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Agent Intelligence

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Title: Agent Intelligence


1
Agent Intelligence
  • Based on tutorials and presentations
  • J.H. Siekmann, N. Nillson, S.J. Russel, P.
    Norvig, A. Geyer-Schulz, C.Dyer, J. Robin, J.
    Han, C. Isik, M. Kamber, A.
    Logvinovskiy, S. Puuronen, V. Terziyan, Wikipedia

2
Intelligent perception of the external
environment, mining data and discovering
knowledge about it, reasoning new facts about it,
planning own behavior within it and acting based
on plans - are among the basic abilities of an
intelligent agent
Knowledge and facts
Agent Environment
Plans
Behavior
3
Agent Logic, Reasoning Planning
  • Based on tutorials and presentations
  • J.H. Siekmann, N. Nillson, S. Russel, P. Norvig,
  • A. Geyer-Schulz, C. Dyer, J. Robin

4
Real-World ReasoningTackling inherent
computational complexity
DARPA Research Program
1M 5M
Multi-Agent Systems
10301,020
0.5M 1M
Hardware/Software Verification
10150,500
Worst Case complexity
Exponential Complexity
200K 600K
Military Logistics
1015,050
50K 200K
Chess
103010
No. of atoms on earth
10K 50K
Deep space mission control
Technology Targets
1047
  • High-Performance Reasoning
  • Temporal/ uncertainty reasoning
  • Strategic reasoning/Multi-player

Seconds until heat death of sun
100 200
Car repair diagnosis
1030
Protein folding calculation (petaflop-year)
Variables
100
10K
20K
100K
1M
Rules (Constraints)
Example domains cast in propositional reasoning
system (variables, rules).
5
The Agent Architecture A Model
Head General Abilities
Body Application- specific Abilities
6
TYPE 1Simple Reflex Agents
7
TYPE 2 State-based Agents
8
TYPE 3 Goal-based Agents
9
TYPE 4 Learning Agents/Utility based Agents
10
A knowledge-based agent
  • A knowledge-based agent includes a knowledge base
    and an inference system.
  • A knowledge base is a set of representations of
    facts of the world.
  • Each individual representation is called a
    sentence.
  • The sentences are expressed in a knowledge
    representation language.
  • The agent operates as follows
  • 1. It TELLs the knowledge base what it perceives.
  • 2. It ASKs the knowledge base what action it
    should perform.
  • 3. It performs the chosen action.

11
Knowledge Base
  • Knowledge Base
  • set of sentences
  • in a formal knowledge representation language
  • that represents assertions about the world.
  • Declarative approach to building an agent
  • Tell it what it needs to know.
  • Ask it what to do ? answers should follow by
    inference rules from the KB.

ask
tell
12
Knowledge Reasoning
  • To address these issues we will introduce
  • A knowledge base (KB) a list of facts that are
    known to the agent.
  • Rules to infer new facts from old facts using
    rules of inference.
  • Logic provides the natural language for this.

13
Why knowledge-base
Agent knowledge of state
Description of the world
Agent explicit specification of what he knows
  • The state of the world
  • may require lots of information..
  • The agent knowledge of the state of the world
  • If S is world state K(S) is what the agent
    knows.
  • For economy
  • Not everything explicitly specified. Some facts
    can be inferred.
  • Agent may infer whatever he does not know
    explicitly.
  • Constraints on feature values
  • Age of a person is not more than 200 years
  • Issues
  • In what language to express what the agent knows
    about the world. How explicit to make this
    knowledge. How to infer.

14
Logic in general
  • Logics are formal languages for representing
    information such that conclusions can be drawn
  • Syntax defines the sentences in the language
  • Semantics define the "meaning" of sentences
  • i.e., define truth of a sentence in a world
  • E.g., the language of arithmetic
  • x2 y is a sentence x2y gt is not a
    sentence
  • x2 y is true iff the number x2 is no less
    than the number y
  • x2 y is true in a world where x 7, y 1
  • x2 y is false in a world where x 0, y 6

15
Entailment
  • Entailment means that one thing follows from
    another
  • KB a
  • Knowledge base KB entails sentence a if and only
    if a is true in all worlds where KB is true
  • E.g., the KB containing Milan won and Inter
    won entails Either Milan won or Inter won
  • E.g., xy 4 entails 4 xy
  • Entailment is a relationship between sentences
    (i.e., syntax) that is based on semantics

16
Models
  • Logicians typically think in terms of models,
    which are formally structured worlds with respect
    to which truth can be evaluated
  • We say m is a model of a sentence a if a is true
    in m
  • M(a) is the set of all models of a
  • Then KB a iff M(KB) ? M(a)

17
Inference, Soundness, Completeness
  • KB i a sentence a can be derived from KB by
    procedure i
  • Soundness i is sound if whenever KB i a, it is
    also true that KB a
  • Completeness i is complete if whenever KB a, it
    is also true that KB i a

18
Knowledge RepresentationDefined by syntax,
semantics
Agent
Inference
? ?
Assertions Conclusions (knowledge
base) Facts Facts
Semantics
? ?
Imply
Real-World
19
Schematic perspective
If KB is true in the real world, then any
sentence ? derived from KB by a sound inference
procedure is also true in the real world.
20
Logic as a KR language
A modal logic is any logic for handling
modalities concepts like possibility, existence,
necessity, eventually, formerly, can, could,
might, may, must, etc.
Temporal logic is used to describe any system of
rules and symbolism for representing, and
reasoning about, propositions qualified in terms
of time.
A higher-order logic is the logic where it is
allowed to quantify over predicates. A
higher-order predicate is a predicate that takes
one or more other predicates as arguments.
Multi-valued logics is logic, in which there are
more than two truth values.
Multi-valued Logic
First-order logic is a system of deduction
extending propositional logic by the ability to
express relations between individuals (e.g.
people, numbers, and "things") more generally.
Non-monotonic Logic
Modal
Temporal
Probabilistic logic is the logic, where the truth
values of sentences are probabilities.
Higher Order
A non-monotonic logic is a formal logic, in which
adding a formula to a theory may produce a
reduction of its set of consequences.
Probabilistic Logic
First Order
Propositional Logic
Fuzzy Logic
Fuzzy logic is derived from fuzzy set theory
dealing with reasoning that is approximate rather
than precisely deduced from classical first-order
logic.
Propositional logic is logic that studies ways of
joining and/or modifying entire propositions,
statements or sentences to form more complicated
ones, as well as the logical relationships and
properties that are derived from these methods of
combining or altering statements.
21
Ontology and epistemology
22
Propositional logic Syntax
  • Propositional logic is the simplest logic
    illustrates basic ideas
  • The proposition symbols P1, P2 etc are sentences
  • If S is a sentence, ?S is a sentence
    (negation)
  • If S1 and S2 are sentences, S1 ? S2 is a sentence
    (conjunction)
  • If S1 and S2 are sentences, S1 ? S2 is a sentence
    (disjunction)
  • If S1 and S2 are sentences, S1 ? S2 is a sentence
    (implication)
  • If S1 and S2 are sentences, S1 ? S2 is a sentence
    (biconditional)

23
Propositional logic Semantics
  • Each model/world specifies true or false for each
    proposition symbol
  • Rules for evaluating truth with respect to a
    model m
  • ?S is true iff S is false
  • S1 ? S2 is true iff S1 is true and S2 is
    true
  • S1 ? S2 is true iff S1is true or S2 is
    true
  • S1 ? S2 is true iff S1 is false or S2 is true
  • i.e., is false iff S1 is true and S2 is
    false
  • S1 ? S2 is true iff S1?S2 is true andS2?S1 is
    true
  • Simple recursive process evaluates an arbitrary
    sentence, e.g.,
  • ?P1,2 ? (P2,2 ? P3,1) true ? (true ? false)
    true ? true true

24
Logical equivalence
  • To manipulate logical sentences we need some
    rewrite rules.
  • Two sentences are logically equivalent iff they
    are true in same models a ß iff a ß and ß a

You need to know these !
25
Pros and cons of propositional logic
  • ? Propositional logic is declarative
  • ? Propositional logic allows partial/disjunctive/n
    egated information
  • (unlike most data structures and databases)
  • Propositional logic is compositional
  • meaning of B1,1 ? P1,2 is derived from meaning of
    B1,1 and of P1,2
  • ? Meaning in propositional logic is
    context-independent
  • (unlike natural language, where meaning depends
    on context)
  • ? Propositional logic has very limited expressive
    power
  • (unlike natural language)

26
First-order logic
  • Propositional logic assumes the world contains
    facts
  • First-order logic (like natural language) assumes
    the world contains
  • Objects people, houses, numbers, colors,
    baseball games, wars, centuries
  • Relations red, round, prime, brother of, bigger
    than, part of, comes between,
  • Functions father of, best friend, one more than,
    plus,

27
Syntax of FOL Basic elements
  • Constants KingJohn, 2, Penn,...
  • Predicates Brother, gt,...
  • Functions Sqrt, LeftLegOf,...
  • Variables x, y, a, b,...
  • Connectives ?, ?, ?, ?, ?
  • Equality
  • Quantifiers ?, ?

28
Atomic sentences
  • Term function (term1,...,termn) or
    constant or variable
  • Atomic sentence predicate (term1,...,termn) or
    term1 term2
  • For example
  • Brother(KingJohn, RichardTheLionheart)
  • gt (Length(LeftLegOf(Richard)),Length(LeftLegOf(Kin
    gJohn)))

29
Complex sentences
  • Complex sentences are made from atomic sentences
    using connectives
  • ?S, S1 ? S2, S1 ? S2, S1 ? S2, S1 ? S2,
  • For example
  • Sibling(KingJohn,Richard) ? Sibling(Richard,King
    John)

30
Universal quantification
  • ?ltvariablesgt ltsentencegt
  • Everyone at Penn is smart
  • ? x At(x,Penn) ? Smart(x)
  • ?x P is true in a model m iff
  • P is true with x being each possible object in
    the model
  • Roughly speaking, equivalent to the conjunction
    of instantiations of P
  • At(KingJohn,Penn) ? Smart(KingJohn)
  • ? At(Richard,Penn) ? Smart(Richard)
  • ? At(Penn,Penn) ? Smart(Penn)
  • ? ...

31
Existential quantification
  • ? ltvariablesgt ltsentencegt
  • Someone at Penn is smart? x At(x,Penn) ?
    Smart(x)
  • ? x P is true in a model m iff P is true with
    x being some possible object in the model
  • Roughly speaking, equivalent to the disjunction
    of instantiations of P
  • At(KingJohn,Penn) ? Smart(KingJohn)
  • ? At(Richard,Penn) ? Smart(Richard)
  • ? At(Penn,Penn) ? Smart(Penn)
  • ? ...

32
Properties of quantifiers
  • ? x ? y is the same as ? y ? x
  • ? x ? y is the same as ? y ? x
  • ? x ? y is not the same as ? y ? x
  • ? x ? y Loves(x,y)
  • There is a person who loves everyone in the
    world
  • ? y ? x Loves(x,y)
  • Everyone in the world is loved by at least one
    person
  • Quantifier duality each can be expressed using
    the other? x Likes(x,IceCream) ?? x
    ?Likes(x,IceCream)? x Likes(x,Broccoli) ?? x
    ?Likes(x,Broccoli)

33
Using FOL
  • Brothers are siblings
  • ? x,y Brother(x,y) ? Sibling(x,y)
  • One's mother is one's female parent
  • ? m,c Mother(c) m ? (Female(m) ? Parent(m,c))
  • Sibling is symmetric
  • ? x,y Sibling(x,y) ? Sibling(y,x)
  • A first cousin is a child of a parents sibling
  • ? x,y FirstCousin(x,y) ? ? p,ps Parent(p,x) ?
    Sibling(ps,p) ? Parent(ps,y)

34
Wumpus world
  • Performance measureGold 1000, death 1000, step
    1, arrow 10
  • Environment- squares adjacent to Wumpus are
    smelly- squares adjacent to pits are breezy-
    glitter iff gold is in the same square- shooting
    kills Wumpus if you are facing it- shooting uses
    up the only arrow- grabbing picks up gold if in
    the same square- releasing drops the gold in
    same square
  • SensorsBreeze, glitter, smell
  • ActuatorsLeft, right turn, forward, grab,
    release, shoot

35
Wumpus world
  • A four by four cave with locations identified by
    coordinates (3,4), etc.
  • Agent is at a location, facing a particular
    direction (L,R,D,U)
  • Agent starts at (1,1) facing R

4
gt
1
1
4
36
Wumpus world
  • In the cave is
  • A Wumpus that smells
  • It can kill the agent if at same location
  • It can be killed by the agent shooting an arrow
    if facing the Wumpus. When the Wumpus dies, it
    SCREAMs

4

1
1
4
37
Wumpus world
  • In the cave are
  • 3 Pits. Breezes blow from pits.
  • If an agent steps into a pit, it falls to its
    death.
  • A heap of gold that glitters

4

1
1
4
38
Wumpus world
  • Agent goal
  • get gold and get out alive
  • Agent actions
  • Move forward one square in current direction
    (Fwd)
  • Turn left or right 90o (TL,TR)
  • Shoot arrow in current direction
  • Grab gold
  • Agent perceptions at each location
  • Stench, Breeze, Glitter, Bump, Scream

39
Wumpus world
  • Cave is created randomly (location of Wumpus,
    pits and gold)
  • Perception / action loop
  • Agent must construct a model knowledge base
    about the cave as it tries to achieve its goal

4
gt
1
1
4
40
Wumpus world knowledge
  • General knowledge (known at start)
  • Location and direction
  • Living
  • Grab and holding
  • Wumpus and stench, shooting, scream, life
  • Pits and breeze
  • Gold and glitter
  • Movement and location, direction and bumps
  • Starting state of agent
  • Goal
  • Facts (not known)
  • Location of Wumpus, pits, gold

41
Wumpus world characterization
  • Observable
  • No only local perception
  • Deterministic
  • Yes outcomes explicit
  • Episodic
  • No sequential actions
  • Discrete
  • Yes
  • Single-agent
  • Yes

42
Exploring Wumpus world

A
43
Exploring Wumpus world
B
A

44
Exploring Wumpus world
B

A
45
Exploring wumpus world
B
S

A
46
Exploring Wumpus world
P
ok
B
S

W
A
How can we make these inferences automatically?
47
Wumpus world in propositional logic
  • Facts are propositions
  • e.g., W44 Wumpus is at square (4,4)
  • 96 propositions (16 each for wumpus, stench, pit,
    breeze, gold, glitter) to represent a particular
    cave
  • General knowledge in sentences
  • e.g., W44?(S44 ? S43 ? S34) if the Wumpus is at
    (4,4), there is stench at (4,4), (4,3) and (3,4)
  • many sentences

48
Wumpus world in propositional logic
  • Facts that may change
  • Location of agent, direction of agent
  • Agent holding gold
  • Agent has shot arrow
  • Agent, Wumpus are alive

49
Wumpus world in FOL
  • the objects in the environment
  • terms constants, variables, functions
  • constants
  • times 0, 1, 2, ...
  • headings R, L, D, U
  • coordinates 1, 2, 3, 4
  • locations 16 squares
  • percepts Stench, Breeze, Glitter, Bump, Scream,
    None
  • actions Turn(Left), Turn(Right), Forward, Grab,
    Shoot
  • Agent, Wumpus

50
Wumpus world in FOL
  • the objects in the environment
  • terms constants, variables, functions
  • functions
  • Square(x,y)
  • Home(Wumpus)
  • Perception(s, b, g, h, y)
  • Heading(t), Location(t)

51
Wumpus world in FOL
  • the basic knowledge
  • atomic sentences predicates, termterm
  • predicates (true or false)
  • properties (of one term/object)
  • Breezy(t) // agent feeling breeze at time t
  • Breeze(s) // breeze blowing on square s
  • Pit(s), Gold(s), etc.
  • Time(x) // object x is a time
  • Coordinate(x), Action(x), Heading(x), etc.

52
Wumpus world in FOL
  • the basic knowledge
  • atomic sentences predicates, termterm
  • predicates (true or false)
  • relations (of multiple terms/objects)
  • At(s,t) // agent on square s at time t
  • Adjacent (r,s) // squares r and s are adjacent
  • Alive(x,t) // x is alive at time t
  • Percept(p,t) // perception at time t
  • BestAction(a,t) // action a to take at time t

53
Wumpus world in FOL
  • the basic knowledge
  • atomic sentences predicates, termterm
  • term term (true or false)
  • Home(Wumpus) 3,3
  • Heading(5) U

54
Exploring Wumpus world in FOL
Deciding the best action (incomplete description
here) Need to reason about the cave
conditions Diagnostic rules ?s Breezy(s) ? ?r
Adjacent(r,s) ? Pit(r) Causal rules ?r Pit(r) ?
?s Adjacent(r,s) ? Breezy(s)
55
Rules as a Knowledge Representation Formalism
  • What is a rule?
  • A statement that specifies that
  • If a determined logical combination of
    conditions is satisfied,
  • over the set of an agents percepts
  • and/or facts in its Knowledge Base (KB)
  • that represent the current, past and/or
    hypothetical future of its environment model, its
    goals and/or its preferences,
  • then a logic-temporal combination of actions can
    or must be executed by the agent,
  • directly on its environment (through actuators)
    or on the facts in its KB.
  • A KB agent such that the persistent part of its
    KB consists entirely of such rules is called a
    rule-base agent
  • In such case, the inference engine used by the KB
    agent is an interpreter or a compiler for a
    specific rule language.

56
Rule-Based Agent
Environment
Sensors
Ask
Tell
Retract
  • Rule Engine
  • Domain class independent
  • Only dependent on rule language
  • Declarative code interpreter or compiler

Ask
  • Rule Base
  • Persistent intentional knowledge
  • Domain class dependent
  • Declarative code

Effectors
57
Rules examples
  • Examples in semi-natural language syntax
  • IF P sells a W to N AND W is a weapon
  • AND N is a nation AND N is hostile
  • THEN P is a criminal
  • IF P is a criminal AND L is location of
    P
  • THEN call to police AND report P is a
    criminal
  • AND report L

58
Toulmins Argumentation Scheme
therefore
Qualifier, inference result
Facts

if not
cause
Inference rule
Exception rule
because of
support
COGNITIVE SCIENCE
59
Toulmins argumentation scheme example
therefore
The offeredused car is old
Probably, the offered used car is cheap

if not
cause
Used cars are cheapmost of the time
The offered used caris a collectors item
because of
Used things loose their valuewhen time goes by,
because they break down more often etc.
60
Basic principles of XPS (1)
Every production rule has two parts
A
B
Assumption Antecedence Evidence If-Part Left hand
side (LHS) Condition
Conclusion Consequence Hypotheses Then-Part Right
hand side (RHS) Action
Productions are evaluated over a (data) pool (not
data base!) that is named working memory (WM)
or at applications in cognitive psychology
denoted as short-term memory (STM)
61
Basic principles of XPS (2)
There are two modes of evaluating production
rules
Backward chaining
Forward chaining
A
B
A
B
Data controlled inference Antecedence-oriented
inference Bottom-up inference If-added
methods LHS-controlled chaining
Goal controlled inference Consequence-oriented
inference Top-down inference If-needed
methods RHS-controlled chaining
62
Production Rule Systems
Facts
(( car_no DÜW-AW 205) motor_status
on) oil_control on) air_pressure 0,1 bar) ...)
Rules
(1) IF (motor_status on) AND
(oil_control on) THEN WRITE(Stop
motor) AND SET (motor_status off)
(2) IF (car_no x) AND
(air_pressure y) (LESS y 1.5)
THEN WRITE( x has a flat tire)
63
General Structure of Production Rules
Simple rules
IF B1 ? B2 ? ? Bn THEN A1 ? A2 ? ?
Am ELSE C1
IF B1 ? B2 ? ? Bn THEN DO A1 ? A2 ? ?
Am ELSEDO C1
Example
IF the site of the culture is throat AND the
organism is streptococcus THEN there is strong
evidence that the subtype is not of group-D
64
Architecture of a Production System
data base
rules
C1 ? C2 ? A1 C3 ? A2 C1 ? C3 ? A3 C4 ? A4 C5 ?
A5
C5 C1 C3
Rule interpreter
recognition
action
conflict set
match
productionrules againstdata base
C3 ? A2 C1 ? C3 ? A3 C5 ? A5
C3 ? A2
evaluate A2
65
Rules with Certainty Factors
  • General Form

IF C1(w1) ? C2(w2) ? ? Cn(wn) THEN
DO A(W)
Example
IF the organism is gram-pos AND the
organism grows in chains AND the morphology is
spherical THEN by 70 evidence the organism is
streptococcus
66
Structured Rules (mapping relations)

Condition
Action
Default
Context
Example (causal relations)
IF (COND serious diarrhea AND longer
then two days) (CTXT malabsorprion)
(DFLT no bicarbonat therapy) THEN medium
metabolic acidosis with a normal anions
ELSE light metabolic acidosis with normal anions
67
  • Agent Planning

68
What is AI Planning ?
  • Generate sequences of actions to perform tasks
    and achieve objectives
  • Until recently, AI planning was essentially a
    theoretical endeavor Its now becoming useful in
    industrial applications
  • Example application areas
  • design manufacturing
  • military operations logistics
  • games
  • space exploration
  • Proof planning in mathematics
  • Speech and dialog planning
  • Agent behavior planning

69
Planning Involves
Room 2
  • Given knowledge about task domain (actions)
  • Given problem specified by initial state
    configuration and goals to achieve
  • Agent tries to find a solution, i.e. a sequence
    of actions that solves a problem

Agent
Room 1
70
Notions
Room 2
Go to the basket
Go to the can
  • Plan sequence of (actions) transforming the
    initial state into a final state
  • Operators representation of actions
  • Planner algorithm that generates a plan from a
    (partial) description of initial and final state
    and from a specification of operators

Room 1
71
The Blocks World in Reality
72
What is a Planning Problem?
  • A planning problem is given by
  • an initial state and a goal
    state.

ontable (B) ontable (C) on (D,B) on (A,D) clear
(A) clear (C) handempty
A
GOAL
D
B
C
For a transition there are certain operators
available.
PICKUP (x) picking up x from the table PUTDOWN
(x) putting down x on the table STACK (x,
y) putting x on y UNSTACK (x, y) picking up x
from y
73
Representing States of the World
  • State a consistent assignment of TRUE or FALSE
    to every literal in the universe
  • State description
  • a set of ground literals that are all taken to be
    TRUE

c
on(c,a),ontable(a),clear(c), ontable(b),clear(b),h
andempty
a
b
  • The negation of these literals are taken to be
    false
  • Truth values of other ground literals are
    unknown

74
STRIPS Operators (with negation)
STRIPS Stanford Research Institute Problem
Solver
  • A STRIPS operator

Name name(v1, v2, ..., vn)
Preconditions atom1, atom2, ..., atomn
Effects literal1, literal2,
..., literalm
Name unstack(?x,?y) Preconditions
on(?x,?y), clear(?x), handempty Effects
on(?x,?y), clear(?x), handempty,
holding(?x), clear(?y)
Example
  • Operator Instance replacement of variables by
    constants

75
Example The Blocks World
  • unstack(?x,?y)
  • Pre on(?x,?y), clear(?x), handempty
  • Eff on(?x,?y), clear(?x), handempty,
  • holding(?x), clear(?y)

stack(?x,?y) Pre holding(?x), clear(?y)
Eff holding(?x), clear(?y), on(?x,?y),
clear(?x), handempty
pickup(?x) Pre ontable(?x), clear(?x),
handempty Eff ontable(?x), clear(?x),
handempty, holding(?x)
putdown(?x) Pre holding(?x)
Eff holding(?x), ontable(?x), clear(?x),
handempty
76
Plans
  • STRIPS planning domain
  • A language L (choose the predicate and constant
    symbols)
  • A set of planning operators (e.g., the
    blocks-world operators)
  • Plan
  • A sequence P (o1, o2, ..., ok) of ground
    instances of operators

unstack(c,a), putdown(c), pickup(a), stack(a,c)
Each oi is called a step of P
77
Planning Problems
clear(c) on(c,a) ontable(a) clear(b) ontable(b) ha
ndempty
  • STRIPS planning problems
  • - a triple R (i, g, O)

c
  • i is the initial state description

b
a
  • g is the goal
  • O is a set of planning operators

a
on(a,c) ontable(c)
c
  • P is a correct plan for R if g is true in
  • result(i, P)

unstack(c,a), putdown(c), pickup(a), stack(a,c)
unstack(c,a), putdown(c), pickup(a), stack(a,b)
pickup(a), stack(a,c), unstack(c,a), putdown(c)
78
CLEAR(A) ONTABLE(A) CLEAR(B) ONTABLE(B) CLEAR(C) O
NTABLE(C) HANDEMPTY
putdown(B)
putdown(A)
Search Space
pickup(A)
pickup(B)
pickup(C)
Putdown(C)
CLEAR(A) CLEAR(C) HOLDING(B) ONTABLE(A) ONTABLE(
C)
CLEAR(A) CLEAR(B) HOLDING(C) ONTABLE(A) ONTABLE(
B)
CLEAR(B) CLEAR(C) HOLDING(A) ONTABLE(B) ONTABLE(
C)
stack(A, B)
unstack(A, B)
stack(C, A)
unstack(B, A)
unstack(C, A)
stack(B, A)
stack(C, B)
stack(A, C)
unstack(A, C)
stack(B, C)
unstack(B, C)
unstack(C, B)
CLEAR(A) ON(B, C) CLEAR(B) ONTABLE(A) ONTABLE(C)
HANDEMPTY
CLEAR(C) ON(B, A) CLEAR(B) ONTABLE(A) ONTABLE(C)
HANDEMPTY
CLEAR(A) ON(C, B) CLEAR(C) ONTABLE(A) ONTABLE(B)
HANDEMPTY
CLEAR(B) ON(C, A) CLEAR(C) ONTABLE(A) ONTABLE(B)
HANDEMPTY
CLEAR(B) ON(A, C) CLEAR(A) ONTABLE(B) ONTABLE(C)
HANDEMPTY
CLEAR(C) ON(A, B) CLEAR(A) ONTABLE(B) ONTABLE(C)
HANDEMPTY
putdown(C)
pickup(c)
pickup(B)
pickup(C)
putdown(C)
putdown(B)
pickup(A)
putdown(A)
pickup(A)
pickup(B)
putdown(B)
putdown(B)
ON(B, C) CLEAR(B) HOLDING(A)ONTABLE(C)
ON(B, C) CLEAR(B) HOLDING(A)ONTABLE(C)
ON(B, C) CLEAR(B) HOLDING(A)ONTABLE(C)
ON(B, C) CLEAR(B) HOLDING(A)ONTABLE(C)
ON(B, C) CLEAR(B) HOLDING(A)ONTABLE(C)
ON(B, C) CLEAR(B) HOLDING(A)ONTABLE(C)
a
stack(C, B)
unstack(C, B)
stack(B, C)
unstack(B, C)
stack(C, A)
unstack(C, A)
stack(A, C)
stack(A, B)
unstack(A, C)
unstack(A, B)
stack(B, A)
stack(B, A)
b
CLEAR(A) ON(A, B) ON(B, C) ONTABLE(C) HANDEMPTY
CLEAR(C) ON(C, B) ON(B, A) ONTABLE(A) HANDEMPTY
CLEAR(A) ON(A, C) ON(C, B) ONTABLE(B) HANDEMPTY
CLEAR(B) ON(B, C) ON(C, A) ONTABLE(A) HANDEMPTY
CLEAR(B) ON(B, A) ON(A, C) ONTABLE(C) HANDEMPTY
CLEAR(C) ON(C, A) ON(A, B) ONTABLE(B) HANDEMPTY
c
79
State-Space Search State-space planning is a
search in the space of states
C
A
B
C
A
B
C
B
Initialstate
A
B
A
C
A
B
C
B
B
C
A
B
A
B
C
C
A
C
A
A
A
Goal
B
C
B
C
B
C
A
A
C
B
80
State-Space Search Vacuum World example
Initial state
Goal
81
Depth-first search
Not necessarily shortest path Limited memory
requirement
82
Depth-First search example
83
Breadth-first search
Finds shortest path Large memory requirement
84
Breadth-First search example
85
Both Depth-first and Breadth-first search can be
  • Forward (from the initial state to the goal)
  • Backward (from the goal to the initial state)
  • Bi-Directional (from both starting points until
    meeting point)

86
Bi-directional search
Schematic view of a bidirectional search is about
to succeed, when a branch from the start node
meets a branch from the goal node. The motivation
is that the area of the two small circles is less
than the area of one big circle centered on the
start and reaching to the goal.
87
Depth-Limited and Iterative Deepening search
  • Usually, breadth first search requires too much
    memory to be practical.
  • Main problem with depth first search
  • can follow a dead-end path very far before this
    is discovered.
  • Depth-Limited search
  • ? impose a depth limit l
  • never explore nodes at depth gt l
  • Iterative Deepening search is depth-limited
    search with increasing limit
  • ? solution improves with more computation time

88
Depth-Limited search (limit 3) example
89
Iterative Deepening search example
90
Uniform-Cost search
  • Uniform-cost search is a tree search algorithm
    used for traversing or searching a weighted tree,
    tree structure, or graph. The search begins at
    the start or goal node. The search continues by
    visiting the next node which has the least total
    cost from the root.

91
Partial Plans
? Partial plan a partially ordered set of
operator instances
The partial order gives only some constraints on
the order in which the operations have to be
performed
? Start a dummy operator
? Finish another dummy operator
putdown(c)
pickup(a)
unstack(c, a)
Start
stack(a, b)
Finish
pickup(b)
stack(b, c)
92
Partial Plan Example
SM Super Market HS Hardware Store
  • At(Home)
  • Sells(SM, Banana)
  • Sells(HS, Drill)
  • Have(Drill)
  • Have(Milk)
  • Have(Banana)

93
Partial Plan Example
94
GraphPlan THE BASIC IDEA
  • 1. Construct the (initial) Planning Graph
  • 2. Extract Solution (if possible)
  • with fast
    Graph-Search-Algorithms
  • 3. Else expand Graph and goto 2.

95
The Planning Graph
  • Alternating layers of ground literals and
    actions (ground instances of operators)
    representing the literals and actions that might
    occur at each time step 0 lt i lt N

literals that might be true at time t (i-1)/2
0
i-1
i
i1
literals that are true at the initial state
literals that might be true at time t (i1)/2
...
...
...

...
...
...
...
...
preconditions

effects
...
...
operators
Maintenance NoOps
96
Mutual Exclusion
InconsistentEffects
Competing Needs
Inconsistent Support
Interference
  • Two actions are mutex if

Inconsistent effects an effect of one negates an
effect of the other
Interference one deletes a precondition of the
other
Competing needs they have mutually exclusive
preconditions
  • Two literals are mutex if

Inconsistent support one is the negation of the
other, or all ways of achievingthem are pairwise
mutex
97
The 8th March Example
  • Suppose you want to clean the room and prepare
    dinner as a surprise for your sweetheart who is
    asleep

Initial Conditions (and (garbage) (cleanHands)
(quiet)) Goal (and (dinner) (surprise) (not
(garbage))
Actions
cook precondition (cleanHands) effect
(dinner) serve precondition (quiet) effect
(surprise) clean precondition effect (and
(not (garbage)) (not (cleanHands))) vacuum preco
ndition effect (and (not (garbage)) (not
(quiet)))
98
The Graph for this Example (1)
  • Generate the first two levels of the planning
    graph
  • clean is mutex with garbage(inconsistent effects)

0
1
2
garb
garb

clean
??garb
  • vacuum is mutex with serve(interference)

vacuum
cleanH
cleanH
  • ?quiet is mutex with surprise(inconsistent
    support)

?cleanH
cook
quiet
quiet

serve
??quiet
cook precondition (cleanHands)
effect (dinner)
dinner
clean precondition
surprise
effect (and (not (garbage)) (not (cleanHands)))
99
Extraction of a Solution for the Example (1)
  • Check to see whether theres a possible plan
  • Recall that the goal is(and (dinner)
    (surprise)
  • (not (garbage)))

0
1
2
garb
garb

clean
??garb
vacuum
  • Note that
  • All literals are present at level 2
  • None are mutex with each other

cleanH
cleanH

?cleanH
cook
quiet
quiet

serve
  • Thus there is a chance that a plan exists

??quiet
dinner
Solution Extraction
surprise
100
Solution Extraction for the Example (2)
  • Two sets of actions for the goals at level 2
  • Neither works both sets contain actions that are
    mutex

0
1
2
0
1
2
garb
garb
garb
garb


clean
clean
??garb
??garb
vacuum
vacuum
cleanH
cleanH
cleanH
cleanH


?cleanH
?cleanH
cook
cook
quiet
quiet
quiet
quiet


serve
serve
??quiet
??quiet
dinner
dinner
surprise
surprise
101
Solution Extraction Example (3)
  • Go back and do more graph extension generate two
    more levels

0
1
2
3
4
garb
garb
garb


clean
clean
??garb
??garb
vacuum
vacuum
cleanH
cleanH
cleanH


?cleanH
?cleanH
cook
cook
quiet
quiet
quiet


serve
serve
??quiet
??quiet
dinner
dinner
surprise
surprise
102
Example Solution extraction (4)
0
1
2
3
4
garb
garb
garb


clean
clean
??garb
??garb
vacuum
vacuum
cleanH
cleanH
cleanH


?cleanH
?cleanH
cook
cook
quiet
quiet
quiet


serve
serve
??quiet
??quiet
dinner
dinner
Twelve combinations at level 4
surprise
surprise
  • Tree ways to archive ?garb
  • Two ways to archive dinner
  • Two ways to archive surprise

103
Example Solution extraction (5)
Call Solution-Extraction recursively at level 2
one combination works, so we have got a plan
0
1
2
3
4
garb
garb
garb


clean
clean
??garb
??garb
vacuum
vacuum
cleanH
cleanH
cleanH


?cleanH
?cleanH
cook
cook
quiet
quiet
quiet


serve
serve
??quiet
??quiet
dinner
dinner
surprise
surprise
104
Constraint Satisfaction Problems
  • Set of variablesEach variable has a range of
    possible values
  • Set of constraintsFind values for the variables
    that satisfy all the constraints
  • Dynamic constraint satisfaction problemsWhen we
    select values for some variables, this changes
    what the remaining variables and constraints are

105
Agent Knowledge Discovery, Classification,
Prediction, Multidatabase Mining
Based on tutorials and presentations J. Han, C.
Isik, M. Kamber, A. Logvinovskiy, S. Puuronen, V.
Terziyan
106
Data Mining A KDD Process
Knowledge
Pattern Evaluation
  • Data mining the core of knowledge discovery
    process.

Data Mining
Task-relevant Data
Selection
Data Warehouse
Data Cleaning
Data Integration
Databases
107
Data Mining Confluence of Multiple Disciplines
  • Database systems
  • Statistics
  • Machine learning
  • Visualization
  • Information science
  • High performance computing
  • Other disciplines
  • Neural networks, mathematical modeling,
    information retrieval, pattern recognition, etc.

108
Introduction to Classification
  • Classify data (creating a model) based on the
    training set and the values in a classifying
    attribute

109
Classification vs. Prediction
  • Classification
  • predicts categorical class labels
  • classifies data (constructs a model) based on the
    training set and the values (class labels) in a
    classifying attribute and uses it in classifying
    new data
  • Prediction
  • models continuous-valued functions, i.e.,
    predicts unknown or missing values

110
ClassificationA Two-Step Process
  • Model construction describing a set of
    predetermined classes
  • Each tuple/sample is assumed to belong to a
    predefined class, as determined by the class
    label attribute
  • The set of tuples used for model construction
    training set
  • The model is represented as classification rules,
    decision trees, or mathematical formulae
  • Model usage for classifying future or unknown
    objects
  • Estimate accuracy of the model
  • The known label of test sample is compared with
    the classified result from the model
  • Accuracy rate is the percentage of test set
    samples that are correctly classified by the
    model
  • Test set is independent of training set,
    otherwise over-fitting will occur

111
Classification Process(I)
Classification Algorithms
IF rank professor OR years gt 6 THEN tenured
yes
112
Classification Process(II)
(Jeff, Professor, 4)
Tenured?
113
Supervised vs. Unsupervised Learning
  • Supervised learning (classification)
  • Supervision The training data (observations,
    measurements, etc.) are accompanied by labels
    indicating the class of the observations
  • Based on the training set to classify new data
  • Unsupervised learning (clustering)
  • We are given a set of measurements, observations,
    etc with the aim of establishing the existence of
    classes or clusters in the data
  • No training data, or the training data are not
    accompanied by class labels

114
Data Preparation
  • Data cleaning
  • Preprocess data in order to reduce noise and
    handle missing values
  • Relevance analysis (feature selection)
  • Remove the irrelevant or redundant attributes
  • Data transformation
  • Generalize and/or normalize data

115
Classification Accuracy Estimating Error Rates
  • Partition Training-and-testing
  • use two independent data sets, e.g., training set
    (2/3), test set(1/3)
  • used for data set with large number of samples
  • Cross-validation
  • divide the data set into k subsamples
  • use k-1 subsamples as training data and one
    sub-sample as test data --- k-fold
    cross-validation
  • for data set with moderate size
  • Bootstrapping (leave-one-out)
  • for small size data

116
Boosting Techniques
  • Boosting increases classification accuracy.
  • Learn a series of classifiers, where each
    classifier in the series pays more attention to
    the examples misclassified by its predecessor
  • Boosting requires only linear time and constant
    space

117
What is a decision tree?
  • A decision tree is a flow-chart-like tree
    structure.
  • Internal node denotes a test on an attribute
  • Branch represents an outcome of the test
  • All tuples in branch have the same value for the
    tested attribute.
  • Leaf node represents class label or class label
    distribution.

118
Training Dataset Example
buys_computer
Sample
no
1
no
2
yes
3
yes
4
yes
5
no
6
yes
7
no
8
yes
9
yes
10
yes
11
yes
12
yes
13
no
14
119
How to construct a tree?
  • Algorithm
  • greedy algorithm
  • make optimal choice at each step select the best
    attribute for each tree node.
  • top-down recursive divide-and-conquer manner
  • from root to leaf
  • split node to several branches
  • for each branch, recursively run the algorithm

120
Output A Decision Tree for buys_computer
age?
lt30
overcast
gt40
30..40
student?
credit rating?
yes
no
yes
fair
excellent
no
no
yes
yes
121
Algorithm for Decision Tree Induction
  • Basic algorithm (a greedy algorithm)
  • Tree is constructed in a top-down recursive
    divide-and-conquer manner
  • At start, all the training examples are at the
    root
  • Attributes are categorical (if continuous-valued,
    they are discretized in advance)
  • Examples are partitioned recursively based on
    selected attributes
  • Test attributes are selected on the basis of a
    heuristic or statistical measure (e.g.,
    information gain)
  • Conditions for stopping partitioning
  • All samples for a given node belong to the same
    class
  • There are no remaining attributes for further
    partitioning majority voting is employed for
    classifying the leaf
  • There are no samples left

122
Decision Tree Construction
1,2,3,4,5,6,7,8,9,10,11,12,1314
age?
lt30
overcast
gt40
30..40
4,5,6,10,14
1,2,8,9,11
3,7,12,13
student?
credit rating?
yes
no
yes
fair
excellent
1,2,8
9,11
4,5,10
6,14
no
no
yes
yes
123
Information Gain (ID3/C4.5)
  • Select the attribute with the highest information
    gain
  • Assume there are two classes, P and N
  • Let the set of examples S contain p elements of
    class P and n elements of class N
  • The amount of information, needed to decide if an
    arbitrary example in S belongs to P or N is
    defined as

124
Information Gain in Decision Tree Induction
  • Assume that using attribute A a set S will be
    partitioned into sets S1, S2 , , Sv
  • If Si contains pi examples of P and ni examples
    of N, the entropy, or the expected information
    needed to classify objects in all subtrees Si is
  • The encoding information that would be gained by
    branching on A

125
Attribute Selection
1,2,3,4,5,6,7,8,9,10,11,12,1314
p12
n13
age?
p24
n20
p33
n32
lt30
overcast
gt40
30..40
4,5,6,10,14
1,2,8,9,11
3,7,12,13

b_c
1
n
2
n
3
y
4
y
5
y
6
n
7
y
8
n
9
y
10
y
11
y
12
y
13
y
14
n
126
Attribute Selection by Information Gain
Computation
  • Hence
  • Similarly
  • Class P buys_computer yes
  • Class N buys_computer no
  • I(p, n) I(9, 5) 0.940
  • Compute the entropy for age

127
Extracting Classification Rules from Trees
  • Represent the knowledge in the form of IF-THEN
    rules
  • One rule is created for each path from the root
    to a leaf
  • Each attribute-value pair along a path forms a
    conjunction
  • The leaf node holds the class prediction
  • Rules are easier for humans to understand
  • Example
  • IF age lt30 AND student no THEN
    buys_computer no
  • IF age lt30 AND student yes THEN
    buys_computer yes
  • IF age 3140 THEN buys_computer yes
  • IF age gt40 AND credit_rating excellent
    THEN buys_computer yes
  • IF age gt40 AND credit_rating fair THEN
    buys_computer no.

128
Bayesian Classification Why?
  • Probabilistic learning Calculate explicit
    probabilities for hypothesis, among the most
    practical approaches to certain types of learning
    problems.
  • Incremental Each training example can
    incrementally increase or decrease the
    probability that a hypothesis is correct. Prior
    knowledge can be combined with observed data.
  • Probabilistic prediction Predict multiple
    hypotheses, weighted by their probabilities.
  • Standard Even in cases where Bayesian methods
    prove computationally intractable, they can
    provide a standard of optimal decision making
    against which other methods can be measured.

129
Bayesian Theorem
  • Given training data D, posteriori probability of
    a hypothesis h, P(hD) follows the Bayes theorem
  • Practical difficulty require initial knowledge
    of many probabilities, significant computational
    cost.

130
Bayesian classification
  • The classification problem may be formalized
    using a-posteriori probabilities
  • P(CX) prob. that the sample tuple
  • Xltx1,,xkgt is of class C.
  • E.g. P(classN outlooksunny,windytrue,)
  • Idea assign to sample X the class label C such
    that P(CX) is maximal

131
Estimating a-posteriori probabilities
  • Bayes theorem
  • P(CX) P(XC)P(C) / P(X)
  • P(X) is constant for all classes
  • P(C) relative freq of class C samples
  • C such that P(CX) is maximum C such that
    P(XC)P(C) is maximum
  • Problem computing P(XC) is unfeasible!

132
Naïve Bayesian Classification
  • Naïve assumption attribute independence
  • P(x1,,xkC) P(x1C)P(xkC)
  • If i-th attribute is categoricalP(xiC) is
    estimated as the relative frequency of samples
    having value xi as i-th attribute in class C
  • If i-th attribute is continuousP(xiC) is
    estimated through a Gaussian density function
  • Computationally easy in both cases

133
Play Tennis Example Data
N - not to play tennis
P - play tennis
134
Play-tennis example estimating P(xiC)
135
Play-tennis example classifying X
  • An unseen sample X ltrain, hot, high, falsegt
  • P(XP)P(P) P(rainP)P(hotP)P(highP)P(fa
    lseP)P(P)
  • 3/92/93/96/99/14 0.010582
  • P(XN)P(N) P(rainN)P(hotN)P(highN)P(fa
    lseN)P(N)
  • 2/52/54/52/55/14 0.018286
  • Sample X is classified in class N (dont play)

136
Neural Networks
  • Advantages
  • prediction accuracy is generally high
  • robust, works when training examples contain
    errors
  • output may be discrete, real-valued, or a vector
    of several discrete or real-valued attributes
  • fast evaluation of the learned target function.
  • Criticism
  • long training time
  • difficult to understand the learned function
    (weights).
  • not easy to incorporate domain knowledge

137
Artificial Neuron
x0
w0
w1
s?xiwi
yf(s)
x1
y
w2
x2
138
A Neural Network
139
Network Training
  • The ultimate objective of training
  • obtain a set of weights that makes almost all the
    tuples in the training data classified correctly
  • Steps
  • Initialize weights with random values
  • Feed the input tuples into the network one by one
  • For each unit
  • Compute the net input to the unit as a linear
    combination of all the inputs to the unit
  • Compute the output value using the activation
    function
  • Compute the error
  • Update the weights and the bias

140
Learning Paradigms
(1) Supervised adjust weights using Error
Desired - Actual
(2) Unsupervised adjust weights using
reinforcement
Inputs
Actual Output
141
Training Neural Network
142
Classification Example
x2
x1
143
Equation of a Line
2x1 3x2 - 6 0
x2
2
2x1 3x2 - 6 gt 0
2x1 3x2 - 6 lt 0
x1
0
3
144
Neural Classifier
x01
w0 -6
s?xiwi
y 1?
w1 2
x1
ysgn(s)
y -1?
w2 3
x2
145
Genetic Algorithms
  • GA based on an analogy to biological evolution
  • Each rule is represented by a string of bits
  • An initial population is created consisting of
    randomly generated rules
  • Based on the notion of survival, a new population
    is formed to consists of the rules and their
    offsprings
  • Offsprings are generated by crossover and mutation

146
Genetic Algorithms
147
Example Initial Population

b_c
1
n
2
n
3
y
4
y
5
y
6
n
7
y
8
n
9
y
10
y
11
y
12
y
13
y
14
n

b_c
100 100 01 01 01
1
OI
100 100 01 10 01
2
OI
010 100 01 01 10
3
IO
001 010 01 01 10
4
IO
001 001 10 01 10
5
IO
001 001 10 10 01
6
OI
010 001 10 10 10
7
IO
100 010 01 01 01
8
OI
100 001 10 01 10
9
IO
001 010 10 01 10
10
IO
100 010 10 10 10
11
IO
010 010 01 10 10
12
IO
13
IO
010 100 10 01 10
14
OI
001 010 01 10 01
148
Example Generated Rule
IF age lt30 AND student no THEN
buys_computer no
001 111 01 11 01
149
Instance-Based Methods
  • Instance-based learning Store training examples
    and delay the processing (lazy evaluation)
    until a new instance must be classified.
  • Typical approaches
  • k-nearest neighbor approach
  • Instances represented as points in a Euclidean
    space.
  • Locally weighted regression
  • Constructs local approximation.
  • Case-based reasoning
  • Uses symbolic representations and knowledge-based
    inference.

150
The k-Nearest Neighbor Algorithm
  • All instances correspond to points in the n-D
    space.
  • The nearest neighbor are defined in terms of
    Euclidean distance.
  • The target function could be discrete- or real-
    valued.
  • For discrete-valued, the k-NN returns the most
    common value among the k training examples
    nearest to xq.
  • Vonoroi diagram the decision surface induced by
    1-NN for a typical set of training examples.

.
_
_
_
.
_
.

.

.
_

xq
.
_

151
Discussion on the k-NN Algorithm
  • The k-NN algorithm for continuous-valued target
    functions.
  • Calculate the mean values of the k nearest
    neighbors.
  • Distance-weighted nearest neighbor algorithm.
  • Weight the contribution of each of the k
    neighbors according to their distance to the
    query point xq.
  • giving greater weight to closer neighbors
  • Similarly, we can distance-weight the instances
    for real-valued target functions.
  • Robust to noisy data by averaging k-nearest
    neighbors.
  • Curse of dimensionality distance between
    neighbors could be dominated by irrelevant
    attributes. To overcome it axes stretch or
    elimination of the least relevant attributes.

152
Fuzzy Set Approaches
  • Fuzzy logic uses truth values between 0.0 and 1.0
    to represent the degree of membership (such as
    using fuzzy membership graph)
  • Attribute values are converted to fuzzy values
  • e.g., income is mapped into the discrete
    categories low, medium, high with fuzzy values
    calculated
  • For a given new sample, more than one fuzzy value
    may apply
  • Each applicable rule contributes a vote for
    membership in the categories
  • Typically, the truth values for each predicted
    category are summed

153
Fuzzy Sets
Membership Grade ?
1
Warm
Mild
Cold
0
F
30
60
154
Fuzzy Sets
?
1
0.85
Warm
Mild
Cold
0.24
0
F
30
60
38
155
A Discrete Fuzzy Set
Temperature cold0.24, mild0.85
Membership of cold to the set Temperature is 0.24
Membership of mild to the set Temperature is 0.85
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