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LECTURE 2:
AGENT
ARCHITECTURES

  Artificial Intelligence II – Multi-Agent Systems
      Introduction to Multi-Agent Systems
            URV, Winter - Spring 2010
Outline of the talk

 Intelligent agent – reactivity
 Environments
 Agent architectures
   Reactive
   Deliberative
   Hybrid
Agent definitions
 "An agent is anything that can be viewed as
 perceiving its environment through sensors and
 acting upon that environment through effectors.”
  "Autonomous agents are computational systems
 that inhabit some complex dynamic environment,
 sense and act autonomously in this environment,
 and by doing so realize a set of goals or tasks for
 which they are designed."
  “An autonomous agent is a system situated within
 and a part of an environment that senses that
 environment and acts on it, over time, in pursuit of
 its own agenda and so as to affect what it senses
 in the future.”
Basic abstract view of an agent
Reactivity
 An agent has to be able to react [adapt its
 behaviour] in an appropriate way to the dynamic
 changes in its “environment”
   Other computational agents
   Human agents/users
   External information sources (e.g. sensors)
   Physical objects (e.g. robots)
   Internet
   ...

 This is one of several properties that an intelligent
 agent should have ... [more on that next week]
Kinds of environments (I)

 Accessible vs inaccessible

   An accessible environment is one in which the
   agent can obtain complete, accurate, up-to-date
   information about the environment’s state.
   Most moderately complex environments (including,
   for example, the everyday physical world and the
   Internet) are inaccessible.
   The more accessible an environment is, the simpler
   it is to build agents to operate in it.
Kinds of environments (II)
  Deterministic vs non-deterministic
     A deterministic environment is one in
     which any action has a single guaranteed
     effect — there is no uncertainty about the
     state that will result from performing an
     action.
     The physical world can to all intents and
     purposes be regarded as non-
     deterministic.
     Non-deterministic environments present
     greater problems for the agent designer.
Kinds of environments (III)
   Episodic vs non-episodic

     In an episodic environment, the performance of
     an agent is dependent on a number of discrete
     episodes, with no link between the performance
     of an agent in different scenarios.
     Episodic environments are simpler from the
     agent developer’s perspective because the
     agent can decide what action to perform based
     only on the current episode — it need not reason
     about the interactions between this and future
     episodes.
Kinds of environments (IV)
  Static vs dynamic

    A static environment is one that can be assumed to
    remain unchanged except by the performance of
    actions by the agent.
    A dynamic environment is one that has other
    processes operating on it, and which hence
    changes in ways beyond the agent’s control.
    The physical world is a highly dynamic
    environment.
Kinds of environments (V)

  Discrete vs continuous

     An environment is discrete if there are a fixed,
     finite number of actions and percepts in it.
     The real world is a continuous environment.


   Practical exercise, step 1: think about the kind of environment
Agent architectures
  An architecture proposes a particular
  methodology for building an autonomous
  agent
    How the construction of the agent can be
    decomposed into the construction of a set of
    component modules
    How these modules should be made to interact
    These two aspects define how the sensor data
    and the current internal state of the agent
    determine the actions (effector outputs) and
    future internal state of the agent
From perception to action




              f = state update function
              s = internal state
              g = output function
Main kinds of agent architectures

 Reactive architectures
   Focused on fast reactions/responses to changes
   detected in the environment
 Deliberative architectures (symbolic)
   Focused on long-term planning of actions, centred
   on a set of basic goals
 Hybrid architectures
   Combining a reactive side and a deliberative side
Reactive vs Deliberative: example
 Robot that has to reach a certain point
   Reactive
     Sensor in the front of the robot
     Change movement right/left when sensor detects obstacle
        Minimal computation based on current location and destination
        point
   Deliberative
     Explicit representation of the environment (map)
     Planning procedure that finds the minimal route between the
     current position and the destination
        High computational cost
        Possible dynamic re-plannings needed
Reactive Architectures
  There are many unsolved (some would say
  insoluble) problems associated with
  symbolic AI
     Computational cost, brute search
     Problems below the 100 ms threshold
         For example, face recognition
  These problems have led some researchers to question the
  viability of the whole paradigm, and to the development of
  reactive architectures
  Although united by a belief that the assumptions
  underpinning mainstream AI are in some sense wrong,
  reactive agent researchers use many different techniques
Reactive agents – basic ideas
   Reactive agents have
     at most a very simple internal representation of
     the world,
     but provide tight coupling of perception and
     action
   Behaviour-based paradigm
   Intelligence is a product of the interaction
   between an agent and its environment
Classic example: ant colony
   A single ant has very
   little intelligence,
   computing power or
   reasoning abilities
   The union of a set of
   ants and the
   interaction between
   them allows the
   formation of a highly
   complex, structured
   and efficient system.
Main characteristics (I)

 Emergent functionality
   Simple agents
   Simple interaction
   Complex behaviour patterns appear as a result of
   the dynamic interactions
   The global behaviour of the system is not
   specified a priori
     Dynamic movement of robots, depending on obstacles
Main characteristics (II)

 Task decomposition
   Agents composed of autonomous modules
   Each module manages a given task
     Sensor, control, computations
   Minimal, low-level communication between
   modules
   There isn’t any world global model
   There isn’t any “planning/controller agent”
Main characteristics (III)

 Raw data
   Basic data from sensors
   There isn’t any complex symbolic
   management of data as in classical AI
     Refusal of the Hypothesis of the physic symbols
     system [basic pillar of symbolic AI]
       “Intelligent behaviour can only be obtained in symbol-
       processing systems”
Basic concept
  Each behaviour continually maps perceptual
  input to action output
  Reactive behaviour: action rules: S                      A
    where S denotes the states of the environment,
    and A the primitive actions the agent is capable of
    performing.
  Example:
                  Heater off,   if temperature is OK in state s
    action(s) =
                  Heater on,    otherwise
Basic schema of reactive architecture
          Agent

              Stimulus-response behaviours

                  State1
                  State1             Action1
                                     Action1   E
                                               E
      S
      S                                        ff
      e
      e                                        ff
      n
      n           State2
                  State2            Action2
                                    Action2    e
                                               e
      s
      s                                        c
                                               c
      o
      o            .
                   .                    .
                                        .      tt
      r
      r            .                    .      o
                                               o
      s
      s                                        rr
                                               s
                                               s
                  Staten
                  Staten            Actionn
                                    Actionn
Rodney Brooks


                Director of the
                Computer
                Science and
                Artificial
                Intelligence Lab
                (MIT)
                1997-2007
Brooks refutal of symbolic AI
      Brooks has put forward three theses:
 1.    Intelligent behaviour can be generated without
       explicit representations of the kind that symbolic
       AI proposes
 2.    Intelligent behaviour can be generated without
       explicit abstract reasoning of the kind that
       symbolic AI proposes
         Reduced computation on sensor-like data
 3.    Intelligence is an emergent property of certain
       complex systems
Brooks – key ideas (I)
    Situatedness: ‘Real’ intelligence is situated
    in the world
      The world is its best model
      The world is always up-to-date
      A model is an abstraction, a simplification of
      the world, considering a particular set of
      characteristics and disregarding others
Brooks – key ideas (II)
   Embodiment: ‘Real’ intelligence requires a
   physical body, and cannot be found in
   disembodied systems such as theorem
   provers or expert systems
    Physical robots
   Intelligence and emergence: ‘Intelligent’
   behavior arises as a result of an agent’s
   interaction with its environment. Also,
   intelligence is ‘in the eye of the beholder’; it is
   not an innate, isolated property
Brooks – behaviour languages
  To illustrate his ideas, Brooks built some
  systems based on his subsumption
  architecture
  A subsumption architecture is a hierarchy
  of task-accomplishing behaviours
  Each behaviour is a rather simple rule-like
  structure
  Each behaviour ‘competes’ with others to
  exercise control over the agent, as different
  behaviours may be applicable at the same
  time
Behaviour layers
 Lower layers represent more primitive kinds of
 behaviour (such as avoiding obstacles)
 Higher layers represent more complex
 behaviours (e.g. identifying an object)
 Lower layers have precedence over layers
 further up the hierarchy
 The resulting systems are, in terms of the
 amount of computation they do, extremely
 simple
 Some of the robots do tasks that would be
 impressive if they were accomplished by
 symbolic AI systems
Decomposition of a Mobile Robot
Control System into Functional Modules




                   Modules in Classical AI systems


 From Brooks, “A Robust Layered Control System for a Mobile Robot”, 1985
Decomposition Based on
Task Achieving Behaviours




 From Brooks, “A Robust Layered Control System for a Mobile Robot”, 1985
Layered Control in the Subsumption
Architecture




 From Brooks, “A Robust Layered Control System for a Mobile Robot”, 1985
Schematic of a Module




 From Brooks, “A Robust Layered Control System for a Mobile Robot”, 1985
Levels 0, 1, and 2 Control Systems

                                                                Avoid
                                                                collisions




                                                                Random
                                                                movement



                                                                Pick up
                                                                objects,
                                                                monitor,
                                                                explore



From Brooks, “A Robust Layered Control System for a Mobile Robot”, 1985
Steels’ Mars Explorer

 Steels’ Mars explorer system, using the
 subsumption architecture, achieves
 near-optimal cooperative performance in
 simulated ‘rock gathering on Mars’
 domain:
 The objective is to explore a distant
 planet, and in particular, to collect
 sample of a precious rock. The location
 of the samples is not known in advance,
 but it is known that they tend to be
 clustered.
Steels’ Mars Explorer Rules (I)
For individual (non-cooperative) agents, the lowest-level
behaviour, (and hence the behaviour with the highest
“priority”) is obstacle avoidance:
     if detect an obstacle then change direction       (1)
Any samples carried by agents are dropped back at the
mother-ship:
     if carrying samples and at the base
             then drop samples                         (2)
Agents carrying samples will return to the mother-ship:
     if carrying samples and not at the base
             then travel up gradient                   (3)
Steels’ Mars Explorer Rules (II)

Agents will collect samples they find:
   if detect a sample then pick sample up           (4)
An agent with “nothing better to do” will explore
randomly:
   if true then move randomly                       (5)
Situated Automata
 A sophisticated theoretical approach is that of
 Rosenschein and Kaelbling
 In their situated automata paradigm, an agent is
 specified in a rule-like (declarative) language, and
 this specification is then compiled down to a digital
 machine, which satisfies the declarative
 specification
 This digital machine can operate in a provable
 time bound
 Reasoning is done off line, at compile time, rather
 than online at run time
Situated Automata components

 An agent is specified in terms of two
 components: perception and action
 Two programs are then used to synthesize
 agents
  RULER is used to specify the perception
  component of an agent
  GAPPS is used to specify the action component
Circuit Model of a Finite-State Machine




                              f = state update function
                              s = internal state
                              g = output function

From Rosenschein and Kaelbling,
“A Situated View of Representation and Control”, 1994
Circuit Model of a Finite-State Machine




                                                        GAPPS
RULER




From Rosenschein and Kaelbling,
“A Situated View of Representation and Control”, 1994
RULER – Situated Automata
 RULER takes as its input three components
   The semantics of the agent's inputs (‘whenever bit 1 is on,
   it is raining’)
   A set of static facts (‘whenever it is raining, the ground is
   wet’)
   A specification of the state transitions of the world (‘if the
   ground is wet, it stays wet until the sun comes out’).
 The programmer then specifies the desired
 semantics for the output (‘if this bit is on, the ground
 is wet’)
 The compiler designs a circuit whose output will
 have the correct semantics
GAPPS – Situated Automata
 The GAPPS program takes as its input
  A set of goal reduction rules,
    Rules that encode information about how goals can be
    achieved in a given state
  A top level goal
 Then it generates a program that can be
 translated into a digital circuit in order to
 realize the goal
 The generated circuit does not represent or
 manipulate symbolic expressions; all symbolic
 manipulation is done at compile time
Advantages of Reactive Agents
 Simplicity of individual agents
 Flexibility, adaptability
   Ideal in very dynamic and unpredictable environments
 Computational tractability
   Avoiding complex planning/reasoning procedures
   Avoiding continuous model update
 Robustness against failure
   No central planning component (e.g. ant colony)
 Elegance
Limitations of Reactive Agents (I)
 Agents without environment models must have
 sufficient information available from local
 environment
 If decisions are based on local environment,
 how can we take into account non-local
 information?
   “Short-term” view
 No long-term planning capabilities
 Limited applicability
   Games, simulations, basic robots (insects)
Limitations of Reactive Agents (II)

 Difficult to make reactive agents that learn
   Dynamic evolution of rules?
 Since behaviour emerges from component
 interactions plus environment, it is hard to
 see how to engineer specific agents (no
 principled methodology exists)
 It is hard to engineer agents with large
 numbers of behaviours (dynamics of
 interactions become too complex to
 understand)
Deliberative agent architecture

   Explicit symbolic model of the world
   Decisions are made via logical reasoning,
   based on pattern matching and symbolic
   manipulation
   Sense-plan-act problem-solving paradigm
   of classical AI planning systems
Basic deliberative architecture

           Agent


                                          E
                                          E
       S
       S                                  ff
       e
       e                                  ff
       n
       n                                  e
                                          e
       s
       s     World
             World               Plan
                                 Plan     c
                                          c
                     Planner
                     Planner
       o
       o     Model
             Model             executor
                               executor   tt
       r
       r                                  o
                                          o
       s
       s                                  rr
                                          s
                                          s
Belief-Desire-Intention (BDI) model
    A theory of practical
    reasoning.
    Originally developed by
    Michael E. Bratman in his
    book ”Intentions, Plans,
    and Practical Reason”,
    (1987).
    Concentrates in the roles
    of the intentions in
    practical reasoning.
Practical reasoning
 Reasoning directed towards actions — the
 process of figuring out what to do:
  “Practical reasoning is a matter of weighing conflicting
  considerations for and against competing options,
  where the relevant considerations are provided by
  what the agent desires and what the agent believes.”
  (Bratman)

  ”We deliberate not about ends, but about means. We
  assume the end and consider how and by what means
  it is attained.” (Aristotle)
Human practical reasoning
 Human practical reasoning consists of two
 activities:
   Deliberation, deciding what state of affairs
   we want to achieve
     the outputs of deliberation are intentions
   Means-ends reasoning, deciding how to
   achieve these states of affairs
     the outputs of means-ends reasoning are
     plans
Belief-Desire-Intention paradigm
                               Desires:
Beliefs:                          Follow from the beliefs.
                                  Desires can be unrealistic
  Agent’s view of the             and inconsistent.
  environment/world.           Goals:
                                  A subset of the desires.
                                  Realistic and consistent.
                                  Determine potential
                                  processing.
Plans:                         Intentions:
                                  A subset of the goals. A
   Sequences of actions that
                                  goal becomes an
   are needed to achieve the      intention when an agent
   intentions, given the          decides to commit to it
   agent’s beliefs                (e.g. by assigning
                                  priorities to goals)
BDI plans
 In BDI implementations plans usually have:
   a name
   a goal
   invocation condition that is the triggering event for the plan
   a pre-condition list
   list of facts which must be true for plan to be executed
   a delete list
   list of facts that are no longer true after plan is performed
   an add list
   list of facts made true by executing the actions of the plan
   a body
   list of actions
Belief-Desire-Intention architecture

                        Desires

                         Goals
  Knowledge

              Beliefs




                                     Plans
                        Intentions
Intention is choice with commitment
(Cohen & Levesque)
 There should be ”rational balance” among the beliefs, goals,
 plans, intentions, commitments and actions of autonomous
 agents.
 Intentions play a big role in maintaining ”rational balance”
 An autonomous agent should act on its intentions, not in spite of
 them
     adopt intentions that are feasible
     drop the ones that are not feasible
     keep (or commit to) intentions, but not forever
     discharge those intentions believed to have been satisfied
     alter intentions when relevant beliefs change
Using plans to constrain reasoning

 An agent’s plans serve to frame its subsequent
 reasoning problems so as to constrain the amount
 of resources needed to solve them
    Agents commit to their plans
    Their plans tell them what to reason about, and
    what not to reason about
    Plans can help reasoning in differents levels of
    abstraction
Intention reconsideration
 Intentions (plans) enable the agent to be goal-driven
 rather than event-driven.
 By committing to intentions the agent can pursue long-
 term goals.
 However, it is necessary for a BDI agent to reconsider
 its intentions from time to time:
    The agent should drop intentions that are no longer
    achievable.
    The agent should adopt new intentions that are
    enabled by opportunities.
Problems in the deliberative approach
 Dynamic world
   Update symbolic world model
   World changes while planning is being done
 Representation language
   Expressive enough to be useful in any domain
   Limited enough to be computationally tractable
 Classical planning => complete, optimal solutions
   High computational cost
   Sometimes a sub-optimal low-cost fast reaction can be
   effective
Hybrid Approaches
 Many researchers have argued that neither a
 completely deliberative nor a completely reactive
 approach are suitable for building agents
 They have suggested using hybrid systems, which
 attempt to marry classical and alternative approaches
 An obvious approach is to build an agent out of two
 (or more) subsystems:
   a deliberative one, containing a symbolic world model, which
   develops plans and makes decisions in the way proposed by
   symbolic AI
   a reactive one, which is capable of reacting quickly to events
   without complex reasoning
Hybrid agent architecture
           Agent
               Deliberative component

                         World
                         World                      Plan
                                                    Plan
                                  Planner
                                  Planner
                         Model
                         Model                    executor
                                                  executor


                                                                      E
                                                                      E
      S
      S        observations             modifications                 ff
      e
      e                                                               ff
      n
      n                                                               e
                                                                      e
      ss           Reactive component                                 cc
      o                                                               tt
      o                                                               o
                                                                      o
      rr                                                              rr
      ss            State1                              Action1       ss

                    State2                              Action2
                     .
                     .                                            .
                                                                  .
                     .                                            .
                    Staten                              Actionn
Layered Architectures
 Often, the reactive component is given some
 kind of precedence over the deliberative one
 This kind of structuring leads naturally to the
 idea of a layered architecture, of which
 TOURINGMACHINES and INTERRAP are
 examples
 In such an architecture, an agent’s control
 subsystems are arranged into a hierarchy,
 with higher layers dealing with information at
 increasing levels of abstraction
Layering techniques
 A key problem in such architectures is what kind of
 control framework to embed the agent’s subsystems
 in, to manage the interactions between the various
 layers.
 Horizontal layering
 Each layer is directly connected to the sensory input
 and action output.
 In effect, each layer itself acts like an agent,
 producing suggestions as to what action to perform.
 Vertical layering
 Sensory input and action output are dealt with by at
 most one layer each.
Horizontal layering
m possible actions suggested by each layer, n layers




                                            O(mn) possible
                                            options to be
                                            considered


                                          Introduces bottleneck
                                        in central control system
Vertical layering
m possible actions suggested by each layer, n layers




                                           O(mn) interactions
                                           between layers

                                           Not fault tolerant to
                                              layer failure
Ferguson – TOURINGMACHINES

 The TOURINGMACHINES architecture
 consists of perception and action
 subsystems, which interface directly with the
 agent’s environment, and three control
 layers, embedded in a control framework,
 which mediates between the layers
Ferguson – TOURINGMACHINES
Ferguson – TOURINGMACHINES
 The reactive layer is implemented as a set of
 situation-action rules, a la subsumption architecture

 rule-1: obstacle-avoidance
     if
            is-in-front(Obstacle, Observer) and
            speed(Observer) > 0 and
            separation(Obstacle, Observer) < ThreshHold
     then
            change-orientation(ObstacleAvoidanceAngle)

 The planning layer constructs plans and selects
 actions to execute in order to achieve the agent’s
 goals
Ferguson – TOURINGMACHINES
 The modeling layer contains symbolic
 representations of the ‘cognitive state’ of
 other entities in the agent’s environment
 The three layers communicate with each
 other and are embedded in a control
 framework, which use control rules
 censor-rule-1:
       if entity(obstacle-6) in perception-buffer
       then remove-sensory-record(layer-R, entity(obstacle-6))
 [Prevents the reactive layer from reacting in front of obstacle-6]
Müller –InteRRaP
 Vertically layered, two-pass architecture

       cooperation layer             social knowledge



           plan layer               planning knowledge



         behaviour layer                  world model


                        world interface


               perceptual input                 action output
Behaviour layer
  Reactive part of the architecture
  Works with the world model (beliefs on the
  world state)
  Only level that interacts with the real world
  Has a set of “situation action” rules
    Fast recognition of situations that deserve a
    quick reaction
  Makes routine tasks efficiently, without
  complex symbolic planning
Planning layer

 Works with the mental model (beliefs on the
 own agent)
 Standard deliberative level
 Implements local behaviour guided towards
 certain goals
Cooperative planning layer

  Works with the social model (beliefs on
  other agents of the system)
  Allows planning and cooperation with other
  agents
    Global plans of action
    Conflict resolution
Critiques to hybrid architectures

  Lack of general design guiding
  methodologies
  Very specific, application dependent
  Unsupported by formal theories
Readings for this week

  M.Wooldridge: An introduction to
  MultiAgent Systems – chapter 5
  (reactive, hybrid)
  A.Mas: Agentes software y sistemas
  multi-agente: conceptos,
  arquitecturas y aplicaciones –
  chapter 2
  Articles/book chapters on Moodle
  web site
Reactive agents, mind map (Wooldridge)
Hybrid agents, mind map (Wooldridge)

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Agent architectures

  • 1. LECTURE 2: AGENT ARCHITECTURES Artificial Intelligence II – Multi-Agent Systems Introduction to Multi-Agent Systems URV, Winter - Spring 2010
  • 2. Outline of the talk Intelligent agent – reactivity Environments Agent architectures Reactive Deliberative Hybrid
  • 3. Agent definitions "An agent is anything that can be viewed as perceiving its environment through sensors and acting upon that environment through effectors.” "Autonomous agents are computational systems that inhabit some complex dynamic environment, sense and act autonomously in this environment, and by doing so realize a set of goals or tasks for which they are designed." “An autonomous agent is a system situated within and a part of an environment that senses that environment and acts on it, over time, in pursuit of its own agenda and so as to affect what it senses in the future.”
  • 4. Basic abstract view of an agent
  • 5. Reactivity An agent has to be able to react [adapt its behaviour] in an appropriate way to the dynamic changes in its “environment” Other computational agents Human agents/users External information sources (e.g. sensors) Physical objects (e.g. robots) Internet ... This is one of several properties that an intelligent agent should have ... [more on that next week]
  • 6. Kinds of environments (I) Accessible vs inaccessible An accessible environment is one in which the agent can obtain complete, accurate, up-to-date information about the environment’s state. Most moderately complex environments (including, for example, the everyday physical world and the Internet) are inaccessible. The more accessible an environment is, the simpler it is to build agents to operate in it.
  • 7. Kinds of environments (II) Deterministic vs non-deterministic A deterministic environment is one in which any action has a single guaranteed effect — there is no uncertainty about the state that will result from performing an action. The physical world can to all intents and purposes be regarded as non- deterministic. Non-deterministic environments present greater problems for the agent designer.
  • 8. Kinds of environments (III) Episodic vs non-episodic In an episodic environment, the performance of an agent is dependent on a number of discrete episodes, with no link between the performance of an agent in different scenarios. Episodic environments are simpler from the agent developer’s perspective because the agent can decide what action to perform based only on the current episode — it need not reason about the interactions between this and future episodes.
  • 9. Kinds of environments (IV) Static vs dynamic A static environment is one that can be assumed to remain unchanged except by the performance of actions by the agent. A dynamic environment is one that has other processes operating on it, and which hence changes in ways beyond the agent’s control. The physical world is a highly dynamic environment.
  • 10. Kinds of environments (V) Discrete vs continuous An environment is discrete if there are a fixed, finite number of actions and percepts in it. The real world is a continuous environment. Practical exercise, step 1: think about the kind of environment
  • 11. Agent architectures An architecture proposes a particular methodology for building an autonomous agent How the construction of the agent can be decomposed into the construction of a set of component modules How these modules should be made to interact These two aspects define how the sensor data and the current internal state of the agent determine the actions (effector outputs) and future internal state of the agent
  • 12. From perception to action f = state update function s = internal state g = output function
  • 13. Main kinds of agent architectures Reactive architectures Focused on fast reactions/responses to changes detected in the environment Deliberative architectures (symbolic) Focused on long-term planning of actions, centred on a set of basic goals Hybrid architectures Combining a reactive side and a deliberative side
  • 14. Reactive vs Deliberative: example Robot that has to reach a certain point Reactive Sensor in the front of the robot Change movement right/left when sensor detects obstacle Minimal computation based on current location and destination point Deliberative Explicit representation of the environment (map) Planning procedure that finds the minimal route between the current position and the destination High computational cost Possible dynamic re-plannings needed
  • 15. Reactive Architectures There are many unsolved (some would say insoluble) problems associated with symbolic AI Computational cost, brute search Problems below the 100 ms threshold For example, face recognition These problems have led some researchers to question the viability of the whole paradigm, and to the development of reactive architectures Although united by a belief that the assumptions underpinning mainstream AI are in some sense wrong, reactive agent researchers use many different techniques
  • 16. Reactive agents – basic ideas Reactive agents have at most a very simple internal representation of the world, but provide tight coupling of perception and action Behaviour-based paradigm Intelligence is a product of the interaction between an agent and its environment
  • 17. Classic example: ant colony A single ant has very little intelligence, computing power or reasoning abilities The union of a set of ants and the interaction between them allows the formation of a highly complex, structured and efficient system.
  • 18.
  • 19.
  • 20. Main characteristics (I) Emergent functionality Simple agents Simple interaction Complex behaviour patterns appear as a result of the dynamic interactions The global behaviour of the system is not specified a priori Dynamic movement of robots, depending on obstacles
  • 21. Main characteristics (II) Task decomposition Agents composed of autonomous modules Each module manages a given task Sensor, control, computations Minimal, low-level communication between modules There isn’t any world global model There isn’t any “planning/controller agent”
  • 22. Main characteristics (III) Raw data Basic data from sensors There isn’t any complex symbolic management of data as in classical AI Refusal of the Hypothesis of the physic symbols system [basic pillar of symbolic AI] “Intelligent behaviour can only be obtained in symbol- processing systems”
  • 23. Basic concept Each behaviour continually maps perceptual input to action output Reactive behaviour: action rules: S A where S denotes the states of the environment, and A the primitive actions the agent is capable of performing. Example: Heater off, if temperature is OK in state s action(s) = Heater on, otherwise
  • 24. Basic schema of reactive architecture Agent Stimulus-response behaviours State1 State1 Action1 Action1 E E S S ff e e ff n n State2 State2 Action2 Action2 e e s s c c o o . . . . tt r r . . o o s s rr s s Staten Staten Actionn Actionn
  • 25. Rodney Brooks Director of the Computer Science and Artificial Intelligence Lab (MIT) 1997-2007
  • 26. Brooks refutal of symbolic AI Brooks has put forward three theses: 1. Intelligent behaviour can be generated without explicit representations of the kind that symbolic AI proposes 2. Intelligent behaviour can be generated without explicit abstract reasoning of the kind that symbolic AI proposes Reduced computation on sensor-like data 3. Intelligence is an emergent property of certain complex systems
  • 27. Brooks – key ideas (I) Situatedness: ‘Real’ intelligence is situated in the world The world is its best model The world is always up-to-date A model is an abstraction, a simplification of the world, considering a particular set of characteristics and disregarding others
  • 28. Brooks – key ideas (II) Embodiment: ‘Real’ intelligence requires a physical body, and cannot be found in disembodied systems such as theorem provers or expert systems Physical robots Intelligence and emergence: ‘Intelligent’ behavior arises as a result of an agent’s interaction with its environment. Also, intelligence is ‘in the eye of the beholder’; it is not an innate, isolated property
  • 29. Brooks – behaviour languages To illustrate his ideas, Brooks built some systems based on his subsumption architecture A subsumption architecture is a hierarchy of task-accomplishing behaviours Each behaviour is a rather simple rule-like structure Each behaviour ‘competes’ with others to exercise control over the agent, as different behaviours may be applicable at the same time
  • 30. Behaviour layers Lower layers represent more primitive kinds of behaviour (such as avoiding obstacles) Higher layers represent more complex behaviours (e.g. identifying an object) Lower layers have precedence over layers further up the hierarchy The resulting systems are, in terms of the amount of computation they do, extremely simple Some of the robots do tasks that would be impressive if they were accomplished by symbolic AI systems
  • 31. Decomposition of a Mobile Robot Control System into Functional Modules Modules in Classical AI systems From Brooks, “A Robust Layered Control System for a Mobile Robot”, 1985
  • 32. Decomposition Based on Task Achieving Behaviours From Brooks, “A Robust Layered Control System for a Mobile Robot”, 1985
  • 33. Layered Control in the Subsumption Architecture From Brooks, “A Robust Layered Control System for a Mobile Robot”, 1985
  • 34. Schematic of a Module From Brooks, “A Robust Layered Control System for a Mobile Robot”, 1985
  • 35. Levels 0, 1, and 2 Control Systems Avoid collisions Random movement Pick up objects, monitor, explore From Brooks, “A Robust Layered Control System for a Mobile Robot”, 1985
  • 36.
  • 37. Steels’ Mars Explorer Steels’ Mars explorer system, using the subsumption architecture, achieves near-optimal cooperative performance in simulated ‘rock gathering on Mars’ domain: The objective is to explore a distant planet, and in particular, to collect sample of a precious rock. The location of the samples is not known in advance, but it is known that they tend to be clustered.
  • 38. Steels’ Mars Explorer Rules (I) For individual (non-cooperative) agents, the lowest-level behaviour, (and hence the behaviour with the highest “priority”) is obstacle avoidance: if detect an obstacle then change direction (1) Any samples carried by agents are dropped back at the mother-ship: if carrying samples and at the base then drop samples (2) Agents carrying samples will return to the mother-ship: if carrying samples and not at the base then travel up gradient (3)
  • 39. Steels’ Mars Explorer Rules (II) Agents will collect samples they find: if detect a sample then pick sample up (4) An agent with “nothing better to do” will explore randomly: if true then move randomly (5)
  • 40. Situated Automata A sophisticated theoretical approach is that of Rosenschein and Kaelbling In their situated automata paradigm, an agent is specified in a rule-like (declarative) language, and this specification is then compiled down to a digital machine, which satisfies the declarative specification This digital machine can operate in a provable time bound Reasoning is done off line, at compile time, rather than online at run time
  • 41. Situated Automata components An agent is specified in terms of two components: perception and action Two programs are then used to synthesize agents RULER is used to specify the perception component of an agent GAPPS is used to specify the action component
  • 42. Circuit Model of a Finite-State Machine f = state update function s = internal state g = output function From Rosenschein and Kaelbling, “A Situated View of Representation and Control”, 1994
  • 43. Circuit Model of a Finite-State Machine GAPPS RULER From Rosenschein and Kaelbling, “A Situated View of Representation and Control”, 1994
  • 44. RULER – Situated Automata RULER takes as its input three components The semantics of the agent's inputs (‘whenever bit 1 is on, it is raining’) A set of static facts (‘whenever it is raining, the ground is wet’) A specification of the state transitions of the world (‘if the ground is wet, it stays wet until the sun comes out’). The programmer then specifies the desired semantics for the output (‘if this bit is on, the ground is wet’) The compiler designs a circuit whose output will have the correct semantics
  • 45. GAPPS – Situated Automata The GAPPS program takes as its input A set of goal reduction rules, Rules that encode information about how goals can be achieved in a given state A top level goal Then it generates a program that can be translated into a digital circuit in order to realize the goal The generated circuit does not represent or manipulate symbolic expressions; all symbolic manipulation is done at compile time
  • 46. Advantages of Reactive Agents Simplicity of individual agents Flexibility, adaptability Ideal in very dynamic and unpredictable environments Computational tractability Avoiding complex planning/reasoning procedures Avoiding continuous model update Robustness against failure No central planning component (e.g. ant colony) Elegance
  • 47. Limitations of Reactive Agents (I) Agents without environment models must have sufficient information available from local environment If decisions are based on local environment, how can we take into account non-local information? “Short-term” view No long-term planning capabilities Limited applicability Games, simulations, basic robots (insects)
  • 48. Limitations of Reactive Agents (II) Difficult to make reactive agents that learn Dynamic evolution of rules? Since behaviour emerges from component interactions plus environment, it is hard to see how to engineer specific agents (no principled methodology exists) It is hard to engineer agents with large numbers of behaviours (dynamics of interactions become too complex to understand)
  • 49. Deliberative agent architecture Explicit symbolic model of the world Decisions are made via logical reasoning, based on pattern matching and symbolic manipulation Sense-plan-act problem-solving paradigm of classical AI planning systems
  • 50. Basic deliberative architecture Agent E E S S ff e e ff n n e e s s World World Plan Plan c c Planner Planner o o Model Model executor executor tt r r o o s s rr s s
  • 51. Belief-Desire-Intention (BDI) model A theory of practical reasoning. Originally developed by Michael E. Bratman in his book ”Intentions, Plans, and Practical Reason”, (1987). Concentrates in the roles of the intentions in practical reasoning.
  • 52. Practical reasoning Reasoning directed towards actions — the process of figuring out what to do: “Practical reasoning is a matter of weighing conflicting considerations for and against competing options, where the relevant considerations are provided by what the agent desires and what the agent believes.” (Bratman) ”We deliberate not about ends, but about means. We assume the end and consider how and by what means it is attained.” (Aristotle)
  • 53. Human practical reasoning Human practical reasoning consists of two activities: Deliberation, deciding what state of affairs we want to achieve the outputs of deliberation are intentions Means-ends reasoning, deciding how to achieve these states of affairs the outputs of means-ends reasoning are plans
  • 54. Belief-Desire-Intention paradigm Desires: Beliefs: Follow from the beliefs. Desires can be unrealistic Agent’s view of the and inconsistent. environment/world. Goals: A subset of the desires. Realistic and consistent. Determine potential processing. Plans: Intentions: A subset of the goals. A Sequences of actions that goal becomes an are needed to achieve the intention when an agent intentions, given the decides to commit to it agent’s beliefs (e.g. by assigning priorities to goals)
  • 55. BDI plans In BDI implementations plans usually have: a name a goal invocation condition that is the triggering event for the plan a pre-condition list list of facts which must be true for plan to be executed a delete list list of facts that are no longer true after plan is performed an add list list of facts made true by executing the actions of the plan a body list of actions
  • 56. Belief-Desire-Intention architecture Desires Goals Knowledge Beliefs Plans Intentions
  • 57. Intention is choice with commitment (Cohen & Levesque) There should be ”rational balance” among the beliefs, goals, plans, intentions, commitments and actions of autonomous agents. Intentions play a big role in maintaining ”rational balance” An autonomous agent should act on its intentions, not in spite of them adopt intentions that are feasible drop the ones that are not feasible keep (or commit to) intentions, but not forever discharge those intentions believed to have been satisfied alter intentions when relevant beliefs change
  • 58. Using plans to constrain reasoning An agent’s plans serve to frame its subsequent reasoning problems so as to constrain the amount of resources needed to solve them Agents commit to their plans Their plans tell them what to reason about, and what not to reason about Plans can help reasoning in differents levels of abstraction
  • 59. Intention reconsideration Intentions (plans) enable the agent to be goal-driven rather than event-driven. By committing to intentions the agent can pursue long- term goals. However, it is necessary for a BDI agent to reconsider its intentions from time to time: The agent should drop intentions that are no longer achievable. The agent should adopt new intentions that are enabled by opportunities.
  • 60. Problems in the deliberative approach Dynamic world Update symbolic world model World changes while planning is being done Representation language Expressive enough to be useful in any domain Limited enough to be computationally tractable Classical planning => complete, optimal solutions High computational cost Sometimes a sub-optimal low-cost fast reaction can be effective
  • 61. Hybrid Approaches Many researchers have argued that neither a completely deliberative nor a completely reactive approach are suitable for building agents They have suggested using hybrid systems, which attempt to marry classical and alternative approaches An obvious approach is to build an agent out of two (or more) subsystems: a deliberative one, containing a symbolic world model, which develops plans and makes decisions in the way proposed by symbolic AI a reactive one, which is capable of reacting quickly to events without complex reasoning
  • 62. Hybrid agent architecture Agent Deliberative component World World Plan Plan Planner Planner Model Model executor executor E E S S observations modifications ff e e ff n n e e ss Reactive component cc o tt o o o rr rr ss State1 Action1 ss State2 Action2 . . . . . . Staten Actionn
  • 63. Layered Architectures Often, the reactive component is given some kind of precedence over the deliberative one This kind of structuring leads naturally to the idea of a layered architecture, of which TOURINGMACHINES and INTERRAP are examples In such an architecture, an agent’s control subsystems are arranged into a hierarchy, with higher layers dealing with information at increasing levels of abstraction
  • 64. Layering techniques A key problem in such architectures is what kind of control framework to embed the agent’s subsystems in, to manage the interactions between the various layers. Horizontal layering Each layer is directly connected to the sensory input and action output. In effect, each layer itself acts like an agent, producing suggestions as to what action to perform. Vertical layering Sensory input and action output are dealt with by at most one layer each.
  • 65. Horizontal layering m possible actions suggested by each layer, n layers O(mn) possible options to be considered Introduces bottleneck in central control system
  • 66. Vertical layering m possible actions suggested by each layer, n layers O(mn) interactions between layers Not fault tolerant to layer failure
  • 67. Ferguson – TOURINGMACHINES The TOURINGMACHINES architecture consists of perception and action subsystems, which interface directly with the agent’s environment, and three control layers, embedded in a control framework, which mediates between the layers
  • 69. Ferguson – TOURINGMACHINES The reactive layer is implemented as a set of situation-action rules, a la subsumption architecture rule-1: obstacle-avoidance if is-in-front(Obstacle, Observer) and speed(Observer) > 0 and separation(Obstacle, Observer) < ThreshHold then change-orientation(ObstacleAvoidanceAngle) The planning layer constructs plans and selects actions to execute in order to achieve the agent’s goals
  • 70. Ferguson – TOURINGMACHINES The modeling layer contains symbolic representations of the ‘cognitive state’ of other entities in the agent’s environment The three layers communicate with each other and are embedded in a control framework, which use control rules censor-rule-1: if entity(obstacle-6) in perception-buffer then remove-sensory-record(layer-R, entity(obstacle-6)) [Prevents the reactive layer from reacting in front of obstacle-6]
  • 71. Müller –InteRRaP Vertically layered, two-pass architecture cooperation layer social knowledge plan layer planning knowledge behaviour layer world model world interface perceptual input action output
  • 72. Behaviour layer Reactive part of the architecture Works with the world model (beliefs on the world state) Only level that interacts with the real world Has a set of “situation action” rules Fast recognition of situations that deserve a quick reaction Makes routine tasks efficiently, without complex symbolic planning
  • 73. Planning layer Works with the mental model (beliefs on the own agent) Standard deliberative level Implements local behaviour guided towards certain goals
  • 74. Cooperative planning layer Works with the social model (beliefs on other agents of the system) Allows planning and cooperation with other agents Global plans of action Conflict resolution
  • 75. Critiques to hybrid architectures Lack of general design guiding methodologies Very specific, application dependent Unsupported by formal theories
  • 76. Readings for this week M.Wooldridge: An introduction to MultiAgent Systems – chapter 5 (reactive, hybrid) A.Mas: Agentes software y sistemas multi-agente: conceptos, arquitecturas y aplicaciones – chapter 2 Articles/book chapters on Moodle web site
  • 77. Reactive agents, mind map (Wooldridge)
  • 78. Hybrid agents, mind map (Wooldridge)