intelligent environments
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Intelligent Environments. Computer Science and Engineering University of Texas at Arlington. Decision-Making for Intelligent Environments. Motivation Techniques Issues. Motivation. - PowerPoint PPT PresentationTRANSCRIPT
Intelligent Environments 1
Intelligent Environments
Computer Science and Engineering
University of Texas at Arlington
Intelligent Environments 2
Decision-Making forIntelligent Environments Motivation Techniques Issues
Intelligent Environments 3
Motivation An intelligent environment
acquires and applies knowledge about you and your surroundings in order to improve your experience. “acquires” prediction “applies” decision making
Intelligent Environments 4
Motivation Why do we need decision-making?
“Improve our experience” Usually alternative actions
Which one to take? Example (Bob scenario: bedroom
?) Turn on bathroom light? Turn on kitchen light? Turn off bedroom light?
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Example Should I turn on the bathroom light? Issues
Inhabitant’s location (current and future) Inhabitant’s task Inhabitant’s preferences Energy efficiency Security Other inhabitants
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Qualities of a Decision Maker Ideal
Complete: always makes a decision Correct: decision is always right Natural: knowledge easily expressed Efficient
Rational Decisions made to maximize
performance
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Agent-based Decision Maker Russell & Norvig “AI: A Modern
Approach” Rational agent
Agent chooses an action to maximize its performance based on percept sequence
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Agent Types Reflex agent Reflex agent with state Goal-based agent Utility-based agent
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Reflex Agent
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Reflex Agent with State
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Goal-based Agent
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Utility-based Agent
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Intelligent Environments
Decision-Making Techniques
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Decision-Making Techniques Logic Planning Decision theory Markov decision process Reinforcement learning
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Logical Decision Making If Equal(?Day,Monday)
& GreaterThan(?CurrentTime,0600)& LessThan(?CurrentTime,0700)& Location(Bob,bedroom,?
CurrentTime)& Increment(?CurrentTime,?NextTime)
Then Location(Bob,bathroom,?NextTime)
Query: Location(Bob,?Room,0800)
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Logical Decision Making Rules and facts
First-order predicate logic Inference mechanism
Deduction: {A, A B} B Systems
Prolog (PROgramming in LOGic) OTTER Theorem Prover
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Prolog location(bob,bathroom,NextTime) :- dayofweek(Day), Day = monday, currenttime(CurrentTime), CurrentTime > 0600, CurrentTime < 0700, location(bob,bedroom,CurrentTime), increment(CurrentTime,NextTime). Facts: dayofweek(monday), ... Query: location(bob,Room,0800).
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OTTER (all d all t1 all t2
((DayofWeek(d) & Equal(d,Monday) &
CurrentTime(t1) &
GreaterThan(t1,0600) &
LessThan(t1,0700) & NextTime(t1,t2)
& Location(Bob,Bedroom,t1)) ->
Location(Bob,Bathroom,t2))). Facts: DayofWeek(Monday), ... Query: (exists r (Location(Bob,r,0800)))
Intelligent Environments 19
Actions If Location(Bob,Bathroom,t1) Then
Action(TurnOnBathRoomLight,t1) Preferences among actions
If RecommendedAction(a1,t1) & RecommendedAction(a2,t1) & ActionPriority(a1) > ActionPriority(a2) Then Action(a1,t1)
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Persistence Over Time If Location(Bob,room1,t1) & not Move(Bob,t1) & NextTime(t1,t2) Then Location(Bob,room1,t2)
One for each attribute of Bob!
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Logical Decision Making Assessment
Complete? Yes Correct? Yes Efficient? No Natural? No Rational?
Intelligent Environments 22
Decision Making as Planning Search for a sequence of actions to
achieve some goal Requires
Initial state of the environment Goal state Actions (operators)
Conditions Effects (implied connection to effectors)
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Example Initial: location(Bob,Bathroom) &
light(Bathroom,off) Goal: happy(Bob) Action 1
Condition: location(Bob,?r) & light(?r,on)Effect: Add: happy(Bob)
Action 2 Condition: light(?r,off) Effect: Delete: light(?r,off), Add: light(?r,on)
Plan: Action 2, Action 1
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Requirements Where do goals come from?
System design Users
Where do actions come from? Device “drivers” Learned macros
E.g., SecureHome action
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Planning Systems UCPOP (Univ. of Washington)
Partial Order Planner with Universal quanitification and Conditional effects
GraphPlan (CMU) Builds and prunes graph of possible
plans
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GraphPlan Example
(:action lighton :parameters (?r) :precondition
(light ?r off)) :effects
(and (light ?r on) (not (light ?r off))))
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Planning Assessment
Complete? Yes Correct? Yes Efficient? No Natural? Better Rational?
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Decision Theory Logical and planning approaches
typically assume no uncertainty Decision theory = probability theory +
utility theory Maximum Expected Utility principle
Rational agent chooses actions yielding highest expected utility
Averaged over all possible action outcomes Weight utility of an outcome by its probability of
occurring
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Probability Theory Random variables: X, Y, … Prior probability: P(X) Conditional probability: P(X|Y) Joint probability distribution
P(X1,…,Xn) is an n-dimensional table of probabilities
Complete table allows computation of any probability
Complete table typically infeasible
Intelligent Environments 30
Probability Theory Bayes rule
Example
More likely to know P(wet|rain) In general, P(X|Y) = * P(Y|X) * P(Y)
chosen so that P(X|Y) = 1
)(
)()|()|(
YP
XPXYPYXP
)(
)()|()|(
wetP
rainPrainwetPwetrainP
Intelligent Environments 31
Bayes Rule (cont.) How to compute P(rain|wet & thunder)
P(r | w & t) = P(w & t | r) * P(r) / P(w & t) Know P(w & t | r) possibly, but tedious as
evidence increases Conditional independence of evidence
Thunder does not cause wet, and vice versa P(r | w & t) = * P(w|r) * P(t|r) * P(r)
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Where Do Probabilities Come From?
Statistical sampling Universal principles Individual beliefs
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Representation of Uncertain Knowledge
Complete joint probability distribution
Conditional probabilities and Bayes rule Assuming conditional independence
Belief networks
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Belief Networks Nodes represent random variables Directed link between X and Y implies
that X “directly influences” Y Each node has a conditional
probability table (CPT) quantifying the effects that the parents (incoming links) have on the node
Network is a DAG (no directed cycles)
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Belief Networks: Example
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Belief Networks: Semantics Network represents the joint probability
distribution
Network encodes conditional independence knowledge Node conditionally independent of all other
nodes except parents E.g., MaryCalls and Earthquake are
conditionally independent
n
iiinnn XParentsxPxxPxXxXP
1111 ))(|(),...,(),...,(
Intelligent Environments 37
Belief Networks: Inference Given network, compute
P(Query | Evidence) Evidence obtained from sensory percepts
Possible inferences Diagnostic: P(Burglary | JohnCalls) = 0.016 Causal: P(JohnCalls | Burglary) P(Burglary | Alarm & Earthquake)
Intelligent Environments 38
Belief Network Construction Choose variables
Discretize continuous variables Order variables from causes to effects CPTs
Specify each table entry Define as a function (e.g., sum, Gaussian)
Learning Variables (evidential and hidden) Links (causation) CPTs
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Combining Beliefs with Desires Maximum expected utility
Rational agent chooses action maximizing expected utility
Expected utility EU(A|E) of action A given evidence E
EU(A|E) = i P(Resulti(A) | E, Do(A)) * U(Resulti(A)) Resulti(A) are possible outcome states after
executing action A U(S) is the agent’s utility for state S Do(A) is the proposition that action A is executed in
the current state
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Maximum Expected Utility Assumptions
Knowing evidence E completely requires significant sensory information
P(Result | E, Do(A)) requires complete causal model of the environment
U(Result) requires complete specification of state utilities
One-shot vs. sequential decisions
Intelligent Environments 41
Utility Theory Any set of preferences over possible outcomes
can be expressed by a utility function Lottery L = [p1,S1; p2,S2; ...; pn,Sn]
pi is the probability of possible outcome Si
Si can be another lottery
Utility principle U(A) > U(B) A preferred to B U(A) = U(B) agent indifferent to A and B
Maximum expected utility principle U([p1,S1; p2,S2; ...; pn,Sn]) = i pi * U(Si)
Intelligent Environments 42
Utility Functions Possible outcomes
[1.0, $1000; 0.0, $0] [0.5, $3000; 0.5, $0]
Expected monetary value $1000 vs. $1500
But depends on value $k Sk = state of possessing wealth $k EU(accept) = 0.5 * U(Sk+3000) + 0.5 * U(Sk) EU(decline) = U(Sk+1000) Will decline for some values of U, accept for
others
Intelligent Environments 43
Utility Functions (cont.)
Studies show U(Sk+n) = log2n Risk-adverse agents in positive part of curve Risk-seeking agents in negative part of curve
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Decision Networks Also called influence diagrams Decision networks = belief
networks + actions and utilities Describes agent’s
Current state Possible actions State resulting from agent’s action Utility of resulting state
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Example Decision Network
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Decision Network Chance node (oval)
Random variable and CPT Same as belief network node
Decision node (rectangle) Can take on a value for each possible action
Utility node (diamond) Parents are those chance nodes affecting utility Contains utility function mapping parents to
utility value or lottery
Intelligent Environments 47
Evaluating Decision Networks Set evidence variables according to
current state For each action value of decision
node Set value of decision node to action Use belief-net inference to calculate
posteriors for parents of utility node Calculate utility for action
Return action with highest utility
Intelligent Environments 48
Sequential Decision Problems No intermediate utility on the way to the
goal Transition model
Probability of reaching state j after taking action a in state i
Policy = complete mapping from states to actions Want policy maximizing expected utility Computed from transition model and state
utilities
aijM
Intelligent Environments 49
Example
P(intended direction) = 0.8 P(right angle to intended) = 0.1 U(sequence) = terminal state’s value -
(1/25)*length(sequence)
Intelligent Environments 50
Example (cont.)
Optimal Policy Utilities
Intelligent Environments 51
Markov Decision Process (MDP) Calculating optimal policy in fully-
observable, stochastic environment with known transition model
Markov property satisfied depends only on i and not
previous states Partially-observable environments
addressed by POMDPs
aijM
aijM
Intelligent Environments 52
Value Iteration for MDPs Iterate the following for each state i
until little change
R(i) is the reward for entering state i -0.04 for all states except (4,3) and (4,2) +1 for (4,3) -1 for (4,2)
Best policy policy*(i) is
j
aij
ajUMiRiU )(max)()(
j
aij
ajUMipolicy )(maxarg)(*
Intelligent Environments 53
Reinforcement Learning Basically MDP, but learns policy without
the need for transition model Q-learning with temporal difference
Assigns values Q(a,i) to action-state pairs Utility U(i) = maxa Q(a,i) Update Q(a,i) after each observed transition
from state i to state jQ(a,i) = Q(a,i) + * (R(i) + maxa’ Q(a’,j) - Q(a,i))
action in state i = argmaxa Q(a,i)
aijM
Intelligent Environments 54
Decision-Theoretic Agent Given
Percept (sensor) information Maintain
Decision network with beliefs, actions and utilities
Do Update probabilities for current state Compute outcome probabilities for actions Select action with highest expected utility
Return action
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Decision-Theoretic Agent Modeling sensors
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Sensor Modeling Combining evidence from multiple
sensors
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Sensor Modeling Detailed model of lane-position
sensor
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Dynamic Belief Network (DBN)
Reasoning over time Big for lots of states But really only need two slices at a time
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Dynamic Belief Network (DBN)
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DBN for Lane Positioning
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Dynamic Decision Network (DDN)
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DDN-based Agent Capabilities
Handles uncertainty Handles unexpected events (no fixed plan) Handles noisy and failed sensors Acts to obtain relevant information
Needs Properties from first-order logic
DDNs are propositional Goal directedness
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Decision-Theoretic Agent Assessment
Complete? No Correct? No Efficient? Better Natural? Yes Rational? Yes
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Netica www.norsys.com Decision network simulator
Chance nodes Decision nodes Utility nodes
Learns probabilities from cases
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Bob Scenario in Netica
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Issues in Decision Making Rational agent design
Dynamic decision-theoretic agent Knowledge engineering effort Efficiency vs. completeness
Monolithic vs. distributed intelligence
Degrees of autonomy