Introduction & Intelligent Agents
Sessions 1–4What AI is, where it came from, and the central abstraction the rest of the course rests on: the agent that perceives an environment through sensors and acts on it through actuators to maximise a performance measure. We classify environments and agent architectures so that later we can pick the right algorithm for a given problem shape.
- Place AI historically and distinguish "thinking/acting humanly vs. rationally".
- Define a rational agent and the PEAS (Performance, Environment, Actuators, Sensors) framing.
- Classify environments: observable, deterministic, episodic, static, discrete, single-/multi-agent.
- Map a real task onto a formal problem: states, initial state, actions, transition model, goal test, path cost.
Set expectations and lay the philosophical and technical groundwork for what "artificial intelligence" means.
- Introduction. Course logistics, the three coding deliverables and the GenAI policy. Sets the contract: you will not just read about algorithms, you will implement and compare them.
- Expectations & contents. The arc from search → games → CSPs → reasoning under uncertainty. Each block answers a different question: find a path, beat an opponent, satisfy constraints, and act despite incomplete knowledge.
- Philosophical & technical foundations of AI. The four classic schools come from crossing two axes — thinking vs. acting and humanly vs. rationally — giving cognitive modelling, the laws of thought, the Turing test, and the rational-agent view. The course commits to the last: build agents that do the right thing, measured against a performance measure, rather than imitate people.
Reading: Russell & Norvig (AIMA), Ch. 1 — Introduction (esp. 1.1 foundations, 1.2 acting/thinking humanly/rationally).
Trace how the field rose, fell and rose again, and survey what AI does today.
- Inception of AI. The 1956 Dartmouth workshop named the field; early wins were symbolic — the Logic Theorist, GPS (General Problem Solver) and Rosenblatt's perceptron — built on search and logic rather than data.
- Ups and downs of the industry. Over-promising and limits (e.g. Minsky & Papert's perceptron critique) triggered the AI winters of funding collapse; expert systems boomed and busted in the 1980s; the 2010s deep-learning resurgence came from data + GPUs + backprop at scale.
- State-of-the-art applications. Game-playing milestones map onto this course: Deep Blue (1997, alpha-beta search → Module 4), AlphaGo/AlphaZero (2016+, MCTS + learned evaluation → S13), and today's foundation models. Game milestones are recurring public benchmarks of progress.
Reading: AIMA Ch. 1.3–1.4 (history & state of the art); Clancy, Playing with Reality (intro) for the cultural lens on why games drive AI.
Define the agent abstraction and the dimensions along which environments vary.
- Understanding agents. The perceive–decide–act loop; percept sequences and the agent function.
- Rationality and agents. A rational agent maximises the expected performance measure given its percepts and knowledge.
- Properties of environments. Fully/partially observable, deterministic/stochastic, episodic/sequential, static/dynamic, discrete/continuous, single-/multi-agent.
- Structure of agents. The agent = architecture + program.
Reading: AIMA Ch. 2 — Intelligent Agents (2.2 good behaviour/rationality, 2.3 environment properties, 2.4 agent structure).
Catalogue agent architectures and formalise a task as a search problem.
- Types of agents. A ladder of increasing capability: simple-reflex (condition–action rules on the current percept only), model-based reflex (keeps internal state to handle partial observability), goal-based (searches for action sequences that reach a goal), utility-based (chooses among goals by expected utility), and learning agents (improve any component from experience).
- Inner working of agents. A model-based agent maintains state $s_{t+1}=f(s_t, a_t, \text{percept}_t)$ using a transition model and a sensor model, so it can act sensibly when it cannot see the whole world — the seed of belief-state reasoning (S10) and the Ghosts agent.
- Formulation of agent problems. Turn a task into a search problem: states, an initial state, actions, a transition model (
Result(s,a)), a goal test, and a path-cost function. Worked example (8-puzzle): a state is a tile arrangement, an action slides the blank, the goal test is "tiles in order", and step cost is 1 — nothing more is needed for Module 2's algorithms to run.
Reading: AIMA Ch. 2.4 (agent programs/types); Ch. 3.1 (problem-solving agents & problem formulation).