Prof. Indumathi
Introduction
Prerequisites
- Basic probability & statistics.
- Propositional/Boolean logic, laws, and rules.
- Fundamental algorithms and data structure concepts.
- Coding proficiency in Python.
Scope : Covers fondation for agentic AI.
Module 1’s agenda – PEAS Framework: The PEAS framework (Performance Measure, Environment, Actuators, Sensors) .
Crux: How to represent knowledge using probabilistic way.
Index
- Terminology
Introduction to Core AI Terminology (via Navigation Example)
AI terminology using a self-autonomous car / traveling agent toy example:
- Agent / Intelligent Agent: An entity capable of perceiving its environment and taking actions that mimic human reasoning or behavior.
- Environment: The external world or context in which the agent operates (e.g., the map/locality).
- Exploration: The process by which an agent traverses unknown paths when no prior map data is available.
- Exploitation: Using the shortest known route already stored in its Knowledge Base to travel from the Initial State to the Goal State as quickly as possible.
- Fact – Learnings from exploration.
- Knowledge Base (KB): The agent’s memory where explored routes, map layouts, and learned facts are stored for future decision-making.
- Sensors & Percepts:
- Sensors: Hardware/software tools (cameras, LIDAR, etc.) used to observe the environment.
- Percept: The specific input or sensory observation received from the environment at any given time.
- Actuators & Actions:
- Actuators: Mechanisms enabling the agent to interact with the environment.
- Actions: Decisions executed by the agent (e.g., move forward, turn left/right, apply brakes).
- Initial State & Transition Model:
- Initial State: The starting point/condition of the problem (e.g., the Source location).
- Transition Model: The logical framework defining how taking a specific action from a given state shifts the agent into a new resultant state (e.g., moving right from Source leads to Junction 1).
The Core Problem: Why Balance is Necessary
- Pure Exploitation: If an agent only exploits what it knows early on, it acts greedily. It will get stuck in a local optimum because it never attempts actions that could lead to much higher rewards overall.
- Pure Exploration: If an agent spends all its time exploring, it wastes compute power, time, and resources randomly sampling paths without ever taking advantage of the high-reward paths it already found.
Reference:
Artificial Intelligence: A Modern Approach (4th Edition) by Russell & Norvig.
Index
- Inteliggence
- 4 perspective of AI
- State space representation
- Environment
What is Intelligence?
- Definition: The capacity to perceive environmental data, reason from available facts, plan/take decisions, and learn/adapt to patterns.
- Key Observations:
- Are humans always intelligent? No—humans make mistakes and get emotional.
- Can animals be intelligent? Yes (e.g., dogs tracking scent, dolphins communicating, cats sensing earthquakes early).
- Can machines be intelligent? Yes (e.g., Chess AI, Medical AI, Autonomous driving).
- Takeaway: Intelligence is not exclusive to human beings.
- Human vs. AI Learning: Humans learn natively by observing and imitating; AI systems rely on structured data feeding (50%–80%+ initial training datasets) before adapting.
The Four Perspectives of AI (Russell & Norvig Framework)
| Perspective | Core Concept | Lecture Explanation & Example |
| Thinking Humanly | Cognitive Modeling | Replicating the human thought process (using brain scans, psychology, and cognitive science). |
| Acting Humanly | Behavioral Approach (Turing Test) | Focusing purely on external actions and outcomes that behave like a human, regardless of internal thought mechanisms. |
| Thinking Rationally | Laws of Thought / Logic | Deriving logically correct conclusions from formal premises using logic. |
| Acting Rationally | Rational Agent | Selecting the best possible action expected to maximize goals / performance measures. |
State-Space Representation :
In Data Structures & Algorithms (DSA) and System Design interviews, candidates are often evaluated on how compactly they represent system states.
As demonstrated with the Vacuum Cleaner World (Location, Status_A, Status_B), storing raw image frames or bloated objects causes state-space explosion and memory overhead.
Real-World Application
- Game AI & Simulators: Games like Chess or Go use compact bitboards (bitmasks) to represent pieces on a board rather than complex 2D arrays, speeding up state evaluation by orders of magnitude.
- Navigation & Routing (Google Maps, Uber): Road networks are compressed into state graphs where states are intersections and edges are road segments with dynamic weight (traffic latency).
Task Environment Classification (PEAS Framework)
- PEAS Profile for Automated Taxi Driver:
- P (Performance Measure): Safe, fast, legal, comfortable trip; profit maximization.
- E (Environment): Roads, traffic, pedestrians, weather.
- A (Actuators): Steering, accelerator, brake, signal, horn.
- S (Sensors): Cameras, LIDAR, speedometer, GPS.
Environment Properties:
- Fully Observable vs. Partially Observable:
- Whether sensory input provides complete state visibility or limited/restricted visibility (e.g., hidden rooms or obstructed views).
- Fully observable environments provide complete visibility and a complete knowledge base, whereas partially observable ones have incomplete information and uncertainty.
- Deterministic vs. Stochastic: Whether executing action A in state S always yields the exact same outcome $S’$, or introduces uncertainty.
- Deterministic environments yield the same output for a given input-action pair in a certain environment, while stochastic environments deal with uncertain events where outcomes vary.
- Episodic vs. Sequential: Whether current actions affect future decisions (sequential) or if each perceptual episode is independent (episodic).
- In sequential environments, previous decisions impact current decisions; in episodic environments, current decisions are independent of prior actions.
- Static vs. Dynamic
- Static: The environment remains unchanged while the agent is acting/thinking.
- Dynamic: The environment changes continuously or updates alongside agent actions.
- Semi-Dynamic: The physical environment does not change with time, but the agent’s performance score or evaluation metrics change over time.
- Discrete vs. Continuous
- Environments are discrete if the states and input variables are finite and countable (e.g., grid vacuum cleaner, Rubik’s cube), and continuous if states are infinite/uncountable (e.g., autonomous driving).
Index
- Agent architecture
- Problem solving agent
- Search
Note : important as agent architecture discussed.
Agent Architectures & Functions
Core Agent Architectures
- Table-Driven / Table Lookup Agent: Maps percept sequences directly to actions; conceptually simple but suffers from massive lookup table sizes and slow generation.
- Suffers from massive lookup table sizes and unscalable learning overhead.
- Simple Reflex Agent: A rule-based (condition-action) system acting only on the current percept in fully observable environments without considering future consequences.
- based only on the current percep
- Model-Based Reflex Agent: Maintains internal state and transition models to track how the world evolves and handle partially observable/uncertain environments.
- Goal-Based Agent: Uses search and planning techniques to evaluate whether potential actions will move the agent closer to a predefined goal state.
- Utility-Based Agent: Extends goal-based agents by using a utility function (e.g., measuring cost, time, distance, safety) to select the best or most optimal path among multiple goal-reaching alternatives.
- Learning Agent: Composed of four components:
- Performance Element: Selects external actions based on current percepts.
- Critic: Evaluates the agent’s behavior against a performance standard and provides positive/negative feedback.
- Learning Element: Modifies and improves future performance based on critic feedback.
- Problem Generator: Suggests suboptimal/unseen actions to encourage exploration of new states.
Problem Solving Agents & Problem Formulation
- 5 Core Problem Components:
- Initial State: The agent’s starting condition.
- Actions: Legal moves available to the agent.
- Transition Model / Successor Function: What state results from taking a given action in a specific state ($Result(s, a)$).
- Goal Test: Checks whether a given state matches the destination/objective configuration.
- Path Cost ($g(n)$): Cumulative cost or distance associated with transitions.
- Worked Problem Formulation Examples:
- Romania map navigation (e.g., Arad to Bucharest).
- Vacuum-cleaner world.
- 8-Puzzle problem (state representation, $9!/2$ reachable state space, swapping with empty tile).
Search Concepts & Breadth-First Search (BFS)
- Key Terminology:
- State vs. Node: A state represents the environment configuration; a node is a data structure in the search tree containing state, parent, actions, and path cost.
- Frontier / Open List: Queue/structure holding nodes discovered but yet to be expanded.
- Uninformed vs. Informed Search:
- Uninformed (Blind): Uses only basic problem formulation details without knowing how close a non-goal state is to the goal.
- Informed (Heuristic): Uses domain knowledge via a heuristic function $h(n)$ estimating the remaining cost from state $n$ to the goal.
- Breadth-First Search (BFS) Mechanics & Complexity:
- Explores the search space level-by-level (breadth-wise) using a FIFO queue.
- Goal test is performed on node generation.
- Time Complexity: $O(b^{d+1})$, where $b$ is the maximum branching factor and $d$ is the depth of the shallowest goal.
- Space Complexity: $O(b^{d+1})$ / $O(b^d)$ to store all frontier and generated nodes in memory.
Topics Discussed
- Probabilistic Representation & Reasoning
- Probability concept for uncertainty
- Bayesian Network
- CPT
- Joint probability
- Conditional Probability
- Inference -4 Types depending on position of Q-(query)
- Variable elimination
- D-contentedness vs D-Separation -if they are conditionally independent.
- refer ppt for handwritten solution at end of ppt – 8-9 marks


