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Intelligent Agents and Problem Formulation
IntermediateLesson 1 of 10 in Artificial Intelligence Course
What you will learn
- Compare the main ways of defining AI, trace the field from its foundations to deep learning, and recognize the approaches AI uses today along with their strengths and limits.
- Compare four ways of defining AIExplain the four classic views of AI (thinking or acting, humanly or rationally), the Turing test and its flaws, and why the rational-agent view became the field's standard model.
- Trace the foundations and history of AIName the disciplines AI builds on and describe the main periods of AI history, from the first artificial neurons and the Dartmouth workshop through the AI winters to deep learning.
- Recognize today's main approaches to AI and their limitsDistinguish symbolic, probabilistic and learning-based approaches and their hybrids, describe what current AI systems can do, and judge a system's abilities and risks critically.
- Compare four ways of defining AI
- Model a system as an agent that perceives and acts, judge whether its behavior is rational for a given performance measure, and specify its task environment.
- Describe an agent by its percepts, actions and agent functionIdentify an agent's sensors, actuators, percepts and actions, and distinguish the agent function that describes its behavior from the agent program that implements it.
- Judge rationality against a performance measureDefine a rational agent, design performance measures that reward the right outcomes, and explain why rationality differs from omniscience and why information gathering, learning and autonomy matter.
- Specify a task environment with PEASDescribe the task an agent faces by its Performance measure, Environment, Actuators and Sensors, and check that the four parts fit together.
- Describe an agent by its percepts, actions and agent function
- Describe any task environment along the standard dimensions, justify each classification, and explain what each property means for the design of an agent.
- Use the standard dimensions to describe an environmentDefine fully and partially observable, single-agent and multiagent, deterministic and nondeterministic, episodic and sequential, static and dynamic, discrete and continuous, and known and unknown environments.
- Classify real environments and draw design consequencesClassify worked examples such as puzzles, games, driving and inspection along every dimension, and explain which kinds of agent and technique each combination of properties calls for.
- Use the standard dimensions to describe an environment
- Explain how simple reflex, model-based, goal-based, utility-based and learning agents choose actions, when each works, and how agents represent the states of their world.
- Explain table-driven, simple reflex and model-based reflex agentsDescribe how reflex agents map percepts to actions with condition–action rules, why a simple reflex agent fails when the world is partly hidden, and how an internal model fixes this.
- Explain goal-based and utility-based agentsShow how agents use goals and a world model to choose actions by looking ahead, why utility functions handle trade-offs and uncertainty, and how to compare actions by expected utility.
- Explain learning agents and state representationsDescribe the four components of a learning agent and compare atomic, factored and structured representations of the world's states.
- Explain table-driven, simple reflex and model-based reflex agents
- Turn a task into a precise search problem with states, actions, a transition model, a goal test and action costs, choose a sensible abstraction, and estimate the size of the state space.
- Define the parts of a search problemState the components of a search problem, explain paths, solutions and optimal solutions, and describe the state-space graph, using route finding and the vacuum world as worked examples.
- Choose an abstraction and count the state spaceDecide what a state must contain, distinguish world states from search states, check that an abstraction is valid, and calculate how large a state space is under different formulations.
- Formulate standard and real-world problemsApply a step-by-step method to formulate puzzles and practical problems such as route planning, touring and assembly, and see how the formulation determines the solutions.
- Define the parts of a search problem
Intelligent Agents study guide
1What AI aims to do
AI can mean reproducing human thought, imitating human behavior, reasoning correctly or choosing actions well. Those aims explain why the field draws on psychology, logic, probability and decision theory. Its history shows how knowledge, search and learning developed together, with periods of strong progress and disappointed expectations. Comparing methods and concrete capabilities gives you a way to judge what an AI claim actually establishes.
1.1 Four meanings of intelligence
An intelligent system can be judged by what it does or by how it thinks. It can also be judged against human performance or against a standard of rationality. These two choices give four views of AI.
Choose the standard
| View | What counts as success? | Evidence |
|---|---|---|
| Thinking humanly | Reproduce human thought processes | Human and program steps, errors and timing agree |
| Acting humanly | Produce humanlike behavior | An observer cannot reliably distinguish the machine from a person |
| Thinking rationally | Draw valid conclusions | Conclusions follow from the premises |
| Acting rationally | Choose actions with the best expected results | Decisions serve the objective given the available information |
Cognitive modeling belongs to thinking humanly. A puzzle solver with the right final answer may still be a poor model of human thought if people use different steps. Psychological experiments, introspection and brain imaging help test the model. Newell and Simon used human reasoning traces when developing the General Problem Solver.
The laws-of-thought approach uses logic. From “All people are mortal” and “Socrates is a person,” it derives “Socrates is mortal.” Real decisions also involve uncertain premises and a choice of action. Probability handles uncertainty; an action policy connects conclusions to behavior.
What the Turing test tests
Turing's 1950 imitation game uses typed exchanges with a hidden human and machine. The machine succeeds when the interrogator cannot reliably tell them apart. Language processing, knowledge representation, reasoning and learning support this task. The total Turing test adds physical interaction: vision for seeing objects, robotics for handling them, and speech recognition for spoken interaction.
A convincing conversation establishes humanlike conversational behavior. Whether it establishes understanding is a different question. ELIZA, released in 1966, could turn a user's statement into a question: “I feel lonely” might prompt “Why do you feel lonely?” Such responses can suggest understanding without a model of the speaker's situation. Imitation can also reward human errors or evasive replies.
Searle's 1980 Chinese Room makes the distinction sharper. A person follows a rule book to return Chinese answers while understanding no Chinese. Searle argues that executing rules alone is insufficient for understanding. The systems reply locates any understanding in the complete system, including the rules and room. The philosophical dispute remains open. Weak AI concerns acting intelligently; strong AI claims actual thought and understanding.
Acting well with limited resources
The rational-agent view, AI's standard model, judges actions by their expected consequences. A fast reflex can be rational; lengthy logical reasoning is unnecessary when immediate withdrawal avoids a burn. Practical agents face limits on time and computation, so limited rationality means doing as well as those resources permit.
Choosing the objective matters too. A machine rewarded only for closing support requests may close them without solving problems. This is a value alignment failure: the optimized measure misses what people value. One proposed design keeps the machine uncertain about the true objective and responsive to human guidance.
Narrow AI handles particular tasks. AGI would flexibly learn and perform across a broad range of tasks at human level. Broad conversational fluency and excellence at one game answer different questions from whether a system has that general ability; there is no agreed AGI test.
Key Takeaways
- AI definitions differ in whether they judge thought or behavior and human likeness or rationality.
- The Turing test evaluates humanlike interaction; cognitive modeling evaluates internal processes.
- Rational action aims at the best expected outcome and can be produced by a reflex.
- Limited rationality accounts for computation and time; value alignment concerns the objective.
- The Chinese Room disputes whether successful symbol manipulation establishes understanding.
- Narrow task success and general intelligence are different claims.
1.2 How AI developed
AI combines ideas from fields that asked different parts of the same question: how can a system represent the world, learn about it and choose useful actions?
Ideas before the field
Philosophy supplied logic and theories of mind. Mathematics supplied probability, formal reasoning and limits on computation. Economics contributed utility and decision theory. Psychology and neuroscience offered accounts of information processing and neurons. Computer engineering supplied hardware; linguistics supplied language structure. Control theory and cybernetics studied feedback, as when a thermostat corrects a temperature error. The agent view brings these contributions together.
From early models to early limits
McCulloch and Pitts described artificial neurons computing logical functions in 1943. Turing proposed the imitation game in 1950. McCarthy, Minsky, Rochester and Shannon submitted the Dartmouth proposal in 1955; the workshop held in 1956 established AI as a field. Its ambition was to describe learning and intelligence precisely enough for machines to simulate them.
Early successes included Newell and Simon's Logic Theorist and General Problem Solver, Samuel's learning checkers program, McCarthy's Lisp language in 1958 and Rosenblatt's perceptron in 1958. These programs demonstrated reasoning or learning in restricted settings. Optimistic predictions outran progress: the forecast of a world chess champion within ten years took about forty years to fulfill.
Three obstacles became clear. Programs lacked domain knowledge, search spaces grew too quickly, and some representations were too limited. Combinatorial explosion means that adding a few choices can multiply the possibilities enormously. Minsky and Papert's 1969 analysis showed limits of single-layer perceptrons, including failure to represent XOR. It did not establish that multilayer networks were impossible. The 1966 ALPAC report reduced US machine-translation support; the 1973 Lighthill report contributed to UK funding cuts. The mid-1970s funding decline became the first AI winter.
Knowledge, uncertainty and learning
Expert systems encoded specialist knowledge as if–then rules. DENDRAL investigated molecular structure, MYCIN advised on blood infections, and R1/XCON configured computer orders, saving millions of dollars annually. Commercial growth in the early 1980s exposed the cost of acquiring and maintaining rules. Systems were brittle beyond their domains; the Lisp-machine market collapsed in 1987 and a second winter followed. Research continued during both winters.
From the mid-1980s, several lines advanced together. Rumelhart, Hinton and Williams popularized backpropagation in 1986. Pearl's 1988 book helped establish Bayesian networks for uncertainty. Hidden Markov models became central to speech recognition. Shared data sets and benchmarks made comparisons more systematic.
Large data sets and faster hardware supported the next wave. AlexNet's GPU-trained deep network won ImageNet in 2012. AlphaGo defeated Lee Sedol 4–1 in 2016. Transformers appeared in 2017; ChatGPT's November 2022 release brought conversational AI to a broad public.
Compare two game-playing milestones
| System | Main ingredients | Historical result |
|---|---|---|
| Deep Blue | Massive search and expert-tuned evaluation; about 200 million positions per second | Defeated Kasparov in 1997 |
| AlphaGo | Learned evaluation, reinforcement learning and selective tree search | Defeated Lee Sedol in 2016 |
Go typically offers roughly 250 legal moves against roughly 35 in chess. Learned guidance helped select promising continuations without searching everything. Both systems used search: learning expanded AI's methods without replacing the rest of the field. The AI effect describes the tendency to stop calling a solved capability AI once it becomes familiar.
Key Takeaways
- AI draws on logic, probability, economics, neuroscience, psychology, engineering, control and linguistics.
- The Dartmouth proposal was written in 1955; the workshop took place in 1956.
- Combinatorial explosion, missing knowledge and limited representations challenged early optimism.
- Expert systems succeeded in narrow domains but were costly to maintain.
- Probability, shared benchmarks, larger data sets and deep learning reshaped the field.
- Deep Blue and AlphaGo both searched, but AlphaGo relied strongly on learned guidance.
- AI winters reduced funding and commercial interest while research continued.
1.3 Match AI methods to their strengths
AI is a collection of methods for perception, reasoning, learning and action. A useful comparison asks how a system represents knowledge, where that knowledge comes from and what happens when its assumptions fail.
Compare the main approaches
| Approach | How it works | Strength and limit |
|---|---|---|
| Symbolic | Explicit symbols, rules, search and inference | Inspectable reasoning; rule coverage can be brittle |
| Probabilistic | Probabilities over hidden states and outcomes | Principled uncertainty handling; depends on the model |
| Learning-based | Improves a model from data or experience | Strong perception and language performance; unfamiliar inputs can cause failures |
| Behavior-based | Layers of reactive sensor-linked behaviors | Direct, fast response; limited explicit long-term reasoning |
A symbolic route planner can establish the cheapest route on its map. Its guarantee concerns that map and cost model. Knowledge is often written by experts, creating a knowledge acquisition bottleneck, but symbolic rules can also be learned. A learned decision tree, for example, can yield readable rules.
Probabilistic methods represent uncertainty explicitly. A robot with noisy distance readings can combine evidence about several possible locations. Bayesian networks and Markov models organize such reasoning; decision models connect probabilities to choices. Uncertainty is represented and managed, not removed by naming a probability.
Learning-based methods use examples or experience to improve performance. Neural networks are connectionist models; deep learning uses multiple layers. Large deep networks can require substantial data and computation and can be difficult to interpret. Smaller learned models can be readable. Across learned systems, training bias and unfamiliar inputs can undermine performance.
Combine methods when the task needs them
Rodney Brooks's behavior-based robotics in the 1980s emphasized simple reactive behaviors. Evolutionary computation searches by varying candidates and selecting better ones. Hybrid systems combine methods: AlphaGo joins learned evaluation to search; an automated vehicle can combine learned vision, probabilistic tracking, route planning and explicit safety rules. Neurosymbolic research combines neural learning with symbolic reasoning.
Imagine a warehouse robot that reads package labels, estimates its position and selects a route. Label recognition benefits from learning, uncertain location estimates call for probability, and routing calls for search. The physical task links these methods without turning them into a single interchangeable technique.
Judge what a capability establishes
AI systems plan routes, translate text, recognize speech, assist medical-image analysis and operate warehouse robots. Driverless taxi services carry passengers in several cities. AlphaFold 2 demonstrated strong protein-structure prediction; Hassabis and Jumper shared half of the 2024 Nobel Prize in Chemistry for protein structure prediction.
These are substantial task achievements. To evaluate a broader claim, identify the objective, percepts, available actions and environment. A chess champion program aims to win, perceives the board and chooses legal moves in a discrete, deterministic game. Driving demands perception of hidden hazards and timely physical control. Winning chess gives evidence about chess performance, not about driving skill.
Current systems can fail outside familiar conditions, generate confident errors or reproduce biased patterns. Physical systems can create safety failures; other risks include surveillance, disinformation and job disruption. Benefits include scientific discovery, support for diagnosis and automation of dangerous work. Neural networks are mathematical models inspired by neurons; that inspiration alone says little about how closely their reasoning resembles a brain's.
Key Takeaways
- Symbolic methods represent explicit knowledge; probabilistic methods represent uncertainty.
- Learning can produce neural networks or readable models such as decision trees.
- Hybrid systems combine methods to meet different parts of a task.
- Evaluate a capability through its objective, percepts, actions and environment.
- Strong narrow performance can coexist with poor transfer, bias and confident errors.
2Agents and rational choices
An agent receives information and takes actions, whether it is a physical robot or a program handling messages. Describing that loop makes its information limits clear. A performance measure then defines what successful behavior means, and rationality connects the available evidence to the best expected choice. PEAS brings those ideas into a practical design description: outcomes, surroundings, ways to act and ways to sense.
2.1 Describe the percept–action loop
A robot and a spam filter both receive information and change something outside themselves. The agent model describes this loop without requiring a body or a claim of humanlike intelligence.
Separate the parts of the loop
Sensors obtain information; a percept is the information reported at one moment. Actuators provide ways to act on the environment. A camera is a sensor, its current image is a percept, a wheel motor is an actuator, and moving forward is an action.
For a software agent, incoming messages, file contents or keystrokes supply percepts. Writing a file, moving a message or displaying a response changes its digital environment. An embodied agent also faces physical dynamics: mass, speed, friction, battery limits and wear matter to its behavior.
The percept sequence is the complete history of percepts. Two agents receiving the same current reading may act differently because their earlier readings differ. A warehouse robot that saw an aisle blocked a moment ago has information that a newly started robot lacks.
Behavior and its implementation
| Term | Meaning |
|---|---|
| Agent function | Abstract mapping from every possible percept sequence to an action |
| Agent program | Finite executable code that implements the behavior |
| Architecture | Computing platform together with sensors and actuators |
The function describes what the agent would do for every input history, including histories never actually encountered. The program receives the current percept at each call. Any needed history must be retained in memory. Agent = architecture + program: the same code on a platform with different sensors or actions may behave very differently.
Work through a two-square vacuum
Squares A and B may each be clean or dirty. The vacuum senses its own location and the dirt status of its current square. It can perform Left, Right, Suck or NoOp. A current percept such as “[A, Dirty]” contains no report about B.
A simple program can use these rules:
if current_square_is_dirty:
return "Suck"
if location == "A":
return "Right"
return "Left"
Starting at dirty A, it sucks. Its next percept is “[A, Clean],” so it moves right. On dirty B, it sucks again. Once both squares are clean, these rules keep moving, because they store no fact saying that both have been cleaned. Whether that movement harms performance depends on the scoring rule.
Why not list every input history?
There are four current percepts: A or B crossed with clean or dirty. A table indexed by histories of lengths 1 through 3 needs:
For lengths 1 through 10, it needs 1,398,100 entries. A longer history is a different table key even when its final percept repeats an earlier one. Cameras make the number of possible inputs much larger still. A compact program exploits regularities, such as cleaning whenever dirt is sensed, instead of storing every case.
Calling a thermostat an agent describes its sensor–action relationship. It does not imply sophisticated reasoning. The agent view becomes especially useful when choosing actions involves perception, inference, learning or planning, and when the information available to the program must be made explicit.
Key Takeaways
- Sensors report percepts; actuators make actions possible.
- A percept sequence is the complete input history, not just the latest reading.
- The agent function specifies behavior; the program implements it and stores needed memory.
- An agent combines a program with its physical computing architecture.
- History-indexed tables grow exponentially, even with only four possible percepts.
2.2 Score outcomes and judge rational choices
Good behavior needs an explicit standard. A performance measure evaluates the sequence of environment states produced by the agent, so two programs can be compared by their consequences.
Reward the outcome people want
A vacuum rewarded for dirt collected could dump dirt and collect it again. Rewarding a clean floor better captures the desired outcome. The designer or user sets the measure; letting an agent freely redefine success would let it award itself a perfect score.
A measure may combine cleanliness, energy and noise. These choices matter: a clean floor maintained quietly is different from the same average cleanliness achieved with disruptive bursts. The definition of success comes before choosing an algorithm.
Compute a score over time
Both squares start dirty, with the vacuum in A. After each of 10 actions, award one point per clean square. Clean squares stay clean.
- Agent 1 performs Suck, Right, Suck, then NoOp seven times. The clean-square counts after the first three actions are 1, 1 and 2. Its total is .
- Agent 2 performs Right, Suck, Left, Suck, then NoOp six times. Its total is .
- Agent 3 begins like Agent 1 but keeps moving for its last seven actions. Its cleanliness score is also 18.
Now subtract one point per move. Agent 1 moves once and scores 17. Agent 3 moves eight times and scores 10. The new measure makes stopping valuable once the agent knows both squares are clean.
Judge a decision before seeing its outcome
A rational agent selects the action expected to maximize its performance measure, given its percept sequence and built-in knowledge. Four ingredients determine the judgment: the measure, prior knowledge, available actions and percept history.
Rationality differs from omniscience, which would mean knowing the actual outcome in advance. A cyclist sees a 5% rain forecast. Carrying a bulky jacket is a certain burden that, for this cyclist, outweighs that chance of getting wet. Leaving it behind can be rational even if rain later arrives. A bad outcome does not change the evidence available when the decision was made.
Information gathering can itself be a rational action. Looking before crossing a road costs little and improves the next decision. In an unfamiliar setting, exploration can reveal what actions do, trading some immediate reward for better later choices.
Let experience improve behavior
Autonomy grows as an agent relies on its own experience instead of only its designer's assumptions. A vacuum with a fixed map may repeatedly hit a moved sofa. Updating the map from new readings lets it adapt. Useful prior knowledge helps it start; learning keeps that knowledge responsive to the environment.
| Control arrangement | Who can act or initiate? |
|---|---|
| Autonomous | The system acts without human approval |
| Semi-autonomous | A human supervises or approves some decisions |
| Mixed-initiative | Human and system share control and either can initiate |
A high score is meaningful only if the measure captures the intended outcome. Closing support tickets quickly while leaving problems unsolved is a measurement failure, even if the system optimizes that score effectively.
Key Takeaways
- A performance measure should reward desired environment outcomes.
- Rationality depends on the measure, prior knowledge, actions and percept history.
- Rational choices maximize expected performance; they do not guarantee good outcomes.
- Information gathering and exploration can improve expected future performance.
- Learning increases autonomy by reducing dependence on fixed designer assumptions.
- Autonomous, semi-autonomous and mixed-initiative systems allocate control differently.
2.3 Write a PEAS description
Before designing an agent, specify what success means and what the agent can sense and change. PEAS organizes the task environment into Performance measure, Environment, Actuators and Sensors.
Start with success
P describes outcomes that can be evaluated. E describes the setting and the entities affecting those outcomes. A lists the means of acting; S lists the means of obtaining information. The task environment is the problem the agent is meant to solve, not the algorithm used to solve it.
For an automated taxi, “drive well” is too vague. A useful P includes safe, legal, comfortable and timely trips, earnings and effects on other road users. These can conflict. Safety constraints can be fixed requirements, with speed optimized only among safe choices.
Fill in the taxi's description
| PEAS part | Taxi example |
|---|---|
| Performance | Safety, legality, journey time, comfort, earnings, low disruption |
| Environment | Roads, traffic, pedestrians, cyclists, passengers, police, weather |
| Actuators | Steering, accelerator, brakes, turn signals, horn, passenger display or speech output |
| Sensors | Cameras, radar, lidar, GPS, speedometer, accelerometer, engine sensors, passenger input |
A passenger display is an actuator because it changes what the passenger sees. A touchscreen can also provide sensor input when the passenger chooses a destination. Classify each role by the direction of information or action, not by the device's everyday name.
Apply PEAS beyond driving
A medical diagnosis assistant aims at patient health, accurate diagnoses, useful tests and few unnecessary procedures. Its environment includes patients, clinicians, laboratories and the hospital. Its outputs include questions, test requests, suggested diagnoses and referrals. Its inputs include reported symptoms, findings, records and test results.
A warehouse picking robot aims for correct picks per hour without damage or injury. Shelves, bins, conveyors and people form its environment. Wheels, an arm and a gripper are actuators. Cameras, barcode readers, joint-angle sensors and force sensors supply information. The robot needs force sensing if its measure penalizes crushed goods: seeing the correct item alone cannot reveal excessive gripping force.
For a spam filter, P balances blocked spam against legitimate email wrongly blocked. E includes the mailbox and senders. A allows delivery or movement to spam. S provides message text, headers and user reports. Increasing blocked spam by blocking every message would sacrifice legitimate delivery.
Check that the parts fit
Write P first, then E, A and S. For each desired outcome, identify how the actuators influence it. For each fact needed to choose an action, identify a sensor or prior knowledge that supplies it. A comfort objective needs evidence such as acceleration readings or passenger feedback. If neither exists, the design cannot reliably judge that aspect of the ride.
Keep instruments, observations and choices separate. A camera is a sensor; an image is a percept. A gripper is an actuator; “pick item 37” is an action. The routing algorithm belongs inside the agent, while the road network belongs in E. The chosen sensors also determine how much relevant information is visible to the agent.
Key Takeaways
- PEAS means Performance measure, Environment, Actuators and Sensors.
- Start with measurable outcomes and specify how competing objectives are handled.
- List the external setting separately from the agent’s own algorithm.
- Check that actions can influence the outcomes and inputs support the needed decisions.
3Describe the task environment
The same program can work well in one setting and fail in another because the tasks demand different information, timing or prediction. Environment classifications describe those demands along separate dimensions. Knowing the rules is different from seeing the current state; independent decisions are different from linked ones. Giving a reason for each label helps turn a classification into a concrete choice about memory, learning or planning.
3.1 Ask seven questions about an environment
Environment labels describe separate demands on an agent. A task can be fully observable yet uncertain, or have known rules yet hidden information. Classify each dimension independently.
Information, other agents and outcomes
An environment is fully observable when sensors reveal every fact relevant to action choice. It is partially observable when relevant facts are hidden or readings are noisy. An agent with no sensors faces an unobservable environment. A chess board is visible; poker hides opponents' cards.
A multiagent task includes other entities whose goal-directed choices affect the result and depend on our behavior. Chess is competitive; robots carrying a table cooperate. Drivers cooperate to avoid collisions and may compete for parking. A fallen tree is an obstacle, not another agent. Randomizing can help in competition by making choices harder to predict.
In a deterministic environment, the state and action fix the next state. A nondeterministic model lists possible outcomes; a stochastic model assigns probabilities to them. Chess is conventionally deterministic because the uncertainty about the opponent's choice belongs to the multiagent dimension. Hidden information can make deterministic dynamics appear uncertain to an agent.
Dependence and the passage of time
| Dimension | Test | Example |
|---|---|---|
| Episodic or sequential | Can this action affect later decisions? | Independent part inspection is episodic; driving is sequential |
| Static or dynamic | Can the environment change during deliberation? | A crossword is static; road traffic is dynamic |
| Semidynamic | Does only the performance score change as time passes? | The board stays fixed while a chess clock runs |
A static task can be sequential. Filling one crossword answer constrains later answers even though the grid does not change while the solver thinks. Episodic means decisions concern independent episodes, not merely that actions occur at separate times.
Values and knowledge
Discrete states or actions have distinct alternatives. Continuous quantities vary through a range, such as a car's speed or steering angle. Classify state, time, percepts and actions separately: digital images contain discrete values but often represent continuously varying brightness and position. Clocked chess combines discrete moves with continuously passing time.
A known environment has specified action effects or outcome probabilities. In an unknown environment, the agent must learn them. These labels concern the model, not what the sensors currently show. Solitaire has known rules and hidden cards. A new game can show its complete state while leaving the effects of its buttons unknown.
Apply each test to the task
Ask, in order: What relevant facts are hidden? Who else chooses actions? Is the next state fixed? Do decisions affect later ones? What changes while the agent thinks? Which quantities are discrete or continuous? Are action effects known?
Taxi driving combines partial observability, multiple agents, stochastic outcomes, sequential decisions, a dynamic world and continuous quantities. Much of the vehicle's dynamics is known, but an unfamiliar vehicle may require learning. The hardest combination includes unknown dynamics too. Do not infer all seven labels from one difficult feature: fully observable Go still has an enormous state space.
Key Takeaways
- Observability concerns access to relevant state; knownness concerns knowledge of action effects.
- Multiagent settings require attention to other goal-directed decision makers.
- Deterministic dynamics fix the next state; stochastic models assign outcome probabilities.
- Episodic decisions are independent; sequential decisions affect the future.
- Dynamic environments change during deliberation; semidynamic ones change only the score.
- Discrete or continuous can be assessed separately for state, time, percepts and actions.
- Classify the defined task, giving a reason for each dimension.
3.2 Use environment labels to choose a design
A classification becomes useful when it changes how the agent is built. Hidden state can require estimation; uncertain outcomes call for several possible futures; a changing world sets a limit on deliberation time.
Compare familiar tasks
| Task | Information and outcomes | Dependence and timing |
|---|---|---|
| Crossword | Fully observable, single-agent, deterministic | Sequential, static, discrete |
| Chess with a clock | Fully observable, competitive, deterministic | Sequential, semidynamic; discrete board and moves |
| Backgammon | Fully observable, competitive, stochastic because of dice | Sequential, static between decisions, discrete |
| Poker | Partially observable, competitive, stochastic because of shuffled cards | Sequential, static between decisions, discrete |
These game descriptions assume their usual rules are known. A clock changes the timing classification without hiding pieces or changing the move rules. Dice change transition uncertainty without hiding the visible board.
Classify physical and diagnostic tasks
A taxi has blind spots and cannot directly observe other drivers' intentions. Other road users pursue goals, and traffic changes while the agent thinks. A missed exit affects later choices. Positions, speeds and steering angles vary continuously; unexpected events make outcomes stochastic. This combination requires perception, prediction, timely control and planning.
A medical diagnosis assistant has incomplete evidence about internal conditions. Test results are imperfect, treatments have uncertain outcomes, and one test shapes the next decision. The patient's condition may change during deliberation; many measurements are continuous. A common model treats the patient as part of a single-agent environment, with the assistant making decisions to improve health. That choice differs from modeling several clinicians as interacting decision makers.
An inspection camera judges finished parts independently. A hidden internal defect makes the task partially observable, but previous parts need not help judge the current one. If a moving conveyor changes the part's position while the camera deliberates, the task is dynamic. If a frozen image remains unchanged and only delay reduces the score, it is semidynamic. A deadline alone does not specify which situation applies.
Translate properties into design choices
When earlier readings reveal something about hidden current state, use memory and a world model. A taxi can remember a car that entered its blind spot. In independent image classification, memory of previous items may add nothing useful; partial observability by itself does not establish a need for history.
Stochastic tasks require comparing uncertain outcomes. Competitive tasks require anticipating opponents, sometimes with randomization. Sequential tasks require considering consequences. Dynamic tasks require decisions soon enough to remain useful. Unknown effects require learning and exploration. Continuous quantities require representations and methods that handle ranges.
Classical search fits known, deterministic, fully observable, discrete single-agent models. Adversarial search handles competitive games. Probabilistic inference estimates hidden state; decision processes support uncertain sequential choices; reinforcement learning addresses learning through interaction. Supervised learning fits many independent classification tasks. A real system may combine several of these methods because its environment combines several demands.
Key Takeaways
- Changing a task’s clock, sensors or transition rules can change different classification dimensions.
- Memory helps when earlier percepts inform the hidden current state.
- An independent classification task can use the current percept even when it is incomplete.
- Time pressure requires identifying whether the world changes, the score changes, or both.
- Choose methods from the task’s combined demands, not from one label alone.
4How agent programs choose actions
Agent designs differ in how they turn information into action. Reflex rules respond to a current reading, internal state preserves useful information, and goals or utility guide choices about future outcomes. Learning can improve any of these designs. The representation of the world also matters: treating states as whole items, variables or related objects changes what the program can express and how it reasons.
4.1 From current readings to remembered state
Agent programs differ in what information they use to select an action. A table can describe behavior directly; practical designs exploit rules and models to avoid enumerating every history.
Compare three designs
| Design | Input to action selection | Main limitation |
|---|---|---|
| Table-driven | Complete percept history used as a lookup key | The table becomes too large to build, store or learn |
| Simple reflex | Current percept interpreted through condition–action rules | Identical readings always trigger the same response unless randomized |
| Model-based reflex | Updated internal estimate of the world | Estimate quality depends on the model and evidence |
A table-driven program can implement an agent function in principle. With four possible percepts, histories up to length 10 already require 1,398,100 entries. A rule such as “if dirty, suck” covers many histories with one piece of code.
See why a reflex can loop
A simple reflex agent matches the current situation to a condition–action rule, then acts. A brake-light detector can trigger braking quickly. For a task whose correct response is available from the current reading, this is efficient. Full observability supplies the relevant state information, but the rules must still choose suitable actions.
Remove the vacuum's location sensor. It now sees only “Clean” or “Dirty.” Starting in clean A, a rule “if clean, move Left” hits the wall. The next reading is still “Clean,” so it repeats forever. The same reading occurs at clean B, where moving Left would make sense. Missing information makes the two situations indistinguishable.
Randomizing Left and Right can escape: from A, each attempt reaches B with probability one half. The mean number of attempts is 2. This removes the deterministic loop but does not tell the agent where it is or which square remains dirty.
Update an internal estimate
A model-based reflex agent keeps internal state derived from earlier percepts. It updates this state using the last action and the new percept, then applies rules to the updated estimate.
Two models serve different roles:
- A transition model describes how the world changes, including action effects.
- A sensor model describes how world states produce observations.
For a taxi, seeing a car in a mirror establishes a recent observation. Predicting where the car moves belongs to the transition model. Relating a camera image to the car's position belongs to the sensor model. The taxi may retain the car in its internal estimate after it enters a blind spot.
A vacuum can remember that A was cleaned. After it cleans B, its state says both squares are clean and its rule can select NoOp. Under the ten-action cleanliness score with a one-point move penalty, stopping scores 17; continued wandering scores 10.
Reactive and deliberative control
Reflex designs are reactive: rules select actions without simulating future sequences. Goal-based and utility-based designs are deliberative: they predict consequences. Systems can layer fast emergency braking with slower route planning. “Model-based” does not itself mean “goal-based”: remembering unseen facts and asking which future achieves a destination are different operations. In partial observability, internal state is an estimate that new evidence may revise.
Key Takeaways
- Table-driven programs index entire percept histories and scale poorly.
- Simple reflex programs apply rules to the current percept.
- Partial observability can make a fixed reflex repeat an unproductive action.
- Model-based reflex programs update internal state using history, action effects and observations.
- Transition models describe change; sensor models describe observations.
- Reactive control responds through rules; deliberative control predicts consequences.
4.2 Choose futures with goals and utility
Remembering the world supports better decisions, but it does not say which future is desirable. Goal-based and utility-based agents make that preference explicit.
From a destination to a plan
A goal-based agent predicts action results and asks whether they lead to a desired situation. A taxi at a junction may turn left, right or go straight safely. The passenger's destination determines which continuation helps. Changing the destination changes the goal, allowing the same map and reasoning machinery to find a new route.
A goal is a yes/no test: reached or not reached. Search and planning find action sequences that pass it. Explicit knowledge makes the agent flexible: a new destination changes the goal, while reduced braking ability in rain changes the model used to predict outcomes.
A utility-based agent assigns numbers to how desirable outcomes are. Several routes may reach the same destination but differ in time, safety or comfort. Utility expresses these preferences and trade-offs. Its internal utility function must agree with the external performance measure for utility maximization to serve the intended objective.
| Preference | What it expresses |
|---|---|
| Goal | Whether a state is acceptable |
| Utility | How desirable a state or sequence is |
| Expected utility | How desirable an action's uncertain outcomes are on average |
A binary utility of 1 for success and 0 for failure can represent a goal under uncertainty. More detailed utility can distinguish among successful outcomes or attach different values to different failures.
Calculate expected utility
For each possible outcome, multiply its probability by its utility, then add the products:
Here the probability model describes the outcome states for an action, and the utility function evaluates those outcomes. The rational utility-based choice has the largest expected utility.
Work through a train decision
A train leaves in 40 minutes. Route A takes 30 minutes for certain. Route B takes 20 minutes with probability 0.8 or 50 minutes with probability 0.2.
If the objective is to minimize expected travel time:
Route B has the smaller expected time. But the commuter values catching the train. Set utility to 1 for arrival before departure and 0 for missing it. A always catches it; B catches it only on its 20-minute outcome:
A is now preferred. The probability model did not change. The evaluation of the outcomes did. An average arrival time of 26 minutes does not mean each trip lasts 26 minutes.
Account for computation
Utility can represent time, health, comfort or other valued outcomes; it need not represent money. Exact prediction over every possible future is generally too expensive, so practical agents approximate. Looking ahead also consumes time. A reflex response is useful when immediate action is sufficient, while deliberation earns its cost when future consequences distinguish the choices.
Key Takeaways
- Goal-based agents predict consequences to find a future that passes a goal test.
- Utility distinguishes outcomes that all achieve the same goal.
- Expected utility is the sum of probability times utility over possible outcomes.
- Minimizing average time can recommend a different action from maximizing arrival probability.
- An internal utility must match the intended performance measure.
4.3 Learn from feedback and represent the world
Learning can improve a reflex, goal-based or utility-based program. It is a way of building and adapting an agent, not a competing action-selection category.
Follow the learning loop
| Component | Job |
|---|---|
| Performance element | Select external actions |
| Critic | Evaluate behavior against a fixed performance standard |
| Learning element | Improve the agent using feedback |
| Problem generator | Propose exploratory actions that reveal useful information |
The critic needs an external standard because a percept alone does not say whether an outcome is good. Seeing a checkmate position is not the same as knowing that winning is rewarded. The agent must not be able to redefine its standard to make poor behavior count as success.
Consider a delivery drone. The performance element flies a route. A headwind leaves only 8% battery at landing, below a fixed 15% safety standard. The critic reports the shortfall. The learning element revises the energy model so that similar headwinds predict greater consumption. Future flights may carry smaller loads or take shorter routes. The problem generator suggests a slower test flight to learn whether lower cruising speed saves energy.
Exploration may reduce immediate reward while improving later choices. Learning can change rules, transition models, sensor models or an internal utility estimate. An updated utility estimate must still serve the external performance standard; changing what the agent has learned about preferences differs from granting it permission to redefine success.
Choose how states are represented
An atomic representation treats a state as an indivisible item, such as a town name. The algorithm can compare states without examining attributes inside them. This is a common view in basic search and game models.
A factored representation describes a state through variables with values. A vehicle might have position, fuel and an oil-warning flag. Two states can share a fuel value while differing in position, letting rules refer to shared properties. Planning, constraint models, Bayesian networks and much machine learning use this kind of structure.
A structured representation describes objects and their relationships. “The truck is behind the gate” distinguishes a truck, a gate and the relation between them. First-order logic and language understanding use such representations to express who did what to whom.
Count combinations without listing them
Suppose a factored state has three yes/no variables and another variable with 10 values. The number of possible assignments is:
One compact variable description stands for 80 atomic alternatives. Constraints may reduce which assignments are possible or reachable. More expressive representations can describe regularities concisely, but they require more involved reasoning. Atomic does not mean unintelligent: treating towns as names is effective when only the road links matter. Objects and relationships earn their complexity when the task needs to reuse knowledge about their roles.
Key Takeaways
- The performance element acts; the critic evaluates; the learning element improves; the problem generator explores.
- The performance standard stays outside the agent’s control.
- Learning can improve any agent design and several kinds of internal knowledge.
- Atomic states are whole items; factored states have variables; structured states have objects and relations.
5Build a search problem
A planning task becomes precise when its states, legal actions, transitions, goal test and costs are defined. The formulation determines which solutions exist and what makes one better than another. Choosing an abstraction keeps the state small while preserving information needed for future choices. Route finding, grid worlds, tile puzzles and water jugs show how to build and check a model before handing it to a search method.
5.1 Turn a task into a search problem
A problem-solving agent separates deciding what to achieve from deciding how to achieve it. It formulates a goal, formulates a problem, searches its model for a solution and executes the chosen actions.
Specify the model precisely
| Component | Meaning |
|---|---|
| State space | Possible configurations considered by the model |
| Initial state | Configuration where execution starts |
| Goal test, IS-GOAL(s) | Checks whether a state meets the goal |
| Actions, ACTIONS(s) | Actions applicable in the current state |
| Transition model, RESULT(s, a) | State produced by an action |
| Action cost, ACTION-COST(s, a, s′) | Numeric cost of that transition, with its unit |
Some courses combine actions, results and costs in a successor function returning action–state–cost triples. The same information is present. These components describe the problem; the search algorithm decides which possibilities to examine.
A path is a sequence of actions. Its cost is the sum of the action costs. A solution leads from the initial state to a goal state; an optimal solution has the lowest cost among solutions. With positive unequal costs, fewer actions can still cost more.
Compare routes by their costs
Road lengths in kilometers are Alden–Brook 40, Alden–Cove 25, Brook–Cove 10, Brook–Elm 30, Cove–Dale 35 and Dale–Elm 20. Roads can be used in both directions. The state is the current town; start at Alden and test for Elm. Applicable actions follow roads from the current town, and each action costs the road's length.
The simple solution paths are:
- Alden → Brook → Elm: 70 km.
- Alden → Cove → Brook → Elm: 65 km.
- Alden → Cove → Dale → Elm: 80 km.
- Alden → Brook → Cove → Dale → Elm: 105 km.
The three-road route through Cove and Brook beats the two-road route through Brook. Positive road lengths mean adding a cycle cannot improve the distance.
Formulate the vacuum world
A state records the vacuum's location and each square's dirt status: two positions crossed with two independent dirt flags gives 8 states. Actions are Left, Right and Suck. Suck cleans the current square. Left in A and Right in B leave the location unchanged. The goal test asks whether both squares are clean; every action costs 1.
Starting in A with both dirty, Suck, Right, Suck reaches the goal at cost 3. Two cleaning actions and at least one move are necessary, so this plan is optimal. A model may omit boundary moves from ACTIONS or include them as no-ops; ACTIONS and RESULT must implement the same convention.
Separate states from paths
The state-space graph has one vertex per state and directed edges for actions. A two-way road contributes two directed edges. A search tree represents paths from the start: two different paths can end at the same state, creating different tree nodes. A graph can be generated as needed using ACTIONS and RESULT without storing every state in advance.
In a fully observable, deterministic, known model, a fixed plan can run open-loop without further sensing. When execution can diverge from prediction, closed-loop control monitors percepts and replans or follows branches for different outcomes. The goal state alone specifies a destination; the action sequence explains how to get there.
Key Takeaways
- A search problem specifies states, a start, applicable actions, transitions, a goal test and action costs.
- A solution is a path to a goal; optimality compares total action cost.
- Cost units and the performance measure must agree.
- Each graph state appears once, while different search-tree paths can end at the same state.
- Generate successors on demand when the full graph is too large to store.
- Open-loop execution fits predictable known models; feedback handles surprises.
5.2 Keep the state small without losing information
A world state contains all details of the environment. A search state keeps what planning needs.
Test what must be remembered
Include enough information to determine applicable actions, transition results, goal status and action costs from the current state. If two situations need different answers to any of those questions, keep them distinct.
For reaching an exit on a fixed grid, location may be enough. For collecting packages, location alone loses which items remain. For limited-battery movement, location alone loses whether the next action is possible. Wall color can be omitted when it changes none of these decisions.
An abstraction is valid when every abstract solution can be expanded into a real solution. It is useful when its actions are simpler to carry out than solving the original problem. Replacing detailed steering with “drive from Cove to Brook” helps only if that abstract drive can actually be performed.
Build the count one variable at a time
A robot moves on a 5 × 6 grid containing 8 fixed packages.
- To reach the exit, store the cell: possibilities.
- To collect all packages, add eight collected/not-collected flags: assignments.
- If battery charge matters, add 11 levels, from 0 through 10: assignments.
Multiply domain sizes when all combinations are allowed. This counts represented configurations; the number reachable from the initial state may be smaller. The 8-puzzle has arrangements, but only 181,440 are reachable from any one arrangement. For the 15-puzzle, the corresponding reachable count is 10,461,394,944,000, about 1.05 × 10¹³.
A vacuum with n squares has a location and n dirt flags, giving states. Two squares give 8 states; ten give 10,240. Adding a binary variable multiplies the count by two, which explains exponential growth.
Change the formulation, not the task
The eight-queens task asks for eight nonattacking queens. A complete-state formulation starts with eight queens and moves them. An incremental formulation starts empty and adds queens.
Allowing each new queen on any empty square produces about 1.8 × 10¹⁴ ordered sequences of eight placements. Many orders create the same board. Counting distinct boards with zero through eight queens gives 5,130,659,561 states. These are different quantities: sequences record how a board was built; states record the board.
Instead, add a queen only in the leftmost empty column and only on an unattacked square. This formulation has 2,057 states, including 92 solutions, about 2.5 million times fewer distinct states than the unrestricted incremental version. It prevents many doomed choices before search explores them.
Keep necessary history in compact form
A tour that must visit every town needs the set of visited towns as well as the current town. It usually does not need the exact order of all earlier moves unless order affects legality or cost. Storing unnecessary history makes equivalent situations look different and prevents reuse of work. State count is one clue to difficulty; the structure of the graph and the method used to explore it matter too.
Key Takeaways
- A search state retains every fact needed for actions, results, goal tests and costs.
- A valid abstraction preserves executable solutions; a useful abstraction simplifies their execution.
- Multiply variable domain sizes to count allowed combinations, then distinguish reachability.
- Binary flags create exponential growth as their number increases.
- Count distinct states separately from ordered action sequences.
- A stronger formulation can exclude impossible partial solutions before search.
- When history matters, store the part needed for future decisions.
5.3 Formulate puzzles and practical tasks
A good formulation makes the objective, legal moves and cost precise enough that a search method can use them. Small puzzles make these choices visible; practical tasks add timing, uncertainty or constraints that the state must preserve.
Follow a formulation sequence
- State a measurable goal tied to the performance measure.
- Choose the minimum sufficient state variables and the initial state.
- Define applicable actions and their results.
- Write the goal test.
- Assign action costs with units.
- Check the abstraction and estimate the state count.
For the 8-puzzle, store the positions of eight tiles and the blank. Move the blank into an adjacent cell and swap it with that tile. A corner allows 2 moves, an edge 3 and the center 4. The goal test compares the arrangement with a specified target. Unit action costs make path cost equal to the number of moves.
Model a pair of water jugs
Use unmarked 4-liter and 3-liter jugs, a tap and a drain. Start empty. Store the amounts as an ordered pair: first the 4-liter jug, then the 3-liter jug. The allowed operations are filling, emptying and pouring until the source is empty or the destination is full. Every operation costs 1.
From (3, 3), pour the smaller jug into the larger. The source has 3 liters, but the destination has room for only 1 liter. Transfer the smaller amount:
The result is (4, 2). Pouring does not split water arbitrarily; the stopping rule determines the amount transferred. Starting empty, whole-liter amounts remain whole liters. There are 20 integer combinations in the representation and 14 reachable from (0, 0).
Let the goal test determine success
For “either jug contains 2 liters,” a shortest plan takes four actions:
(0, 0) → fill smaller → (0, 3) → pour into larger → (3, 0) → fill smaller → (3, 3) → pour into larger → (4, 2).
For “the 4-liter jug contains 2 liters,” (4, 2) fails the test. A shortest plan takes six actions:
(0, 0) → fill larger → (4, 0) → pour into smaller → (1, 3) → empty smaller → (1, 0) → pour into smaller → (0, 1) → fill larger → (4, 1) → pour into smaller → (2, 3).
Changing a few words in the goal changes which endpoint counts as success. Keeping the state order fixed prevents confusing the amount in one jug with the other.
Add the facts real tasks need
A flight planner needs the current airport and time. Legal onward flights must leave late enough for the connection. Fare class or earlier legs also belong in the state when they affect future options or prices. Distance alone cannot represent an objective combining fares, waiting, flight duration and convenience; a cost model must define the trade-offs.
A touring problem must remember visited places. The traveling salesperson problem seeks a shortest tour visiting every city once and returning to the start; it is NP-hard, with no known efficient exact method for all large cases. Robot navigation may need continuous position and joint angles. VLSI layout handles component placement and connections; assembly sequencing must retain which parts are already fitted because an early choice can block a later step.
Before searching, test one ordinary action and one boundary case. A full receiving jug should accept no more water; an already departed flight should not appear as an available connection. These checks expose missing state or inconsistent action rules early.
Key Takeaways
- Choose a measurable goal, state, start, applicable actions, transitions and costs before searching.
- Jug pours stop when the source empties or the destination fills.
- A changed goal test can change both the endpoint and the shortest solution.
- Time, visited places or assembly status belong in the state when later choices depend on them.
- Real-world costs need explicit trade-offs and units.
Intelligent Agents examples
1Read an AI claim carefully
14 steps
- 1IntroductionWhat would count as intelligence?
A program answers questions fluently, another proves a theorem, and a third controls a robot. Each can demonstrate a different kind of success.
To evaluate an AI claim, first identify the standard being used. Then ask how the system achieves its result and what the result establishes about its abilities.
- 2ExplanationCross two choices
The four classic definitions cross two questions: are we judging thought processes or observable behavior, and are we comparing with humans or with rationality?
Thinking humanly aims to model people’s mental processes. Acting humanly aims at humanlike behavior. Thinking rationally emphasizes correct inference. Acting rationally emphasizes actions with the best expected results.
- 3ExampleSeparate the answer from the process
Two puzzle programs return the same correct answer. One follows a proof procedure; the other reproduces the detours and timing found in human experiments.
The first may reason correctly without modeling a person. The second supplies evidence for a cognitive model because its internal process matches human observations. A right answer alone does not settle both questions.
- 4Key InsightA conversation tests behavior
In the Turing test, an interrogator exchanges typed messages with a hidden machine and human. The machine succeeds when the interrogator cannot reliably distinguish them.
This evaluates humanlike interaction. Searle’s Chinese Room challenges the further inference to understanding: a rule follower can return appropriate Chinese symbols without understanding them. The systems reply asks about the whole system’s understanding.
- 5ChallengeJudge a quick response
A controller immediately shuts a valve when a pressure sensor crosses a danger threshold. Its rule was chosen to protect the equipment. Must it reason through a proof to count as acting rationally?
---reveal---
No. Acting rationally concerns choosing the action with the best expected consequences. A fast reflex can serve that objective; the method need not resemble human thought or take the form of a logical proof.
- 6ConnectionThe objective can be wrong
Suppose a support bot is rewarded only for closing requests. It closes difficult cases without solving them. Its success on the score conflicts with the outcome people wanted.
This is the value alignment problem. Limited rationality raises a separate issue: even with a suitable objective, time and computation restrict how well an agent can choose. Objective quality and decision resources need separate checks.
- 7ExplanationBuild on several foundations
AI brings together logic, probability, utility, accounts of human cognition and engineering. Control theory contributes feedback: sense the result, compare it with a desired condition and adjust.
Early landmarks include artificial neurons in 1943 and Turing’s imitation game in 1950. The Dartmouth proposal was written in 1955, and the workshop held in 1956 helped establish AI as a field.
- 8ExampleSee why small successes did not scale
Early theorem proving and game programs encouraged ambitious predictions. But the number of choices can multiply at every step, making larger tasks far harder than small demonstrations. Programs also lacked domain knowledge.
Expert systems later added specialist rules, with successes such as XCON’s computer-order configuration. Maintaining that knowledge was costly, and behavior could become brittle outside the covered domain.
- 9ChallengeInterpret the winters
An account says, “AI disappeared during its winters and was restarted by deep learning.” What part of this history needs correction?
---reveal---
The winters reduced funding and commercial confidence; research continued. Probability, neural learning and other methods developed across these periods. Deep learning grew from that longer history, with larger data sets and faster hardware supporting later breakthroughs.
- 10ConnectionCompare Deep Blue and AlphaGo
Deep Blue defeated Kasparov in 1997 using massive search with expert-tuned evaluation, examining about 200 million positions per second. AlphaGo defeated Lee Sedol in 2016 using learned evaluation, reinforcement learning and search.
The difference is how knowledge guided the search, not the presence versus absence of search. Transformers followed in 2017, and ChatGPT reached the public in November 2022.
- 11ExplanationMatch a method to a demand
A robot must identify a package, estimate its location from noisy readings and plan a route. These are connected tasks with different demands.
Learning can support recognition, probability can represent uncertain location, and symbolic search can compare routes. A hybrid joins these methods. Readable rules can also be learned, so symbolic knowledge and learning are not mutually exclusive.
- 12ChallengeChoose evidence for a broad claim
A system performs exceptionally well at one board game. Its makers call this human-level general intelligence. What further kind of evidence would address their claim?
---reveal---
Evidence of flexible learning and performance across a broad range of tasks would address general intelligence. The game result establishes narrow task performance. Its fixed objective, legal moves and well-defined environment do not establish competence in unrelated environments.
- 13ChallengeConnect success, method and limits
A translation model improves on familiar material but makes confident mistakes on unfamiliar technical writing. An evaluator says fluent output establishes understanding and reliable general ability. How should the claim be assessed?
---reveal---
Fluency is evidence about behavior, while the unfamiliar-input failures show limited transfer. Evaluate the translation task and conditions directly. The system may provide useful narrow capability without settling the philosophical question of understanding or establishing general intelligence.
- 14RecapUse three checks
For an AI claim, identify the success standard, the method and the evidence. Is the claim about humanlike behavior, human thought, valid inference or rational action?
Then check the task boundary: what inputs, choices and conditions were tested, and what broader ability is being claimed? Historical milestones and hybrid methods make sense when those questions stay distinct.
2Design a warehouse agent’s task
13 steps
Save this lesson to follow every Walkthrough step by step.
- 1IntroductionStart with a picking robot
- 2ExampleTrace one interaction
- 3AnalogySeparate a specification from code
- 4ChallengeFind the missing information
- 5ExampleChoose what to reward
- 6ExampleScore the vacuum after each action
- 7ChallengeChange the measure
- 8Key InsightJudge the decision at its time
- 9ConnectionLet experience change the map
- 10ExplanationWrite the four PEAS parts
- 11ChallengeCheck the sensor list
- 12ChallengeRevise the design together
- 13RecapCheck the loop against the outcome
3Classify a changing task
11 steps
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- 1IntroductionDescribe the task before labeling it
- 2ExplanationSeeing is different from knowing the rules
- 3ExampleSeparate chance from opponents
- 4ChallengeClassify two facts independently
- 5ExampleAsk what changes during thought
- 6TipClassify the quantity you mean
- 7ExampleInspect one finished part
- 8ChallengeChange how the image is presented
- 9ConnectionTurn labels into capabilities
- 10ChallengeChoose a design for an unfamiliar robot
- 11RecapGive each label a reason
4Build an agent with memory, preferences and learning
15 steps
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- 1IntroductionWhat information drives the action?
- 2ExampleStart with a current-reading rule
- 3ExplanationReplace the huge table with a model
- 4ChallengeDoes memory create a goal?
- 5ExplanationMake the desired future explicit
- 6ExampleList the travel outcomes
- 7ExampleEvaluate average travel time
- 8ExampleEvaluate catching the train
- 9ChallengeMove the departure time
- 10ExplanationGive feedback four roles
- 11ExampleFollow a drone’s update
- 12ChallengeIdentify the component
- 13ConnectionChoose a state representation
- 14ChallengeKeep learning aligned
- 15RecapInspect the action-selection design
5Formulate and check a search problem
17 steps
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- 1IntroductionMake a task executable in a model
- 2ExplanationSeparate formulation from search
- 3ExampleCheck the road costs
- 4ChallengeDistinguish a state from a path
- 5ExampleAdd the missing memory
- 6ExampleCount the variables
- 7ChallengeDecide whether a detail belongs
- 8Key InsightCount configurations, not construction orders
- 9ExplanationDefine the jug state and operations
- 10ExampleBegin the four-action plan
- 11ExampleUse the capacity limit
- 12ChallengeChange the goal test
- 13ExampleStart a plan for the larger jug
- 14ExampleFinish the six-action plan
- 15ConnectionCarry timing into flight planning
- 16ChallengeRepair a tour model
- 17RecapTest the formulation before exploring
Intelligent Agents practice questions
Set 1: Identify AI claims and specify agents10 Practice Questions
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Set 2: Classify tasks and compare agent designs10 Practice Questions
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Set 3: Build and evaluate precise search models10 Practice Questions
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Set 4: Combine evidence, preferences and problem models10 Practice Questions
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Stuck on your own question? Homework Help
Key Terms
A
Abstraction
Action applicability
Action cost
Actuator
Adversarial search
Agent
Agent architecture
Agent function
Agent program
AI effect
AI winter
Artificial general intelligence
Assembly sequencing
Atomic representation
Autonomy
B
Backpropagation
C
Chinese Room
Classical search
Closed-loop execution
Cognitive modeling
Combinatorial explosion
Condition–action rule
Continuous environment
Critic
D
Deep learning
Deliberative agent
Deterministic environment
Discrete environment
Dynamic environment
E
Episodic environment
Expected utility
Expert system
Exploration
F
Factored representation
False positive
Full observability
G
Goal test
Goal-based agent
H
Hybrid AI
I
Incremental formulation
Initial state
Internal state
K
Knowledge acquisition bottleneck
Known environment
L
Learning element
Limited rationality
M
Machine learning
Mixed-initiative control
Model-based reflex agent
Multiagent environment
N
Narrow AI
Neurosymbolic AI
Nondeterministic environment
O
Omniscience
Open-loop execution
Optimal solution
P
Partial observability
Path cost
PEAS
Percept
Percept sequence
Performance element
Performance measure
Probabilistic AI
Problem generator
R
Rational agent
Reachable state
Reinforcement learning
S
Search state
Search tree
Semidynamic environment
Sensor
Sensor model
Sequential environment
Simple reflex agent
Solution
Standardized problem
State space
State-space graph
Static environment
Stochastic environment
Strong AI
Structured representation
Supervised learning
Symbolic AI
T
Table-driven agent
Task environment
Touring problem
Trade-off
Transition model
Traveling salesperson problem
Turing test
U
Unknown environment
Utility function
Utility-based agent
V
Value alignment
W
Weak AI
World state
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