1 / 84

Logical Agents

Logical Agents. Russell and Norvig: Chapter 7 CMSC 421 – Fall 2006. “Thinking Rationally”. Computational models of human “thought” processes Computational models of human behavior Computational systems that “think” rationally Computational systems that behave rationally. sensors.

sandra_john
Download Presentation

Logical Agents

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Logical Agents Russell and Norvig: Chapter 7CMSC 421 – Fall 2006

  2. “Thinking Rationally” • Computational models of human “thought” processes • Computational models of human behavior • Computational systems that “think” rationally • Computational systems that behave rationally

  3. sensors environment ? agent actuators Knowledge base Inference Engine Domain-independent algorithms Knowledge-Based Agent Domain-specific content

  4. Logical Agents • Reflex agents find their way from Arad to Bucharest by dumb luck • Chess program calculates legal moves of its king, but doesn’t know that no piece can be on 2 different squares at the same time • Logic (Knowledge-Based) agents combine general knowledge with current percepts to infer hidden aspects of current state prior to selecting actions • Crucial in partially observable environments

  5. Outline • Knowledge-based agents • Wumpus world • Logic in general • Propositional and first-order logic • Inference, validity, equivalence and satisfiability • Reasoning patterns • Resolution • Forward/backward chaining

  6. Knowledge Base Knowledge Base: set of sentences represented in a knowledge representation language and represents assertions about the world. Inference rule: when one ASKs questions of the KB, the answer should follow from what has been TELLed to the KB previously. ask tell

  7. Generic KB-Based Agent

  8. Abilities KB agent • Agent must be able to: • Represent states and actions, • Incorporate new percepts • Update internal representation of the world • Deduce hidden properties of the world • Deduce appropriate actions

  9. Description level • The KB agent is similar to agents with internal state • Agents can be described at different levels • Knowledge level • What they know, regardless of the actual implementation. (Declarative description) • Implementation level • Data structures in KB and algorithms that manipulate them e.g propositional logic and resolution.

  10. Types of Knowledge • Procedural, e.g.: functionsSuch knowledge can only be used in one way -- by executing it • Declarative, e.g.: constraints and rulesIt can be used to perform many different sorts of inferences

  11. The Wumpus World • The Wumpus computer game • The agent explores a cave consisting of rooms connected by passageways. • Lurking somewhere in the cave is the Wumpus, a beast that eats any agent that enters its room. • Some rooms contain bottomless pits that trap any agent that wanders into the room. • Occasionally, there is a heap of gold in a room. • The goal is to collect the gold and exit the world without being eaten

  12. History of “Hunt the Wumpus” • WUMPUS /wuhm'p*s/ n. The central monster (and, in many versions, the name) of a famous family of very early computer games called “Hunt The Wumpus,” dating back at least to 1972 (several years before ADVENT) on the Dartmouth Time-Sharing System. The wumpus lived somewhere in a cave with the topology of a dodecahedron's edge/vertex graph (later versions supported other topologies, including an icosahedron and Mobius strip). The player started somewhere at random in the cave with five “crooked arrows”; these could be shot through up to three connected rooms, and would kill the wumpus on a hit (later versions introduced the wounded wumpus, which got very angry). Unfortunately for players, the movement necessary to map the maze was made hazardous not merely by the wumpus (which would eat you if you stepped on him) but also by bottomless pits and colonies of super bats that would pick you up and drop you at a random location (later versions added “anaerobic termites” that ate arrows, bat migrations, and earthquakes that randomly changed pit locations). • This game appears to have been the first to use a non-random graph-structured map (as opposed to a rectangular grid like the even older Star Trek games). In this respect, as in the dungeon-like setting and its terse, amusing messages, it prefigured ADVENT and Zork and was directly ancestral to both. (Zork acknowledged this heritage by including a super-bat colony.) Today, a port is distributed with SunOS and as freeware for the Mac. A C emulation of the original Basic game is in circulation as freeware on the net.

  13. Wumpus PEAS description • Performance measure:gold +1000, death -1000, -1 per step, -10 use arrow • Environment:Squares adjacent to wumpus are smellySquares adjacent to pit are breezyGlitter iff gold is in the same squareBump iff move into a wallWoeful scream iff the wumpus is killedShooting kills wumpus if you are facing itShooting uses up the only arrowGrabbing picks up gold if in same squareReleasing drops the gold in same square • Sensors: Stench, Breeze, Glitter, Bump, Scream • Actuators: Let turn, Right turn, Forward, Grab, Release, Shoot

  14. A typical Wumpus world • The agent always starts in [1,1]. • The task of the agent is to find the gold, return to the field [1,1] and climb out of the cave.

  15. Wumpus World Characteristics • Observable? • Deterministic? • Episodic or Sequential? • Static? • Discrete? • Single-agent?

  16. Wumpus World Characterization • Observable? • No, only local perception • Deterministic? • Yes, outcome exactly specified • Episodic? • No, sequential at the level of actions • Static? • Yes, Wumpus and pits do not move • Discrete? • Yes • Single-agent? • Yes, Wumpus is essentially a natural feature.

  17. The Wumpus agent’s first step [1,1] The KB initially contains the rules of the environment. The first percept is [none, none,none,none,none], move to safe cell e.g. 2,1 [2,1] breeze which indicates that there is a pit in [2,2] or [3,1], return to [1,1] to try next safe cell

  18. Next…. [1,2] Stench in cell which means that wumpus is in [1,3] or [2,2] YET … not in [1,1] YET … not in [2,2] or stench would have been detected in [2,1] THUS … wumpus is in [1,3] THUS [2,2] is safe because of lack of breeze in [1,2] THUS pit in [3,1] move to next safe cell [2,2]

  19. Then… [2,2] move to [2,3] [2,3] detect glitter , smell, breeze THUS pick up gold THUS pit in [3,3] or [2,4]

  20. World-wide web wumpi • http://en.wikipedia.org/wiki/Hunt_the_Wumpus • http://www.atariarchives.org/bcc1/showpage.php?page=247 • http://www.ifiction.org/games/play.phpz • http://www.taylor.org/~patrick/wumpus/ • http://www.inthe70s.com/games/wumpus/index.shtml#

  21. What is a logic? • A formal language • Syntax – what expressions are legal (well-formed) • Semantics – what legal expressions mean • in logic the truth of each sentence with respect to each possible world. • E.g the language of arithmetic • X+2 >= y is a sentence, x2+y is not a sentence • X+2 >= y is true in a world where x=7 and y =1 • X+2 >= y is false in a world where x=0 and y =6

  22. entail Sentences Sentences represent represent Conceptualization World W Facts about W Facts about W hold hold Connection World-Representation

  23. Entailment • One thing follows from another KB |=  • KB entails sentence  if and only if is true in worlds where KB is true. • E.g. x+y=4 entails 4=x+y • Entailment is a relationship between sentences that is based on semantics.

  24. Models • Models are formal definitions of possible states of the world • We say m is a model of a sentence  if  is true in m • M() is the set of all models of  • Then KB  if and only if M(KB)  M() M() M(KB)

  25. Entailment in the Wumpus World • Situation after detecting nothing in [1,1], moving right, breeze in [2,1] • What are possible models for ? – assume only possibility pit or no pit.

  26. Wumpus Models

  27. Wumpus Models B B B B B B B B

  28. Wumpus Models B B B B B B B B

  29. Wumpus Models B B B B B B B B KB = wumpus world + observations 1=“[1,2] is safe” KB |=1

  30. Wumpus Models B B B B B B B B KB = wumpus world + observations 2=“[2,2] is safe” KB |=2 ??

  31. Wumpus Models B B B B B B B B KB = wumpus world + observations 2=“[2,2] is safe” KB |=2 ??

  32. Wumpus Models B B B B B B B B KB = wumpus world + observations 2=“[2,2] is safe” KB |=2 NOT!

  33. Logical inference • The notion of entailment can be used for logic inference. • Model checking (see wumpus example): enumerate all possible models and check whether is true. • If an algorithm only derives entailed sentences it is called sound or truth preserving. • Otherwise it just makes things up. i is sound if whenever KB |-i it is also true that KB|=  • Completeness : the algorithm can derive any sentence that is entailed. i is complete if whenever KB |=  it is also true that KB|-i 

  34. Inference • KB |-i : sentence  can be derived from KB by procedure i • Soundness: i is sound ifwhenever KB |-i it is also true that KB  • Completeness: i is complete if whenever KB  it is also true that KB |-i 

  35. Examples of Logics • Propositiona logicA  B  C • First-order logic( x)( y) Mother(y,x) • Logic of BeliefB(John,Father(Zeus,Cronus))

  36. Symbols of Propositional Logic • Connectives: , , ,  • Propositional symbols, e.g., P, Q, R, … • True, False

  37. Syntax of Propositional Logic • sentence  atomic sentence | complex sentence • atomic sentence  Propositional symbol, True, False • Complex sentence  sentence | (sentence  sentence) | (sentence  sentence) | (sentence  sentence) • Examples: • ((P  Q)  R) • (A  B)  (C)

  38. Order of Precedence •  • Examples: •  A  B  C is equivalent to ((A)B)C

  39. Models in Propositional Logic • Assignment of a truth value – true or false – to every atomic sentence • Examples: • Let A, B, C, and D be the propositional symbols • is m = {A=true, B=false, C=false, D=true} a model? • is m’ = {A=true, B=false, C=false} a model? • How many models can be defined over n propositional symbols?

  40. Semantics of Propositional Logic • It specifies how to determine the truth value of any sentence in a model m • The truth value of True is True • The truth value of False is False • The truth value of each atomic sentence is given by m • The truth value of every other sentence is obtained recursively by using truth tables

  41. Truth Tables

  42. About  • ODD(5)  CAPITAL(Japan,Tokyo) • EVEN(5)  SMART(Sam) • Read A  B as:“If A IS True, then I claim that B is True, otherwise I make no claim.”

  43. Wumpus world sentences • Pij is true if there is a pit in [i,j] • Bij is true if there is a breeze in [i,j]P11B11 B21 • “A square is breezy if and only if there is an adjacent pit” B11  P12 v P21B21  ???

  44. Terminology • A sentence is valid iff its truth value is t in all models (² f) Valid sentences: true, :false, P Ç: P • A sentence is satisfiable iff its truth value is t in at least one model Satisfiable sentences: P, true, : P • A sentence is unsatisfiable iff its truth value is f in all models Unsatisfiable sentences: P Æ: P, false, :true

  45. Inference • KB `i a • Soundness: Inference procedure i is sound if whenever KB `i a, it is also true that KB ²a • Completeness: Inference procedure i is complete if whenever KB ²a, it is also true that KB `i a

  46. Validity and Inference ((P Ç H) Æ:H) ) P P H ((P H) H) ) P P H (P H) H Ç Ç Æ : Ç Æ : T T T F T T F T T T F T T F T F F F F T

  47. Rules of Inference • a`b • a b • Valid Rules of Inference: • Modus Ponens • And-Elimination • And-Introduction • Or-Introduction • Double Negation • Unit Resolution • Resolution

  48. a)ba b a Æba aÇb:bÇg a Çg Examples in Wumpus World • Modus Ponens: a)b, a`b(WumpusAhead Æ WumpusAlive) ) Shoot, (WumpusAhead Æ WumpusAlive) ` Shoot • And-Elimination: aÆb`a(WumpusAhead Æ WumpusAlive) ` WumpusAlive • Resolution: aÇb, :bÇg`aÇg(WumpusDead Ç WumpusAhead), (: WumpusAhead Ç Shoot) ` (WumpusDead Ç Shoot)

  49. Proof Using Rules of Inference Prove A ) B, (A Æ B) ) C, Therefore A ) C • A ) B ´: A Ç B • A Æ B ) C ´: (A Æ B) Ç C ´: A Ç: B Ç C • So : A Ç B resolves with : A Ç: B Ç C deriving : A Ç C • This is equivalent to A ) C

  50. Rules of Inference (continued) • And-Introductiona1, a2, …, an a1Æa2Æ …Æan • Or-Introductionai a1 Ça2Ç …ai … Çan • Double Negation::a a • Unit Resolution (special case of resolution)aÇb Alternatively: :a)b:b :b a a

More Related