Intelligent Agents and Problem Formulation

Learn what artificial intelligence is, where it came from and how AI researchers think about intelligent systems. Compare the classic definitions of AI and the field's history, then model any AI system as an agent that perceives and acts in an environment. Judge when an agent behaves rationally, specify and classify task environments, and compare reflex, model-based, goal-based, utility-based and learning agents. Finally, turn a task into a precise search problem with states, actions, a transition model, a goal test and action costs, ready to be solved by search algorithms.

IntermediateLesson 1 of 10 in Artificial Intelligence Course

What you will learn

  1. 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 AI
      Explain 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 AI
      Name 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 limits
      Distinguish 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.
  2. 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 function
      Identify 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 measure
      Define 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 PEAS
      Describe the task an agent faces by its Performance measure, Environment, Actuators and Sensors, and check that the four parts fit together.
  3. 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 environment
      Define 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 consequences
      Classify 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.
  4. 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 agents
      Describe 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 agents
      Show 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 representations
      Describe the four components of a learning agent and compare atomic, factored and structured representations of the world's states.
  5. 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 problem
      State 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 space
      Decide 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 problems
      Apply 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.

Intelligent Agents study guide

5 chapters

1

What 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
ViewWhat counts as success?Evidence
Thinking humanlyReproduce human thought processesHuman and program steps, errors and timing agree
Acting humanlyProduce humanlike behaviorAn observer cannot reliably distinguish the machine from a person
Thinking rationallyDraw valid conclusionsConclusions follow from the premises
Acting rationallyChoose actions with the best expected resultsDecisions 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
SystemMain ingredientsHistorical result
Deep BlueMassive search and expert-tuned evaluation; about 200 million positions per secondDefeated Kasparov in 1997
AlphaGoLearned evaluation, reinforcement learning and selective tree searchDefeated 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
ApproachHow it worksStrength and limit
SymbolicExplicit symbols, rules, search and inferenceInspectable reasoning; rule coverage can be brittle
ProbabilisticProbabilities over hidden states and outcomesPrincipled uncertainty handling; depends on the model
Learning-basedImproves a model from data or experienceStrong perception and language performance; unfamiliar inputs can cause failures
Behavior-basedLayers of reactive sensor-linked behaviorsDirect, 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.
2

Agents 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
TermMeaning
Agent functionAbstract mapping from every possible percept sequence to an action
Agent programFinite executable code that implements the behavior
ArchitectureComputing 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:

4+42+43=84

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.

  1. 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 1+1+2+7×2=18.
  2. Agent 2 performs Right, Suck, Left, Suck, then NoOp six times. Its total is 0+1+1+2+6×2=16.
  3. 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 arrangementWho can act or initiate?
AutonomousThe system acts without human approval
Semi-autonomousA human supervises or approves some decisions
Mixed-initiativeHuman 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 partTaxi example
PerformanceSafety, legality, journey time, comfort, earnings, low disruption
EnvironmentRoads, traffic, pedestrians, cyclists, passengers, police, weather
ActuatorsSteering, accelerator, brakes, turn signals, horn, passenger display or speech output
SensorsCameras, 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.
3

Describe 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
DimensionTestExample
Episodic or sequentialCan this action affect later decisions?Independent part inspection is episodic; driving is sequential
Static or dynamicCan the environment change during deliberation?A crossword is static; road traffic is dynamic
SemidynamicDoes 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
TaskInformation and outcomesDependence and timing
CrosswordFully observable, single-agent, deterministicSequential, static, discrete
Chess with a clockFully observable, competitive, deterministicSequential, semidynamic; discrete board and moves
BackgammonFully observable, competitive, stochastic because of diceSequential, static between decisions, discrete
PokerPartially observable, competitive, stochastic because of shuffled cardsSequential, 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.
4

How 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
DesignInput to action selectionMain limitation
Table-drivenComplete percept history used as a lookup keyThe table becomes too large to build, store or learn
Simple reflexCurrent percept interpreted through condition–action rulesIdentical readings always trigger the same response unless randomized
Model-based reflexUpdated internal estimate of the worldEstimate 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.

PreferenceWhat it expresses
GoalWhether a state is acceptable
UtilityHow desirable a state or sequence is
Expected utilityHow 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:

EU⁡(a)=∑s′P(s′∣a) U(s′)

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:

E[TA]=30,E[TB]=0.8×20+0.2×50=26

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:

EU⁡(A)=1,EU⁡(B)=0.8

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
ComponentJob
Performance elementSelect external actions
CriticEvaluate behavior against a fixed performance standard
Learning elementImprove the agent using feedback
Problem generatorPropose 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:

23×10=80

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.
5

Build 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
ComponentMeaning
State spacePossible configurations considered by the model
Initial stateConfiguration 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.

  1. To reach the exit, store the cell: 5×6=30 possibilities.
  2. To collect all packages, add eight collected/not-collected flags: 30×28=7,680 assignments.
  3. If battery charge matters, add 11 levels, from 0 through 10: 7,680×11=84,480 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 9!=362,880 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 n 2n 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
  1. State a measurable goal tied to the performance measure.
  2. Choose the minimum sufficient state variables and the initial state.
  3. Define applicable actions and their results.
  4. Write the goal test.
  5. Assign action costs with units.
  6. 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:

min⁡(3,4−3)=1

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

5 Walkthroughs

1

Read an AI claim carefully

14 steps
Compare definitions, trace the field’s development and evaluate a claim about a capable system.
  1. 1
    IntroductionWhat 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.

  2. 2
    ExplanationCross 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.

  3. 3
    ExampleSeparate 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.

  4. 4
    Key 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.

  5. 5
    ChallengeJudge 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.

  6. 6
    ConnectionThe 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.

  7. 7
    ExplanationBuild 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.

  8. 8
    ExampleSee 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.

  9. 9
    ChallengeInterpret 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.

  10. 10
    ConnectionCompare 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.

  11. 11
    ExplanationMatch 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.

  12. 12
    ChallengeChoose 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.

  13. 13
    ChallengeConnect 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.

  14. 14
    RecapUse 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.

2

Design a warehouse agent’s task

13 steps
Trace inputs and actions, choose a performance measure and check a PEAS description.

Save this lesson to follow every Walkthrough step by step.

  1. 1
    IntroductionStart with a picking robot
  2. 2
    ExampleTrace one interaction
  3. 3
    AnalogySeparate a specification from code
  4. 4
    ChallengeFind the missing information
  5. 5
    ExampleChoose what to reward
  6. 6
    ExampleScore the vacuum after each action
  7. 7
    ChallengeChange the measure
  8. 8
    Key InsightJudge the decision at its time
  9. 9
    ConnectionLet experience change the map
  10. 10
    ExplanationWrite the four PEAS parts
  11. 11
    ChallengeCheck the sensor list
  12. 12
    ChallengeRevise the design together
  13. 13
    RecapCheck the loop against the outcome
3

Classify a changing task

11 steps
Compare independent dimensions and connect each classification to agent design.

Save this lesson to follow every Walkthrough step by step.

  1. 1
    IntroductionDescribe the task before labeling it
  2. 2
    ExplanationSeeing is different from knowing the rules
  3. 3
    ExampleSeparate chance from opponents
  4. 4
    ChallengeClassify two facts independently
  5. 5
    ExampleAsk what changes during thought
  6. 6
    TipClassify the quantity you mean
  7. 7
    ExampleInspect one finished part
  8. 8
    ChallengeChange how the image is presented
  9. 9
    ConnectionTurn labels into capabilities
  10. 10
    ChallengeChoose a design for an unfamiliar robot
  11. 11
    RecapGive each label a reason
4

Build an agent with memory, preferences and learning

15 steps
Compare action-selection designs and calculate how a utility choice changes.

Save this lesson to follow every Walkthrough step by step.

  1. 1
    IntroductionWhat information drives the action?
  2. 2
    ExampleStart with a current-reading rule
  3. 3
    ExplanationReplace the huge table with a model
  4. 4
    ChallengeDoes memory create a goal?
  5. 5
    ExplanationMake the desired future explicit
  6. 6
    ExampleList the travel outcomes
  7. 7
    ExampleEvaluate average travel time
  8. 8
    ExampleEvaluate catching the train
  9. 9
    ChallengeMove the departure time
  10. 10
    ExplanationGive feedback four roles
  11. 11
    ExampleFollow a drone’s update
  12. 12
    ChallengeIdentify the component
  13. 13
    ConnectionChoose a state representation
  14. 14
    ChallengeKeep learning aligned
  15. 15
    RecapInspect the action-selection design
5

Formulate and check a search problem

17 steps
Choose a sufficient state, compute its size and work a jug problem through its goal test.

Save this lesson to follow every Walkthrough step by step.

  1. 1
    IntroductionMake a task executable in a model
  2. 2
    ExplanationSeparate formulation from search
  3. 3
    ExampleCheck the road costs
  4. 4
    ChallengeDistinguish a state from a path
  5. 5
    ExampleAdd the missing memory
  6. 6
    ExampleCount the variables
  7. 7
    ChallengeDecide whether a detail belongs
  8. 8
    Key InsightCount configurations, not construction orders
  9. 9
    ExplanationDefine the jug state and operations
  10. 10
    ExampleBegin the four-action plan
  11. 11
    ExampleUse the capacity limit
  12. 12
    ChallengeChange the goal test
  13. 13
    ExampleStart a plan for the larger jug
  14. 14
    ExampleFinish the six-action plan
  15. 15
    ConnectionCarry timing into flight planning
  16. 16
    ChallengeRepair a tour model
  17. 17
    RecapTest the formulation before exploring

Intelligent Agents practice questions

40 Practice Questions in 4 sets

Set 1: Identify AI claims and specify agents10 Practice Questions

Question 1 of 10

A researcher compares a program’s intermediate steps, errors and response times with those of human puzzle solvers. Which view of AI is being tested?
  1. Acting humanly
  2. Thinking humanly
  3. Thinking rationally
  4. Acting rationally
Show answerHide answer
Answer: B
Thinking humanly asks whether the program’s internal process resembles human cognition, so steps, errors and timing are relevant evidence. Acting humanly evaluates observable behavior; getting similar final answers or producing convincing conversation would not by itself test the same internal-process claim.

Question 2 of 10

A navigation agent chooses the route with the best expected score from its traffic data. A rare closure makes the chosen route slow. How should the original decision be judged?
  1. It becomes irrational once the slow outcome occurs.
  2. It is rational only if a person would choose it too.
  3. It becomes rational only after learning the closure.
  4. It can remain rational despite the poor outcome.
Show answerHide answer
Answer: D
Rationality is judged using the evidence and action choices available when the decision was made. A rare bad outcome can occur even after expected performance has been maximized. Judging only the realized delay substitutes hindsight for the information the agent actually had.

Question 3 of 10

What distinguishes the two events associated with AI’s founding at Dartmouth in 1955 and 1956?
  1. The proposal was in 1955; the workshop was in 1956.
  2. The workshop was in 1955; the proposal was in 1956.
  3. The first winter was in 1955; the workshop was in 1956.
  4. The proposal was in 1955; the first winter was in 1956.
Show answerHide answer
Answer: A
The proposal introducing the name artificial intelligence was written in 1955, and the summer workshop took place in 1956. Reversing those dates confuses the planning document with the event it proposed. The AI winters were later periods of declining funding and confidence.

Question 4 of 10

A field robot learns to recognize plants, assigns probabilities to its possible locations and searches a map for a route. How is its overall approach best described?
  1. Symbolic AI applied to every component
  2. Learning-based AI without model reasoning
  3. Hybrid AI combining several methods
  4. Behavior-based control without planning
Show answerHide answer
Answer: C
The robot combines learned recognition, probabilistic location estimation and search, so hybrid AI describes the whole design. Calling the whole system learning-based overlooks its explicit uncertainty model and route search. A component can use learning without every part of the system using the same method.

Question 5 of 10

What does an agent function map to an action?
  1. Only the current sensor reading
  2. Every possible percept sequence
  3. Every possible source-code statement
  4. Only the current actuator setting
Show answerHide answer
Answer: B
The agent function specifies an action for each possible percept history. A particular program may ignore history, but the abstract function still has percept sequences as its input. The current-reading restriction belongs to a simple reflex design, not to the general definition of an agent function.

Question 6 of 10

A table-driven agent has three possible percepts. How many entries cover every percept sequence of lengths one through three?
  1. 39 entries
  2. 27 entries
  3. 12 entries
  4. 81 entries
Show answerHide answer
Answer: A
There are 3 length-one histories, 9 length-two histories and 27 length-three histories: 3+9+27=39 entries. Counting only 27 includes the longest histories but omits the shorter ones. The table key is an entire ordered sequence, so repeated current percepts do not merge different histories.

Question 7 of 10

A document-checking agent earns a point whenever it flags a file. It flags every file, including correct ones. What performance-measure change best addresses this failure?
  1. Reward every flag more when processing is fast.
  2. Reward each file that receives at least one flag.
  3. Reward repeated flags when a file remains open.
  4. Reward correct detection and penalize incorrect flags.
Show answerHide answer
Answer: D
The measure must distinguish useful detection from false alarms, so it should reward correct flags and penalize incorrect ones. Rewarding a flagged file once still favors flagging every file. Faster processing or repeated checking changes the amount of activity rewarded without defining correctness.

Question 8 of 10

A cleaner starts in zone A with both A and B dirty. Suck cleans the current zone; clean zones stay clean. After each of six actions it earns one point per clean zone, then loses two points per move. What total does Suck, Right, Suck, Left, Right, NoOp earn?
  1. 6 points
  2. 8 points
  3. 4 points
  4. 10 points
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Answer: C
The clean-zone counts after the actions are 1, 1, 2, 2, 2 and 2, totaling 10 points. There are three moves, so the movement penalty is 6 and the score is 4. Subtracting only 2 treats the move penalty as a single charge rather than a charge for each move.

Question 9 of 10

In a greenhouse robot’s PEAS description, where do temperature probes and cameras belong?
  1. Actuators
  2. Environment
  3. Performance measure
  4. Sensors
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Answer: D
Temperature probes and cameras obtain information, so they belong under Sensors. Their readings are percepts rather than the sensors themselves. Actuators, such as a valve motor, provide means to change the greenhouse; measuring the environment and changing it play different roles in PEAS.

Question 10 of 10

A packing agent must avoid crushing products. It can identify product codes and control grip force, but receives no force or damage feedback. What is missing from its PEAS design?
  1. An additional reward for attempted grips
  2. A source of evidence about handling outcomes
  3. A goal based only on package identity
  4. A rule making all grip forces identical
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Answer: B
The performance goal concerns gentle handling, so the agent needs relevant evidence such as force or damage information to support that choice. Product identity alone does not reveal the actual handling outcome. Adding rewards for attempts would encourage activity without supplying the missing information.
Set 2: Classify tasks and compare agent designs10 Practice Questions

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Question 1 of 10

A card-game agent knows all action rules, but some cards are face down. How should observability and knowledge of dynamics be classified?
  1. Fully observable and known
  2. Partially observable and unknown
  3. Partially observable and known
  4. Fully observable and unknown
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Question 2 of 10

A game board remains unchanged while the player thinks, but the score decreases with elapsed time. What is its timing classification?
  1. Semidynamic
  2. Static
  3. Dynamic
  4. Episodic
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Question 3 of 10

A visible board game has an opponent and uses a random spinner to determine movement. What distinguishes its outcome uncertainty from ordinary chess?
  1. The opponent makes the state partially observable.
  2. The visible board makes all transitions deterministic.
  3. The spinner makes the action rules unknown.
  4. The spinner makes state transitions stochastic.
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Question 4 of 10

A classifier judges independent frozen photos of sealed packages. Defects can be hidden inside, and earlier packages give no information about the current one. What does partial observability imply about memory here?
  1. The classifier must store every earlier package image.
  2. Past package images need not improve the decision.
  3. The hidden defect makes the episodes sequential.
  4. The frozen image reveals every relevant package fact.
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Question 5 of 10

An inspection system first judges an unchanged image of one independent part. It is redesigned to steer a moving arm over the same part, with each move changing the next view and the part continuing along a conveyor. Which classification changes follow?
  1. The task becomes sequential and dynamic.
  2. The task becomes episodic and semidynamic.
  3. The task becomes sequential and static.
  4. The task becomes multiagent and semidynamic.
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Question 6 of 10

Which model describes how a robot’s physical state produces a camera observation?
  1. The transition model
  2. The utility function
  3. The sensor model
  4. The goal test
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Question 7 of 10

A simple reflex cleaner without a location sensor always moves west on a clean reading. It stays at a western boundary. Why does the loop continue?
  1. The cleaner’s goal changes after every west move.
  2. The unchanged percept triggers the same action.
  3. The sensor model reveals a new location each time.
  4. The cleaner compares all future routes before acting.
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Question 8 of 10

A robot stores that a door was closed, predicts it will remain closed, and applies a fixed “closed door: wait” rule even when the door is out of view. Which design does this describe?
  1. Simple reflex
  2. Table-driven
  3. Goal-based planning
  4. Model-based reflex
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Question 9 of 10

Two delivery plans both reach the required destination. One is quieter and uses less energy. What must the agent add to the destination goal to express that preference?
  1. A utility function ranking the outcomes
  2. A second copy of the same destination goal
  3. A percept table indexed only by current location
  4. A goal test accepting every reached destination
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Question 10 of 10

A courier has 35 minutes to arrive. Route M takes 28 minutes for certain. Route N takes 18 minutes with probability 0.75 or 46 minutes with probability 0.25. Which choices follow from minimizing expected time and from maximizing on-time probability, respectively?
  1. Route M for mean time; route M for on-time arrival
  2. Route N for mean time; route N for on-time arrival
  3. Route N for mean time; route M for on-time arrival
  4. Route M for mean time; route N for on-time arrival
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Set 3: Build and evaluate precise search models10 Practice Questions

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Question 1 of 10

Which component of a learning agent judges behavior against the fixed performance standard?
  1. The performance element
  2. The learning element
  3. The critic
  4. The problem generator
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Question 2 of 10

In a deterministic puzzle model, what does RESULT(s, a) return?
  1. The cost of reaching any goal from state s
  2. The set of actions applicable in state s
  3. The test of whether state s is a goal
  4. The state produced by action a in state s
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Question 3 of 10

A search tree contains two nodes labeled with the same grid cell. The search state is location alone. How can both nodes be valid?
  1. They represent different states with identical locations.
  2. They represent different paths ending at that cell.
  3. They prove that the state-space graph needs duplicates.
  4. They prove that the grid transition rule is stochastic.
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Question 4 of 10

All roads run both ways. Distances are S–P 16 km, P–G 27 km, S–Q 9 km, Q–P 5 km and Q–G 34 km. Which route is optimal from S to G?
  1. S → P → G, at 43 km
  2. S → Q → G, at 43 km
  3. S → Q → P → G, at 41 km
  4. S → P → Q → G, at 55 km
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Question 5 of 10

A maintenance robot has 18 positions and must record which of five independent switches are on. Every combination is allowed. How many represented states are there?
  1. 576
  2. 90
  3. 288
  4. 1,152
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Question 6 of 10

A rail planner records only the current station. Departures have fixed timetables and transfer feasibility depends on arrival time. A ticket also permits one restricted connection; using it changes later legal choices. Fares are fixed per action and no other history matters. What is the minimum sufficient state?
  1. Station and accumulated fare only.
  2. Station and current time only.
  3. Station, current time and whether the restriction was used.
  4. Station and whether the restriction was used.
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Question 7 of 10

A puzzle representation describes 120 configurations, but its action rules reach only 60 from the chosen start. Which count describes the reachable state space for that start?
  1. 120 configurations
  2. 180 configurations
  3. 7,200 configurations
  4. 60 configurations
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Question 8 of 10

An unmarked 7-liter jug holds 5 liters and an unmarked 4-liter jug holds 3 liters. Pour from the larger into the smaller until the source empties or the destination fills. What amounts remain, in larger–smaller order?
  1. (4, 4) liters
  2. (5, 3) liters
  3. (3, 4) liters
  4. (4, 3) liters
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Question 9 of 10

A planner must inspect all required sites and return a service vehicle to its depot in the least travel time. It records only current location, counts road segments as cost, and stops on any depot return. What coordinated repair is needed?
  1. Track inspected sites, accept any depot return, and sum travel time.
  2. Track inspected sites, test completed return, and sum travel time.
  3. Track inspected sites, test completed return, and count road segments.
  4. Track only elapsed time, test completed return, and sum travel time.
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Question 10 of 10

A representation names individual tools, storage bays and the relation “inside” between a tool and a bay. What kind of state representation is this?
  1. Structured
  2. Atomic
  3. Factored with no object relations
  4. Table-driven by percept history
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Set 4: Combine evidence, preferences and problem models10 Practice Questions

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Question 1 of 10

A conversational program convinces an evaluator that it is human. The evaluator concludes that Searle’s Chinese Room objection has been settled. What is the flaw in that conclusion?
  1. The test evaluates behavior while the objection concerns understanding.
  2. The test evaluates internal thought while the objection concerns behavior.
  3. The test evaluates utility while the objection concerns search efficiency.
  4. The test evaluates general intelligence while the objection concerns narrow skill.
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Question 2 of 10

What name describes AI research combining neural learning with symbolic reasoning?
  1. Behavior-based AI
  2. Purely symbolic AI
  3. Neurosymbolic AI
  4. Evolutionary computation
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Question 3 of 10

A machine can use a reliable process worth 70 utility points or a fast process worth 100 if a component is sound and 0 if faulty. The component is sound with probability 0.6. A perfect inspection costs 5 utility points and then permits choosing either process. What policy maximizes expected utility?
  1. Use the fast process without inspecting the component.
  2. Inspect; use fast if sound and reliable if faulty.
  3. Use the reliable process without inspecting the component.
  4. Inspect; use the reliable process for either result.
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Question 4 of 10

A mobile robot sees only its immediate area. An obstacle enters a blind spot after crossing the camera view; other objects move while it deliberates, and its unfamiliar controls must be learned. Which design addresses all three demands?
  1. Use only the current image, update promptly and assume fixed known controls.
  2. Maintain a state estimate, ignore time changes and explore action effects.
  3. Use only the current image, freeze the plan and explore action effects.
  4. Maintain a state estimate, update it promptly and explore action effects.
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Question 5 of 10

A delivery has a 30-minute deadline. Route R takes 26 minutes for certain. Route S takes 16 minutes with probability 0.8 or 44 minutes with probability 0.2. Utility is 100 for on-time delivery and −80 for late delivery, minus one point per travel minute. Which route has higher expected utility?
  1. Route S, with 78.4 rather than 74.
  2. Route S, with 80 rather than 74.
  3. Route R, with 100 rather than 64.
  4. Route R, with 74 rather than 42.4.
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Question 6 of 10

A learning system revises its estimate of passenger comfort from new feedback while its external comfort-and-safety scoring standard remains fixed. Is it necessarily redefining success?
  1. Yes; any learned utility estimate replaces the external standard.
  2. No; it can improve an internal estimate under a fixed standard.
  3. Yes; the critic must choose all actions to preserve the standard.
  4. No; a learned agent no longer requires a performance standard.
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Question 7 of 10

A robot has 10 possible cells, three independently collectible objects and four battery levels. Object color never affects actions, outcomes, cost or the goal. Every cell–collection–battery combination is allowed. How many states does the smallest sufficient representation describe?
  1. 120
  2. 80
  3. 320
  4. 640
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Question 8 of 10

Unmarked 5-liter and 3-liter jugs start empty. “Pour” means continue until the source empties or the destination fills. Which six-action plan ends with exactly 4 liters in the larger jug?
  1. Fill large; pour to small; empty small; pour to small; fill large; pour to small.
  2. Fill large; pour to small; empty small; fill small; pour to large; pour to small.
  3. Fill small; pour to large; fill small; pour to large; empty large; pour to large.
  4. Fill large; pour to small; empty large; pour to large; fill small; pour to large.
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Question 9 of 10

A laboratory courier is scored on fast delivery, intact samples and no collisions. Its PEAS description says “trade any amount of safety for a shorter trip.” The task actually forbids collisions. What change makes the description fit the task?
  1. Remove the intact-sample outcome and keep only travel time.
  2. Make collision avoidance a constraint when comparing travel times.
  3. Reward speed equally and let collisions count as neutral outcomes.
  4. Replace collision sensing with a rule rewarding attempted deliveries.
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Question 10 of 10

A repair team starts at H and must reach J within 30 minutes. Roads run both ways: H–K 7 km and 12 min; K–J 9 km and 15 min; H–L 4 km and 8 min; L–J 10 km and 25 min; K–L 2 km and 5 min. Among on-time routes, which has the least distance?
  1. H → L → J, at 14 km.
  2. H → K → J, at 16 km.
  3. H → K → L → J, at 19 km.
  4. H → L → K → J, at 15 km.
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Stuck on your own question? Homework Help

Key Terms

98 Key Terms, each with its definition

A

Abstraction
Abstraction removes details from a representation while preserving the information needed to solve the modeled task correctly.
A route model can ignore scenery while retaining fuel if fuel limits which roads can be taken.
Action applicability
Action applicability specifies the state conditions under which an operation is included among the legal choices of a search problem.
A flight that has already departed is not an available next leg for a newly arriving traveler.
Action cost
An action cost is the numerical expense assigned to a transition, using units chosen to reflect the problem’s performance objective.
A drive can cost its distance in kilometers or its duration in minutes, depending on the objective.
Actuator
An actuator is a means by which an agent changes its environment, such as a motor, gripper or software output mechanism.
The warehouse robot’s gripper provides the means to lift an item from a shelf.
Adversarial search
Adversarial search reasons about competing agents’ possible actions when choosing a move in a competitive environment.
A chess program considers plausible opponent replies when evaluating a possible move.
Agent
An agent is a system viewed as receiving information through sensors and acting on its environment through actuators.
A spam filter receives messages and changes which folder receives them, forming a digital agent.
Agent architecture
An agent architecture is the computing platform with its sensors and actuators on which an agent program is implemented.
A robot’s code runs on hardware whose cameras and motors limit what it can perceive and do.
Agent function
An agent function is an abstract mapping from every possible percept sequence to the action that the agent would select.
Two programs can implement the same agent function even if their code is organized differently.
Agent program
An agent program is executable code implementing an agent’s behavior on a computing architecture and retaining any needed memory.
A program receiving only the current reading stores earlier observations when they are useful.
AI effect
The AI effect is the tendency to stop regarding a solved task as intelligent once its machine performance becomes familiar.
Routine route planning can cease to look like AI even though it still relies on search.
AI winter
An AI winter is a period of reduced funding and commercial confidence after expectations exceed demonstrated AI capabilities.
Research continued during the funding declines of the mid-1970s and late 1980s.
Artificial general intelligence
Artificial general intelligence is proposed AI with broad human-level abilities and flexible learning across many different tasks.
Success in a single board game addresses a narrower claim than general intelligence.
Assembly sequencing
Assembly sequencing finds a feasible order for fitting parts together when earlier operations can enable or obstruct later ones.
A fitted cover can block a screw location, so the state must record which parts are installed.
Atomic representation
An atomic representation treats each state as an indivisible item without exposing variables or relationships inside it.
A road-search method can treat each town name as one state connected to neighboring towns.
Autonomy
Autonomy is the extent to which an agent’s behavior depends on its own experience and percepts beyond its designer’s prior knowledge.
A vacuum that updates its map after furniture moves relies on experience to adapt its behavior.

B

Backpropagation
Backpropagation computes how network parameters affect error, providing information used to train multilayer neural networks.
Its popularization in 1986 helped renew interest in learning with multiple network layers.

C

Chinese Room
The Chinese Room is Searle’s thought experiment arguing that rule-based symbol manipulation alone is insufficient for understanding.
The systems reply asks whether understanding belongs to the whole room and its rules.
Classical search
Classical search explores action paths in a known, fully observable, deterministic, discrete single-agent model to reach a goal.
A route planner compares paths on a fixed road map with specified distances and connections.
Closed-loop execution
Closed-loop execution monitors new percepts during action and adjusts behavior or replans when the observed situation requires it.
A robot checks whether a doorway is still clear instead of relying only on its original route plan.
Cognitive modeling
Cognitive modeling builds and tests computational accounts of human thought, including people’s reasoning steps, errors and timing.
A puzzle model is compared with human solving traces, not only with the final answers.
Combinatorial explosion
Combinatorial explosion is the rapid growth of possibilities as a problem gains choices, often making exhaustive exploration impractical.
A method that works on a tiny puzzle can face far too many possibilities on a larger one.
Condition–action rule
A condition–action rule specifies an action to select when a description of the current percept or internal state meets a condition.
The rule “if the current square is dirty, Suck” selects cleaning when its condition holds.
Continuous environment
A continuous environment includes relevant quantities that vary over ranges, such as position, speed or steering angle.
A driving model may treat speed continuously even though its camera uses digital pixel values.
Critic
The critic is the component that evaluates an agent’s behavior against a fixed performance standard and reports feedback for learning.
A drone’s critic reports that an 8% landing charge falls below the drone’s fixed 15% safety standard.

D

Deep learning
Deep learning uses neural networks with many layers to learn representations that support tasks such as vision and language processing.
AlexNet used a deep network trained on graphics processors for image recognition in 2012.
Deliberative agent
A deliberative agent selects actions by considering predicted consequences, often through search or planning with a model.
Route planning looks ahead, while an immediate braking rule can operate as a reactive layer.
Deterministic environment
A deterministic environment has a next state fixed by its current state and the selected action, according to the model.
Moving a tile into the blank gives one specified next arrangement in a sliding puzzle.
Discrete environment
A discrete environment represents relevant states or choices as distinct alternatives, with time and observations classified separately.
A sliding puzzle has separate tile arrangements and a finite set of legal moves from each one.
Dynamic environment
A dynamic environment can change while the agent is deliberating, making the timing of its decisions part of effective behavior.
Traffic keeps moving while a driving agent predicts whether it can change lanes safely.

E

Episodic environment
An episodic environment separates experience into independent percept–action episodes whose later cases do not depend on earlier actions.
Sorting one finished part need not change the properties of the next part to be inspected.
Expected utility
Expected utility is the sum of each possible outcome’s utility multiplied by its probability for the action being evaluated.
A route that catches a train with probability 0.8 has utility expectation 0.8 under a 1-or-0 score.
Expert system
An expert system applies encoded specialist knowledge, often if–then rules, to solve problems within a particular narrow domain.
XCON applied configuration knowledge to computer orders rather than learning general intelligence.
Exploration
Exploration is taking actions to gain information about an environment or action effects so that later decisions can improve.
A robot tries a slower speed to learn whether that choice reduces energy consumption.

F

Factored representation
A factored representation describes a state through variables with values, allowing reasoning to refer to shared attributes of states.
Position, fuel level and an oil-warning flag expose different properties of the same vehicle.
False positive
A false positive is an incorrect positive classification, such as labeling a legitimate message as spam when spam is the positive class.
A spam filter’s score needs to penalize blocked legitimate mail as well as reward blocked spam.
Full observability
Full observability means that the agent’s current sensor information reveals every aspect of the state relevant to choosing an action.
A chess program can inspect every piece on the board when deciding its next legal move.

G

Goal test
A goal test is a procedure that checks whether a represented state satisfies the desired condition of a search problem.
With two water jugs, testing for 2 liters in either jug accepts a different set of states from testing the larger jug alone.
Goal-based agent
A goal-based agent uses an explicit desired condition and predicted action consequences to choose behavior that can achieve the goal.
Changing the passenger’s destination gives a taxi a different target without replacing its map.

H

Hybrid AI
Hybrid AI combines different methods within one system, allowing each method to handle a different demand of the same task.
A vehicle can join learned vision, probabilistic tracking and search-based route planning.

I

Incremental formulation
An incremental formulation constructs a candidate solution by adding components to an initially empty or incomplete configuration.
The eight-queens model can add one nonattacking queen in the next column at each step.
Initial state
An initial state is the specified configuration from which a search problem’s action sequences and execution begin.
An empty pair of water jugs begins at (0, 0), with the larger jug listed first.
Internal state
An internal state is the agent’s stored estimate of relevant current world information, updated from past actions and new percepts.
A vehicle retains an estimate of a nearby car after the car enters a camera blind spot.

K

Knowledge acquisition bottleneck
The knowledge acquisition bottleneck is the effort required to obtain, encode and maintain specialist knowledge for an AI system.
A changing product catalog can make a hand-maintained configuration rule base costly to update.
Known environment
A known environment has specified action effects or outcome probabilities, even when some details of its current state are hidden.
Solitaire’s rules can be known while face-down cards remain unavailable to the player.

L

Learning element
The learning element is the component that uses experience and feedback to improve the agent’s models or action selection.
After a headwind drains a drone’s battery, its learning element revises the energy model for future flights.
Limited rationality
Limited rationality means selecting actions as effectively as possible within the time and computational resources available.
A driving system must choose a useful action before a developing hazard becomes unavoidable.

M

Machine learning
Machine learning builds models that improve at tasks through data or experience instead of specifying every response by hand.
A learned decision tree can encode readable rules derived from labeled examples.
Mixed-initiative control
Mixed-initiative control is an arrangement in which a human and a system share control and either can initiate an action.
Driver assistance can steer within a lane while the human can take control whenever needed.
Model-based reflex agent
A model-based reflex agent updates an internal estimate of the world and applies condition–action rules to that estimate.
A vacuum in a two-square world can remember that both squares are clean and select NoOp instead of another move.
Multiagent environment
A multiagent environment contains other goal-directed decision makers whose choices interact with those of the agent being studied.
Two robots carrying a table coordinate actions, while chess players choose competing moves.

N

Narrow AI
Narrow AI performs particular tasks, such as recognizing speech or playing a game, without thereby establishing broad human-level ability.
A strong Go program still needs a different design to act as a road-driving system.
Neurosymbolic AI
Neurosymbolic AI combines neural learning with explicit symbolic representation or reasoning in an integrated approach.
A system can learn to recognize objects and then reason about explicit relations between them.
Nondeterministic environment
A nondeterministic environment permits more than one next state for a state and action; probabilities need not be specified.
A model can list two possible movement outcomes without assigning a probability to either one.

O

Omniscience
Omniscience is complete knowledge of actual action outcomes in advance, which is stronger than the evidence available to a rational agent.
A rational traveler can choose well even when an unforeseen delay later makes the trip slow.
Open-loop execution
Open-loop execution follows a fixed action plan without monitoring new percepts to check that predicted changes actually occurred.
A known deterministic puzzle model can support executing a complete sequence without resensing.
Optimal solution
An optimal solution is a path from the initial state to a goal with the lowest total action cost among all solutions.
With unequal road lengths, the route using the fewest roads need not be optimal.

P

Partial observability
Partial observability means that relevant state information is hidden, incomplete or uncertain because of the limits of the agent’s sensors.
A taxi cannot directly see another driver’s intention or a vehicle hidden in a blind spot.
Path cost
A path cost is the total obtained by adding the costs of all actions along a path, using the model’s specified cost units.
Three short roads can have a lower path cost in kilometers than two longer roads.
PEAS
PEAS is a task-description framework naming the Performance measure, Environment, Actuators and Sensors for an agent.
A taxi description connects passenger comfort to its controls and information about acceleration.
Percept
A percept is the information reported to an agent at a particular moment, which may describe only part of the environment.
In a two-square vacuum world, the reading “[B, Dirty]” reports local dirt but says nothing about whether square A is clean.
Percept sequence
A percept sequence is the complete history of inputs received by an agent, including earlier readings that may inform current decisions.
A remembered obstacle can affect a robot’s choice after it leaves the current camera view.
Performance element
The performance element is the component of a learning agent that selects and carries out its external actions.
A drone’s performance element chooses the flight behavior used on a delivery route.
Performance measure
A performance measure is an external standard that scores the environment outcomes produced over time by an agent’s behavior.
Clean-floor points reward an outcome, while points for dirt collected can reward repeated work.
Probabilistic AI
Probabilistic AI represents uncertain states or outcomes with probabilities and uses them to combine evidence and support choices.
A robot combines noisy readings to estimate several possible locations with different confidence.
Problem generator
The problem generator is the component that proposes exploratory actions likely to produce information useful for later improvement.
A test flight at a slower speed can reveal whether reduced speed saves battery energy.

R

Rational agent
A rational agent chooses the action expected to produce the best performance given its available evidence and prior knowledge.
A delivery agent can rationally choose a route that later suffers an unexpected delay.
Reachable state
A reachable state is a represented configuration that can be produced from the initial state through a legal sequence of actions.
Only half of the 8-puzzle’s arrangements are reachable from any one starting arrangement.
Reinforcement learning
Reinforcement learning improves action selection through interaction and feedback such as rewards or penalties from the environment.
An agent can learn useful behavior while discovering the consequences of unfamiliar actions.

S

Search state
A search state retains the world information needed to compute future actions, results, goal status and costs for a particular problem.
Collecting packages needs both the robot’s cell and flags showing which packages remain.
Search tree
A search tree represents paths explored from an initial state, so different tree nodes may correspond to the same world configuration.
Two routes ending in the same town are different paths even when their final states match.
Semidynamic environment
A semidynamic environment stays unchanged during deliberation while the agent’s performance score changes with elapsed time.
In clocked chess, the board waits during a turn even though time continues to count.
Sensor
A sensor is a means by which an agent obtains information about its environment, including physical readings or digital inputs.
A barcode reader supplies package information that a warehouse robot can use when choosing a pick.
Sensor model
A sensor model describes how states of the world give rise to the observations or readings available to the agent.
A robot uses the model to relate a camera image to the possible position of an obstacle.
Sequential environment
A sequential environment is one in which the current action can affect later situations, choices or performance.
Missing an exit changes the routes available for the remainder of a driving trip.
Simple reflex agent
A simple reflex agent selects actions by applying condition–action rules to the current percept without tracking hidden state from history.
A location-blind cleaner can repeat a left move because its reading stays “Clean” at the wall.
Solution
A solution to a search problem is a legal action sequence leading from its specified initial state to a state that passes the goal test.
A route’s final town is its endpoint; the directions used to reach it form the solution path.
Standardized problem
A standardized problem has a short, precise description that supports clear examples and comparisons of problem-solving methods.
Sliding-tile puzzles make the state, legal moves and goal test straightforward to specify.
State space
A state space is the set of configurations represented by a search model, with action rules determining their possible connections.
Location and two dirt flags describe the eight states of a two-square vacuum world.
State-space graph
A state-space graph represents states as vertices and actions as directed edges, with each distinct state represented once.
A road usable in both directions contributes a separate directed edge for each direction.
Static environment
A static environment remains unchanged while the agent deliberates, so the surrounding state does not evolve during decision time.
A crossword grid stays fixed while the solver considers what answer to enter next.
Stochastic environment
A stochastic environment has uncertain outcomes represented by explicit probabilities for possible changes or next states.
A backgammon roll introduces chance even though all pieces on the board can be seen.
Strong AI
Strong AI is the philosophical claim that an appropriately functioning intelligent machine actually thinks and understands.
Searle’s Chinese Room disputes whether executing a program is sufficient for this kind of understanding.
Structured representation
A structured representation describes objects and relations between them, allowing reasoning about roles and repeated relational patterns.
A delivery description can distinguish a truck, a gate and the relation “behind” between them.
Supervised learning
Supervised learning learns a mapping from inputs to target outputs using examples that provide the desired answer for each input.
Labeled pass-and-reject images can train an inspection classifier for independent parts.
Symbolic AI
Symbolic AI represents knowledge explicitly with symbols, rules or logical statements and reasons through inference and search.
A route planner reasons over named places and connections to compare possible paths.

T

Table-driven agent
A table-driven agent retains the percept sequence and selects an action by looking up the entry associated with that complete history.
Even four possible percepts require 84 entries to cover histories up to length three.
Task environment
A task environment is the problem setting specified for an agent, including success criteria, surroundings, action means and information means.
Defining a picking task requires describing the shelves, workers and intended picking outcomes.
Touring problem
A touring problem asks an agent to visit a required collection of places, making the history of completed visits relevant to the state.
The current town alone cannot tell a planner whether every required stop has already been visited.
Trade-off
A trade-off is a choice between competing desirable outcomes in which improving one can reduce another under the same constraints.
A faster trip can be less comfortable, so the task must specify how those outcomes are valued.
Transition model
A transition model describes how an environment changes over time, including the effects of the agent’s actions on states.
The model predicts that pouring into a nearly full jug stops when the remaining space is filled.
Traveling salesperson problem
The traveling salesperson problem seeks a shortest tour that visits every city exactly once and returns to the starting city.
Its NP-hardness means no efficient exact method is known for every large instance.
Turing test
The Turing test assesses whether an interrogator can reliably distinguish a machine from a human through hidden typed interaction.
A convincing typed conversation is evidence about humanlike interaction in this test.

U

Unknown environment
An unknown environment has action effects or outcome probabilities that the agent must learn through experience or exploration.
A fully visible game can be unknown when the player has not learned what its buttons do.
Utility function
A utility function assigns numerical desirability to states or sequences, expressing preferences between possible outcomes.
Two routes can reach the destination while differing in comfort, time and safety value.
Utility-based agent
A utility-based agent chooses behavior by comparing the desirability of predicted outcomes, including uncertainty where it matters.
A planner can favor a reliable arrival over a trip with a lower average duration but a late tail.

V

Value alignment
Value alignment is the challenge of making the objective pursued by a machine agree with the outcomes and preferences people want.
Rewarding solved support problems avoids an incentive to close unresolved requests quickly.

W

Weak AI
Weak AI is the claim that machines can act intelligently without that behavior settling whether they genuinely think or understand.
The claim concerns intelligent behavior, leaving the stronger philosophical claim about understanding open.
World state
A world state is a description of all information about the environment, including details irrelevant to a particular planning task.
A full grid-world description can include wall colors even when the exit task ignores them.

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