Knowledge Representation Notes
Knowledge Representation Notes
• Input Components
Sensors: Devices or subsystems that collect raw data from the environment,
such as cameras, microphones, or other IoT devices.
Interfaces: Mechanisms for receiving inputs, such as natural language
processing (NLP) modules for textual or voice input.
• Knowledge Base
Stores information about the domain in which the system operates, including:
o Facts: Static knowledge about the environment.
o Rules: Logical conditions or relationships used for reasoning.
Learning Module
Responsible for improving system performance over time using data and feedback.
Types of learning:
o Supervised Learning: Learning from labeled data.
o Unsupervised Learning: Finding patterns in unlabeled data.
o Reinforcement Learning: Learning through trial and error with
rewards/punishments.
Decision-Making Module
o Analyzes processed data and chooses the most appropriate action or response
based on goals or constraints.
o In dynamic environments, this module may include planning algorithms or
optimization techniques.
Output Components
7. Feedback Mechanism
• Enables the system to adjust its operations based on outcomes or user feedback.
• This ensures adaptability and continuous improvement.
2. Inteligent agent.
1. Autonomy
a. Operates without direct human intervention.
b. Makes decisions based on its programming, environment, or learning.
2. Perception
a. Uses sensors or input mechanisms to observe its environment.
3. Reasoning and Decision-Making
a. Processes information and makes decisions to maximize performance or
achieve goals.
4. Action
a. Executes actions in the environment via actuators or output interfaces.
5. Adaptability
a. Learns and improves performance over time using feedback or new data.
How agents should act depends on their design goals, environment, and the nature
of the tasks they are intended to perform. The behavior of an agent is guided by
principles or frameworks to ensure its actions align with desired objectives and
adapt effectively to its environment.
Architecture: This refers to the underlying hardware or software framework on which the
agent operates. It includes sensors for perceiving the environment and actuators for taking
actions. Examples include a personal computer, a robotic car, or a camera
.
Agent Program: This is the software that implements the agent’s behavior. It maps
percepts (inputs from the environment) to actions. The agent program is designed to
achieve the agent’s goals based on the information it perceives.
Agent Function: This is a mathematical function that describes the mapping from percept
sequences to actions. It defines how the agent should act based on its perceptual history.
Perception: Agents use sensors to gather information about their environment. This data
collection is crucial for making informed decisions3.
Reasoning: After perceiving the environment, the agent processes the information using
algorithms, logic, or machine learning techniques to make inferences and derive insights.
A simple reflex agent is a basic type of intelligent agent that acts solely based on the
current state of its environment. It uses a set of predefined condition-action rules (also
known as production rules or if-then rules) to decide how to act, without maintaining any
memory of past states or events.
6. Goal-Based Agents
A goal-based agent is an advanced type of intelligent agent that acts not only
based on the current state of the environment but also considers future
outcomes to achieve specific goals. It uses its knowledge of the environment
and reasoning mechanisms to determine the sequence of actions that will
lead it to accomplish its goals.
Utility-based agents.
A utility-based agent is a type of intelligent agent that extends the concept of goal-based
agents by incorporating a utility function to measure the desirability of different
outcomes. Instead of merely achieving goals, a utility-based agent seeks to maximize its
utility, which represents how "good" or "preferable" a given state or action is.
Problem-Solving Agents.
Problem-Solving Agents
1. Problem Definition:
a. The agent first defines the problem in terms of:
i. Initial State: The starting point of the problem.
ii. Goal State: The desired outcome or target to achieve.
iii. Actions: A set of possible moves or transitions between states.
iv. Transition Model: Describes how actions change the current state to
a new state.
2. Search Process:
a. The agent explores a sequence of states using search strategies to find a
path from the initial state to the goal state.
b. It uses a search tree or search graph to represent possible states and
actions.
3. Solution Plan:
a. Once a goal state is found, the agent generates a sequence of actions (a
plan) to achieve the goal.
Toy Problems
In artificial intelligence (AI) and computer science, toy problems are simplified, abstract
problems designed to test and illustrate problem-solving methods and algorithms. These
problems are not necessarily realistic or practical, but they provide a manageable
framework for understanding and analyzing the performance of various techniques.
1. Illustration of Concepts:
a. Toy problems help to demonstrate how problem-solving strategies and
algorithms work in a controlled and easy-to-understand setting.
2. Algorithm Testing:
a. They provide a platform to test the efficiency and correctness of algorithms.
3. Comparative Analysis:
a. Serve as benchmarks to compare the performance of different approaches
or algorithms.
4. Educational Tool:
a. Used in academic and research contexts to teach problem-solving
techniques and AI principles.
5. Foundation for Complex Problems:
a. Insights gained from solving toy problems can be extended to more complex,
real-world problems.
Toy Problems
In artificial intelligence (AI) and computer science, toy problems are simplified, abstract
problems designed to test and illustrate problem-solving methods and algorithms. These
problems are not necessarily realistic or practical, but they provide a manageable
framework for understanding and analyzing the performance of various techniques.
1. Illustration of Concepts:
a. Toy problems help to demonstrate how problem-solving strategies and
algorithms work in a controlled and easy-to-understand setting.
2. Algorithm Testing:
a. They provide a platform to test the efficiency and correctness of algorithms.
3. Comparative Analysis:
a. Serve as benchmarks to compare the performance of different approaches
or algorithms.
4. Educational Tool:
a. Used in academic and research contexts to teach problem-solving
techniques and AI principles.
5. Foundation for Complex Problems:
a. Insights gained from solving toy problems can be extended to more complex,
real-world problems.
1. Simplified Environment:
a. Abstracted and minimalistic representation of a problem domain.
2. Well-Defined Rules:
a. Clear initial state, goal state, and set of actions.
3. Tractable State Space:
a. The problem is small enough to solve without requiring excessive
computational resources.
4. Focus on Problem-Solving Process:
a. Emphasis is on testing algorithms rather than solving real-world challenges.
Examples of Toy Problems
Real-World Problems
Real-world problems in artificial intelligence (AI) are practical, complex challenges that
occur in natural or industrial settings. These problems are far more intricate than toy
problems, as they often involve large, dynamic environments, incomplete information, and
multiple objectives. Solving real-world problems requires scalable, robust, and adaptive AI
techniques.
Real-World Problems
Real-world problems in artificial intelligence (AI) are practical, complex challenges that
occur in natural or industrial settings. These problems are far more intricate than toy
problems, as they often involve large, dynamic environments, incomplete information, and
multiple objectives. Solving real-world problems requires scalable, robust, and adaptive AI
techniques.
Characteristics of Real-World Problems
1. Complexity:
a. Involve numerous variables, constraints, and dependencies.
b. Often feature a large or infinite state space.
2. Dynamic Environments:
a. The environment may change unpredictably or in response to the agent's
actions.
3. Uncertainty:
a. Information about the environment or outcomes may be incomplete or
probabilistic.
1. Autonomous Driving
• Problem: Enable vehicles to navigate roads safely while adhering to traffic rules,
avoiding obstacles, and optimizing routes.
• Challenges:
o Handling dynamic environments with pedestrians, vehicles, and road
conditions.
o Making decisions under uncertainty (e.g., bad weather or sensor errors).
o Real-time processing of sensor data (e.g., LiDAR, cameras).
• AI Techniques Used: Computer vision, reinforcement learning, path planning,
decision-making under uncertainty.
Uninformed search strategies, also known as blind search strategies, explore the
search space without any domain-specific knowledge about the goal or the cost of
reaching it. Uninformed search strategies guarantee finding a solution (if one exists) but
are generally less efficient than informed strategies due to their lack of heuristics.
Uninformed search strategies, also known as blind search strategies, explore the
search space without any domain-specific knowledge about the goal or the cost of
reaching it. They rely solely on the information available in the problem's definition, such
as the structure of the state space and the rules for generating successors.
Uninformed search strategies guarantee finding a solution (if one exists) but are generally
less efficient than informed strategies due to their lack of heuristics.
1. Completeness:
a. Does the algorithm guarantee finding a solution if one exists?
2. Optimality:
a. Does the algorithm guarantee finding the best (least-cost) solution?
3. Time Complexity:
a. How long does the algorithm take to find a solution? Measured in terms of
the number of nodes generated.
4. Space Complexity:
a. How much memory does the algorithm require? Measured in terms of the
number of nodes stored in memory.
Description:
• Explores all nodes at the current depth before moving to the next level.
• Uses a queue data structure.
Advantages:
Disadvantages:
• Memory-intensive due to storing all nodes at a level.
Description:
Advantages:
Disadvantages:
• May get stuck in infinite loops (if not modified to handle cycles).
• May fail to find the optimal solution.
Informed search strategies, also known as heuristic search strategies, use domain-
specific knowledge to guide the search process more effectively than uninformed
strategies. These methods incorporate a heuristic function h(n)h(n)h(n) to estimate the
cost of reaching the goal from a given node nnn.
2. A*-Search
Beam Search
Heurestic Function
heuristic functions are crucial in informed search algorithms, as they guide the search
process by estimating the cost or distance to the goal. A heuristic function is typically
denoted as h(n)h(n)h(n), where:
• h(n)h(n)h(n): The estimated cost to reach the goal from node nnn.
A good heuristic function can dramatically improve the efficiency of search algorithms by
reducing the search space.
Alpha-Beta Pruning
Alpha-Beta Pruning
1. Alpha (α):
a. The best value that the maximizer can guarantee at a given point.
b. Starts at −∞-\infty−∞ and increases as the algorithm explores
better options.
2. Beta (β):
a. The best value that the minimizer can guarantee at a given point.
b. Starts at +∞+\infty+∞ and decreases as the algorithm explores
better options.
3. Pruning:
a. When it is clear that a branch cannot influence the final outcome,
it is skipped.
b. Pruning occurs when α≥β\alpha \geq \betaα≥β, indicating that
further exploration of the branch is unnecessary.
Stochastic Games.
Stochastic games, also known as Markov games, are a generalization of Markov decision
processes (MDPs) to a multi-agent setting. These games incorporate both stochastic state
transitions and interactions between multiple decision-making agents. They are widely
studied in game theory, artificial intelligence, and operations research.
1. Zero-Sum Games:
a. The total reward of all players at any time is constant, i.e., one
player's gain is another's loss.
2. Non-Zero-Sum Games:
a. Players can have overlapping or divergent interests, making
cooperation and competition possible.
3. Cooperative Games:
a. Players work together to maximize a shared reward or collective
payoff.
Partially Observable Games.
Partially Observable Games are a class of games where players do not have full visibility
of the game state. These games introduce an additional layer of complexity by
incorporating uncertainty in the players' knowledge of the environment and each other's
actions. This concept extends to both single-agent and multi-agent settings, often studied
in artificial intelligence, robotics, and game theory.
Types of Constraints
1. Unary Constraints:
a. Involve a single variable.
b. Example: X1>5X_1 > 5X1 >5.
2. Binary Constraints:
a. Involve pairs of variables.
b. Example: X1+X2≤10X_1 + X_2 \leq 10X1 +X2 ≤10.
3. Higher-Order Constraints:
a. Involve three or more variables.
b. Example: X1+X2+X3=15X_1 + X_2 + X_3 = 15X1 +X2 +X3 =15.
4. Global Constraints:
a. Apply to a large subset of variables.
b. Example: All variables must be distinct (e.g., in Sudoku).
Constaint Propagation.
1. Reduce Domains:
a. Narrow down the set of possible values for each variable by
eliminating inconsistent values.
2. Enforce Consistency:
a. Ensure that constraints are satisfied locally across variables,
making it easier to find a solution or detect unsolvability early.
3. Guide Search:
a. Reduce the complexity of subsequent search steps by simplifying
the problem.
Knowledge-Based Agents
Knowledge-based agents are intelligent agents that reason and act based on a structured
representation of knowledge. Unlike simple reactive agents that respond directly to
stimuli, knowledge-based agents use stored knowledge to make decisions and achieve
their goals, allowing them to operate in more complex and dynamic environments.
Knowledge-Based Agents
Knowledge-based agents are intelligent agents that reason and act based on a structured
representation of knowledge. Unlike simple reactive agents that respond directly to
stimuli, knowledge-based agents use stored knowledge to make decisions and achieve
their goals, allowing them to operate in more complex and dynamic environments.
Key Components of a Knowledge-Based Agent
Key Challenges
1. Partial Observability:
a. The agent cannot see the entire world and must rely on local percepts to
infer the state of the environment.
2. Uncertainty:
a. The locations of pits and the Wumpus are initially unknown, and the agent
must reason about their possible positions.
3. Trade-offs:
a. Balancing exploration (to gather information) and exploitation (to achieve the
goal).
What is logic.
Logic is the study of principles and methods for reasoning and argumentation. It provides
a systematic framework for distinguishing valid arguments from invalid ones and for
deriving conclusions from premises. Logic is foundational in mathematics, philosophy,
computer science, and artificial intelligence, where it is used to model reasoning and
decision-making processes.
What is Logic?
Types of Logic
Unification
Unification is widely used in areas like Prolog programming, logic programming, and
theorem proving.
Forward Chaining
Forward chaining is a rule-based reasoning method used in artificial intelligence (AI) and
expert systems to derive new facts from a set of known facts or premises by applying
inference rules. It is a data-driven approach, meaning that it starts with the available data
(facts) and applies rules to derive new information until a goal or conclusion is reached.
Backward Chaining