Artificial Intelligence & Neural Networks β Introduction to AI and Intelligent Agent, NEC licence examination syllabus (Nepal Engineering Council).
Environment Types
Six properties that decide which agent design is even possible.
π Where this lives: classifying the environment is the step that tells you what you cannot get away with. A team that assumes its environment is deterministic when it is stochastic ships something that works in the demo and fails in the field; a team that assumes full observability when it is partial builds an agent with no memory and then cannot explain why it behaves erratically. The classification is diagnostic β each property rules a design in or out. Search "task environment properties fully observable stochastic".
The six dimensions
The standard classification of TASK ENVIRONMENTS. Learn all six
with what each implies for the agent.
1. FULLY OBSERVABLE vs PARTIALLY OBSERVABLE
FULLY OBSERVABLE: the sensors give access to the COMPLETE
state of the environment at each point in time β everything
relevant to the choice of action.
PARTIALLY OBSERVABLE: because of noisy or inaccurate sensors,
or because parts of the state are simply missing from the
sensor data.
(UNOBSERVABLE is the extreme case: no sensors at all. Such an
agent can still act, and sometimes succeed β a fixed
cleaning sequence with no sensing is a real design.)
IMPLICATION: fully observable β a simple reflex agent may
suffice. Partially observable β the agent MUST maintain
INTERNAL STATE, so a model-based structure is mandatory.
EXAMPLES: chess is fully observable; poker is partially
observable (hidden cards); driving is partially observable
(you cannot see round the corner).
2. SINGLE-AGENT vs MULTI-AGENT
The test is not whether other entities exist but whether
their behaviour is best described as MAXIMISING A PERFORMANCE
MEASURE THAT DEPENDS ON OUR AGENT'S ACTIONS.
A taxi treating other cars as moving obstacles is a
single-agent view; treating them as drivers who will react
to being cut up is a multi-agent view.
COMPETITIVE multi-agent: chess β one agent's gain is the
other's loss.
COOPERATIVE multi-agent: avoiding collisions, where both
drivers want the same thing.
IMPLICATION: multi-agent environments introduce RANDOMISED
BEHAVIOUR as rational β being unpredictable has value when
an opponent can exploit predictability, which is why
randomisation appears here for a second, quite different
reason than in the reflex-agent loop case.
3. DETERMINISTIC vs STOCHASTIC
DETERMINISTIC: the next state is COMPLETELY DETERMINED by the
current state and the agent's action.
STOCHASTIC: it is not, and the uncertainty is quantified with
PROBABILITIES.
(NON-DETERMINISTIC is a distinct term: outcomes are listed
but not given probabilities, so the agent must plan for all
of them rather than for the likely one.)
IMPORTANT SUBTLETY: an environment that is deterministic but
PARTIALLY OBSERVABLE may APPEAR stochastic to the agent β
and for design purposes, appearance is what matters.
Taxi driving is stochastic because tyres blow and engines
fail unpredictably.
IMPLICATION: stochastic β the agent must handle uncertainty,
which points at utility and expected values rather than
goals.
4. EPISODIC vs SEQUENTIAL
EPISODIC: the agent's experience is divided into atomic
episodes; in each the agent receives a percept and performs
one action, and CRUCIALLY THE ACTION IN ONE EPISODE DOES
NOT AFFECT LATER EPISODES.
SEQUENTIAL: the current decision COULD AFFECT ALL FUTURE
DECISIONS.
EXAMPLES: classifying defective parts on a belt is episodic β
each part is judged independently. Chess and driving are
sequential β short-term actions have long-term
consequences.
IMPLICATION: episodic environments need no lookahead, so the
agent can be far simpler. Sequential ones require planning
or learning about delayed consequences.
5. STATIC vs DYNAMIC
STATIC: the environment does not change while the agent is
deliberating.
DYNAMIC: it does, so the agent that fails to act is
effectively deciding to do nothing, and time itself
matters.
SEMIDYNAMIC: the environment does not change with the passage
of time, but the agent's PERFORMANCE SCORE does β chess
with a clock is the standard example.
IMPLICATION: dynamic β the agent must respond within a
deadline, which is the reactivity requirement and the
reason for layered architectures.
6. DISCRETE vs CONTINUOUS
Applies separately to the STATE, to TIME, and to the
PERCEPTS and ACTIONS.
Chess has a finite number of discrete states and discrete
actions. Taxi driving is continuous-state and
continuous-time: speed and location sweep through a range
of values, and steering is continuous.
IMPLICATION: continuous spaces cannot be searched by
enumeration, so they require discretisation or methods
built for continuous domains.
AND A SEVENTH, OFTEN LISTED SEPARATELY:
KNOWN vs UNKNOWN
This refers to the AGENT'S (or designer's) KNOWLEDGE OF THE
LAWS OF PHYSICS of the environment β not to the environment's
observability.
THE DISTINCTION IS COMMONLY CONFUSED AND WORTH GETTING
RIGHT: a KNOWN environment can be PARTIALLY OBSERVABLE
(solitaire β you know the rules, you cannot see the face-down
cards), and an UNKNOWN environment can be FULLY OBSERVABLE
(a new video game where everything is on screen but you do
not yet know what the buttons do).
IMPLICATION: unknown β the agent must LEARN the transition
model, which is exactly what reinforcement learning does.
THE HARDEST CASE IS THEREFORE: partially observable,
multi-agent, stochastic, sequential, dynamic, continuous and
unknown β which is a fair description of driving a taxi, and of
most real problems.
The classification applied
THE STANDARD TABLE β worth memorising, because exam questions
ask for exactly this:
TASK ENVIRONMENT Obsv Agents Determ. Episodic Static Discrete
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
Crossword puzzle full single determ. sequen. static discrete
Chess with a clock full multi determ. sequen. semi discrete
Poker partial multi stoch. sequen. static discrete
Backgammon full multi stoch. sequen. static discrete
Taxi driving partial multi stoch. sequen. dynamic continuous
Medical diagnosis partial single stoch. sequen. dynamic continuous
Image analysis full single determ. episodic semi continuous
Part-picking robot partial single stoch. episodic dynamic continuous
Refinery control partial single stoch. sequen. dynamic continuous
English tutor partial multi stoch. sequen. dynamic discrete
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
READ THE INTERESTING ROWS RATHER THAN MEMORISING BLINDLY:
Β· CHESS is deterministic but BACKGAMMON is stochastic, purely
because backgammon has dice. Both are fully observable
multi-agent games, and that one difference changes the
algorithm entirely β minimax works for chess, and
backgammon needs expectiminimax with probability-weighted
chance nodes.
Β· IMAGE ANALYSIS is the only EPISODIC row among the
non-robotic tasks, and that is why it is comparatively easy:
each image is judged alone, with no consequences for the
next. The enormous progress in image classification is partly
a consequence of the problem's episodic structure.
Β· THE PART-PICKING ROBOT is EPISODIC yet DYNAMIC and
STOCHASTIC β each part is independent, but the belt keeps
moving and the grip may slip. Episodic does not mean easy.
Β· THE ENGLISH TUTOR is MULTI-AGENT, which surprises people.
The student is an agent whose behaviour depends on what the
tutor does β including gaming the system if the tutor's
measure is gameable, which is the warning from the PEAS
topic.
Β· MEDICAL DIAGNOSIS is DYNAMIC because the patient's condition
changes while the system deliberates, which is why diagnosis
has a deadline in a way that crossword solving does not.
WORKED CLASSIFICATION β the study-recommendation agent, and what
each answer forces:
Fully or partially observable?
PARTIAL β the agent sees ticks, reading depth and notes,
never comprehension.
β FORCES internal state; a simple reflex agent is ruled out.
Single or multi-agent?
SINGLE, with a caveat: the student is arguably an agent, and
if the recommendations are gameable the student will game
them. Modelling the student as a passive environment is a
SIMPLIFICATION we should record as such.
β allows single-agent methods, but the measure must be
chosen as if the student were adversarial.
Deterministic or stochastic?
STOCHASTIC β whether the student studies, and how fast they
forget, are probabilistic.
β FORCES expected-value reasoning; a plain goal is not
enough, so utilities are required.
Episodic or sequential?
SEQUENTIAL β today's recommendation changes what is
worth recommending tomorrow, and the exam is a single
terminal event.
β FORCES lookahead: recommending the highest-value topic
today may be worse than building toward coverage.
Static or dynamic?
DYNAMIC β the exam date approaches whether the agent acts or
not, and retention decays with time.
β FORCES time into the state; a recommendation is only valid
for a moment.
Discrete or continuous?
DISCRETE actions (which topic to suggest, from 519) with
CONTINUOUS state (retention probabilities, time remaining).
β a mixed case, which is normal.
Known or unknown?
PARTIALLY KNOWN β the syllabus and exam weights are known;
the individual student's forgetting curve is not.
β FORCES learning for that one component.
THE CLASSIFICATION DECIDED THE DESIGN: partially observable +
stochastic + sequential + dynamic + partly unknown means a
UTILITY-BASED, MODEL-BASED, LEARNING agent β which is the most
expensive type on the list, and now justified item by item
rather than assumed.
Why the classification is the first thing to do
EACH PROPERTY RULES A DESIGN IN OR OUT. That is the whole reason
for the exercise, and it is the answer to "why not just start
coding?"
PROPERTY WHAT IT FORCES
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
partially observable internal state; belief over
states rather than a known state
stochastic probabilities and expected
values; utility rather than
goals alone
sequential lookahead, planning, or learning
about delayed reward
dynamic a response deadline; layered
architecture; anytime algorithms
that can return a partial answer
continuous discretisation, or methods
designed for continuous spaces
multi-agent modelling other agents;
game-theoretic reasoning;
randomisation has value
unknown learning the transition model
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
THE COST OF GETTING IT WRONG, in both directions:
ASSUMING THE ENVIRONMENT IS SIMPLER THAN IT IS
Β· assuming full observability β an agent with no memory,
which behaves erratically for reasons nobody can trace
Β· assuming determinism β a plan that works in testing and
fails in the field, because testing did not include the
unlikely branch
Β· assuming episodic β a system that optimises each decision
alone and produces a poor sequence. This is a real and
subtle failure: every individual recommendation is
defensible and the overall study plan is bad.
Β· assuming static β a system whose answer is correct and
arrives too late
ASSUMING IT IS MORE COMPLEX THAN IT IS
Β· full probabilistic planning where a rule sufficed, so the
system is expensive, slow and hard to explain for no gain
Β· this error is less dangerous but far more common in
student projects, and it is the same over-engineering the
design-patterns topic warned about
THE PRACTICAL DISCIPLINE: CLASSIFY THE ENVIRONMENT, WRITE THE
SIX ANSWERS DOWN, AND RECORD ANY SIMPLIFICATION AS A
SIMPLIFICATION. "We are treating the student as a passive
environment although they are arguably an agent" is a sentence
that saves an argument later β it is the assumption made
explicit, which is exactly what the requirements unit means by
documenting a domain assumption.
A NOTE ON HOW ENVIRONMENTS ARE STUDIED: an ENVIRONMENT CLASS is
a set of related task environments, and an ENVIRONMENT
GENERATOR produces instances from it for evaluating agents. The
distinction matters because an agent tuned to one instance may
be worthless on the class β which is precisely the
overfitting problem, arriving before machine learning is even
introduced. AN AGENT SHOULD BE EVALUATED ON THE CLASS, NOT ON
THE INSTANCES IT WAS DESIGNED AGAINST, and that is the same
held-out-test-set discipline the history topic credited with
ending the second AI winter.
The known-versus-observable distinction is the one examiners use to separate understanding from memorisation. "Known" is a claim about the rules, "observable" a claim about the sensors β solitaire has known rules and hidden cards, a new video game has visible everything and unknown controls. They vary independently.
π Go further: the formal machinery for the partially-observable stochastic case is the POMDP β partially observable Markov decision process β where the agent maintains a belief state, a probability distribution over the states it might be in, and acts to maximise expected reward over that distribution. It is the mathematically correct answer to the hardest column of the classification table, and it is also computationally brutal: exact solution is intractable for all but tiny problems, so practice relies on approximations. That gap between the correct formulation and the tractable one is worth seeing, because it is the same expressiveness-versus-tractability trade-off the whole subject keeps meeting. Search "POMDP belief state approximate solvers".
π‘ Exam angle: name and define all six dimensions β fully/partially observable, single/multi-agent, deterministic/stochastic, episodic/sequential, static/dynamic, discrete/continuous β plus known/unknown, and give an example of each. Be ready to classify a given task environment across all of them and to reproduce rows of the standard table; chess, backgammon, poker, taxi driving, medical diagnosis and image analysis are the ones most often asked. Know the subtleties: a deterministic but partially observable environment can appear stochastic, semidynamic means the score changes with time though the environment does not, and known is about the laws while observable is about the sensors. State what each property forces on the agent design.
Syllabus points
Deterministic vs stochastic
Static vs dynamic
Observable vs semi-observable
Single vs multi-agent
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