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Winston's AI Learning Program Overview

The document discusses various planning techniques in AI, including forward, backward, hierarchical, and partial order planning, emphasizing the importance of planning in applications like robotics and game AI. It also describes the Wumpus world environment using the PEAS framework, detailing the agent's performance measures, environment, actuators, and sensors. Additionally, it outlines the differences between supervised, unsupervised, and reinforcement learning, highlighting their applications and algorithms.

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0% found this document useful (0 votes)
33 views5 pages

Winston's AI Learning Program Overview

The document discusses various planning techniques in AI, including forward, backward, hierarchical, and partial order planning, emphasizing the importance of planning in applications like robotics and game AI. It also describes the Wumpus world environment using the PEAS framework, detailing the agent's performance measures, environment, actuators, and sensors. Additionally, it outlines the differences between supervised, unsupervised, and reinforcement learning, highlighting their applications and algorithms.

Uploaded by

reachmihirjha
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Module 5: Planning and Learning

What is planning

● Planning refers to the process of generating a sequence of actions that will achieve a
specific goal or set of goals.

● Planning is a critical component of many AI applications, including robotics, autonomous


vehicles, and game AI.

There are several types of planning that are commonly used in AI:

1. Forward planning: This involves starting from the current state and working towards the goal
state by selecting appropriate actions.

2. Backward planning: This involves starting from the goal state and working backwards to
determine the sequence of actions required to reach that goal state.

3. Hierarchical planning: This involves decomposing the overall planning problem into smaller
sub-problems that can be solved independently.

4. Partial order planning: This involves generating a partial order of actions that need to be
performed, without necessarily specifying the exact order in which they should be executed.

Partial Order Planning :


Partial order planning is a type of planning algorithm that is particularly useful when the order of
actions is not known beforehand, or when there are multiple valid orders that can achieve the
same goal. The algorithm works by generating a partial order of actions, which is represented as
a directed acyclic graph (DAG). Each node in the DAG represents an action, and the edges
represent the causal relationships between actions.

To generate the partial order, the algorithm first identifies all possible actions that can be
performed in the current state. It then generates a set of constraints that must be satisfied, such as
preconditions and effects of the actions. These constraints are used to determine the causal
relationships between the actions, and the DAG is constructed based on these relationships.
Once the partial order has been generated, the algorithm can use various search techniques to
find a valid sequence of actions that satisfies the constraints. This can involve searching through
the DAG to identify all possible paths from the initial state to the goal state, and then selecting
the path that satisfies the constraints.

Partial order planning is a powerful technique that can be used to generate plans for complex
problems with uncertain or changing conditions. However, it can also be computationally
expensive, particularly when there are many possible actions or when the problem space is very
large.

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E.g. Partial order planning of Wearing Shoe

It combines two action sequence:


i. First branch covers left sock and left shoe.
ii. In case, to wear a left shoe, wearing left sock is precondition, similarly.
iii. Second branch covers right shock and right shoe.
iv. Here, wearing a right shock is precondition for wearing the right shoe.
Once these actions are taken we achieve our goal and reach the finish state.

WUMPUS world environment giving its PEAS description


The Wumpus world is a classic artificial intelligence problem that involves finding a way out of
a maze-like environment while avoiding dangers such as pits and the Wumpus monster. Here is a
description of the Wumpus world environment in terms of its PEAS (Performance measure,
Environment, Actuators, Sensors) attributes:

Performance measure: The goal of the agent is to safely navigate through the environment and
exit the maze with the highest possible score. The agent receives a positive reward for finding
the exit, a negative reward for falling into a pit or encountering the Wumpus, and a small
negative reward for each step taken. The agent's performance is measured by the total
accumulated reward.

Environment: The Wumpus world environment consists of a square grid of rooms, some of
which contain pits or the Wumpus monster. The agent starts in a designated starting room and
must navigate through the environment to reach the exit room while avoiding the dangers. The
environment is partially observable, meaning that the agent cannot see the entire layout of the
environment at once.

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Actuators: The agent can take the following actions: move forward one square, turn left or right
by 90 degrees, shoot an arrow in a straight line to try to kill the Wumpus (with a limited number
of arrows), and grab the gold if it is present in the agent's current room.

Sensors: The agent has a set of sensors that allow it to perceive the environment, including:
perceiving whether there is a breeze in the room (indicating a pit is nearby), perceiving whether
there is a smell in the room (indicating the Wumpus is nearby), perceiving whether there is glitter
in the room (indicating the gold is present), and perceiving the agent's current orientation.

The percept sequence in the Wumpus world environment is generated as follows:

1. At the start of the game, the agent receives a percept indicating its starting location and
orientation, as well as whether there is a breeze, smell, or glitter in the starting room.
2. The agent selects an action to take based on its current percept, as well as any internal state or
reasoning it may have about the environment.
3. The environment updates based on the agent's action, potentially changing the agent's location
or causing other effects (such as the arrow killing the Wumpus or the agent picking up the gold).
4. The environment generates a new percept based on the updated state of the environment,
including the agent's new location and orientation, as well as any new information about nearby
hazards or the location of the gold.
5. Steps 2-4 are repeated until the agent either finds the exit, falls into a pit, encounters the
Wumpus, or runs out of arrows.

Overall, the Wumpus world environment presents a challenging problem for artificial
intelligence agents, as it requires the agent to reason about a partially observable environment
with hidden dangers and rewards, and to plan a path through the environment that maximizes its
chances of reaching the exit with the highest possible score.
PEAS Description of the Wumpus World Environment:

Performance Measure:
1. +1000 for picking up the gold,
2. -1000 for falling into a pit,
3. -1 for each action taken,
4. -10 for using up the arrow.

Environment:
1. 4x4 Grid of rooms.
2. Initially agent is in room labelled [1, 1] facing to the right.
3. Locations of PITs, Wumpus and gold are chosen randomly.
4. Each square other than the start can be a pit with probability 0.2.

Actuators: Agent can perform five different actions.


1. Move forward/ backward.
2. Turn left 90 degrees.
3. Turn right 90 degrees.
4. Grab gold. 5
5. Shoot Wumpus

Sensors: Agent has five different sensors.


1. Breeze Sensor (Room adjacent to pit)
2. Stench Sensor (Room adjacent to wumpus)

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3. Glitter Sensor (Room with gold)
4. Bump Sensor (Collide with wall)
5. Scream Sensor (Wumpus dead)

Supervised learning and unsupervised Learning


Supervised learning and unsupervised learning are two main categories of machine learning.
Here's a pointwise explanation of both:

Supervised Learning:
1. Supervised learning is a type of machine learning in which the model learns to map input data
to output data based on labeled training data.
2. The labeled training data consists of input-output pairs, where the input data is used to train
the model to predict the corresponding output.
3. The model learns from the labeled data and tries to generalize the pattern it has learned to
make predictions on new, unseen data.
4. Examples of supervised learning include classification tasks, such as predicting whether an
email is spam or not, or regression tasks, such as predicting the price of a house based on its
features.
5. Supervised learning algorithms include decision trees, support vector machines (SVMs), and
neural networks.

Unsupervised Learning:
1. Unsupervised learning is a type of machine learning in which the model learns patterns and
relationships in the input data without any labeled output data.
2. The model tries to identify hidden structure or relationships within the data, such as grouping
similar data points together or discovering the underlying factors that explain the variation in the
data.
3. Examples of unsupervised learning include clustering tasks, such as grouping similar
customers together based on their purchasing behavior, or dimensionality reduction tasks, such
as identifying the most important features in a dataset.
4. Unsupervised learning algorithms include k-means clustering, principal component analysis
(PCA), and autoencoders.

To summarize, supervised learning is used when we have labeled training data and want to predict a corresponding
output, while unsupervised learning is used when we don't have labelled output data and want to identify patterns
or relationships within the input data

Reinforcement Learning
Reinforcement learning is a type of machine learning in which an agent learns to make decisions
by interacting with an environment. Here's a pointwise explanation of reinforcement learning:

1. Reinforcement learning involves an agent, an environment, and a set of actions that the agent
can take within the environment.

2. The agent's goal is to learn a policy, which is a mapping from states to actions, that maximizes
some notion of cumulative reward over time.

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3. The environment is characterized by a set of states and a set of rewards that the agent can
receive for taking certain actions in certain states.

4. At each time step, the agent observes the current state of the environment, selects an action to
take, and receives a reward based on the action taken and the resulting state transition.

5. The agent's objective is to maximize the cumulative reward it receives over a sequence of
interactions with the environment.

6. Reinforcement learning algorithms use the observed state, action, and reward information to
update the agent's policy, which in turn affects the actions the agent takes in the future.

7. Reinforcement learning can be used in a variety of applications, such as game playing,


robotics, and recommendation systems.

8. Reinforcement learning algorithms include Q-learning, SARSA, and actor-critic methods.

To summarize, reinforcement learning involves an agent learning to make decisions in an


environment by maximizing cumulative reward over time through a trial-and-error process of
exploration and exploitation. The agent uses the observed state, action, and reward information
to update its policy, and the goal is to learn a policy that maximizes cumulative reward over time.

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