Agent: An agent perceives its environment through sensors and acts upon it using actuators.
Intelligent Agent: An agent that acts rationally by taking the best possible action to maximize performance.
Rationality: Choosing the action expected to maximize goal achievement based on percept history and built-in knowledge.
Examples:
PEAS: Performance measure, Environment, Actuators, Sensors — used to define agent tasks.
Agents can be categorized based on their capability to learn and remember.
| Aspect | Simple Reflex Agent | Learning Agent |
|---|---|---|
| Memory | No memory of past | Stores past experiences |
| Learning | Cannot learn | Improves via learning element |
| Goal-based | No goals | Goal-oriented behavior |
| Example | Vacuum cleaner | Chess-playing agent |
Use FEDSSD to classify environments:
| Agent | Properties |
|---|---|
| Chess | Partially, Sequential, Deterministic, Static, Discrete, Multi-agent |
| Taxi | Partially, Sequential, Stochastic, Dynamic, Continuous, Multi-agent |
| Vacuum Cleaner | Partially, Episodic, Deterministic, Static, Discrete, Single-agent |
BFS (Breadth-First Search): Explores level by level using a queue. Completeness: Yes. Optimal: Yes (unit cost).
DFS (Depth-First Search): Explores depth-wise using a stack or recursion. Completeness: No. Optimal: No.
Example: Finding node 'G' in a tree rooted at 'A'.
| Criteria | BFS | DFS |
|---|---|---|
| Data Structure | Queue | Stack |
| Space | O(bd) | O(bd) |
| Time | O(bd) | O(bm) |
| Optimal | Yes (if cost=1) | No |
Uniform Cost Search (UCS): Expands nodes with lowest path cost g(n).
A* Search: Uses f(n) = g(n) + h(n), where h(n) is a heuristic estimate to goal.
Example Graph: A connected graph with nodes A to G, each with edge costs and heuristic values.
| Node | g(n) | h(n) | f(n) = g(n) + h(n) |
|---|---|---|---|
| A | 0 | 10 | 10 |
| B | 2 | 8 | 10 |
| C | 4 | 5 | 9 |
• UCS expands the lowest g(n). A* expands lowest f(n).
Admissible Heuristic: A heuristic h(n) is admissible if it never overestimates the cost to reach the goal from node n. Formally:
h(n) ≤ h*(n) for all n, where h*(n) is the true cost to reach the goal.
Consistent (Monotonic) Heuristic: A heuristic h(n) is consistent if:
h(n) ≤ c(n, a, n') + h(n') for every node n and successor n', where c(n, a, n') is the cost of action a.
Example (8-Puzzle):
Impact on A*:
Constraint Satisfaction Problem (CSP): A CSP is defined by:
Example – Map Coloring:
Alternate Example – SEND + MORE = MONEY:
Arc Consistency: An arc X → Y is consistent if for every value in the domain of X, there is some allowed value in Y satisfying the constraint.
AC-3 Algorithm: A popular algorithm to enforce arc consistency on all arcs in a CSP.
Steps:
Pseudocode:
function AC-3(csp):
queue ← all arcs in csp
while queue is not empty do:
(Xi, Xj) ← REMOVE-FIRST(queue)
if REVISE(csp, Xi, Xj) then
if domain of Xi is empty then return false
for each Xk in neighbors[Xi] do
add (Xk, Xi) to queue
return true
Example: X ∈ {1,2,3}, Y ∈ {2,3}, with constraint X < Y → Remove 3 from X
Step-by-Step Method:
Example 1: “All humans are mortal”
FOL: ∀x (Human(x) → Mortal(x))
Example 2: “Some birds can fly”
FOL: ∃x (Bird(x) ∧ CanFly(x))
Example 3: “Every student loves some subject”
FOL: ∀x (Student(x) → ∃y (Subject(y) ∧ Loves(x, y)))
Entailment (⊨): A sentence α entails β if β is true in all models where α is true.
α ⊨ β ⇔ In every model where α is true, β is also true.
Approaches to Test Entailment:
| Method | Description | Example |
|---|---|---|
| Model Checking | Enumerate all models and check if β holds when α is true | Small logical domains |
| Theorem Proving | Use inference rules (e.g., Modus Ponens) to derive β from α | Prolog, logic-based AI |
Example: If α = “It is raining → ground is wet”, β = “If raining, ground is wet” → α ⊨ β
Minimax Algorithm: A decision rule for minimizing the possible loss in a worst-case scenario. Used in 2-player, turn-based games like Tic-Tac-Toe, Chess.
Game Tree:
MAX
/ | \
3 12 8
↑ ↑ ↑
MIN MIN MIN
Propagation: MIN selects min(3,12,8) → MAX chooses max(3,8,12) = 12
Alpha-Beta Pruning: Optimization of the Minimax algorithm that avoids exploring parts of the tree that won't affect the final decision.
Condition for Pruning: If β ≤ α, prune the branch
MAX
/ \
MIN MIN
/ | \ / | \
3 5 6 1 (7) ← pruned
Pruning improves efficiency without changing the result.
Planning: Finding a sequence of actions from initial state to goal state.
STRIPS (Stanford Research Institute Problem Solver): Framework for automated planning.
Elements:
Example – Spare Tire Problem:
PDDL (Planning Domain Definition Language): A standard language for expressing planning domains and problems.
Structure:
:action – action name:parameters – variables used:precondition – conditions required before action:effect – outcome after performing actionExample – Pickup Action:
(:action pickup
:parameters (?obj ?loc)
:precondition (and (at ?obj ?loc) (handempty))
:effect (and (holding ?obj) (not (at ?obj ?loc)) (not (handempty)))
)
This defines that the agent can pick up an object if it's at a location and the agent’s hand is empty.
Learning Agent: An agent that can learn from experience and improve its performance.
Components:
Example: A chess-playing robot:
Supervised Learning: Model learns from labeled data.
Unsupervised Learning: Model identifies patterns in unlabeled data.
Reinforcement Learning (RL): Agent learns through trial-and-error with rewards and punishments.
| Type | Data | Goal | Example |
|---|---|---|---|
| Supervised | Labeled | Predict output | Email spam detection |
| Unsupervised | Unlabeled | Find structure/patterns | Customer segmentation |
| Reinforcement | Interaction with environment | Maximize reward | Game-playing agent (e.g., AlphaGo) |
Key RL Terms: Reward (feedback signal), Policy (strategy to choose actions)
Natural Language Processing (NLP) enables machines to understand and generate human language.
Main Tasks:
Applications: Chatbots, Machine Translation, Sentiment Analysis
Expert System: A computer system that emulates decision-making ability of a human expert.
Components:
Example: MYCIN (medical diagnosis expert system)
Forward Chaining: Starts from known facts and applies inference rules to reach goal.
Backward Chaining: Starts from goal and works backwards to determine supporting facts.
| Aspect | Forward Chaining | Backward Chaining |
|---|---|---|
| Direction | Data → Goal | Goal → Data |
| Use Case | Data-driven systems | Goal-driven reasoning |
| Example | Rule-based expert system | Prolog program |
Example: If A → B, B → C
Known: A
Forward chaining → conclude C
Backward chaining ← Start from C, prove A
STRIPS: A formal language to define planning problems using states and actions.
Contains: Preconditions, Add, Delete lists.
Example: Move(robot, A, B)
Turing Test: Proposed by Alan Turing to evaluate machine intelligence. A machine passes if it can fool a human into thinking it’s also human during conversation.
Reflex Agent: Acts based only on current percept.
Example: Thermostat turns on/off heater based on temperature.