Artificial Intelligence Exam 1

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planning agents

(discussed later, these agents use a structured or factored representation of the environment)

IDA*

*iterative-depeening A*. Sets the limit to the smallest cost of an successor nodes, and then proceeds in a depth first until we can't find the limit. Saves tremendously on memory, however has a worse time complexity than A*

path cost

A component of a problem: a function that assigned a numeric cost for a path. The *step cost* is the cost of taking an action from one particular state to the next

transition model

A component of a problem: a function that maps a state and action to a next state

goal test

A component of a problem: determines whether the current state is a goal

actions

A component of a problem: possible next things that an agent can do in any state. Only some might be applicable for a particular state

initial state

A component of a problem: the state that the agent starts in

OR Node

A node in an AND-OR tree that represents the current state in the problem. At this node, we could choose next possible actions.

AND Node

A node in an AND-OR tree that represents, the possible states an environment can be after an action

consistency

A second stronger condition of the heuristic. States that h(n) ≤ c(n, a, n) + h(n'), where: n = an arbitrary node n' = successor node c(n, a, n') = cost of an action from n to success n' AKA, *monotonicity*, which in functional analysis, means the heuristic function is never not increasing or never not decreasing

Turing test

A test proposed by Alan Turing in which a machine would be judged "intelligent" if the software could use a chat conversation to fool a human into thinking it was talking with a person instead of a machine.

A* search

A type of best-first search. search based on a priority queue, where the evaluation function f(n) = g(n) + h(n) where h(n) is the heuristic and h(n) is the path cost from the start node to node n

greedy best-first search

A type of best-first search. search based on a priority queue, where the evaluation function f(n) = h(n) (i.e., the heuristic)

SMA*

A* but we have a set memory space. We expand best nodes until we run out of memory; then we delete the old nodes.

contour

Because f(n') >= f(n) (i.e., the heuristic function is nondecreasing), we can draw contours around certain node n in the graph and say that all nodes in that contour is less than f(n)

iterative-deepening search (plus, what are it's problem-solving performance measures?)

DLS, with levels going from 1 to infinity until we found the goal node Is complete Is optimal (on same conditions as BFS) TC: O(b^d) SC: O(bd)

diameter

For any graph, this give the maximum node hops to go from one arbitrary node to another for depth-limited search, this gives us an ideal choice for l

pruning

In AI, any particular nodes not explored in A* because its f(n) is larger than the C* (the cost of getting to the successor)

node

In a search tree, contain the state as well as the associated metadata

competitive multiagent

In an environment, the other agents have the same objective function than the agent ex: chess

cooperative multiagent

In an environment, the other agents might have different objective functions than the agent ex: taxi driving

thrashing

Just like OS, SMA* falls pray this problem of swapping memory in and out inefficiently

Monte Carlo simulation

MiniMax instead of going through every possibility, sample only a handful of terminal nodes As opposed to that, it could mean run a lot of random games against yourself and see which moves lead to desired outcomes

completeness

One of the 4 measures of problem-solving performance: If the solution can be found, it will be found

time complexity

One of the 4 measures of problem-solving performance: how long does it take to find the solution?

space complexity

One of the 4 measures of problem-solving performance: how much memory is needed to perform the search?

optimality

One of the 4 measures of problem-solving performance: is the solution that is found optimal?

expanding

Our successor function. Takes a node and *generates* the next states The originating node is called the *parent node* and the generated nodes are called the *child nodes*

Example of PEAS for Amazon recommendation engine

P: a count of how many recommended products the customer actually buys E: customers A: a GUI that displays recommendations in a sorted order. S: the number of buys, returns, comments that all of the customers

PEAS stands for

Performance Criteria: how to evaluate how the agent behaves Environment: everything that the agent perceives or acts upon Actuators: components that the agent has to act upon the environment Sensors: components that the agent has to sense the environment

hill-climbing search

Version: *steepest ascent* local search algorithm, in which the climber simply moves in the direction of increasing value AKA, *greedy local search*

rectangular grid

a Euclidean 2d grid. Route-finding on this grid usually causes redundant paths

linear programming

a constrained optimization problem defined by constraints being linear equalities and the objective function is also linear. the linear inequalities are known as the *convex set*

queue

a data structure for holding the frontier

plateaux

a flat area of a state-space landscape. A *shoulder* is a plateau that is not a local maximum

agent function

a function that maps the percept sequence to the an agent's actions

successor function

a function that returns all possible successors

Newton-Raphson Method

a general technique of finding the root of a function through line tangent to the function

safely explorable

a goal state is reachable by every state

problem-solving agent

a goal-based agent that uses an atomic representation of the environment in order to reach the goal

ply

a half-move. A full move would be my move and the opponent's move

admissible heuristic

a heuristic which doesn't overestimate the actual path cost Allows the A* algorithm to be optimal

precept sequence

a history of inputs that the agent has perceived

explored set

a list of all of the already explored nodes in order to prevent redundant paths AKA, a *closed list*

hessian

a matrix of second derivatives necessary for calculating the Newton-Raphson efficiently

backtracking search

a modification to DFS, in which we modify the node in memory and revert the node if a solution is not found. Has O(m) memory, as we need to keep track of the up to m actions performed on the node

expectedminimax value

a new minimax function, which incorporates a chance player that is the sum of s and r

leaf node

a node with no children nodes. Their expansion causes the frontier

local maxima

a peak higher than its neighboring states but lower than the global maximum

optimism under certainty

a principle of LRTA* actions that have not been tried in a state s are assumed to lead to goal state

exploration problem

a problem in which the agent must use its actions as experiments in order to learn

subproblem

a problem that is a subset of another problem

priority queue

a queue that pops the element with the highest priority

information gathering

a rational agent that doesn't have knowledge might have to perform actions that modify future precepts. This is _

model-based agent

a rational agent that uses precept history to create a model of the current state of the world

ridge

a sequence of local maximums that make greedy search hard to go throuh

cyclic solution

a solution for a nondeterministic problem that requires a cycle *label*: how to represent a cycle in a cyclic solution

optimal solution

a solution minimizes the path cost

coercion

a solution that works for all possible initial states

FIFO queue

a standard queue, popping the oldest out

first-choice hill climbing

a stochastic hill climbing, in which successors are randomly chosen until one is found that higher than the current one

search tree

a tree that is superimposed on the full game tree and examines enough node to determine where to move

AND-OR tree

a tree that represents the complete state-space in a non-deterministic environment

exploration

a type of information gathering in which an agent performs a series of action to get information in a "partially-observable" environment

line search

a way of adjusting the step size so that we could converge rapidly without overstepping. Way it does this is by doubling step size in the gradient direction until f is decreasing again.

sideways move

a way to combat shoulders. If all neighbors are equal height, then we should keep exploring

factored representation

a way to define the environment as a set of variables / attributes which can have values. Slightly more expressive than atomic representation, but less expressive than a structured representation

effective branching factor

a way to evaluate the A* heuristic effectiveness by noting what the branching factor would be for a particular number of visited nodes

discretization

a way to make a continuous space into a __ space, by adding a small delta value as the neighboring node. If k variables, there will be 2k neighbors for each point (correlating to +- the delta value on each variable)

incremental belief-state search

a way to solve non-observable environments, in which we solve one initial state and proceed to the next one. If it doesn't, it backtracks, finds another solution, proceeds. It does until it finds a solution that works for all the states.

execution

after a solution is found, the agent can began the action sequence. It's call this phase

learning

after the information gathering, the agent needs to do this to process and improve from what it perceives

solution

after the process of looking at sequences of possible actions (or a search), the search algorithm finds this in the terms a fixed action sequence works best in a static environment

simple reflex agent

agents that determine an action based on the current precept. Does not use a precept sequence

software agents

agents that exist only in the software world. Like the Amazon recommendation engine

uninformed search algorithms

algorithms that know nothing more about the problem other than its definition Ie, blind expands nodes, bfs/dfs/itt/depth limited

frontier

all of the unexpanded leaf nodes form this. Usually this is stored in some sort of stack, queue, or priority queue AKA: open list

LIFO queue

also known as a stack

adversary argument

an adversary constructing the state space while the agent explores by placing goals and dead ends willy nilly

agent

an agent is something that views its environment through sensors, and acts upon the environment through actuators.

interleaving

an agent that acts before it has found guaranteed plan in an nondeterministic environment is doing this

rational agent

an agent that does the right thing for any particular percept sequence, by maximizing a particular performance measure, it's dependent on what given knowledge the agent has

utility-based agent

an agent that has a function that evaluates that "happiness" of a particular state, and uses that to determine future actions

omniscient agent

an agent that is all knowing

precept

an agent's input at a given instance

fully observable

an environment in which the agent knows the complete relevant state of the environment at all times. No need for an internal state or exploration

atomic representation

an environment representation composed of wholes ex: map of cities with distance separations. In this case, the cities would be the "atoms"

utility function

an internalization of the performance measure for an agent

redundant path

another path that leads to the same node, that is usually longer than the previous path

triangle inequality

any length of the side of a triangle is less than the sum of the length of the other two sides A way to think of a consistent heuristic, with points of the triangle being n, n', and the goal state

internal state

any memory that is within an agent, for storing precept history

game

any multi agent environment, regardless if the agents are cooperative or competitive

successor

any state reachable by the current state through an action

expected utility

average utility based on a probability distribution

goal-based agent

builds on top of a model-based agent. This agent has not only a working model but a __, that describes a desired final state. With the model, the agent can choose actions that accomplish this __

empirical gradient

calculating the gradient using a small delta. Useful if the objective function is not differentiable

acting humanly

can simulate and emulate humans, so it's more familiar well known test is the Turing test

stochastic hill climbing

chooses randomly from a uphill moves, as a probability function on the hills steepness

real-world problem

compared to a toy-problem, is one whose solutions people actually care about

offline search

computing a complete solution before setting and executing the solution

random-restart hill climbing

conduct a series of hill-climbing searches from randomly generated initial states

erratic vacuum world

contrived example for the showing off nondeterministic environments

environment generator

could be a state generator, to generate possible next states from a current state. Book defines though as a way to train agents by throwing them into a particular simulated environment.

thinking rationally

creating provable correct systems. Example: constraint satisfaction problems and expert systems. Problematic in the health field due to a knowledge cliff.

problem formulation

decide what actions and states to consider, given a goal

open-loop

defines a system that ignores percepts while executing an action

depth-limited search (plus, what are it's problem-solving performance measures?)

depth-first search with a specified depth limit, call it l Is not complete Is not optimal TC: b ^ l SC: bl

known

describe an environment the laws of the physics are known

unknown

describes an environment in which the laws of physics are not known. Can be fully observable but unknown. Ex: a new video game in which you don't know the rules.

continuous

describes the way state, time, and precepts and actions in the environment are. If they are this, then they can have continuous values.

discrete

describes the way state, time, and precepts and actions in the environment are. If they are this, then they can have distinct values.

transposition

different permutation of the move sequence that end up in the same position *transposition table*: a hash table of transpositions, so that they don't have to be explored again

acting rationally

doing the best / optimal action. Usually this is based on some sort of objective function. If the objective function(s) is not aligned with human values, it might not behave humanly. Example: studying for an exam.

episodic

each sequence of action is independent from the others ex: spotting defective parts in an assembly line

8-queens problem

eight queens on a chessboard so they don't attack

uncertain

either not fully observable OR not deterministic

nondeterministic

even more extreme than stochastic, because we do not know the probability distributions of each possible outcome from an action

Sliding Block Puzzles

example is the 8-puzzle. Randomized positions for numbers, try the moves that bring them back in order

uniform-cost search (plus, what are it's problem-solving performance measures?)

expand the tree using a priority queue on order of its step cost Is complete Is always optimal TC = SC: O( b ^ (1 + C* / e) )

localization

finding out where a robot is, given a map of the world and a sequence of percepts and actions

VLSI layout problem

fitting components on board to optimize certain parameters

chance nodes

for *stochastic games* (games that combine luck and skill), the minimax must include these nodes, drawn in circles. Each {0} has an *expected value* based on its probability function

contingency plan

for a nondeterministic problem, it is if-then sequence of actions that solve the system AKA *strategy*

belief state

for a partially or non observable environment, the set of all states that the agent believes that the environment could be

goal formulation

for a problem-solving agent, determine what the desired goal is

condition-action rule

for a simple reflex agent, this is the rule that defines an action for a particular current precept

pattern database

for heuristics, we can store subproblems in this type of database, in which we know the solution and step cost. This way, our heuristics become more accurate and faster to compute

genetic programming

genetics applied to the program instead of the bit strings

unobservable

have absolutely no knowledge about the environment. Seemingly impossible, but sometimes still able to solve the problem

heavy tailed distribution

heavier tails than the exponential distribution

search strategy

how to determine which node to expand next in a search tree

search cost

how to evaluate the effectiveness of an algorithm: this is the algorithm's time complexity + (maybe memory complexity)

total cost

how to evaluate the effectiveness of an algorithm: this is the search cost + the path cost of the solution found

zero-sum game

if one person loses, the other one wins

autonomy

if the agent can learn and adapt on its own, it has this. Otherwise, the agent behaves completely on prior knowledge and is very fragile

deterministic

if the agent's actions have predictable effects. Ie, given a current state and the agent's action, we could predict the next state

dynamic

if the environment can change while the agent is deliberating. Ex: an actual Roomba room.

static

if the environment cannot change while the agent is deliberating. Ex: Our particular Roomba simulation

dead-end

if the environment is irreversible, an agent might reach this, in which no goal state is reachable.

simulated annealing

imagine a ping pong ball trying to get to the global minimum. We shake hard first (T is very high) to bump it out of local maxima. As the temperature decreases, the shaking is lowered. Implemented by randomly choosing next move. If next move is less, go. If more, then prob is related to temperature and how much worse it is.

terminal test

in a game search, checks to see if the game is over

schema

in a genetic algorithm, this refers to the substring in which some portions are unspecified. String that match this schema are called *instances* Schemas that have a high fitness functions will become more populous

step size

in a gradient ascent / gradient descent algorithm, this is the size of alpha (multiply by gradient to find Δx)

randomization

in order to prevent infinite loops, a simple reflex agent might use this in order to pick a next action

cutoff test

instead of the terminal test, if using a evaluation an evaluation function, we use this test that checks if we've reached the maximum depth

evaluation function

instead of traversing all the down a minimax tree, cut the search off early and use a heuristic this. This turns nonterminal nodes into terminal leaves

intelligent

intelligent agents are agents that behave rationally

toy problem

just a useful contrived example to illustrate AI problems

local beam search

k parallel threads that run search in their areas to generate successors. The k best are chosen for the next run. Unlike random restart, the k states talk to each other, and tell unfruitful nodes to come to them.

irreversible

leads to a infinite competitive ratio. If some actions that an exploring agent takes cannot be untaken.

LRTA*

learning real-time A*, an exploring algorithm with memory

genetic algorithm

like stochastic beam search, except instead of choosing k nodes asexually, k nodes are chosen as population, and sexually combine to form the k new start nodes on the weight of their *fitness functions* the genetic mating occurs through crossovers between two substring representation of the

stochastic beam search

like stochastic search, this is a variation of local beam search in which the next k chosen nodes is chosen randomly based on their fitness

convex optimization

linear programming is a special class of this. a constrained optimization problem in which the constraint is any convex region and the objective be any function that is convex within the region.

current node

local search operates on this, rather than on paths in the graph

monitoring

maintaining one's belief state at any time AKA *filtering*, *state estimation*

branching factor

max(the number of successors for any arbitrary node) In other words, the most children that any node can have. For example, discrete roomba has b=5 (suck, north, south, east west)

randomized behavior

might be beneficial in competitive multi agent environments in order to thwart predictability

partially observable

might have noisy inaccurate sensors, or missing data. Like our local Roomba robot.

multiagent

more than one agent in the environment ex: chess, or taxi driving

killer moves

moves that are explored first in alpha-beta pruning so as to make the algorithm more efficient

repeated state

nodes that already have been expanded that are part of the frontier again. Generating them is called generating a loopy path

optimally efficient

of all optimal algorithms with a particular heuristic function, A* is the most efficient one

single agent

only one agent in the environment (such as a crossword puzzle)

local search

operate using a single current node and move to neighbors of that node

incremental formulation

operators that augment the state description Ex: 8-queens problem, but add queens one by one in such that none of the queens are attacked

sequential

opposite of episodic ex: chess and taxi driving

gradient descent

opposite of hill climbing, find the minimization of a function

performance element

part of a learning system, this adaptive component of the learning agent takes sensor data and turns them into actions

critic

part of the learning agent, this component gives feedback from the sensors to the *learning element*, which in turns adapts the *performance element*

problem generator

part of the learning agent, this component suggests future actions that will lead to informative experiences for the learner

route-finding problem

problem defined in terms of locations and links between them

touring problem

problem defined in terms of locations and links, but also must complete a circuit (so must have the a store of visited cities)

optimization problem

problem for finding what is the optimal values for a particular objective function

constrained optimization

problem search in which certain hard constraints must be met, as well as the objective function maximized

task environments

problems spaces for which agents are the solutions. Can be specified through PEAS

random walk

randomly chooses action, will eventually find the goal or complete exploration given a finite space

metareasoning

reasoning about what computation to do. An example of this is alpha-beta pruning, in which we decided to do only a subset of computations because it was more efficient. "reasoning about reasoning"

game tree

represents state of the game and all possible next states after all actions a player or opponent takes. Can be very large

search tree

root node is initial state, nodes are possible states and edges are actions to reach those states

bidirectional search

search forward on the initial node, and backwards on the goal node

uninformed search

search strategies that have no additional information about the states provided beyond the problem definition AKA *blind search*

real-time search

searching happens in real-time

terminal states

set of states in which the game has ended

prediction

simply generating a new belief state

thinking humanly

simulating and emulating the thought processes of humans. Example: neural networks

complete-state formulation

start with the full complete state but then find a goal state Ex: 8-queens problem, start with all 8 queens on the board, and move them such that none of the queens are attacked

state space

state of states reachable from the initial state by a sequence of actions. Defined by: initial state, actions, and transition model It forms a graph. A path in the graph is the sequence of states connected by a sequence of actions

canonical form

states in this form have the same data representation if the they are equivalent This makes it possible to store the state as a hash map

informed search

strategies that know when one goal state might be more promising than the other AKA *heuristic search*

utility

the "happiness" of the agent. Ie, out of the many possible goal states that the agent could be in, which is the best

agent program

the actual implementation internally of how the agent maps an percept sequence to an action

semidynamic

the environment doesn't change; however, the time affects the agent's performance criteria score

objective function

the goal of an optimization function. Ex: reproductive fitness in nature

global minimum / maximum

the lowest and highest spot (respectively) of a state-space landscape

minimax decision

the move that chooses the optimal move for you

depth

the number of steps to the shallowest goal node

stochastic

the opposite of deterministic. Ex: taxi driving. Might have erratic traffic, action might not lead to expected consequences.

competitive ratio

the ratio of total path cost that an exploring agent traveled : the total path cost if we knew the environment in advance

abstraction

the simplified representation of a problem

object-level state space

the state space of a standard search problem, like route finding.

state-space landscape

the state-space of a local search. Has location and elevation, determined by the objective function or the cost function

Manhattan distance

the sum of horizontal and vertical displacements to its goal state AKA, *city block distance*

minimax value

the value of the move, being the defined by the minimax function Minimax algorithm is depth first

gradient

the vector of the partial derivative of the objective function with respect to each variable. Gives the magnitude and direction of the steepest increase Then, can find the maximum by setting to 0, or using gradient ascent / descent algorithm

horizon effect

there's an unavoidable move that causes serious damage, but we could temporarily avoid it. So it does stupid moves, due to an early cutoff test

separator

this type of search algorithm distinguishes nodes into two types: explored and unexplored

traveling saleperson problem

touring problem, with aim of finding shortest tour that visits every city

breadth-first search (plus, what are it's problem-solving performance measures?)

traverse the tree using a FIFO queue. Is complete Is optimal if path cost is non-decreasing TC: O(b^d) SC: O(b^d)

depth-first search (plus, what are it's problem-solving performance measures?)

traverse the tree using a LIFO queue (aka stack) Is complete in finite state spaces, as long as there is redundancy checks. Otherwise, incomplete Non optimal TC: O(b^d) SC: O(bm) Where m is the maximum length any path in the state space

structured representation

unlike factored representations, these representation stores relationships between a set of variables as well.

types of problems local search can solve

useful for optimization problems (i.e., minimize an objective function) also for continuous state problems

online search

uses interleaving, takes action, observes the environment, and computes the next action

informed search algorithm

uses node info to look for solutions Ie, uses node info or heuristics to decide what to expand next

variables

ways to define the six-dimensional space

imperfect information

we don't have all of the information beforehand, like Poker

perfect information

we have all of the information in the game beforehand, like in chess

alpha-beta pruning

when applied to a minimax, helps to prune away game states that will never be played alpha = highest-value choice we've found so far beta = lowest-value we've found so far

sensorless problem

when there is no percept information at all for the agent AKA *conformant*

Examples of AI Problems

Roomba Spam filtering Voice Assistants (like Siri) Chess and board game players


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