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Agent Environment Sensors Actuators: Agents

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0% found this document useful (0 votes)
14 views27 pages

Agent Environment Sensors Actuators: Agents

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Agents

What is an Agent?
An agent is anything that can be viewed as perceiving its environment through
sensors and acting upon that environment through actuators. This simple idea is
illustrated in Figure below.

An agent can be:


o Human-Agent: A human agent has eyes, ears, and other organs which work for
sensors and hand, legs, vocal tract and so on for actuators.
o Robotic Agent: A robotic agent can have cameras, infrared range finder for sensors
and various motors for actuators.
o Software Agent: A software agent receives keystrokes, file contents, and
network packets as sensory inputs and acts on the environment by displaying
on the screen, writing files, and sending network packets.
An Agent runs in the cycle of perceiving, thinking, and acting.
Some terms to know:
 Perception: what agent see in the environment thru sensors(sense organs).
Sensor: Sensor is a device which detects the change in the environment and sends the
information to other electronic devices. A robotic/autonomous agent observes its
environment through sensors.
 Perception history: It is the history of agent perception which comes in a specific period.
 Actuators: an actuator is the actual mechanism that enables the effector to execute an
action, component of machines that converts energy into motion. The actuators are only
responsible for moving and controlling a system. An actuator can be an electric motor,
gears, rails, etc.
 Effectors: Effectors are the Agents organs (hands and legs)/ a device that affects physical
environment. Effectors can be legs, wheels, arms, fingers, wings, fins, and display
screen.
 agent function that maps any given percept sequence to an action, Agent’s
behavior is mathematically described by Agent function
 The agent function for an artificial agent will be implemented practically by an
agent program.
example—the vacuum-cleaner world shown in Figure below.

This particular world has just two locations: squares A and B.


One very simple agent function is the following:
 Percepts: location/which square it is in and contents, e.g., [A,Dirty]
 Actions:Move Left, Right, Suck up dirt, NoOp
 Agent’s function  look-up table, if the current square is dirty, then suck;
otherwise, move to the other square.For many agents this is a very large table

 An agent program for this agent is shown in Figure below

GOOD BEHAVIOR: THE CONCEPT OF RATIONALITY

Rational Agent
A rational agent is one that does/ performs the right things.
For an AI agent, the rational action is most important because in AI reinforcement learning
algorithm, for each best possible action, agent gets the positive reward and for each wrong
action, an agent gets a negative reward.AI is about creating rational agents to use for game
theory and decision theory for various real-world scenarios.
Rationality
The rationality of an agent is measured by its performance measure that evaluates any
given sequence of environment states and action sequences, if sequence leads
to desirable state then it performed well.
No universal performance measure for all tasks and agents. Consider, for example,
the vacuum-cleaner agent we might propose to measure performance by
 the amount of dirt cleaned up in a single eight-hour shift.
 A rational agent can maximize this performance measure by cleaning up the dirt,
then dumping it all on the floor, then cleaning it up again, and so on.
 A more suitable performance measure would reward the agent for having a clean
floor. For example, one point could be awarded for each clean square at each
time step (perhaps with a penalty for electricity consumed and noise generated).
As a GENERAL RULE, it is better to design performance measures according to
what one actually wants in the environment, rather than according to how one
thinks the agent should behave. E.g., in vacuum-cleaner world, We want the floor
clean, no matter how the agent behave
 performance measure of a vacuum-cleaner agent could be amount of dirt cleaned up, amount
of time taken, amount of electricity consumed, amount of noise generated, etc.
What is rational at any given time depends on four things
o Performance measure that defines the success criterion.
o Agent prior knowledge of its environment.
o Best possible actions that an agent can perform.
o The agent’s percept sequence to date
This leads to a definition of a rational agent=>For each possible percept
sequence, a rational agent should select an action that is expected to
maximize its performance measure, given the evidence provided by the
percept sequence and whatever built-in knowledge the agent has.E.g., an
exam, maximize marks, based on the questions on the paper & your knowledge
THE NATURE OF ENVIRONMENTS
Task environments, which are the “problems” to which rational agents are the
“solutions.”
Specifying the task environment
PEAS Representation
PEAS is a type of model on which an AI agent works upon. When we define an AI agent or
rational agent, then we can group its properties under PEAS representation model. It is made
up of four words:
o P: Performance measure
o E: Environment
o A: Actuators
o S: Sensors
Here performance measure is the objective for the success of an agent's behavior.
PEAS for vacuum cleaner
Performance Measure cleanness, efficiency: distance traveled to clean,
battery life, security
Environment room, table, wood floor, carpet, different obstacles

Actuators wheels, different brushes, vacuum extractor

Sensors camera, dirt detection sensor, cliff sensor, bump


sensors, infrared wall sensors

PEAS for self-driving cars:


 Performance measure
 How can we judge the automated driver?
 Which factors are considered?
 getting to the correct destination
 minimizing fuel consumption
 minimizing the trip time and/or cost
 minimizing the violations of traffic laws
 maximizing the safety and comfort, etc.
Environment
 A taxi must deal with a variety of roads
 Traffic lights, other vehicles, pedestrians, stray animals, road works, police
cars, etc.
 Interact with the customer
 Actuators (for outputs)
 Control over the accelerator, steering, gear shifting and braking
 A display to communicate with the customers
 Sensors (for inputs)
 Detect other vehicles, road situations
 GPS (Global Positioning System) to know where the taxi is
 Many more devices are necessary

Example of Agents with their PEAS representation


Environment:
An environment is everything in the world which surrounds the agent, but it is not a part
of an agent itself. An environment can be described as a situation in which an agent is
present.
Properties of task environments
As per Russell and Norvig, an environment can have various features from the point of view
of an agent:
1. Fully observable vs Partially Observable
2. Static vs Dynamic
3. Discrete vs Continuous
4. Deterministic vs Stochastic
5. Single-agent vs Multi-agent
6. Episodic vs sequential
7. Known vs Unknown
For example, program a chess bot, the environment is a chessboard and creating a room
cleaner robot, the environment is Room.
Fully observable vs Partially Observable:
o If an agent sensor can sense or access the complete state of an environment at each
point of time then task is a fully observable environment, else it is partially
observable.
o A fully observable environment is easy as there is no need to maintain the internal
state to keep track history of the world. Eg. : Sudoku, 8-puzzle problem : The state is
completely visible at any point of time.
o Chess – the board is fully observable, so are the opponent’s moves.
o Eg. : Automated Car Driving System : You cannot predict what other car drivers do,
and how they are going to drive or what decision they are going to make while
driving.-Partially observable

o An environment is called unobservable when the agent has no sensors in all


environments.
Single-agent vs Multi-agent
o If only one agent is participated/involved in an environment, and operating by itself
then such an environment is called single agent environment.
o Real-life Example: Playing tennis against the ball is a single agent environment
where there is only one player.
o A person left alone in a maze is an example of the single-
agent system. A maze is a type of puzzle games where a
player moves in complex and branched passages to find a
particular target or location.
o However, if More than one agent is taking actions in the
environment then such an environment is called a multi-agent
environment.
 Real-life Example: The game of football is multi-agent as it
involves 11 players in each team.
Further, there are two types of “Multi Agent” environments, Competitive and Collaborative
In competitive Al environments various Al agents are made to work against each other with
an intent to maximize the outcome. This means that the agents compete with each other to
move towards the goal EX, agents compete against each other in order to win the game of
chess. Whereas, in collaborative AI environments different Al agents work together in order
to achieve a goal, ex automated cars, or smart home sensors work in collaborative Al
environments as they work with each other in order to avoid collisions and reach their desired
destinations.
Deterministic vs Stochastic:
o When the next state of the environment is completely determined by the current
state & the action executed by the agent, then we say the environment is
deterministic, otherwise it is stochastic.

o Chess – there would be only a few possible moves for a coin at the current state and
these moves can be determined.
o A stochastic environment is random in nature and cannot be determined completely
by an agent.
o Self-Driving Cars – the actions of a self-driving car are not unique, it varies time to
time.
Episodic vs Sequential
o An episode = agent’s single pair of perception & action
o In an “Episodic” environment, agent’s actions are divided into atomic episodes.
o In each episode, the agent receives a percept and performs a single action. The current
episode is different from the previous one and there is no dependency between them.
Every episode is independent of each other, Episodic environment is simpler.
o The agent does not need to think ahead.
o Example: Consider an example of Pick and Place robot, which is used to detect
defective parts from conveyer belt. Here, every time robot(agent) will make decision
on current part i.e. there is no dependency between current and previous decision.
o The sequential environment is where the next state is dependent on the current
action. So agent current action can change all of the future states of the environment.
Here, an agent requires memory of past actions to determine the next best actions.
o Eg. : Automatic car driving: If the driver wants to apply break, the next actions
include press clutch and then lower the gear.
o Ex: Checkers- Where previous move can affect all the following moves.

Static vs Dynamic
o The environment is referred to as “Static”, if the environment remains unchanged
while the agent is performing some task/percepting. Static environments are easy
to handle because the agent need not keep looking at the world while deciding on an
action, nor need it worry about the passage of time.
o Eg. : Sudoku cross-word puzzle, Vacuum cleaner world : There is no change in the
environment when an agent plays sudoku or cleans the dirt, room is static while
cleaning, in respective examples.

o Dynamic Environment could be changed while an agent is percepting the


environment. So agents keep looking at the environment while taking each action.
o Eg : Automatic car driver : The car driver’s
movement will cause the other car’s to make
adjustments, thus causing a change in the
environment.
o A roller coaster ride is dynamic as it is set in motion
and the environment keeps changing every instant.
o Playing soccer is a dynamic environment where
players’ positions keep changing throughout the game. So a player hit the ball by
observing the opposite team.

o A “Semi-Dynamic” environment is the one where environment remains unchanged


but the agent’s performance changes.
o Real-life Example: chess when played with a clock is semi-dynamic,
Discrete vs Continuous
o The types of environments in AI in which we have a distinct, limited/finite states
and clearly defined input ( percepts ) and outputs ( actions ) is called as “Discrete”
environment.
o Real-life Example: The game of chess is discrete as it has only a finite number of
moves. The number of moves might vary with every game, but still, it’s finite.

o While in a Continuous environment, the environment can have an infinite number


of states. So the possibilities of taking an action are also infinite cannot be defined
beforehand and agent receives a continuous input.
o Eg. : Vision systems in drones or self-driving cars operate on continuous AI
environments as their actions are driving, parking, etc. which cannot be finite, env
keeps on changing.
o Real-life Example: In a basketball game, the position of players (Environment)
keeps changing continuously and hitting (Action) the ball towards the basket can have
different angles and speed so infinite possibilities.
Known vs Unknown env
o Known and unknown are not actually a feature of an environment, but it is an agent's
state of knowledge to perform an action.
o In a known environment, the results/outcomes/output for all actions are
known/given to the agent. ( example: solitaire card games).
o If the environment is unknown, the agent will have to learn how it works and has to
gain knowledge about how the environment works for better decision making to
perform an action.( example: new video game).
These environments are the good examples of Exploitation (Known Environment)
and Exploration (Unknown Environment) which come in Reinforcement Learning.
o There are mainly six groups of environment and an environment can be in multiple
groups. Below are more real-life examples and categories into environment groups.

Fully vs Deterministic Episodic vs Static vs Discrete vs Single vs


Partially vs Stochastic Sequential Dynamic Continuous Multi Agents
Observable

Brushing Fully Stochastic Sequential Static Continuous Single


Your Teeth

Playing Chess Partially Stochastic Sequential Dynamic Continuous Multi-Agent

Playing Partially Stochastic Sequential Dynamic Continuous Multi-Agent


Cards

Playing Partially Stochastic Sequential Dynamic Continuous Multi Agent

Autonomous Fully Stochastic Sequential Dynamic Continuous Multi-Agent


Vehicles

Order in Fully Deterministic Episodic Static Discrete Single Agent


Restaurant
THE STRUCTURE OF AGENTS
Operations of an Agent: Agent Program, Agent Function are the operations.
The task of AI is to design an agent program which implements the agent function.
The structure of an intelligent agent is a combination of architecture and agent program. It
can be viewed as: Agent = Architecture + Agent program
Architecture: Architecture is machinery that an AI agent executes on.
Agent Function: Agent function is used to map a percept to an action.
f: P* → A
Agent program: Agent program is an implementation of agent function. An agent program
executes on the physical architecture to produce function f. It runs on some sort of computing
device with physical sensors and actuators — call this as the Architecture.
Table-lookup agent
• A trivial agent program: keeps track of the percept sequence and then uses it to index into a
table of actions to decide what to do
• The designers must construct the table that contains the appropriate action for every
possible percept sequence.

Drawbacks:
– Huge table (P^T, P: set of possible percepts, T: lifetime)
•Space to store the table
•Take a long time to build the table
•No autonomy
•Even with learning, need a long time to learn the table entries
Rather than a table how we can produce rational behavior from a small amount of code =>
Categorized into five types in order of increasing generality and based on their degree of
perceived intelligence and capability. All these agents can improve their performance and
generate better action over the time. These are given below:
o Simple Reflex Agent
o Model-based reflex agent
o Goal-based agents
o Utility-based agent
o Learning agent
1. Simple Reflex agent:
 The simplest kind of agent is the simple reflex agent. These agents select
actions on the basis of the current percept, igoring the rest of the percept
history.
 w/o any calculation immediately/spontaneously take/perform an action
 For example, the vacuum agent whose agent function is tabulated is a simple
reflex agent, because its decision is based only on the current location and on
whether that location contains dirt.

The Simple reflex agent works with agent function as Condition-action rule.
A condition-action rule is a rule that maps a state i.e, condition/current sate to an action. If the
condition is true, then the action is taken, else not.
Such as a Room Cleaner agent, it works only if there is dirt in the room.
“The car in front is braking.” Then, this triggers some established connection in the
agent program to the action “initiate braking.” We call such a connection a
condition–action rule, written as if car-in-front-is-braking then initiate-braking.

Above gives the structure of this general program in schematic form, Depicts how
condition-action rule allow the Simple reflex agent to make the connection from percept
to action
The program above is specific to one particular vacuum environment. A more
general and flexible approach is first to build a general-purpose interpreter for
condition– action rules and then to create rule sets for specific task
environments.
The INTERPRET-INPUT function generates an abstracted description of the current
state from the percept, and
the RULE-MATCH function returns the first rule in the set of rules that matches the
given state description.
Put else part also for completeness
o Problems for the simple reflex agent design approach:
o Simple-reflex agents are simple, but they turn out to be of very limited
intelligence.
o The agent will work only if the correct decision can be made on the basis of
the current percept – that is only if the environment is fully observable.
o If there occurs any change in the environment, then the collection of rules
need to be updated.
o Infinite loops are often unavoidable when agents operating in partially
observable environments – escape could be possible if the agent can
randomize its actions.
2. Model-based reflex agent – agent with memory
• For the world that is partially observable, the agent should keep track of the part of the
world it can't see now
o That depends on the percept history
o Reflecting some of the unobserved aspects of current state
o E.g., driving a car and changing lane
 The agent has to keep track of the internal state which is adjusted by each percept and
that depends on the percept history. The current state is stored inside the agent which
maintains some kind of structure describing the part of the world which cannot be
seen.
 So, Current State = Old Internal State + Current Percept
 Update Internal state : Updating the internal state information as time goes by
requires two kinds of knowledge to be encoded in the agent program
– Information about how the world evolves independently of the agent

– Information about how the agent's own actions affects the world
o A model-based agent has two important factors:
o Model: it is the knowledge “about How the world works” Whether
implemented in simple boolean circuits or in complete scientific theories is
called the Model of the World. An agent that uses such a model is called
a Model-Based-Agent.
o Internal State: It is a representation of the current state based on percept
history.
o These agents have the model, "which is knowledge of the world" and based on the
model they perform actions.

Structure of the Model-based Reflex Agent


3. Goal-based agents
 In life, in order to get things done we set goals for us to achieve, this pushes us to make the right
decisions when we need to.

 A simple example would be the shopping list; our goal is to pick up every thing on that list. This
makes it easier to decide if you need to choose between milk and orange juice because you can
only afford one. As milk is a goal on our shopping list and the orange juice is not we chose the
milk.

o The knowledge of the current state environment is not always sufficient to decide
for an agent to what to do. (e.g. decision at a road junction)
o Goal-based agents expand the capabilities of the model-based agent by having the
"goal" information.

o They choose an action, so that they can achieve the goal.


o These kinds of agents take decisions based on how far they are currently from
their goal(description of desirable situations). Their every action is intended
to reduce its distance from the goal.
o So in an intelligent agent having a set of goals with desirable situations are needed.

o The agent program can use these goal information along with set of possible actions and their
predicted outcomes in order to choose which action(s) achieve our goal(s).

o The knowledge that supports its decisions is represented explicitly and can be
modified, which makes these agents more flexible. They usually require
search and planning, which makes an agent proactive.. The goal-based agent’s
behavior can easily be changed.
o Unlike the previous reflex agents before just acting when condition matches, this
agent reviews many/ a long sequence of possible actions and chooses the one which
come closest to achieving its goals, whereas the reflex agents just have an automated
response for certain situations.
4. Utility-based agents
Sometimes achieving the desired goal is not enough. We may look for a quicker, safer,
cheaper trip to reach a destination.
Agent happiness should be taken into consideration- they just provide a binary distinction
between happy and unhappy states. E.g. meals in Canteen, good or not ?
Many action sequences -> the goals
 some are better and some worse
 If goal means success, then utility means the degree of success (how happy
agent is if reached a goal state) =>driving car=>utility=> faster/ safer
 Utility describes how “happy” the agent is.

 Utility-based agent act based on not only goals but also the best way to achieve the
goal.
o These agents are similar to the goal-based agent but provide an extra component of
utility measurement which makes them different by providing a measure of success
at a given state.
 When there are multiple possible alternatives, then to decide which action is best,
utility-based agents are used. They choose actions based on a preference
(utility) for each state
o The utility function maps each state to a real number which describes the associated
degree of happiness.

o
o A rational utility-based agent chooses the action that maximizes the expected utility of
the actions outcomes.

5. Learning Agents
 After an agent is programmed, can it work immediately?
 No, it still need teaching
 Turing – instead of actually programming intelligent machines by hand, which is too much
work, build learning machines and then teach them
 In AI,
 Once an agent is done
 We teach it by giving it a set of examples
 Test it by using another set of examples
 Based on performance of agent on unknown examples, We then say the agent learns
 A learning agent
o A learning agent in AI is the type of agent which can learn from its past experiences,
or it has learning capabilities.
o Learning agent starts to act with basic knowledge in initially unknown environments and
then able to act and adapt automatically through learning and become more competent
than its initial knowledge alone might allow.
o A learning agent has mainly four conceptual components, which are:
i. Learning element: It is responsible for making improvements by
learning from environment
ii. Performance element: It is responsible for selecting an
external action- it takes in percepts and decides on actions.
iii. Critic: The learning element takes feedback from critics
which describes how well the agent is doing with respect to a
fixed performance standard and determines how the
performance element should be modified to do better in the
future.
(Feedback from user or examples, good or not?)
iv. Problem generator: This component is responsible for
suggesting actions that will lead to new and informative experiences.

Automated taxi example:


The performance element consists of whatever collection of knowledge
and procedures the taxi has for selecting its driving actions. The taxi goes
out on the road and drives, using this performance element. The critic
observes the world and passes information along to the learning element.
For example, after the taxi makes a quick left turn across three lanes
of traffic, the critic observes the shocking language used by other drivers.
From this experience, the learning element is able to formulate a rule
saying this was a bad action, and the performance element is modified by
installation of the new rule.
The problem generator might identify certain areas of behavior in
need of improvement and suggest experiments, such as trying out the brakes
on different road surfaces under different conditions.
Hence, learning agents are able to learn, analyze performance, and look for new ways
to improve the performance.
Steps performed by Problem-solving agent – formulate, search, execute
1. Goal Formulation
2. Problem formulation
Components in problem definition
a. Initial State
b. Actions
c. Transition Model
d. Goal Test
e. Path cost
3. Search for solution: Given the problem, search for a solution --- a sequence
of actions to achieve the goal starting from the initial state.=>explore the state
space
4. Execution of the solution

o Goal Formulation: It is the first and simplest step in problem-solving. It


organizes the steps required to formulate one goal out of multiple goals and
which requires some actions to achieve that goal. Goal formulation is based
on the current situation and the agent's performance measure.
o Problem formulation: process of deciding what actions and states to
consider, given a goal.
For now, let us assume that the agent will consider actions at the level of driving
from one major town to another.
Each state therefore corresponds to being in a particular town.
Problem: On holiday in country Romania currently in Arad. Flight leaves tomorrow to
Bucharest. Find a short route to drive to Bucharest.
Formulate problem:
states: various cities
actions: drive between cities
solution: sequence of cities, e.g., Arad, Sibiu, Fagaras, Bucharest
Properties of the basic search Agent
Under the following assumptions about the environment, the solution to any
problem is a fixed sequence of actions.
1. Observable=> agent always knows the current state.
supposing that each city on the map has a sign indicating its presence to
arriving drivers.
2. Discrete => only finite actions to choose from.
each city is connected to a small number of other cities.
3. Known => agent knows which states are reached by each action.
4. Deterministic => each action has exactly one outcome.

After formulating a goal and a problem to solve, the agent calls a search
procedure to solve it. It then uses the solution to guide its actions, doing
whatever the solution recommends as the next thing to do.
o Search: The process of looking for a sequence of actions that reaches the
goal is called search.
o Solution: A search algorithm takes a problem as input and returns a solution
in the form of an action sequence. It finds the best algorithm out of various
algorithms, which may be proven as the best optimal solution.
o Execution: Once a solution is found, the actions it recommends can be
carried out called execution. It executes the best optimal solution found from
the searching algorithms to reach the goal state from the current state.
Goal-based agents
o Formulation: goal and problem
o Given: initial state
o Goal: To reach the specified goal (a state) through the execution of appropriate
actions.
o Search for a suitable action sequence and execute the actions
Thus, we have a simple “formulate, search, execute” design for the agent, as shown
in Figure 3.1.
Well-defined problems and solutions

Components involved in problem formulation/definition


1. Initial State: It is the starting state or initial step of the agent towards its goal.
For example, the initial state for our agent in Romania might be described as
In(Arad).

2. Actions/ Operators: It is the description of the possible actions available to the


agent. Given a particular state s,

ACTIONS(s) returns the set of actions that can be executed in s. We say that
each of these actions is applicable in s.

For example, from the state In(Arad), the applicable actions are {Go(Sibiu),
Go(Timisoara), Go(Zerind)}.

3. Transition Model/ Successor function: It describes what each action does.


specified by a function RESULT(s, a) that returns the state that results from
doing action a in state s. We also use the term successor to refer to any state
reachable from a given state by a single action.
For example, we have
RESULT(In(Arad),Go(Zerind)) = In(Zerind)
Together, the initial state, actions, and transition model implicitly define the state
space of the problem—the set of all states reachable from the initial state by any
sequence of actions.
The state space forms a directed network or graph in which the nodes are states
and the links between nodes are actions.

A path in the state space is a sequence of states connected by a sequence of


actions.

4. Goal Test: It determines whether a given state is a goal state. Sometimes there
is an explicit set of possible goal states, and the test simply checks whether the
given state is one of them.
The agent’s goal in Romania is the singleton set {In(Bucharest )}.

Sometimes the goal is specified by an abstract property rather than an explicitly


enumerated set of states. For example, in chess, the goal is to reach a state called
“checkmate,” where the opponent’s king is under attack and can’t escape.
Explicit enumerated set, e.g. In(Bucharest)
Implicit abstract, e.g. checkmate
5. Path cost: It assigns a numeric cost to each path to achieve the goal. The
problem-solving agent selects a cost function, which reflects its own performance
measure.
Step cost of taking action a in state s to reach state s’ is denoted by
c(s, a,s’). We assume that step costs are non-negative.

An optimal solution has the lowest path cost among all the solutions.

 The preceding elements (initial state, actions, transition model, goal test, path
cost) define a problem and can be gathered into a single data structure that
is given as input to a problem-solving algorithm.

 A solution to a problem is an action sequence that leads from the initial


state to a goal state. Solution quality is measured by the path cost function,
and an optimal solution has the lowest path cost among all solutions.

Formulating Problems
Road map
a formulation of the problem of getting to Bucharest in terms of the initial state,
actions, transition model, goal test, and path cost. This formulation seems
reasonable, but it is still a model—an abstract mathematical description.
 Real world is complex and has more details
 Irrelevant details should be removed from state space and actions, which is
called abstraction.
 What’s the appropriate level of abstraction?
o the abstraction is valid, if we can expand it into a solution in the more
detailed world
o the abstraction is useful, if carrying out the actions in the solution is easier
than the original problem.
State space representation
 A state–space representation allows for the formal definition of a
problem, which makes the movement from initial state to the goal state
quite easily. So, we can say that various problems like planning, learning,
theorem proving, etc., are all essentially search problems only.
 State–space search is a process used in the field of computer science,
including AI, in which successive configurations or states of an instance
are considered, with the goal of finding a goal state with a desired
property.

Fig: The state space

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