Artificial Intelligence Concepts, Agents, and Search Techniques

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These vocabulary flashcards cover Artificial Intelligence essentials including agent types, environmental characteristics, specific AI applications, and search algorithms (uninformed and informed) including their complexities and common optimization problems.

Last updated 2:49 PM on 8/9/26
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32 Terms

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Artificial Intelligence Main Goal

To develop systems that perform tasks requiring human intelligence, such as decision-making, reasoning, and problem solving.

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Turing Test

An evaluation method commonly used to determine whether a machine can exhibit human-like intelligence, such as a chatbot convincing users it is human during a conversation.

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Speech Recognition

AI technology that enables a computer to convert human speech into written text for processing.

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Recommendation System

An AI application that suggests products or content to users based on their previous purchases, browsing history, and preferences.

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Fraud Detection

An AI application used by banks to monitor credit card transactions and instantly detect suspicious activities to prevent financial loss.

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Intelligent Agent

A system that perceives its environment through sensors and takes actions through actuators to achieve specific goals.

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Percept

The complete set of inputs an agent's sensors receive at any given instant, such as camera images, GPS location, and LiDAR readings.

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Partially Observable Environment

An environment where the agent cannot perceive the complete state at all times, such as a drone flying with incomplete weather information or a robot in a mall with hidden obstacles.

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Episodic Environment

An environment where the agent's current action does not affect future decisions, such as a warehouse robot performing the same pick-and-place operation repeatedly.

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Autonomy

The characteristic of an intelligent agent to act independently, such as a cleaning robot moving to a charging station when it detects its battery is low.

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Rationality

The property of an agent selecting the action that maximizes the expected success based on the information available.

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Simple Reflex Agent

An agent that selects actions based only on the current percept, ignoring history, using predefined condition-action rules.

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Model-Based Reflex Agent

An agent that maintains an internal state to track the environment and predicts future positions or states before deciding its next move.

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Goal-Based Agent

An agent that selects actions to reach a specific destination or objective, such as a chess-playing program evaluating move sequences to achieve checkmate.

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Utility-Based Agent

An agent that chooses actions to maximize overall satisfaction or benefit, considering factors like travel time, fuel consumption, and cost.

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Learning Agent

An agent that improves its performance over time by analyzing feedback and historical data from its environment.

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Critic (Learning Agent)

The component of a Learning Agent that provides feedback by comparing the agent's performance against fixed, predefined standards.

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Search Space

The complete set of all possible states reachable from the initial state in an AI problem.

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PEAS Framework

A framework used by engineers to specify an agent's task environment, standing for Performance, Environment, Actuators, and Sensors.

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Breadth-First Search (BFS)

An uninformed search logic that explores nodes level by level using a Queue; it guarantees finding the shortest path in unweighted graphs.

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Depth-First Search (DFS)

An uninformed search technique that explores one branch completely using a Stack before backtracking to alternative paths.

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Uniform Cost Search (UCS)

An algorithm that guarantees the optimal solution for varying positive edge costs by always expanding the node with the least cumulative path cost.

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Bidirectional Search

A search strategy that simultaneously explores from both the source and the goal until the two frontiers meet.

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Worst-case Time Complexity of BFS

O(bd)O(b^d), where bb is the branching factor and dd is the solution depth.

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Worst-case Space Complexity of DFS

O(b×m)O(b \times m), where bb is the branching factor and mm is the maximum search depth.

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A* Evaluation Function

f(n)=g(n)+h(n)f(n) = g(n) + h(n), where g(n)g(n) is the actual path cost and h(n)h(n) is the estimated cost (heuristic) to reach the goal.

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Heuristic Value of a Goal Node

00

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Local Maximum

A problem in Hill Climbing where an algorithm stops because all neighbors are lower, even though a higher global optimum exists elsewhere.

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Plateau

A flat region in the search space where all neighboring states have equal heuristic values, making it difficult for an algorithm to find a direction to move.

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Ridge

A narrow path in a search space where improvement is only possible through unconventional sequences of sideways or diagonal moves.

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Generate and Test

A search strategy that creates possible solutions and verifies them against specific rules, such as a crossword puzzle solver checking letter combinations.

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AND Node (AO* Graph)

A node type where all outgoing branches must be completed successfully to achieve the goal, such as a product passing both dimensional and electrical inspections.