N call
`autonomy'?
- What would a PAGE description for
look like?
- WILLARD: A simple reflex agent
Environments 
Properties of Environments
- Accessible
- The agent's sensory apparatus gives it access to the complete
state of the environment.
- Deterministic
- The next state of the environment is completely determined
by the current state and the actions selected by the agent.
- Episodic
- The agent's experience is divided into ``episodes," each
episode conisting of the agent perceiving and then acting.
- Static
- If the environment can change while the agent is deliberating,
then the environment is dynamic; otherwise it's static.
- Discrete
- There are a limited number of distinct, clearly defined
percepts and actions we say that the environment is discrete.
| Env. |
Acc |
Det |
Ep |
Static |
Dis |
|
Chess |
Yes |
Yes |
No |
Semi |
Yes |
|
Hyperbot |
Yes |
Yes |
Yes |
Yes |
Yes |
|
BRUTUS |
? |
? |
? |
? |
? |
|
SHERLOCK |
? |
? |
? |
? |
? |
|
S3G |
? |
? |
? |
? |
? |
- GUESS WHO? and the environment simulator
- GUESS WHO? and problem-solving agents (search: Figure 3.1)
Search & Game Playing
- Problem-Solving Agent (pseudocode)
- Example: Problem in 8-queens problem
- Goal Test, Path Cost, States, Operators
- explore, build on your own here; we'll return to it
Minimax, Chess, Go
- The minimax algorithm
- Tic-Tac-Toe (figure)
- Two-Ply Example (figure)
- Is there a perfect winning strategy for Chess? Yes!
- but too computationally demanding, so evaluation function
- and
pruning (figures)
- ``Chess is Too Easy"
- What about Go and Poker, though?
Figure 1:
Agent Overview.
![\includegraphics[width=4in]{fig02.01.ps}](img5.gif) |
Figure 2:
Sample PAGE Descriptions.
|
|
Figure 3:
Simple Reflex Agent.
![\includegraphics[width=5in]{fig02.08.ps}](img7.gif) |
Figure 4:
Simple Reflex Agent With Internal
State.
![\includegraphics[width=5in]{fig02.10.ps}](img8.gif) |
Figure 5:
Examples of Environments and Their
Clocks.
![\includegraphics[width=6in]{fig02.13.ps}](img9.gif) |
Figure 6:
Basic Environment Simulator.
![\includegraphics[width=6in]{fig02.14.ps}](img10.gif) |
Figure 7:
Simple Problem-Solving Agent
![\includegraphics[width=6in]{fig03.01.ps}](img11.gif) |
Figure 8:
Search Tree for T-T-T.
|
|
Figure 9:
Two-Ply Game.
![\includegraphics[width=6in]{fig05.02.ps}](img13.gif) |
Figure 10:
Two-Ply Game Generated by Alpha-Beta.
![\includegraphics[width=5in]{fig05.06.ps}](img14.gif) |
Figure 11:
Generalized Alpha-Beta.
![\includegraphics[width=4in]{fig05.07.ps}](img15.gif) |
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Selmer Bringsjord
1999-05-20