AI Agents, Planning, Logic, and Search - Lecture Notes

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Vocabulary flashcards covering AI agents, planning, search, logic, and planning formalisms from the notes.

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114 Terms

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Standard Model (AI)

The idea that AI research aims to build agents that act rationally to achieve the given objective, limitations of computation to find optimal solution and value alignment.

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Limited rationality

Optimal solution may be computationally intractable in complex environments, so agents settle for good enough options.

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Value Alignment Problem

Challenge of aligning an agent's objective with human values so it acts in humans best interests.

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Agent

Entity that perceives the environment via sensors and acts through actuators, capable of autonomy over time.

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Rational/Intelligent Agent

Agent whose actions aim to maximize expected performance given evidence and knowledge.

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Agent function

Abstract mapping from percepts to actions that supports the agent objective.

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Agent program

Concrete implementation of the agent function in software.

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Simple reflex agent

Agent that acts only on the current perception without history.

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Model based reflex agent

Agent that uses internal state plus a transition model and sensor model to act.

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Internal state

Perception history kept to infer the current state of the environment.

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Transition model

Model of how actions change the world and how the world evolves independently.

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Sensor model

Model of how sensors interpret the state of the world.

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Goal based agent

Agent that reasons about future outcomes with respect to a goal.

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Utility based agent

An agent that chooses actions to maximise a performance metric describing how desirable a state is.

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Utility function

Internal performance measure assigning a value to states to reflect desirability.

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Learning Agent

Agent that improves its performance over time by learning from experiences.

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Learning element

Component responsible for making improvements based on experience.

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Performance Measure

Numeric measure of how desirable the outcome of actions is.

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Performance element

The part of an agent that decides which actions to take based on its perceptions, in order to achieve its goals or objectives.

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Critic

Module that judges the learning element against a fixed performance standard.

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Problem generator

Module that suggests exploratory actions to gain informative experiences.

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Problem solving agent

Agent that plans ahead by considering a sequence of actions to reach a goal.

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Planning agents

Agents that use structured representations to plan actions.

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Agent architecture

The computing device on which the agent program runs.

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Autonomy

Ability to act based on perception and learning rather than only prior knowledge.

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PEAS framework

Performance, Environment, Actuators, Sensors used to define a task environment.

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Observable environment

Environment fully observable by the agent senses.

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Partially observable environment

Agent cannot observe the entire environment at once.

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Multiagent

Environments with multiple agents with competitive or cooperative goals.

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Deterministic

Next state is completely predictable base on current state and actions.

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Sequential

Decisions affect future states (opposite of Episodic).

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Static

Environment does not change while making a decision (opposite of dynamic)

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Semi dynamic

Environment unchanged but performance score can change (chess clock decreases)

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Discrete

Finite states (opposite of continuous)

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Known

Action outcomes are known to the agent.

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Informed search

Search strategies that use domain knowledge to guide exploration.

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Problem formulation

Defining states and actions needed to solve the goal.

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State space

Set of all possible states the environment can be in.

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State

Representation of the environment at a point in time.

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Initial state

The starting point of the search.

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Transition model

Specification of how actions change states.

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Goal test

Criterion to determine if a state satisfies the goal.

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Goal state

A state that satisfies the goal condition.

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Active cost function

Cost of applying an action used to evaluate paths.

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Touring problems

Problems where a set of locations must be visited rather than a single goal.

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Search tree

Structure representing possible action sequences from initial state to goal.

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Search Node

Node containing state, parent, action, path cost, and depth.

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Frontier

Set of nodes that can be expanded in the next step.

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Queue types

Types include priority queue, FIFO queue, and LIFO queue.

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Reached

Nodes that have been generated in the search.

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Best-first search

Expands the frontier node with the best evaluation function value.

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Graph search

Must avoids revisiting states

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Uninformed search

blind search strategies without domain knowledge.

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Breadth-first search

Expands the shallowest nodes first using a FIFO frontier.

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Complete

The algorithm finds a solution when one exists

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Time/space complexity

Measures of the resources required by a search algorithm.

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Uniform-cost search / Dijkstra’s

Best first by path cost; complete and optimal with nonnegative costs.

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Depth-first search

Expands deep paths using a stack; not cost-optimal and not complete in infinite spaces.

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Bidirectional search

Search from both start and goal, aiming to meet in the middle.

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Heuristic

Estimated cost to reach a goal used to guide informed search.

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Greedy Best-First Search

Expands node with lowest heuristic value; not guaranteed optimal.

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A* search

Uses f(n) = g(n) + h(n); can be optimal if h is admissible and consistent.

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Admissible heuristic

Never overestimates the true cost to reach the goal.

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Consistent heuristic

h(n) is no greater than the cost to move to a neighbor plus its h value.

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Weighted A*

A* with h weighted to favor faster solution at the cost of optimality.

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Effective branching factor (b*)

Average number of branches per node that yields the same node count as a perfectly balanced tree.

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Relaxed problem

Easier version of a problem used to derive an admissible heuristic.

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Adversarial search

Search in competitive environments where opponents have conflicting goals.

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Deterministic games

Games with perfect information and zero-sum payoffs.

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MAX and MIN

Opponents in adversarial search where MAX seeks maximum and MIN seeks minimum.

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Minimax

Recursive strategy that backs up values from leaves to decide the root move.

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Alpha-beta pruning

Prunes branches that cannot yield better outcomes than already explored paths.

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Transposition table

Cache that stores evaluated game states to avoid re-searching identical positions.

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Type A vs Type B strategies

Type A searches wide but shallow; Type B searches deep but narrow.

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Heuristic evaluation function EVAL(s,p)

Estimates the expected utility of a position for a player.

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Expectimax search

Models average case by introducing EXPECT nodes instead of MIN nodes.

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Expectiminimax

Extends expectimax to stochastic two player games with MIN, MAX and EXPECT nodes.

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Monte Carlo tree search

Estimates state value by averaging results of many simulated playouts.

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Playout policy

Policy used to simulate moves in Monte Carlo search.

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Selection policy

Strategy to focus computation on important parts of the game tree.

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Knowledge based agents

Agents that use reasoning over a knowledge base to make decisions.

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Knowledge Base (KB)

Set of sentences in a knowledge representation language.

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Knowledge Representation Language

Formal language to encode knowledge, such as propositional or first order logic.

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Axiom

Sentence accepted as true without proof within the KB.

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TELL / ASK operations

TELL adds sentences to the KB; ASK queries what the KB knows.

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Syntax and Semantics

Syntax is sentence structure; semantics is truth conditions for sentences.

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Inference

Deriving new sentences from existing ones in the KB.

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Declarative vs Procedural

Declarative tells what is true; procedural specifies how to act.

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Wumpus World

A grid world with Wumpus, pits, gold; sensor cues and actions shape a planning problem.

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Propositional Logic

Logic without variables where sentences are built from propositional symbols.

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Model, satisfiability, entailment

Models assign truth values; satisfiable means some model makes a formula true; entailment means one sentence follows from another.

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Entailment α |= β

Sentence α semantically entails β if every model of α is also a model of β.

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Grounding

Link between logical reasoning and real world perception and action.

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Propositional atoms, literals, clauses

Atoms are basic symbols; literals are atoms or their negation; clauses are disjunctions of literals.

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CNF (Conjunctive Normal Form)

Formula expressed as a conjunction of disjunctions of literals.

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Resolution

Inference rule that derives new clauses by eliminating a complementary literal pair.

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Definite clause

Disjunction with exactly one positive literal used in forward chaining.

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Horn clause

Disjunction with at most one positive literal; supports efficient forward chaining.

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Forward chaining

Data-driven inference that adds conclusions as rules fire, linear time in KB size.

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Backward chaining

Goal-driven inference that works back from a query to find supporting facts.