| Concept | Note | | --------------------- | :------------------------------------------------------------------------------------------------------------------- | | Agent | an entity that perceives and acts | | Rational | Doing the right thing | | Actuator | A means of acting upon the environment | | Sensor | A means of capturing percepts | | Agent function | Maps percept sequence to action | | Agent program | Implements agent function | | Consequentialism | Evaluating behavior by its consequences | | Rational agent | For each possible percept sequence, it selects the action that maximizes expected performance | | Omniscience | Knowing the actual outcome of actions | | Information gathering | Doing actions to modify future percepts | | Environment types | | | Fully observable | Environment where state is visible | | Partially observable | Environment where parts of a state are visible | | Unobservable | No sensors | | Single-agent | Contains only one agent | | Multi-agent | 2+ agents, competitive, cooperative | | Deterministic | Next state is completely determined by the current state and action | | Stochastic | Explicit probabilities | | Nondeterministic | Not deterministic | | Episodic | Current action doesn’t affect future decisions | | Sequential | Current decision may affect future decisions | | Dynamic | Env changes while agent thinks | | Static | Not dynamic | | Semi-dynamic | Env doesn't change but performance changes | | Discrete | Countable states, percepts, actions | | Continuous | Not discrete | | Known | Actions and outcomes are known | | Unknown | Not known/partially known | | Agent types | | | Simple reflex agent | Condition-action rules map percepts to actions | | Model-based agent | Keeps state and/or change of state info, how actions change the state + reflex | | Goal-based agent | Model based + what the world is like now, what it will be like if it acts. Replace condition-action rules with goals | | Utility-based agent | Goal based - goal + utility (how happy itll be in a future state) | | Learning agent | Critic, learning element, performance element, problem generator, performance standard outside of agent | **Env-action representation** Atomic representation: ```mermaid graph LR B[B] -- action --> C[C] style B fill:#e1d5e7,stroke:#333,stroke-width:2px style C fill:#e1d5e7,stroke:#333,stroke-width:2px ``` Factored representation: ```mermaid graph TD subgraph B [State B] direction TB v1((●)) v2((○)) v3((●)) v4((○)) bar1[████░░] bar2[██████] end B --> C subgraph C [State C] direction TB u1((○)) u2((○)) u3((●)) u4((●)) c_bar1[████░░] c_bar2[█░░░░░] end style B fill:#e1d5e7,stroke:#333,stroke-width:2px style C fill:#e1d5e7,stroke:#333,stroke-width:2px ``` Structured representation: ```mermaid graph LR subgraph B [State B] direction TB o1[■] --> o2[■] o1 --> o3[■] o3 --> o4[□] o2 --> o4 end B --> C subgraph C [State C] direction TB r1[□] --> r2[■] r1 --> r3[■] r2 --> r4[□] r3 --> r4 end style B fill:#e1d5e7,stroke:#333,stroke-width:2px style C fill:#e1d5e7,stroke:#333,stroke-width:2px style o1 fill:#b85450,color:white style o2 fill:#008080,color:white style o3 fill:#b85450,color:white style o4 fill:#fff style r2 fill:#008080,color:white style r3 fill:#b85450,color:white ``` ![[Goal-based agents representation]] | | | | ------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------ | | Tree search | Init, serve, taste, goal test, serve | | Graph search | Init, serve, taste, goal test, explored, serve if not explored or served | | Repeated state | Same state different node | | Loopy path | Path from state to itself | | Redundant path | More than one way to get from a to b | | BFS | Complete, optimal for unicost, O(b^d), O(b^d) | | DFS | Not complete, not optimal, O(b^m), O(bm) | | DLS | DFS till depth limit | | IDS | Complete, Optimal for unicost, -> O(b^d), O(bd) | | UCS | f(n) = g(n) | | Greedy best-first | f(n) = h(n)<br><br>Not complete, not optimal, O(b^m), O(b^m) | | Admissible heuristic | Never overestimates cost to goal | | Consistent heuristic | h ≤ action + new state h | | A* | Complete, Optimal, O(b^(ed)) O(# of nodes)<br><br>a*(n) = path(n) + h(n) | | Hill climb | Gradient ascent generalized to discrete env | | Minimax | O(bm) | | A-b pruning<br><br>O(bm/2), O(b3m/4) | Alpha = best for max<br><br>Beta = best for min | | CSP | Vards, domains, constraints | | Node-consistent | Domain satisfies unary constraints | | Arc-consistent | Domain satisfies binary constraints | | AC3 | O(cd^3)   d = domain size, c = constraints | | Min remaining vals heur | Var with fewest legal vals | | Degree heur | Var with largest number of constraints | | Least-constraining val heur | Val with least ruled out choices | | Forward checking | Assign a value to a var and update domains, repeat | | Local Search | complete-state formulation: the initial state assigns a value to each variable, and the search changes the value of one variable at a time | | Min-conflicts heur | Val with min conflicts with other vars | | Subproblem solving csp | O(dc * n/c),   n/c subproblems | | Constraint graph = tree | O(nd2) | | Cycle cutset | Removing it leaves us with a tree O(dc(n-c)d2) | | Tree width | Size of largest node - 1 | | Soundness | If derived then entailed | | Completeness | If entailed then derived | | Operator precedence | $\neg, \land, \lor, \implies, \iff$ | |Valid|True for all models| |satisfiable|True for some model| |Reductio ad absurdum|KB and not a is invalid| |Modus Ponens|Method of affirming| Types of clauses: - **Definite clause:** a disjunction of literals of which exactly one is positive, e.g. (¬L1,1∨¬Breeze∨B1,1)(¬L1,1​∨¬Breeze∨B1,1​) - **Horn clause:** a disjunction of literals of which at most one is positive - **Goal clause:** a disjunction with no positive literals - **k-CNF:** a CNF sentence where each clause has at most k literals Propositional logic: declarative, allows partial/disjunctive/negated, compositional, context-independent, limited expressive power - **atomic sentences:** a single propositional symbol that can be either True or False, e.g.  True,False,P,Q,R,W1,3,FacingEast - **complex sentences:** constructed from simpler sentences, using parentheses and logical connectives - **connectives:** negation ¬, conjunction ∧, disjunction ∨, implication ⟹, biconditional ⟺ - **literals:** an atomic sentence (positive literal) or a negated atomic sentence (negative literal), e.g.  P,¬PP,¬P | Concept | Note | | --------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | PL-resolution | Prove (KB and not a) is unsat by looping thru each pair of clauses | | Pure symbol | Always with same sign | | DPLL | Depth first recursive, takes cnf, determines SAT | | Unit clause heuristic | Assign all unit clauses first | | Component analysis | Splitting a problem into independent subproblems through assignment of some variables, and solving the subproblems efficiently | | Variable and value ordering | Non-arbitrary way of choosing variables and values to be assigned next. The degree heuristic chooses the variable that appears most frequently over all remaining clauses | | Intelligent backtracking | Backing up all the way to the relevant point of conflict instead of chronological backtracking | | Random restarts | If no visible progress is observed, start over from the top of the search tree, with different random choices made after that | | Clever indexing | The indexing structures must be updated dynamically as the computation proceeds | | SAT problems | Can get solved by hill-climbing, sim-annealing or other local search strats | | Fluent | State variable | | Atemporal variable | Not fluent | | Effect axiom | States preconds and changes | | Frame axiom | States what doesn’t change | | Successor-state axiom | Had arrow and not shot at t - 1 -> have arrow | | Precondition axiom | Shoot at t implies have arrow at t | | **Objects** | people, houses, numbers, theories, Ronald McDonald, <br>colors, baseball games, wars, centuries, ... | | **Relations** **unary** | relations or properties such as red, round, <br>prime, ..., or more general **n-ary** relations such as: brother of, bigger than, inside, part of, has color, occurred after, owns, comes between, ... | | **Functions** | father of, one more than, beginning of ... | |DB Semantics|Unique names, not known assumed false, no more domain elements| |Diagnostic rule|infer cause from effect| |Causal rule|Infer effect from cause| |Skolem constant|In prop logic, some constant that exists out there| |Semidecidable|Algos can infer if yes but cant if no| |FO definite clause|Disjunctions of literals where only 1 is positive<br><br>Existential not allowed, Universal is implied| |Fixed point|No more inferences to do| |PDDL for planning|No negations, fluents, functions| |State abstraction|Limit cargo to only 5 airports| |Total-order planner|Maintains ordering of plan steps| |Slack|LS - ES| |Downward refinement property|At least one implementation achieves goal|