Back

06_Environment_Properties

Loading views...

Environment Properties

Understanding the environment is crucial for designing the right agent. We classify environments based on several properties.


1. Accessible vs Inaccessible (Fully vs Partially Observable)

  • Accessible (Fully Observable): The agent's sensors give it access to the complete state of the environment at each point in time. The agent doesn't need to keep an internal memory.

Example:* Chess. (You can see the entire board and all pieces at all times).

  • Inaccessible (Partially Observable): Sensors are noisy or inaccurate, or parts of the state are missing.

Example:* Poker. (You cannot see the other players' cards).

Example:* Self-Driving Car. (You cannot see around corners or behind large trucks).


2. Deterministic vs Non-Deterministic (Stochastic)

  • Deterministic: The next state of the environment is completely determined by the current state and the agent's action. There is no randomness.

Example:* Solving a Puzzle. (If you move a piece, it ends up exactly where you put it).

  • Non-Deterministic (Stochastic): There is uncertainty. The same action in the same state might lead to different outcomes (due to other agents, wind, slippery roads, etc.).

Example:* Dice Game. (Throwing a die doesn't guarantee a 6).

Example:* Taxi Driving. (Traffic, pedestrians, and engine reliability are unpredictable).


3. Episodic vs Non-Episodic (Sequential)

  • Episodic: The agent's experience is divided into independent "episodes". Each episode consists of the agent perceiving and then acting. The quality of the action depends only on that episode.

Example:* Image Classification Bot. (Spotting a cat in Image A doesn't affect how it spots a dog in Image B).

Example:* Factory Robot Arm. (Picking up part #100 is the same task as picking up part #1).

  • Non-Episodic (Sequential): The current decision affects all future decisions. Short-term actions have long-term consequences.

Example:* Chess. (A move you make now determines your position 10 moves later).

Example:* Driving. (Changing lanes now affects where you will be in 1 minute).


4. Static vs Dynamic

  • Static: The environment does not change while the agent is deliberating (thinking). The agent doesn't need to worry about time passing.

Example:* Crossword Puzzle. (The clues don't change while you are thinking).

  • Dynamic: The environment changes while the agent is thinking. If the agent takes too long to decide, the delay itself is a disadvantage (e.g., getting hit by a car).

Example:* Taxi Driving. (Other cars keep moving while you decide to brake).

Example:* Real-Time Strategy Games (StarCraft).


5. Discrete vs Continuous

  • Discrete: The environment has a finite number of distinct states, percepts, and actions.

Example:* Chess. (Finite number of squares, finite number of pieces, finite number of legal moves).

  • Continuous: The states and actions are continuous values (real numbers).

Example:* Taxi Driving. (Speed can be 40.1 km/h or 40.12 km/h; steering angle varies continuously).