First-Order Logic: Better
choice for Wumpus World
Propositional logic represents facts
First-order logic gives us
Objects
Relations: how objects relate to each other
Properties: features of an object
Functions: output an object, given others
Syntax and Semantics
Propositional logic has the following:
Constant symbols: book, A, cs327
Predicate symbols: specify that a given
relation holds
Example:
Teacher(CS327sec1, Dave)
Teacher(CS327sec2, Dave)
“Teacher” is a predicate symbol
For a given set of constant symbols,
relation may or may not hold
Syntax and Semantics
Function Symbols
FatherOf(Luke) = DarthVader
Variables
Refer to other symbols
x, y, a, b, etc.
In Prolog, capitalization is reverse:
Variables are uppercase
Symbols are lower case
Prolog example ([user], ;)
Syntax and Semantics
Atomic Sentences
Father(Luke,DarthVader)
Siblings(SonOf(DarthVader),
DaughterOf(DarthVader))
Complex Sentences
and, or, not, implies, equivalence
Father( Luke, DarthVader ) Father( Leia , DarthVader )
Equality
( DaveAppleyard DaveMusicant )
Universal Quantification
“For all, for every”:
Examples:
x Cat ( x) Mammal( x)
x WeighsSameAs( x, Duck ) Witch( x)
Usually use with
Common mistake to use
x At ( x, Carleton) Smart ( x)
Existential Quantification
“There exists”:
x HopeForUniverse( x) ( x Luke)
Typically use with
Common mistake to use
x At ( x, Carleton) Smart ( x)
True if there is no one at Carleton!
Properties of quantifiers
x y same as y x
x y same as y x
x y not the same as y x :
y x FavoriteFood ( y, x)
x y FavoriteFood ( y, x)
Can express each quantifier with the
other
x Likes( x, IceCream) x Likes( x, IceCream)
x Likes( x, Broccoli ) x Likes( x, Broccoli )
Some examples
x MadeOfWood ( x) Burns ( x)
x MadeOfWood ( x) FloatsInWater( x)
Definition of sibling in terms of parent:
x, y Sibling ( x, y ) [( x y ) m, f (m f )
Parent (m, x) Parent ( f , x) Parent (m, y ) Parent ( f , y )]
First-Order Logic in Wumpus
World
Suppose an agent perceives a stench,
breeze, no glitter at time t = 5:
Percept([Stench,Breeze,None],5)
[Stench,Breeze,None] is a list
Then want to query for an appropriate
action. Find an a (ask the KB):
a Action(a,5) ?
Simplifying the percept and
deciding actions
b, g , t Percept ([ Stench, b, g ], t ) Stench(t )
s, g , t Percept ([ s, Breeze , g ], t ) Breeze (t )
s, b, t Percept ([ s, b, Glitter ], t ) AtGold (t )
Simple Reflex Agent
t AtGold (t ) Action(Grab, t )
Agent Keeping Track of the World
t AtGold (t ) Holding (Gold , t ) Action(Grab, t )
Using logic to deduce
properties
Define properties of locations:
l , t AtAgent(l , t ) Stench(t ) Smelly (l )
l , t AtAgent(l , t ) Breeze (t ) Breezy (l )
Diagnostic rule: infer cause from effect
y Breezy ( y ) x Pit ( x) Adjacent( x, y )
Causal rule: infer effect from cause
x, y Pit ( x) Adjacent( x, y ) Breezy ( y )
Neither is sufficient: causal rule doesn’t say if squares
far from pits can be breezy. Leads to definition:
y Breezy ( y ) x Pit ( x) Adjacent( x, y )
Keeping track of the world is
important
Without keeping track of state...
Cannot head back home
Repeat same actions when end up back in
same place
Unable to avoid infinite loops
Do you leave, or keep searching for gold?
Want to manage time as well
Holding(Gold,Now) as opposed to just
Holding(Gold)
Situation Calculus
Adds time aspects to first-order logic
AtAgent([1,1], S0 ) AtAgent([1,2], S1 )
Result function connects actions to results
Result(For ward, S0 ) S1
Result(Tur n( Right ) , S1 ) S 2
Describing actions
Pick up the gold!
Stated with an effect axiom
s AtGold ( s) Holding (Gold , Result (Grab, s))
When you pick up the gold, still have
the arrow!
Nonchanges: Stated with a frame axiom
s HaveArrow( s) HaveArrow( Result (Grab, s))
Cleaner representation:
successor-state axiom
For each predicate (not action):
P is true afterwards means
An action made P true, OR
P true already and no action made P false
Holding the gold:
a, s Holding (Gold , Result(a, s ))
(( a Grab) AtGold ( s ))
( Holding (Gold , s ) (a Release ))
(if there was such a thing as a release action – ignore that for our example)
Difficulties with first-order
logic
Frame problem
Need for an elegant way to handle non-change
Solved by successor-state axioms
Qualification problem
Under what circumstances is a given action
guaranteed to work? e.g. slippery gold
Ramification problem
What are secondary consequences of your
actions? e.g. also pick up dust on gold, wear and
tear on gloves, etc.
Would be better to infer these consequences, this
is hard
Keeping track of location
Direction (0, 90, 180, 270)
Orientation(S0 ) 0
Define function for how orientation affects x,y
location
x, y LocationToward ([ x, y ],0) [ x 1, y ]
x, y LocationToward ([ x, y ],90) [ x, y 1]
x, y LocationToward ([ x, y ],180) [ x 1, y ]
x, y LocationToward ([ x, y ],270) [ x, y 1]
Location cont...
Define location ahead:
l , s AtAgent(l , s)
LocationAhead ( s ) LocationToward (l , Orientatio n( s ))
Define what actions do (assuming you know
where wall is):
l , d , p, s AtAgent(l , Result(a, s ))
[ (a Forward l LocationAhead ( s) Wall (l ))
( AgentAt(l , s ) a Forward )
Primitive goal based ideas
Once you have the gold, your goal is to get
back home
s Holding (Gold , s) GoalLocation([1,1], s)
How to work out actions to achieve the goal?
Inference: Lots more axioms. Explodes.
Search: Best-first (or other) search. Need to
convert KB to operators
Planning: Special purpose reasoning systems
(chapter 11)