UNIT I: Introduction to Artificial
Intelligence
-A. A. Deshpande
Contents
• Introduction, History, Foundations and
Mathematical treatments
• Problem solving with AI, AI models, Learning
aspects in AI
• What is an intelligent Agents, Rational
agent, Environments types, types of Agents
Introduction
• What is intelligence?
• “The capacity to learn and solve problems”
• “The computational part of the ability to achieve goals in the
world. Varying kinds and degrees of intelligence occur in
people, many animals and some machines.”
• Ability to think and act rationally.
What is Intelligence?
• Intelligenceis a property of mind that includes many
related mental abilities, such as the capabilities to
• think
• learn
• reason
• plan
• solve problems
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What is AI?
• Artificial intelligence (AI) is the intelligence
exhibited by machines or software.
• It is an academic field of study which studies how
to create computers and computer software that
are capable of intelligent behavior.
Definitions of AI
• A field that focuses on developing techniques to
enable computer systems to perform activities that are
considered intelligent (in humans and other animals).
[Dyer]
• The science and engineering of making intelligent
machines, especially intelligent computer programs.
[McCarthy]
Definitions of AI
• The design and study of computer programs that behave
intelligently. [Dean, Allen, & Aloimonos]
• The study of [rational] agents that exist in an environment and
perceive and act. [Russell&Norvig]
Definitions of AI
• Artificial intelligence is the branch of computer science concerned
with making computers behave like humans.
• The term was coined in 1956 by John McCarthy.
• Artificial intelligence includes the following areas of specialization:
• Games playing
• Expert System
• Natural Languages
• Neural Network
• Robotics
Artificial intelligence
• Games playing: Programming computers to play games against human
opponents.
• Expert System: Programming computers to make decisions in real-life
situations (for example, some expert systems help doctors diagnose diseases
based on symptoms).
• Natural Languages: Programming computers to understand natural human
languages.
• Neural Network : System that simulate intelligence by attempting to
reproduce the types of physical connections that occur in animal brains.
• Robotics: It deals with the design, construction, operation, and application of
robots, as well as computer systems for their control, sensory feedback, and
information processing.
History of Artificial
Intelligence
The Beginnings of A.I.
Although the computer provided the technology necessary
for AI, it was not until the early 1950's that the link between
human intelligence and machines was really observed.
Norbert Wiener was one of the first Americans to make
observations on the principle of feedback theory.
The most familiar example of feedback theory is the
thermostat: It controls the temperature of an environment
by gathering the actual temperature of the house, comparing
it to the desired temperature, and responding by turning the
heat up or down.
Alan Turing
In 1950 Alan Turing published a
landmark paper in which he speculated
about the possibility of creating machines
with true intelligence.
He noted that "intelligence" is difficult to
define and devised his famous Turing
Test.
If a machine could carry on a conversation
(over a teletype) that was indistinguishable
from a conversation with a human being,
then the machine could be called
"intelligent.“
The Turing Test was the first serious
proposal in the philosophy of artificial
intelligence.
Gaming in A.I History.
In 1951, using the Ferranti Mark I machine of the
University of Manchester, Christopher Strachey
wrote a checkers program and Dietrich Prinz
wrote one for chess. Arthur Samuel's checkers
program, developed in the middle 50s and early
60s, eventually achieved sufficient skill to
challenge a world champion. Game AI would
continue to be used as a measure of progress in
AI throughout its history.
Allen Newell & Herbert Simon
In late 1955, Newell and Simon
developed The Logic Theorist.
The program, representing
each problem as a tree model,
would attempt to solve it by
selecting the branch that
would most likely result in the
correct conclusion.
John McCarthy
In 1956 John McCarthy regarded as
the father of AI, organized a
conference to draw the talent and
expertise of others interested in
machine intelligence for a month of
brainstorming.
From that point on, because of
McCarthy, the field would be known
as Artificial intelligence.
Knowledge Expansion
In the seven years after the conference, AI began to pick up momentum.
Although the field was still undefined, ideas formed at the conference
were re-examined, and built upon. Further research was placed upon
creating systems that could efficiently solve problems, by limiting the
search, such as the Logic Theorist. And second, making systems that
could learn by themselves.
In 1957, the first version of a new program The General Problem
Solver(GPS) was tested. The GPS was an extension of Wiener's feedback
principle, and was capable of solving a greater extent of common sense
problems.
Knowledge Expansion (Cont.)
A couple of years after the GPS, IBM contracted a
team to research artificial intelligence.
In 1958 McCarthy announced his new development;
the LISP language, which is still used today and is the
language of choice among most AI developers.
From Lab to Life
➢Other fields of AI also made their way into the marketplace during the
1980's.
➢By 1985 over a hundred companies offered machine vision systems in
the US.
A.I. Timeline
AI
• In today’s generation, Hollywood movies are mostly about androids,
humanoids, and robots.
• Video game artificial intelligence is a programming area that tries to make
the computer act in a similar way to human intelligence.
• A rule based system is used whereby information and rules are entered into
a database, and when the video game AI is faced with a situation, it finds
appropriate information and acts accordingly.
Understanding of AI
• AI techniques and ideas seem to be harder to understand
than most things in computer science.
• AI shows best on complex problems for which general
principles don't help much, though there are a few useful
general principles.
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Understanding of AI
• Artificial intelligence is also difficult to understand by its
content.
• Boundaries of AI are not well defined.
• Often it means the advanced software engineering,
sophisticated software techniques for hard problems that
can't be solved in any easy way.
• AI programs - like people - are usually not perfect, and
even make mistakes.
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Understanding of AI
• Understanding of AI also requires an understanding of
related terms such as intelligence, knowledge, reasoning,
thought, learning, and a number of other computer
related terms.
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AI Applications
• Autonomous Planning
& Scheduling:
• Autonomous rovers.
AI Applications
• Autonomous Planning & Scheduling:
• Telescope scheduling
AI Applications
• Autonomous Planning & Scheduling:
• Analysis of data:
AI Applications
• Medicine:
• Image guided surgery
AI Applications
• Medicine:
• Image analysis and enhancement
AI Applications
• Transportation:
• Autonomous
vehicle control:
AI Applications
• Transportation:
• Pedestrian detection:
AI Applications
Games:
AI Applications
• Games:
AI Applications
• Robotic toys:
Advantages of Artificial Intelligence
1. more powerful and more useful computers
2. new and improved interfaces
3. solving new problems
4. better handling of information
5. relieves information overload
6. conversion of information into knowledge
Disadvantages of Artificial Intelligence
1. increased costs
2. difficulty with software development - slow and
expensive
3. few experienced programmers
4. few practical products have reached the market as
yet.
Four main approaches to AI
• Systems that act like humans
• Systems that think like humans
• Systems that think rationally
• Systems that act rationally
Approach #1: Acting Humanly
• AI is: “The art of creating machines that perform functions
that require intelligence when performed by people”
(Kurzweil)
• The overall behavior of the system should be human like.
• It could be achieved by observation.
• Ultimately to be tested by the Turing Test.
Acting humanly: Turing test
• Turing (1950) "Computing machinery and intelligence“
• "Can machines think?" → "Can machines behave intelligently?“
• Operational test for intelligent behavior: the Imitation Game
The Turing Test
In a Turing test, the
interrogator must determine
which respondent is the
computer and which is the
human
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Approach #2: Thinking Humanly
• AI is: “The automation of activities that we associate with human thinking,
activities such as decision-making, problem solving, learning…” (Bellman)
• Goal is to build systems that function internally in some way similar to human
mind.
• Most of the time it is a black box where we are not clear about our
thought process.
• One has to know functioning of brain and its mechanism for
possessing information.
Approach #3: Thinking rationally
• AI is: “The study of the computations that make it possible to
perceive, reason, and act” (Winston)
• Approach firmly grounded in logic i.e., how can knowledge be
represented logically, and how can a system draw deductions?
• Such systems rely on logic rather than human to measure correctness.
• For thinking rationally or logically, logic formulas and theories are
used for synthesizing outcomes.
• For example,
• given John is a human and all humans are mortal then one can conclude logically that
John is mortal
Approach #4: Acting rationally
• AI is: “The branch of computer science that is concerned with the
automation of intelligent behavior” (Luger and Stubblefield)
• An agent is something that perceives and acts
• Rational behavior means doing right thing.
• Even if method is illogical, the observed behavior must be
rational.
Foundations and Mathematical treatments
• It is based on
•Mathematics
•Neuroscience
•Control Theory
•Linguistics
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Foundations - Mathematics
◼ More formal logical methods
•Boolean logic
•Fuzzy logic
◼ Uncertainty
•The basis for most modern approaches to
handle uncertainty in AI applications can be
handled by
✓ Probability theory
✓ Computations
✓ Model and Temporal logics 45
Foundations - Neuroscience
• How do the brain works?
• Earlystudies (1824) relied on injured and abnormal
people to understand what parts of brain work
• More recent studies use accurate sensors to correlate
brain activity to human thought
• By monitoring individual neurons, monkeys can now control a
computer mouse using thought alone
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Foundations – Control Theory
• Machinescan modify their behavior in response to the
environment (sense/action loop)
• Water-flow regulator, steam engine governor, thermostat
• The theory of stable feedback systems (1894)
• Build systems that transition from initial
state to goal state with minimum energy
• In 1950, control theory could only describe
linear systems and AI largely rose as a
response to this shortcoming 47
Foundations - Linguistics
• Speech demonstrates so much of human intelligence
• Analysis of human language reveals thought taking place in ways not
understood in other settings
• Children can create sentences they have never heard before
• Language and thought are believed to be tightly intertwined
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What is an agent?
• “An over-used term” (Patti Maes,
MIT Labs, 1996)
• Many different definitions exist …
Agent Definition (1)
American
Heritage
Dictionary:
agent -
I can relax,
my agents ” … one that acts or has
will do all the power or
the jobs on authority to act… or
my behalf represent another”
Agent Definition (2)
“…agents are software entities that carry out some set of
operations on behalf of a user or another program ..."
[IBM]
Agent Definition (3)
Agent Definition (4)
• "An agent is anything that can be viewed as perceiving its
environment through sensors and acting upon that environment
through actuators."
Russell & Norvig
Agent
• Agent: anything that can be viewed as…
• perceiving its environment through sensors
• acting upon its environment through effectors
• Examples:
• Human
• Web search agent
• Chess player
Agents
Agents related Terms
Percept :
• A complete history of everything the agent has ever perceived.
Agent function (or Policy):
• Maps percept to action (determines agent behavior)
• Abstract mathematical description
Agent program:
• Implements the agent function, running on agents architecture.
• An agent together with its environment is called a world.
Agent
• An agent perceives its environment through sensors
• the complete set of inputs at a given time is called a percept
• the current percept, or a sequence of percepts may influence the actions
of an agent
• It can change the environment through actuators
• an operation involving an actuator is called an action
• actions can be grouped into action sequences
Agent function and program
•The agent function maps from percept histories to actions:
[f: P* → A]
•The agent program runs on the physical architecture to
produce f
agent = architecture + program
Examples of Agent
• Human agent
• eyes, ears, skin, taste buds, etc. for sensors
• hands, fingers, legs, mouth, etc. for actuators
• powered by muscles
• Robot
• camera, infrared, bumper, etc. for sensors
• grippers, wheels, lights, speakers, etc. for actuators
• often powered by motors
• Software agent
• functions as sensors
• information provided as input to functions in the form of encoded bit strings or
symbols
• functions as actuators
• results deliver the output
Vacuum-cleaner world
• This world has just two locations : square A and square B.
• The vacuum agent perceives which square it is in and whether there is dirt in
the square.
• One very simple agent function : If the current square is dirty, then suck,
otherwise move to other square.
Vacuum-cleaner world
Vacuum-cleaner world
• Percepts: location and contents,
e.g., [A, Dirty]
• Actions: Left, Right, Suck, NoOp
• Agent’s function → look-up table
• For many agents this is a very large
table
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Vacuum-cleaner world
• Agent Program
function REFLEX-VACCUM-AGENT([ location, status]) returns an action
if status=dirty then return suck
else if location = A then return right
else if location = B then return left
Rational agents
• Rationality
– Do the actions that causes the agent to be most successful.
– Rational Agent: one that does the right thing
• Rational Agent:
For each possible percept sequence, a rational agent should
select an action that is expected to maximize its performance
measure.
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Rational Agent
• Rationality depends on 4 things:
1. Performance measure of success
2. Agent’s prior knowledge of environment
3. Actions agent can perform
4. Agent’s percept sequence to date
What intelligent agents are ?
“An intelligent agent is one that is capable of flexible
autonomous action in order to meet its design objectives,
where flexible means three things:
reactivity: agents are able to perceive their environment, and respond
in a timely fashion to changes that occur in it in order to satisfy its
design objectives;
pro-activeness: intelligent agents are able to exhibit goal-directed
behavior by taking the initiative in order to satisfy its design
objectives;
social ability: intelligent agents are capable of interacting with other
agents (and possibly humans) in order to satisfy its design objectives”;
Agent Characterisation
An agent is responsible for satisfying specific goals. There can be
different types of goals such as achieving a specific status
(defined either exactly or approximately), keeping certain status,
optimizing a given function (e.g., utility), etc.
beliefs
knowledge
Goal1
Goal2
The state of an agent includes state of its internal environment +
state of knowledge and beliefs about its external environment.
Goal I (achieving exactly
defined status)
Initial State Goal
Goal II (achieving constrained status)
Goal
Constraint:
Initial State “The smallest in on top”
OR
Goal III (continuously keeping
instable status)
Initial State Goal
Goal IV (maximizing utility)
Goal:
Initial State The basket filled with mushrooms
that can be sold for maximum
possible price
Situatedness
• An agent is situated in an environment, that consists of the objects and other
agents it is possible to interact with.
environment
• An agent has an identity that distinguishes it from the other agents of its
environment.
James Bond
Situated in an environment,
which can be:
• Accessible/partially accessible/inaccessible
(with respect to the agent’s precepts);
• Deterministic/nondeterministic
(current state can or not fully determine the next one);
• Static/dynamic
(with respect to time).
PEAS Description Template
used for high-level characterization of agents
How well does the agent solve the task at
Performance hand? How is this measured?
Measures
Environment Important aspects of surroundings beyond the control of the agent:
Determine the actions the agent can perform.
Actuators
Sensors Provide information about the current state of the
environment.
Task Environments
• PEAS: Performance measure, Environment,
Actuators, Sensors
• Consider, e.g., the task of designing an
automated taxi
– Performance measure: Safe, fast, legal, comfortable
trip, maximize profits
– Environment: Roads, other traffic,
pedestrians, customers
– Actuators: Steering wheel, accelerator, brake, signal,
horn
– Sensors: Cameras, speedometer, GPS,
odometer, engine sensors, keyboard 76
PEAS
• Agent: Part-picking robot
• Performance measure: Percentage of parts in correct bins
• Environment: Conveyor belt with parts, bins
• Actuators: Jointed arm and hand
• Sensors: Camera, joint angle sensors
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PEAS
• Agent: Interactive English tutor
• Performance measure: Maximize student's score on test
• Environment: Set of students
• Actuators: Screen display (exercises, suggestions, corrections)
• Sensors: Keyboard
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Environment types
• Fully observable (vs. partially observable)
• Deterministic (vs. stochastic)
• Episodic (vs. sequential)
• Static (vs. dynamic)
• Discrete (vs. continuous)
• Single agent (vs. multiagent):
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Fully observable (vs. partially observable)
• Is everything an agent requires to choose its actions available to
it via its sensors? Perfect or Full information.
• If so, the environment is fully accessible
• If not, parts of the environment are inaccessible
• Agent must make informed guesses about world.
• In decision theory: perfect information vs. imperfect
information.
Cross Word Poker Backgammon Part picking robot Image analysis
Fully Partially Partially Fully Fully
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Deterministic (vs. stochastic)
• Does the change in world state
• Depend only on current state and agent’s action?
• Non-deterministic environments
• Have aspects beyond the control of the agent
• Utility functions have to guess at changes in world
Cross Word Taxi driver Part picking robot Image analysis
Deterministic Stochastic Stochastic Deterministic
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Episodic (vs. sequential):
• Is the choice of current action
• Dependent only on the episodic itself.
• then the environment is episodic
• In non-episodic environments:
• Agent has to plan ahead:
• Current choice will affect future actions
Cross Word Poker Backgammon Taxi driver Image analysis
Sequential Sequential Sequential Sequential Episodic
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Static (vs. dynamic):
• Static :environments don’t change
• While the agent is deliberating over what to do
• Dynamic :environments do change
• So agent should/could consult the world when choosing actions
• Alternatively: anticipate the change during deliberation OR make decision very fast
• Semi dynamic: If the environment itself does not change with the
passage of time but the agent's performance score does.
Cross Word Poker Backgammon Taxi driver Part picking robot
Static Static Static Dynamic Dynamic
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Discrete (vs. continuous)
• A limited number of distinct, clearly defined percepts and actions vs. a
range of values (continuous)
Cross Word Poker Backgammon Taxi driver Part picking robot
Discrete Discrete Discrete Conti Conti
84
Single agent (vs. multiagent):
• An agent operating by itself in an environment or there are many
agents working together.
Cross Word Poker Backgammon Taxi driver Part picking robot
Single Multi Multi Single Single
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Summary
Observable Deterministic Episodic Static Discrete Agents
Cross Word Fully Deterministic Sequential Static Discrete Single
Poker Fully Stochastic Sequential Static Discrete Multi
Backgammon Partially Stochastic Sequential Static Discrete Multi
Taxi driver Partially Multi
Stochastic Sequential Dynamic Conti
Part picking robot Partially Stochastic Episodic Dynamic Conti Single
Image analysis Fully Deterministic Episodic Semi Conti Single
Environments Properties
• Determine to a large degree the interaction between the “outside
world” and the agent
• the “outside world” is not necessarily the “real world” as we perceive it
• it may be a real or virtual environment the agent lives in
• in many cases, environments are implemented within computers
• they may or may not have a close correspondence to the “real world”
Environment Properties
• fully observable vs. partially observable
• sensors capture all relevant information from the environment
• deterministic vs. stochastic (non-deterministic)
• changes in the environment are predictable
• episodic vs. sequential (non-episodic)
• independent perceiving-acting episodes
• static vs. dynamic
• no changes while the agent is “thinking”
• discrete vs. continuous
• limited number of distinct percepts/actions
• single vs. multiple agents
• interaction and collaboration among agents
• competitive, cooperative
Agents
Agent types
• Four basic types of Agent:
• Simple reflex agents
• Reflex agents with state/model
• Goal-based agents
• Utility-based agents
• All these can be turned into learning agents
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Simple reflex agents
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Simple reflex agents
• Simple but very limited intelligence.
• Action does not depend on percept history, only on current percept.
• Therefore no memory requirements.
• Infinite loops
• Suppose vacuum cleaner does not observe location. What do you do
given location = clean? Left of A or right on B -> infinite loop.
• Possible Solution: Randomize action[condition-action rule]
• Chess – openings, endings
• Lookup table (not a good idea in general)
• 35100 entries required for the entire game
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Simple Reflex Agent
Function SIMPLE-REFLEX-AGENT(percept)returns an action
static: rules, A set of condition-action rules
state <- INTERPERFECT-INPUT(percept)
rules <- RULE-MATCH(state, rules)
action<- RULE-ACTION[rule]
return action
Simple Reflex Agent
• Recall the agent function that maps from percept histories to
actions:
[f: P* → A]
An agent program can implement an agent function by
maintaining an internal state.
• The internal state can contain information about the state of
the external environment.
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Model-based reflex agents
Model-based reflex agents
Know how world evolves
Overtaking car gets closer from behind
How agents actions affect the world
Wheel turned clockwise takes you right
Model base agents update their state
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Goal-based agents
• Knowing current state and environment? Enough?
– Taxi can go left, right, straight
• Have a goal(Describe situations that are desirable)
• A destination to get to
• Uses knowledge about a goal to guide its actions
• E.g., Search, planning
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Goal-based agents
• Reflex agent breaks when it sees brake lights. Goal based agent
reasons
– Brake light -> car in front is stopping -> I should stop -> I should use brake
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Utility-based agents
• Goals are not always enough
• Many action sequences get taxi to destination
• Consider other things. How fast, how safe…..
• A utility function maps a state onto a real number which
describes the associated degree of “happiness”, “goodness”,
“success”.
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Utility-based agents
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Learning Agent
• It is divided into four components.
1. Learning Element
2. Performance Element
3. Critic
4. Problem Generator
Learning Agent
Learning agents
Performance element
is what was previously the
whole agent
Input sensor
Output action
Learning element
Modifies performance
element.
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Learning agents
Critic: how the agent is doing
Input: checkmate?
Fixed
Problem generator
Tries to solve the problem
differently instead of optimizing.
Suggests exploring new actions
-> new problems.
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