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LECTURE 4
Logical Agents
Instructor : Yousef Aburawi
Cs411 -Artificial Intelligence
Misurata University
Faculty of Information Technology
Spring 2022/2023
Logical Agents
Outline
I. Knowledge-based agents
III. Logic
II. The Wumpus world
IV. Syntax of proportional logic
I. Knowledge-Based Agents
 Problem solving agents do not know general facts.
 Intelligent agents need knowledge about the world in order to carry
out reasoning for good decision making.
An 8-puzzle agent does not know that two tiles cannot occupy
the same space.
 Represent states, actions, etc.
 Incorporate new percepts.
 Update internal representation of the world.
 Deduce hidden properties of the world.
 Deduce appropriate actions.
 Their atomic representations are very limited.
e.g., a list of all possible concrete states.
Knowledge Base
A knowledge base (KB) is a set of sentences that represents some
assertion about the world.
An axiom is such a sentence that is taken to be true without being
derived from other sentences.
TELL: Add new sentences to the KB.
ASK: Query the KB.
Inference: Derive new sentences from old.
Inference engine
KB
Domain-independent algorithms
Domain-specific content
Generic Knowledge-Based Agent
// asks what action
// it should perform.
// tells what action
// was chosen.
II. The Wumpus World
Cave consisting of connected rooms.
 The wumpus lurks in one room ready
to eat whoever enters the room.
 The wumpus can be shot by the agent,
who has only one arrow.
 Some rooms contain pits that will trap
whoever enters them.
 A heap of gold is in a different room than
where the wumpus lurks.
Goal: Find the gold and bring it back to the start without getting killed.
Cave
Task Environment
Performance measure
 +1000 (climbing out of the cave with the gold)
 −1000 (falling into a pit or being eaten by the wumpus)
 −1 (each action taken)
 −10 (using up the arrow)
Environment
 4 × 4 grid surrounded by walls
 [1,1]: the starting square for the agent, who faces east
 locations of the gold and the wumpus:
- ≠ [1, 1]
- otherwise randomly generated under uniform distribution
 0.2 probability for a square other than [1, 1] and without gold or wumpus to be a pit
Actuators
Actuators:
 Death of the agent if it enters a square containing
a pit or a live wumpus.
 No movement if bumping into a wall.
1) Forward, TurnLeft by 90∘
, TurnRight by 90∘
2) Grab
 Picks up the gold if it in the same square as the agent.
3) Shoot
 Fire an arrow in the direction the agent is facing.
 The arrow continues until hitting the wumpus (who gets killed consequently) or a wall.
4) Climb
 Climb out of the cave if at [1, 1].
Sensors
5 Sensors, each providing one bit of information:
1) Stench
 in the squares directly (not diagonally) adjacent to the wumpus
2) Breeze
 in the squares directly (not diagonally) adjacent to a pit
3) Glitter
 in the square where the gold is
4) Bump
 when the agent walks into a wall
5) Scream
 when the wumpus is killed
Percepts in the form of a 5-vector:
e.g., [Stench, Breeze, None, None, None]
Characteristics of WW
 Deterministic, discrete, static, and single-agent
The wumpus does not move.
 Partially observable
Locations of the pits and the wumpus are unknown.
Outcome specified.
Challenge: The agent needs to use logical reasoning to overcome its initial
lack of knowledge about the environment’s configuration.
Solution by a Knowledge-Based Agent
Percept: [None, None, None, None, None]
[1,2] and [2, 1] are free of dangers.
Forward
[None, Breeze, None, None, None]
A pit in [2,2] or [3, 1].
A pit in [1,1] , [2,2] , or [3, 1].
[1,1] has just been visited.
[Stench, Breeze, Glitter, Bump, Scream]
Next Step
Only one unexplored square 1,2 is OK.
Be prudent: Turn around, go back to [1,1]
and move onto [1, 2].
[Stench, None, None, None, None]
The wumpus is in [1,1] , [2,2] , or [1, 3].
The wumpus is in [1, 3].
[1,1] is OK
[2,2] is impossible because no
stench was detected at [2, 1].
More Inference
[Stench, None, None, None, None]
The wumpus is in [1, 3]. No breeze in 1,2 .
[2, 2] is OK.
A pit in [3,1]
A pit in [2,2] or [3, 1].
 Moves to (2, 2).
 Assume then it turns and moves
to (2, 3) based on percept at (2,2).
 Grab the gold and return home.
A conclusion drawn is guaranteed if
the available information is correct.
III. Logic
 A systematic study of rules of inference.
 A formal language for representing information such that conclusions
can be drawn.
 Syntax – what expressions are legal (well-formed sentences)
 Semantics – what the “meanings” of sentences are.
Truth of a sentence w.r.t. each possible world (model).
“𝑥 + 𝑦 = 4” is a sentence but “𝑥4𝑦 +=” is not.
“𝑥 + 𝑦 = 4” is true in a world where 𝑥 is 2 and 𝑦 is 2,
but false in a world where 𝑥 is 1 and 𝑦 is 1.
Every sentence must be either true or false in each possible world.
Model and Reasoning
Model 𝑚: assigns values to variables.
𝑚 satisfies a sentence 𝛼, or 𝑚 is a model of 𝛼, if 𝛼 is true in 𝑚.
𝑀 𝛼 : set of all models of 𝛼.
Logical entailment
𝛼 ⊨ 𝛽
𝛼 ⊨ 𝛽 if and only if 𝑀 𝛼 ⊆ 𝑀(𝛽)
Equivalently,
𝛼 is a stronger assertion than 𝛽.
“The sentence 𝛼 entails the sentence 𝛽.”
Example 𝑥 = 0 entails 𝑥𝑦 = 0.
if and only if every model of 𝛼 is also a model of 𝛽.
Logical Reasoning
A process whose conclusions are guaranteed to be true in any world
in which the premises (the KB in this case) are true.
Correspondence between world and representation
IV. Syntax of Propositional Logic
An atomic sentence is a single proposition symbol.
𝑃, 𝑄, 𝑅, 𝑊1,3, FacingEast
The wumpus is in [1,3].
True : always-true proposition
False: always-false proposition
standing for a proposition that has to
be either true or false but not both.
Two special proposition symbols:
Complex Sentences
A complex sentence is constructed from simpler sentences, using
parentheses and logical connectives (5 in total).
 ¬ (not).
 ¬𝑃 is the negation of 𝑃.
 literal: either an atomic sentence or a negated atomic sentence.
 ∧ (and).
 𝑊1,3 ∧ 𝑃3,1 is a conjunction whose parts 𝑊1,3 and 𝑃3,1 are conjuncts.
 ∨ (or).
 (𝑊1,3∧ 𝑃3,1) ∨ 𝑊2,2 is a disjunction whose parts (𝑊1,3∧ 𝑃3,1) and
𝑊2,2 are disjuncts.
𝑊1,3, ¬𝑄
There is a pit in [3,1].
More Logical Connectives
 ⇒ (implies).
 (𝑊1,3∧ 𝑃3,1) ⇒ ¬𝑊2,2 is an implication.
premise or antecedent conclusion or consequent
 ⇔ (if and only if).
 𝑊1,3 ⇔ 𝑊2,2 is a biconditional.
Readings
 Chapters 7 of Textbox.
1-20
The End

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AI_04_Logical Agents.pptx

  • 1. LECTURE 4 Logical Agents Instructor : Yousef Aburawi Cs411 -Artificial Intelligence Misurata University Faculty of Information Technology Spring 2022/2023
  • 2. Logical Agents Outline I. Knowledge-based agents III. Logic II. The Wumpus world IV. Syntax of proportional logic
  • 3. I. Knowledge-Based Agents  Problem solving agents do not know general facts.  Intelligent agents need knowledge about the world in order to carry out reasoning for good decision making. An 8-puzzle agent does not know that two tiles cannot occupy the same space.  Represent states, actions, etc.  Incorporate new percepts.  Update internal representation of the world.  Deduce hidden properties of the world.  Deduce appropriate actions.  Their atomic representations are very limited. e.g., a list of all possible concrete states.
  • 4. Knowledge Base A knowledge base (KB) is a set of sentences that represents some assertion about the world. An axiom is such a sentence that is taken to be true without being derived from other sentences. TELL: Add new sentences to the KB. ASK: Query the KB. Inference: Derive new sentences from old. Inference engine KB Domain-independent algorithms Domain-specific content
  • 5. Generic Knowledge-Based Agent // asks what action // it should perform. // tells what action // was chosen.
  • 6. II. The Wumpus World Cave consisting of connected rooms.  The wumpus lurks in one room ready to eat whoever enters the room.  The wumpus can be shot by the agent, who has only one arrow.  Some rooms contain pits that will trap whoever enters them.  A heap of gold is in a different room than where the wumpus lurks. Goal: Find the gold and bring it back to the start without getting killed. Cave
  • 7. Task Environment Performance measure  +1000 (climbing out of the cave with the gold)  −1000 (falling into a pit or being eaten by the wumpus)  −1 (each action taken)  −10 (using up the arrow) Environment  4 × 4 grid surrounded by walls  [1,1]: the starting square for the agent, who faces east  locations of the gold and the wumpus: - ≠ [1, 1] - otherwise randomly generated under uniform distribution  0.2 probability for a square other than [1, 1] and without gold or wumpus to be a pit
  • 8. Actuators Actuators:  Death of the agent if it enters a square containing a pit or a live wumpus.  No movement if bumping into a wall. 1) Forward, TurnLeft by 90∘ , TurnRight by 90∘ 2) Grab  Picks up the gold if it in the same square as the agent. 3) Shoot  Fire an arrow in the direction the agent is facing.  The arrow continues until hitting the wumpus (who gets killed consequently) or a wall. 4) Climb  Climb out of the cave if at [1, 1].
  • 9. Sensors 5 Sensors, each providing one bit of information: 1) Stench  in the squares directly (not diagonally) adjacent to the wumpus 2) Breeze  in the squares directly (not diagonally) adjacent to a pit 3) Glitter  in the square where the gold is 4) Bump  when the agent walks into a wall 5) Scream  when the wumpus is killed Percepts in the form of a 5-vector: e.g., [Stench, Breeze, None, None, None]
  • 10. Characteristics of WW  Deterministic, discrete, static, and single-agent The wumpus does not move.  Partially observable Locations of the pits and the wumpus are unknown. Outcome specified. Challenge: The agent needs to use logical reasoning to overcome its initial lack of knowledge about the environment’s configuration.
  • 11. Solution by a Knowledge-Based Agent Percept: [None, None, None, None, None] [1,2] and [2, 1] are free of dangers. Forward [None, Breeze, None, None, None] A pit in [2,2] or [3, 1]. A pit in [1,1] , [2,2] , or [3, 1]. [1,1] has just been visited. [Stench, Breeze, Glitter, Bump, Scream]
  • 12. Next Step Only one unexplored square 1,2 is OK. Be prudent: Turn around, go back to [1,1] and move onto [1, 2]. [Stench, None, None, None, None] The wumpus is in [1,1] , [2,2] , or [1, 3]. The wumpus is in [1, 3]. [1,1] is OK [2,2] is impossible because no stench was detected at [2, 1].
  • 13. More Inference [Stench, None, None, None, None] The wumpus is in [1, 3]. No breeze in 1,2 . [2, 2] is OK. A pit in [3,1] A pit in [2,2] or [3, 1].  Moves to (2, 2).  Assume then it turns and moves to (2, 3) based on percept at (2,2).  Grab the gold and return home. A conclusion drawn is guaranteed if the available information is correct.
  • 14. III. Logic  A systematic study of rules of inference.  A formal language for representing information such that conclusions can be drawn.  Syntax – what expressions are legal (well-formed sentences)  Semantics – what the “meanings” of sentences are. Truth of a sentence w.r.t. each possible world (model). “𝑥 + 𝑦 = 4” is a sentence but “𝑥4𝑦 +=” is not. “𝑥 + 𝑦 = 4” is true in a world where 𝑥 is 2 and 𝑦 is 2, but false in a world where 𝑥 is 1 and 𝑦 is 1. Every sentence must be either true or false in each possible world.
  • 15. Model and Reasoning Model 𝑚: assigns values to variables. 𝑚 satisfies a sentence 𝛼, or 𝑚 is a model of 𝛼, if 𝛼 is true in 𝑚. 𝑀 𝛼 : set of all models of 𝛼. Logical entailment 𝛼 ⊨ 𝛽 𝛼 ⊨ 𝛽 if and only if 𝑀 𝛼 ⊆ 𝑀(𝛽) Equivalently, 𝛼 is a stronger assertion than 𝛽. “The sentence 𝛼 entails the sentence 𝛽.” Example 𝑥 = 0 entails 𝑥𝑦 = 0. if and only if every model of 𝛼 is also a model of 𝛽.
  • 16. Logical Reasoning A process whose conclusions are guaranteed to be true in any world in which the premises (the KB in this case) are true. Correspondence between world and representation
  • 17. IV. Syntax of Propositional Logic An atomic sentence is a single proposition symbol. 𝑃, 𝑄, 𝑅, 𝑊1,3, FacingEast The wumpus is in [1,3]. True : always-true proposition False: always-false proposition standing for a proposition that has to be either true or false but not both. Two special proposition symbols:
  • 18. Complex Sentences A complex sentence is constructed from simpler sentences, using parentheses and logical connectives (5 in total).  ¬ (not).  ¬𝑃 is the negation of 𝑃.  literal: either an atomic sentence or a negated atomic sentence.  ∧ (and).  𝑊1,3 ∧ 𝑃3,1 is a conjunction whose parts 𝑊1,3 and 𝑃3,1 are conjuncts.  ∨ (or).  (𝑊1,3∧ 𝑃3,1) ∨ 𝑊2,2 is a disjunction whose parts (𝑊1,3∧ 𝑃3,1) and 𝑊2,2 are disjuncts. 𝑊1,3, ¬𝑄 There is a pit in [3,1].
  • 19. More Logical Connectives  ⇒ (implies).  (𝑊1,3∧ 𝑃3,1) ⇒ ¬𝑊2,2 is an implication. premise or antecedent conclusion or consequent  ⇔ (if and only if).  𝑊1,3 ⇔ 𝑊2,2 is a biconditional.
  • 20. Readings  Chapters 7 of Textbox. 1-20