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Vocabulary flashcards covering AI agents, planning, search, logic, and planning formalisms from the notes.
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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.
Limited rationality
Optimal solution may be computationally intractable in complex environments, so agents settle for good enough options.
Value Alignment Problem
Challenge of aligning an agent's objective with human values so it acts in humans best interests.
Agent
Entity that perceives the environment via sensors and acts through actuators, capable of autonomy over time.
Rational/Intelligent Agent
Agent whose actions aim to maximize expected performance given evidence and knowledge.
Agent function
Abstract mapping from percepts to actions that supports the agent objective.
Agent program
Concrete implementation of the agent function in software.
Simple reflex agent
Agent that acts only on the current perception without history.
Model based reflex agent
Agent that uses internal state plus a transition model and sensor model to act.
Internal state
Perception history kept to infer the current state of the environment.
Transition model
Model of how actions change the world and how the world evolves independently.
Sensor model
Model of how sensors interpret the state of the world.
Goal based agent
Agent that reasons about future outcomes with respect to a goal.
Utility based agent
An agent that chooses actions to maximise a performance metric describing how desirable a state is.
Utility function
Internal performance measure assigning a value to states to reflect desirability.
Learning Agent
Agent that improves its performance over time by learning from experiences.
Learning element
Component responsible for making improvements based on experience.
Performance Measure
Numeric measure of how desirable the outcome of actions is.
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.
Critic
Module that judges the learning element against a fixed performance standard.
Problem generator
Module that suggests exploratory actions to gain informative experiences.
Problem solving agent
Agent that plans ahead by considering a sequence of actions to reach a goal.
Planning agents
Agents that use structured representations to plan actions.
Agent architecture
The computing device on which the agent program runs.
Autonomy
Ability to act based on perception and learning rather than only prior knowledge.
PEAS framework
Performance, Environment, Actuators, Sensors used to define a task environment.
Observable environment
Environment fully observable by the agent senses.
Partially observable environment
Agent cannot observe the entire environment at once.
Multiagent
Environments with multiple agents with competitive or cooperative goals.
Deterministic
Next state is completely predictable base on current state and actions.
Sequential
Decisions affect future states (opposite of Episodic).
Static
Environment does not change while making a decision (opposite of dynamic)
Semi dynamic
Environment unchanged but performance score can change (chess clock decreases)
Discrete
Finite states (opposite of continuous)
Known
Action outcomes are known to the agent.
Informed search
Search strategies that use domain knowledge to guide exploration.
Problem formulation
Defining states and actions needed to solve the goal.
State space
Set of all possible states the environment can be in.
State
Representation of the environment at a point in time.
Initial state
The starting point of the search.
Transition model
Specification of how actions change states.
Goal test
Criterion to determine if a state satisfies the goal.
Goal state
A state that satisfies the goal condition.
Active cost function
Cost of applying an action used to evaluate paths.
Touring problems
Problems where a set of locations must be visited rather than a single goal.
Search tree
Structure representing possible action sequences from initial state to goal.
Search Node
Node containing state, parent, action, path cost, and depth.
Frontier
Set of nodes that can be expanded in the next step.
Queue types
Types include priority queue, FIFO queue, and LIFO queue.
Reached
Nodes that have been generated in the search.
Best-first search
Expands the frontier node with the best evaluation function value.
Graph search
Must avoids revisiting states
Uninformed search
blind search strategies without domain knowledge.
Breadth-first search
Expands the shallowest nodes first using a FIFO frontier.
Complete
The algorithm finds a solution when one exists
Time/space complexity
Measures of the resources required by a search algorithm.
Uniform-cost search / Dijkstra’s
Best first by path cost; complete and optimal with nonnegative costs.
Depth-first search
Expands deep paths using a stack; not cost-optimal and not complete in infinite spaces.
Bidirectional search
Search from both start and goal, aiming to meet in the middle.
Heuristic
Estimated cost to reach a goal used to guide informed search.
Greedy Best-First Search
Expands node with lowest heuristic value; not guaranteed optimal.
A* search
Uses f(n) = g(n) + h(n); can be optimal if h is admissible and consistent.
Admissible heuristic
Never overestimates the true cost to reach the goal.
Consistent heuristic
h(n) is no greater than the cost to move to a neighbor plus its h value.
Weighted A*
A* with h weighted to favor faster solution at the cost of optimality.
Effective branching factor (b*)
Average number of branches per node that yields the same node count as a perfectly balanced tree.
Relaxed problem
Easier version of a problem used to derive an admissible heuristic.
Adversarial search
Search in competitive environments where opponents have conflicting goals.
Deterministic games
Games with perfect information and zero-sum payoffs.
MAX and MIN
Opponents in adversarial search where MAX seeks maximum and MIN seeks minimum.
Minimax
Recursive strategy that backs up values from leaves to decide the root move.
Alpha-beta pruning
Prunes branches that cannot yield better outcomes than already explored paths.
Transposition table
Cache that stores evaluated game states to avoid re-searching identical positions.
Type A vs Type B strategies
Type A searches wide but shallow; Type B searches deep but narrow.
Heuristic evaluation function EVAL(s,p)
Estimates the expected utility of a position for a player.
Expectimax search
Models average case by introducing EXPECT nodes instead of MIN nodes.
Expectiminimax
Extends expectimax to stochastic two player games with MIN, MAX and EXPECT nodes.
Monte Carlo tree search
Estimates state value by averaging results of many simulated playouts.
Playout policy
Policy used to simulate moves in Monte Carlo search.
Selection policy
Strategy to focus computation on important parts of the game tree.
Knowledge based agents
Agents that use reasoning over a knowledge base to make decisions.
Knowledge Base (KB)
Set of sentences in a knowledge representation language.
Knowledge Representation Language
Formal language to encode knowledge, such as propositional or first order logic.
Axiom
Sentence accepted as true without proof within the KB.
TELL / ASK operations
TELL adds sentences to the KB; ASK queries what the KB knows.
Syntax and Semantics
Syntax is sentence structure; semantics is truth conditions for sentences.
Inference
Deriving new sentences from existing ones in the KB.
Declarative vs Procedural
Declarative tells what is true; procedural specifies how to act.
Wumpus World
A grid world with Wumpus, pits, gold; sensor cues and actions shape a planning problem.
Propositional Logic
Logic without variables where sentences are built from propositional symbols.
Model, satisfiability, entailment
Models assign truth values; satisfiable means some model makes a formula true; entailment means one sentence follows from another.
Entailment α |= β
Sentence α semantically entails β if every model of α is also a model of β.
Grounding
Link between logical reasoning and real world perception and action.
Propositional atoms, literals, clauses
Atoms are basic symbols; literals are atoms or their negation; clauses are disjunctions of literals.
CNF (Conjunctive Normal Form)
Formula expressed as a conjunction of disjunctions of literals.
Resolution
Inference rule that derives new clauses by eliminating a complementary literal pair.
Definite clause
Disjunction with exactly one positive literal used in forward chaining.
Horn clause
Disjunction with at most one positive literal; supports efficient forward chaining.
Forward chaining
Data-driven inference that adds conclusions as rules fire, linear time in KB size.
Backward chaining
Goal-driven inference that works back from a query to find supporting facts.