Logical Agents and First-Order Logic

Logical Agents

  • Logical agents use formal logic to represent knowledge and make decisions in AI.
  • They use logical reasoning to infer new knowledge and determine the best actions to achieve goals.
  • A logical agent is an AI system that employs formal logic for knowledge representation, reasoning, and decision-making.
  • They utilize symbolic representations and logical operations to derive conclusions and make decisions.
  • Knowledge-based agents reason over an internal representation of knowledge to decide actions.
  • An intelligent agent needs knowledge about the real world for efficient decision-making and reasoning.
  • Knowledge-based agents maintain an internal state of knowledge, reason over it, update it after observations, and take actions.
  • These agents can represent the world with some formal representation and act intelligently.

Knowledge-Based Agents

  • Knowledge-based agents are composed of two main parts:
    • Knowledge-base (KB)
    • Inference system
  • A knowledge-based agent must be able to:
    • Represent states, actions, etc.
    • Incorporate new percepts.
    • Update the internal representation of the world.
    • Deduce the internal representation of the world.
    • Deduce appropriate actions.
  • Architecture of a knowledge-based agent:
    • The KBA takes input from the environment.
    • The inference engine communicates with the KB to decide actions.
    • The learning element updates the KB by learning new knowledge.

Knowledge Base

  • The knowledge-base (KB) is a central component of a knowledge-based agent.
  • It is a collection of sentences expressed in a knowledge representation language.
  • The Knowledge-base of KBA stores facts about the world.
  • A knowledge base is required for updating knowledge for an agent to learn with experiences and take action as per the knowledge.

Inference System

  • Inference means deriving new sentences from old.
  • The inference system allows adding new sentences to the knowledge base.
  • A sentence is a proposition about the world.
  • The inference system applies logical rules to the KB to deduce new information.
  • The inference system generates new facts so that an agent can update the KB.
  • An inference system works mainly with two rules:
    • Forward chaining
    • Backward chaining

Operations Performed by KBA

  • The KBA performs three operations:
    1. TELL: Tells the knowledge base what it perceives from the environment.
    2. ASK: Asks the knowledge base what action it should perform.
    3. Perform: Performs the selected action.

Generic Knowledge-Based Agent

  • The knowledge-based agent takes percept as input and returns an action as output.
  • The agent maintains the knowledge base, KB, and it initially has some background knowledge of the real world.
  • It also has a counter to indicate the time for the whole process, and this counter is initialized with zero.
  • Each time when the function is called, it performs its three operations:
    • Firstly, it TELLs the KB what it perceives.
    • Secondly, it asks KB what action it should take.
    • Third, the agent program TELLS the KB which action was chosen.
  • The MAKE-PERCEPT-SENTENCE generates a sentence setting that the agent perceived the given percept at the given time.
  • The MAKE-ACTION-QUERY generates a sentence to ask which action should be done at the current time.
  • MAKE-ACTION-SENTENCE generates a sentence which asserts that the chosen action was executed.

Levels of Knowledge-Based Agent

  • A knowledge-based agent can be viewed at different levels:
    1. Knowledge level:
      • Specify what the agent knows and its goals.
      • Fix its behavior.
      • Example: An automated taxi agent needs to go from station A to station B, and it knows the way.
    2. Logical level:
      • Understand how knowledge is stored.
      • Sentences are encoded into different logics.
      • Example: Encoding knowledge into logical sentences for the automated taxi agent to reach destination B.
    3. Implementation level:
      • Physical representation of logic and knowledge.
      • Example: An automated taxi agent actually implements its knowledge and logic to reach the destination.

The Wumpus World

  • The Wumpus world is a simple example world to illustrate the worth of a knowledge-based agent and to represent knowledge representation.
  • It was inspired by a video game Hunt the Wumpus by Gregory Yob in 1973.
  • The Wumpus world is a cave with 4x4 rooms connected with passageways, totaling 16 rooms.
  • We have a knowledge-based agent who will go forward in this world.
  • The cave has a room with a beast called Wumpus, who eats anyone who enters the room.
  • The Wumpus can be shot by the agent, but the agent has a single arrow.
  • In the Wumpus world, there are some Pits rooms which are bottomless, and if an agent falls in Pits, then he will be stuck there forever.
  • In one room there is a possibility of finding a heap of gold.
  • The agent goal is to find the gold and climb out the cave without falling into Pits or being eaten by Wumpus.
  • The agent will get a reward if he comes out with gold, and he will get a penalty if eaten by Wumpus or falls in the pit.

Components to Navigate the Cave

  • The rooms adjacent to the Wumpus room are smelly (stench).
  • The rooms adjacent to PITs have a breeze.
  • There will be glitter in the room if and only if the room has gold.
  • The Wumpus can be killed by the agent if the agent is facing it, and Wumpus will emit a horrible scream which can be heard anywhere in the cave.

PEAS Description of Wumpus World

  • Performance measure:
    • +1000+1000 reward points if the agent comes out of the cave with the gold.
    • 1000-1000 points penalty for being eaten by the Wumpus or falling into the pit.
    • 1-1 for each action, and 10-10 for using an arrow.
  • The game ends if either agent dies or came out of the cave.
  • Environment:
    • A 4*4 grid of rooms.
    • The agent initially is in room square [1, 1], facing toward the right.
    • The location of Wumpus and gold are chosen randomly except the first square [1,1].
    • Each square of the cave can be a pit with probability 0.2 except the first square.
  • Actuators:
    • Left turn,
    • Right turn
    • Move forward
    • Grab
    • Release
    • Shoot.
  • Sensors:
    • The agent will perceive the stench if he is in the room adjacent to the Wumpus (not diagonally).
    • The agent will perceive breeze if he is in the room directly adjacent to the Pit.
    • The agent will perceive the glitter in the room where the gold is present.
    • The agent will perceive the bump if he walks into a wall.
    • When the Wumpus is shot, it emits a horrible scream which can be perceived anywhere in the cave.
    • These percepts can be represented as a five-element list, in which we will have different indicators for each sensor.
    • Example: If agent perceives stench, breeze, but no glitter, no bump, and no scream, then it can be represented as: [Stench, Breeze, None, None, None].

Wumpus World Properties

  • Partially observable: The agent can only perceive the close environment such as an adjacent room.
  • Deterministic: The result and outcome of the world are already known.
  • Sequential: The order is important.
  • Static: Wumpus and Pits are not moving.
  • Discrete: The environment is discrete.
  • One agent: There is one agent only, and Wumpus is not considered as an agent.

Exploring the Wumpus World

  • Agent's First step:
    • Initially, the agent is in the first room or on the square [1,1], and we already know that this room is safe for the agent, so to represent on the below diagram (a) that room is safe we will add symbol OK.
    • Symbol A is used to represent agent, symbol B for the breeze, G for Glitter or gold, V for the visited room, P for pits, W for Wumpus.
    • At Room [1,1] agent does not feel any breeze or any Stench which means the adjacent squares are also OK.
  • Agent's second Step:
    • Now agent needs to move forward, so it will either move to [1, 2], or [2,1].
    • Let's suppose agent moves to the room [2, 1], at this room agent perceives some breeze which means Pit is around this room.
    • The pit can be in [3, 1], or [2,2], so we will add symbol P? to say that, is this Pit room?
    • Now agent will stop and think and will not make any harmful move.
    • The agent will go back to the [1, 1] room.
    • The room [1,1], and [2,1] are visited by the agent, so we will use symbol V to represent the visited squares.
  • Agent's third step:
    • At the third step, now agent will move to the room [1,2] which is OK.
    • In the room [1,2] agent perceives a stench which means there must be a Wumpus nearby.
    • But Wumpus cannot be in the room [1,1] as by rules of the game, and also not in [2,2] (Agent had not detected any stench when he was at [2,1]).
    • Therefore agent infers that Wumpus is in the room [1,3], and in current state, there is no breeze which means in [2,2] there is no Pit and no Wumpus.
    • So it is safe, and we will mark it OK, and the agent moves further in [2,2].
  • Agent's fourth step:
    • At room [2,2], here no stench and no breezes are present, so let's suppose agent decides to move to [2,3].
    • At room [2,3] agent perceives glitter, so it should grab the gold and climb out of the cave.

Logic

  • A representation language is defined by its syntax, which specifies the structure of sentences, and its semantics, which defines the truth of each sentence in each possible world or model.
    • Syntax: The sentences in KB are expressed according to the syntax of the representation language, which specifies all the sentences that are well formed.
    • Semantics: The semantics defines the truth of each sentence with respect to each possible world.
    • Models: We use the term model in place of “possible world” when we need to be precise.
    • Possible worlds are potentially real environments that the agent might or might not be in.
    • Models are mathematical abstractions, each of which simply fixes the truth or falsehood of every relevant sentence.

Propositional Logic

  • Propositional logic (PL) is the simplest form of logic where all the statements are made by propositions.
  • A proposition is a declarative statement which is either true or false.
  • It is a technique of knowledge representation in logical and mathematical form.

A Very Simple Logic

  • Propositional logic is also called Boolean logic as it works on 0 and 1.
  • In propositional logic, we use symbolic variables to represent the logic, and we can use any symbol for representing a proposition, such as A, B, C, P, Q, R, etc.
  • Propositions can be either true or false, but it cannot be both.
  • Propositional logic consists of an object, relations or function, and logical connectives.
  • These connectives are also called logical operators.
  • The propositions and connectives are the basic elements of the propositional logic.
  • Connectives can be said as a logical operator which connects two sentences.
  • A proposition formula which is always true is called tautology, and it is also called a valid sentence.
  • A proposition formula which is always false is called Contradiction.
  • A proposition formula which has both true and false values is called contingency.
  • Statements which are questions, commands, or opinions are not propositions, such as "Where is Rohini", "How are you", "What is your name", are not propositions.

Syntax of Propositional Logic

  • The syntax of propositional logic defines the allowable sentences for the knowledge representation.
    • Atomic Propositions
    • Compound propositions
  • Atomic Proposition:
    • Atomic propositions are the simple propositions.
    • It consists of a single proposition symbol.
    • These are the sentences which must be either true or false.
    • Example:
      • It is Sunday.
      • The Sun rises from West (False proposition)
      • 3+3=73+3= 7(False proposition)
      • 5 is a prime number.
  • Compound proposition:
    • Compound propositions are constructed by combining simpler or atomic propositions, using parenthesis and logical connectives.

Logical Connectives

  • Logical connectives are used to connect two simpler propositions or representing a sentence logically.

  • We can create compound propositions with the help of logical connectives.

  • There are mainly five connectives:

    1. Negation:
      • A sentence such as ¬P¬ P is called negation of P.
      • A literal can be either Positive literal or negative literal.
    2. Conjunction:
      • A sentence which has connective such as, PQP ∧ Q is called a conjunction.
      • Example: Rohan is intelligent and hardworking. It can be written as, P=P= Rohan is intelligent, Q=Q= Rohan is hardworking. → PQP∧ Q.
    3. Disjunction:
      • A sentence which has connective, such as PQP ∨ Q is called disjunction, where P and Q are the propositions.
      • Example: "Ritika is a doctor or Engineer", Here P=P= Ritika is Doctor. Q=Q= Ritika is Doctor, so we can write it as PQP ∨ Q.
    4. Implication:
      • A sentence such as PQP → Q, is called an implication.
      • Implications are also known as if-then rules.
      • It can be represented as If it is raining, then the street is wet.
      • Let P=P= It is raining, and Q=Q= Street is wet, so it is represented as PQP → Q
    5. Biconditional:
      • A sentence such as PQP⇔ Q is a Biconditional sentence.
      • Example: If I am breathing, then I am alive
      • P=P= I am breathing, Q=Q= I am alive, it can be represented as PQP ⇔ Q.

Truth Table for Propositional Logic Connectives

  • In propositional logic, we need to know the truth values of propositions in all possible scenarios.
  • We can combine all the possible combination with logical connectives, and the representation of these combinations in a tabular format is called Truth table.

Logical Equivalence

  • Logical equivalence is one of the features of propositional logic.
  • Two propositions are said to be logically equivalent if and only if the columns in the truth table are identical to each other.
  • Let's take two propositions A and B, so for logical equivalence, we can write it as ABA⇔B.
  • In below truth table we can see that column for ¬AB¬A∨ B and ABA→B, are identical hence A is Equivalent to B.

Limitations of Propositional Logic

  • We cannot represent relations like ALL, some, or none with propositional logic.
    • Example:
      • All the girls are intelligent.
      • Some apples are sweet.
  • Propositional logic has limited expressive power.
  • In propositional logic, we cannot describe statements in terms of their properties or logical relationships.

Propositional Theorem Proving in AI

  • Propositional theorem proving in AI is one of the earliest applications of propositional calculus.
  • It involves using logical reasoning to prove mathematical theorems, relying on the principles of propositional logic.
  • In simple terms, it is the ability of computers to automatically prove or disprove mathematical statements and propositions using formal logic.

First-Order Logic in Artificial Intelligence

  • In propositional logic, we can only represent the facts, which are either true or false.
  • PL is not sufficient to represent the complex sentences or natural language statements.
  • The propositional logic has very limited expressive power.
  • Consider the following sentence, which we cannot represent using PL logic: "Some humans are intelligent", or "Sachin likes cricket."

First-Order Logic (FOL)

  • First-order logic is another way of knowledge representation in artificial intelligence.
  • It is an extension to propositional logic.
  • FOL is sufficiently expressive to represent the natural language statements in a concise way.
  • First-order logic is also known as Predicate logic or First-order predicate logic.
  • First-order logic is a powerful language that develops information about the objects in a more easy way and can also express the relationship between those objects.
  • First-order logic (like natural language) does not only assume that the world contains facts like propositional logic but also assumes the following things in the world:
    • Objects: A, B, people, numbers, colors, wars, theories, squares, pits, wumpus, ……
    • Relations: It can be unary relation such as: red, round, is adjacent, or n-any relation such as: the sister of, brother of, has color, comes between
    • Function: It maps object to other object. Eg: Father of, best friend, third inning of, end of, ……
    • Predicate :: Functions that return true or false, representing properties of objects or relationship between them.
  • As a natural language, first-order logic also has two main parts:
    • Syntax
    • Semantics

Syntax of First-Order Logic

  • The syntax of FOL determines which collection of symbols is a logical expression in first-order logic.
  • The basic syntactic elements of first-order logic are symbols.
  • We write statements in short-hand notation in FOL.