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Lecture
- challenges in AI (or computer science in general): scale, autonomy, delegation, cooperation
- MAS … field of AI interested in designing systems of autonomous interacting entities
- course overview
- general introduction
- agent interactions: communication, game theory
- distributed problem solving
- agent-based modelling and simulation (course, case study, tutorials)
- human factors in MAS
- collective decisions in MAS: theory of social choice
- agent … perceiving and acting
- autonomy (but autonomous agent still could decide randomly)
- rational agent
- another definition: agent
- physical or virtual entity, has its own resources, possibly a representation of its environment
- acts autonomously to satisfy some tendencies (goals) … proactive
- while taking into account its limited resources, perceptions etc. … reactive
- physical vs. communicative actions
- agent architectures
- simple reactive agent
- agent with an internal state
- goal-based agent
- utility-based agent
- in case of conflicting goals or uncertain effects
- performance vs. utility
- properties of environments
- accessibility
- are all the relevant aspects of the environment instantly available to the agent? → we don't need to maintain an internal state
- determinism
- is the next state completely determined by the current state and the actions selected by the agents?
- accessible + deterministic → no uncertainty
- episodic vs. sequential environment
- do future states depend on past actions? → sequential environment
- episodic environments are simpler, agents can make reactive decisions and do not need to remember the history (example: old chatbots)
- static vs. dynamic environment
- dynamic environment can change during deliberation → we need to think fast (example: autonomous car)
- semi-dynamic environment does not change during deliberation but the passage of time is important (e.g. performance score)
- static environment does not change during deliberation, time does not matter
- discrete vs. continuous
- discrete environment – limited number of distinct, clearly defined percepts and actions
- examples
- chess: accessible, deterministic, sequential, static or semi-dynamic (with a clock), discrete
- poker: inaccessible, indeterministic, sequential
- taxi driving: inaccessible, indeterministic, sequential, dynamic, continuous
- finding a balance between reactivity and proactivity (so that we don't get distracted)
- applications
- distributed problem solving
- agent-based modelling and simulation
- Gama, Netlogo
- reactive agent vs. cognitive agent
- cognitive agent can reason about the environment
- reactive agent can only move randomly and perform some reactive actions
- practical reasoning
- action-oriented reasoning = process of deciding what to do (not what to believe or what is true)
- human practical reasoning
- deliberation – what state of affairs I want to achieve?
- means-end reasoning – how do I get there?
- intentions in practical reasoning
- effort and resources put into achieving intention
- no conflict: intentions serve as a filter for adopting new intentions
- success tracking + persistance after failure
- possible – intentions are believed to be possible
- feasibility – not believed to never be reached
- …
- Bratman's theory
- BDI architecture
- beliefs
- representation of the world
- possible incorrect and incomplete
- desires
- intentions
- how to achieve the goal
- intentions lead to actions
- in a dynamic environment, we need to reconsider the intentions
- we need to find a balance, we cannot be to indecisive
- intention reconsideration – 3 commitment strategies
- BDI goal-plan diagram (tree)
- list of all plans we can use to achieve the goal
- each plan consists of several atomic actions
- example: gold miners
- goal: earn money
- plans: sell gold | other job
- how to sell gold: have gold & go to market & sell
- how to have gold: steal gold | pick gold
- on every level of the tree, we switch between AND and OR
- BDI pros & cons
- grounded in philosophy, formal logic
- high level of abstraction, captures folk psychology
- explains why an agent does something
- extensible, flexible, robust, failure recovery
- dedicated programming frameworks (example: GAMA)
- but complex, may be computationally slow
- reflex architecture
- stimulus-action rules
- directly triggered by stimuli in the environment
- less complex than symbolic AI
- example: ants
- go back to nest = follow pheromones the other way
- finite-state machines
- subsumption architecture
- hierarchy of competence modules (CM)
- each module is responsible for a concrete, clearly defined, simple task
- all modules operate in parallel
- rather simple rule-like structure
- lower layers can inhibit higher layers
- by suppressing input signals or inhibiting output signals
- example: Mars explorer
- highest priority: obstacle avoidance
- drop carried samples at base
- return to base when carrying sample
- collect found samples
- lowest priority: exploration
- how can reactive agent locate the base?
- gradient field – the base emits radio signal
- how can robots communicate together?
- for reactive agents, the environment has to be accessible
- hybrid architectures
- reactive and deliberative layers
- obstacle avoidance can be reactive
- how to handle interaction between layers?