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Class 2:
Some Lisp; The Nature of Agents; Search & Game Playing

Selmer Bringsjord

Misc Stuff

Programming Paradigms

First Look @ Code

The Agent Approach

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.

We're concentrating on the program:

Intelligent Agents; Some Questions

Environments $\ldots$



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 ? ? ? ? ?

Search & Game Playing

Minimax, Chess, Go$\ldots$


  
Figure 1: Agent Overview.
\includegraphics[width=4in]{fig02.01.ps}


  
Figure 2: Sample PAGE Descriptions.


  
Figure 3: Simple Reflex Agent.
\includegraphics[width=5in]{fig02.08.ps}


  
Figure 4: Simple Reflex Agent With Internal State.
\includegraphics[width=5in]{fig02.10.ps}


  
Figure 5: Examples of Environments and Their Clocks.
\includegraphics[width=6in]{fig02.13.ps}


  
Figure 6: Basic Environment Simulator.
\includegraphics[width=6in]{fig02.14.ps}


  
Figure 7: Simple Problem-Solving Agent
\includegraphics[width=6in]{fig03.01.ps}


  
Figure 8: Search Tree for T-T-T.


  
Figure 9: Two-Ply Game.
\includegraphics[width=6in]{fig05.02.ps}


  
Figure 10: Two-Ply Game Generated by Alpha-Beta.
\includegraphics[width=5in]{fig05.06.ps}


  
Figure 11: Generalized Alpha-Beta.
\includegraphics[width=4in]{fig05.07.ps}



 
next up previous
Next: About this document ...
Selmer Bringsjord
1999-05-20