Logical Agents CE417: Introduction to Artificial Intelligence Sharif University of Technology Spring 2017 Soleymani “ Artificial Intelligence: A Modern Approach ” , 3 rd Edition, Chapter 7
Knowledge-based agents Knowledge-based agents Reasoning operates on internal representation of knowledge Logic as a general class of representation Propositional logic First-order logic 2
A generic knowledge-based agent function KB_AGENT(𝑞𝑓𝑠𝑑𝑓𝑞𝑢) returns an 𝑏𝑑𝑢𝑗𝑝𝑜 persistent : 𝐿𝐶 , a knowledge base 𝑢, 𝑏 counter for time, initially 0 TELL(𝐿𝐶, MAKE_PERCEPT_SENTENCE(𝑞𝑓𝑠𝑑𝑓𝑞𝑢, 𝑢)) 𝑏𝑑𝑢𝑗𝑝𝑜 ← ASK(𝐿𝐶, MAKE_ACTION_QUERY(𝑢)) TELL(𝐿𝐶, MAKE_ACTION_SENTENCE(𝑏𝑑𝑢𝑗𝑝𝑜, 𝑢)) 𝑢 ← 𝑢 + 1 • Makes a sentence asserting that the agent return 𝑏𝑑𝑢𝑗𝑝𝑜 perceived the given percept at the given time. • Makes a sentence that asks what action should be done at the current time. The agent must be able to: • Makes a sentence asserting that the chosen Represent states, actions, percepts, … . action was executed. Incorporate new percepts Update internal representations of the world Deduce hidden properties of the world Deduce appropriate actions 3
Knowledge Base (KB) KB = a set of sentences expressed in a knowledge representation language TELL : adds new sentences to the knowledge base ASK : asks a question of KB the answer follows from previously TELL ed sentences to the KB Inference: derives new sentences from old ones Basis of TELL and ASK operations 4
Wumpus world Wumpus Pitts Gold Wumpus Agent 5
Wumpus world PEAS description Performance measure +1000 for garbing gold -1000 for death -1 for each action -10 for using up the arrow Game ends when the agent dies or climbs out of the cave Environment 4×4 grid Agent starts in [1,1] while facing to the right Gold and wumpus are located randomly in the squares except to [1,1] Each square other than [1,1] can be a pit with probability 0.2 6
Wumpus world PEAS description Sensors: Stench, Breeze, Glitter, Bump, Scream In the squares adjacent to wumpus, agent perceives a Stench It the squares adjacent to a pit, agent perceives a Breeze In the gold square, agent perceives a Glitter When walking into a wall, agent perceives a Bump When Wumpus is killed, agent perceives a Scream Actuators: Forward, TurnLeft, TurnRight, Shoot, Grab, Climb Forward,TurnLeft,TurnRight: moving and rotating face actions. Moving to a square containing a pit or a live wumpus causes death. If an agent tries to move forward and bumps into a wall then it does not move. Shoot: to fire an arrow in a straight line in the facing direction of the agent Shooting kills wumpus if the agent is facing it (o.w. the arrow hits a wall) The first shoot action has any effect (the agent has only one arrow) Grab: to pick up the gold if it is in the same square as the agent . Climb: climb out of the cave but only from [1,1] 7
Wumpus world characterization Fully Observable? No – many aspects are not directly perceivable Episodic? No – sequential at the level of actions Static? Yes Discrete?Yes Single-agent?Yes 8
Wumpus world example A: agent OK: safe square 9
Wumpus world example A: agent A: agent OK: safe square OK: safe square B: Breeze 10
Wumpus world example A: agent OK: safe square B: Breeze P: Pit 11
Wumpus world example A: agent OK: safe square B: Breeze P: Pit S: Stench 12
Wumpus world example A: agent OK: safe square B: Breeze P: Pit S: Stench 13
Wumpus world example A: agent OK: safe square B: Breeze P: Pit S: Stench 14
Wumpus world example A: agent OK: safe square B: Breeze P: Pit S: Stench 15
Wumpus world example A: agent OK: safe square B: Breeze P: Pit S: Stench 16
Logic & Language Logic includes formal languages for representing information such that conclusions can be drawn Syntax defines the well-formed sentences in a language Semantics define the "meaning" of sentences i.e., define truth of a sentence with respect to each possible world We will introduce Propositional Logic in this lecture It talks about facts Propositions can be true, false, or unknown 17
Propositional logic: Syntax Propositional logic is the simplest logic To illustrate basic ideas about logic & reasoning The proposition symbols 𝑄 , 𝑅 , … are sentences. If 𝑄 is a sentence, 𝑄 is a sentence (negation) If 𝑄 and 𝑅 are sentences, 𝑄 𝑅 is a sentence (conjunction) If 𝑄 and 𝑅 are sentences, 𝑄 𝑅 is a sentence (disjunction) If 𝑄 and 𝑅 are sentences, 𝑄 𝑅 is a sentence (implication) If 𝑄 and 𝑅 are sentences, 𝑄 𝑅 is a sentence (biconditional) 18
Propositional logic (Grammar) 𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓 → 𝐵𝑢𝑝𝑛𝑗𝑑𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓 | 𝐷𝑝𝑛𝑞𝑚𝑓𝑦𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓 𝐵𝑢𝑝𝑛𝑗𝑑𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓 → 𝑈𝑠𝑣𝑓 𝐺𝑏𝑚𝑡𝑓 𝑄 𝑅 𝑆 | … 𝐷𝑝𝑛𝑞𝑚𝑓𝑦𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓 → (𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓) | ¬𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓 | 𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓 ∧ 𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓 | 𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓 ∨ 𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓 | 𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓 ⟹ 𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓 | 𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓 ⇔ 𝑇𝑓𝑜𝑢𝑓𝑜𝑑𝑓 𝑄𝑠𝑓𝑑𝑓𝑒𝑓𝑜𝑑𝑓: ¬ , ∧ , ∨ , ⟹ , ⇔ 19
Truth tables for connectives 20
Propositional logic: Semantics Each model specifies true/false of each proposition symbol e .g., Propistion symbols: 𝑄 1,2 , 𝑄 2,2 , 𝑄 3,1 8 possible models 𝑛 1 = {𝑄 1,2 = 𝑔𝑏𝑚𝑡𝑓, 𝑄 2,2 = 𝑔𝑏𝑚𝑡𝑓, 𝑄 3,1 = 𝑢𝑠𝑣𝑓} Semantics of a complex sentence in any model m : 𝑄 is true iff 𝑄 is false in 𝑛 . 𝑄 𝑅 is true iff 𝑄 is true and 𝑅 is true in 𝑛 . 𝑄 ∨ 𝑅 is true iff 𝑄 is true or 𝑅 is true in 𝑛 . 𝑄 ⟹ 𝑅 is true unless 𝑄 is true and 𝑅 is false in 𝑛 . 𝑄 ⟺ 𝑅 is true iff 𝑄 and 𝑅 are both true or both false in 𝑛 . 21
Wumpus world sentences 𝑄 𝑗,𝑘 is true if there is a pit in [𝑗, 𝑘] . 𝑗,𝑘 is true if there is a wumpus in [𝑗, 𝑘] , dead or alive. 𝑋 𝐶 𝑗,𝑘 is true if the agent perceives a breeze in [𝑗, 𝑘] . 𝑇 𝑗,𝑘 is true if the agent perceives a stench in [𝑗, 𝑘] . General rules (only related ones to the current agent position) 𝑆 1 : 𝑄 (no pit in [1,1]) 1,1 (Pits cause breezes in adjacent squares) 𝑆 2 : 𝐶 1,1 ⇔ 𝑄 1,2 ∨ 𝑄 2,1 (Pits cause breezes in adjacent squares) 𝑆 3 : 𝐶 2,1 ⇔ 𝑄 1,1 ∨ 𝑄 2,2 ∨ 𝑄 3,1 Perception 𝑆 4 : 𝐶 1,1 𝑆 5 : 𝐶 2,1 22
Models Models are mathematical abstraction of possible worlds For each logical sentence, we can consider a set that specifies all possible worlds in which 𝛽 is true 𝑁(𝛽) : set of all models of the sentence 𝛽 (all satisfying 𝛽 ) 𝑛 ∈ 𝑁(𝛽) if 𝛽 is true in model 𝑛 E.g., For 𝛽 : 𝑦 + 𝑧 = 4 , all possible assignments of values to 𝑦 , 𝑧 are models. 𝑁(𝛽) contains a subset of models satisfying 𝑦 + 𝑧 = 4. 23
Wumpus models Agents starts at [1,1] with no active sensor, then moves to [2,1] and senses Breeze in it Possible models for pits in [1,2], [2,2], [3,1]: 24
Logical reasoning: entailment 𝛽 ⊨ 𝛾 (entailment): 𝛽 entails 𝛾 𝛽 ⇒ 𝛾 is a tautology or valid A sentence is valid or tautology if it is T𝑠𝑣𝑓 in all models ( e.g., 𝑄 𝑄 , (𝑄 (𝑄 𝑅)) 𝑅 ) 𝛾 logically follows from 𝛽 or 𝛽 is stronger than 𝛾 𝛽 ⊨ 𝛾 iff 𝑁 𝛽 𝑁 𝛾 𝛽 entails 𝛾 iff 𝛾 is true in all worlds where 𝛽 is true 25
Entailment iff 𝐿𝐶 ⊨ 𝛽 𝑁(𝐿𝐶) ⊆ 𝑁(𝛽) Example: KB = “ A is red ” & “ B is blue ” α = “ A is red ” 26
Entailment in the wumpus world (before perception): rules of the 𝐿𝐶 wumpus world Perception: After detecting nothing in [1,1], moving right, a breeze in [1,2] 27
Wumpus models Possible models for pits in [1,2], [2,2], [3,1] Consider possible models for only pits in neighboring squares 2 3 = 8 possible models 28
Wumpus models 𝐿𝐶 = wumpus-world rules + perceptions 29
Wumpus models 𝐿𝐶 = wumpus-world rules + perceptions 𝛽 1 = "[1,2] is safe" 𝑁(𝐿𝐶) ⊆ 𝑁(𝛽 1 ) ⇒ 𝐿𝐶 ⊨ 𝛽 1 30
Wumpus models KB = wumpus-world rules + perceptions 31
Wumpus models 𝐿𝐶 = wumpus-world rules + perceptions 𝛽 2 = " [2,2] is safe", 𝐿𝐶 ⊭ 𝛽 2 32
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