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36 Cards in this Set
- Front
- Back
the ability to apply knowledge and reasoning in order to perform well in an environment |
Intelligence |
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the study and construction of agent programs that perform well in a givern environment for a given agent architecture |
ai |
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an entity that computes and takes an action in response to percepts from an environment |
agent |
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the property of a system that does the right thing given what it knows and perceives |
rationality |
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An agent that seses only partial information about the state cannot be perfectly rational |
False. Perfect rationality refers to the ability of an agent to make good decisions given what sensor information is received |
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There exist task environments in which no pure reflex agent can behave rationally |
True. A pure reflex agent ignores previous percepts, so might not obtain an optimal state estimate in a partially observable environment |
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There exists a task environment in which every agent is rational |
True.For example, an environment that always gives the same state no matter what action the agents chooses |
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The input to an agent program is the same as the input to the agent function |
False. The agent function takes the entire percept sequence up to that point as input, whereas the agent program takes the current percept only. |
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Every agent function is implementable by some program/machine combination |
False. For example, if the agent’s job is to act as a universal Turing machine to determine the result of the halting problem, then it is not implementable. |
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Using only four colors, you have to color a planar map in such a way that no two adjacent regions have the same color |
- Initial state: No regions colored. - Agent actions: Assign a color to an uncolored region. - Transition model: resultant colored map after assigning a color to a region. - Goal test: All regions colored, no two adjacent regions have the same color, and the total number of colors is at most 4. |
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directed graph whose nodes are the set of all states and whose arcs are actions that transform one state into another |
State space |
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a tree in whish the root node is the initial state and the set of children for each node consists of those states reachable from current state by taking any action |
search tree |
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specifies how the environment transitions from one state to the next through agent actions |
transition model |
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branching factor |
number of actions available to the agent |
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depth first search always expands at least as many nodes as A* search with an admissible heuristic |
False |
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A* is of no use in robotics because percepts, states, and actions are continuous |
False: the continuous spaces can be discretized |
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breadth first search is complete even if zero step costs are allowed |
True. Depth of solution matters for breadth-first search, not cost |
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is h= |u-x| + |v - y| an admissible heuristic for a state at (u, v)? |
Yes, this is manhattan distance. |
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Does manhattan distance remain admissible if some links are removed? |
Yes, in this case h is still a lower bound |
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PEAS stands for |
Performance measures, environment, actuators, sensors |
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each state of the world is indivisible and has no internal structure |
Atomic representation |
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each state is split into fixed set of variables or attributes, each of which have a value. Constraint satisfaction algorithms are based on factored representations |
factored representation |
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objects and their relationships can be described explicitly. It underlies first order logic, natural language understanding, etc. |
structured representation |
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Select actions on the basis of the current percept, ignoring percept history |
Reflex agent |
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Agent needs goal information that describes situations that are desirable |
Goal based agent |
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Agent should keep track of the part of the world it can’t see now. Maintain internal state that depends on percept history. Requires two kinds of knowledge: Info about how the world evolves independently of the agent and info about how agents own actions affect the world |
Model based agent |
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A utility function maps a state onto a real number which describes the associated degree of happiness |
Utility based agent |
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If there is a goal state, the algorithm will always return a solution |
Complete |
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Returns a goal state with the shortest path cost, when there are multiple goal states |
Optimal |
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Number of nodes generated |
time complexity |
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max number of nodes in memory |
Space complexity |
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the number of children at each node, the outdegree |
branching factor |
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BFS time complexity |
O(b^d) |
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BFS Space complexity |
O(b^d) |
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DFS Time complexity |
O(b^m) |
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DFS Space complexity |
O(bm) |