Sussman Anomaly: Fundamentals and Applications
By Fouad Sabry
()
About this ebook
What Is Sussman Anomaly
The Sussman anomaly is an issue in artificial intelligence that was first documented by Gerald Sussman. It shows a weakness of noninterleaved planning algorithms, which were popular in the early 1970s. Sussman was the first person to describe the Sussman anomaly. The vast majority of today's planning systems are not limited to noninterleaved planning, and as a result, they are able to deal with this oddity. Even though the relevance and worth of the problem have long since passed into the realm of history, it is nevertheless helpful in elucidating why planning is not an easy task. In the scenario, there are three blocks lying flat on the table. The agent is responsible for stacking the blocks in such a way that A is on top of B, which is on top of C, and so on. On the other hand, it can only move a single block at a time. The issue begins with B being placed on the table, C being placed over A, and A being placed on the table:
How You Will Benefit
(I) Insights, and validations about the following topics:
Chapter 1: Sussman anomaly
Chapter 2: Actor model
Chapter 3: Planning Domain Definition Language
Chapter 4: Automated planning and scheduling
Chapter 5: Automated planning and scheduling
Chapter 6: Greedy algorithm
Chapter 7: Action description language
Chapter 8: Stanford Research Institute Problem Solver
Chapter 9: Hierarchical control system
Chapter 10: Hierarchical task network
(II) Answering the public top questions about sussman anomaly.
(III) Real world examples for the usage of sussman anomaly in many fields.
(IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of sussman anomaly' technologies.
Who This Book Is For
Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of sussman anomaly.
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Book preview
Sussman Anomaly - Fouad Sabry
Chapter 1: Sussman anomaly
Gerald Sussman identified the Sussman anomaly as a flaw in noninterleaved planning algorithms, which were popular in the early 1970s, and named it after himself. The vast majority of today's planning systems are not limited to noninterleaved planning and can therefore accommodate this peculiarity. Although the problem's relevance and value have diminished, they remain relevant in elucidating the complexity of planning. The problem involves a set of three blocks (A, B, and C) sitting on a flat surface. Agent must arrange blocks so that A rests atop B, which rests atop C. One block at a time might be all it can accomplish, though. Putting B on the table, C on top of A, and A on the table sets up the problem:
In contrast, noninterleaved planners typically break the goal down into smaller, more manageable objectives, such as:
place A atop B
move B above C
Assume the planner embarks on the pursuit of Objective 1. The simplest way to solve this problem is to shift C out of the way, and then place A on top of B. But since A and B need to be moved on top of C, the agent can't move on to Goal 2 without undoing Goal 1:
Moving B is the most time- and energy-efficient option if the planner prioritizes Goal 2 first. The planner, however, cannot achieve Objective 1 if doing so would compromise Objective 2:
Sussman discovered the issue while working on his dissertation. Sussman (along with his supervisor, Marvin Minsky) developed a modular planning system for debugging
plans based on the idea that intelligence necessitates a list of exceptions or tricks.
{End Chapter 1}
Chapter 2: Actor model
In computer science, an actor is considered to be the fundamental unit of concurrent computation in the actor model, a mathematical model of concurrent computation. An actor can do things like decide locally, make new actors, send more messages, and figure out how to respond to the next message it receives in response to information it receives in a message. The private state of an actor can be changed, but they can only have an effect on another actor through communication (removing the need for lock-based synchronization).
The first use of the actor model was in 1973. Both theoretical and practical implementations of concurrent systems have used this framework to better understand computation. Actor models and process calculi both discuss how their respective bodies of work relate to this one.
According to Carl Hewitt, general relativity and quantum mechanics served as inspiration for the actor model, which is distinct from other models of computation. It was also influenced by packet switching, capability-based systems, and the programming languages Lisp and Simula. It was created because of the desire for highly parallel computing machines
that use dozens, hundreds, or even thousands of independent microprocessors, each with its own local memory and communications processor, communicating via a high-performance communications network.
Since then, interest in the actor model has been rekindled due to the rise of massive concurrency made possible by multi-core and many-core computer architectures.
Based on the work of Hewitt, Bishop, and Steiger (1973), Irene Greif (Ph.D. candidate) created an operational semantics for the actor model. Because of this, actor model theory was able to flourish to its full potential.
Members of the Message Passing Semantics Group at the Massachusetts Institute of Technology (including Russ Atkinson, Giuseppe Attardi, Henry Baker, Gerry Barber, Peter Bishop, Peter de Jong, Ken Kahn, Henry Lieberman, Carl Manning, Tom Reinhardt, Richard Steiger, and Dan Theriault) were responsible for a lot of the software's implementation (MIT). The message passing in the model was further developed by research groups led by Chuck Seitz at Caltech and Bill Dally at MIT, who both built computer architectures. Check out the use of the actor model.
In addition to MIT's Artificial Intelligence Laboratory, SRI, Stanford University, University of Illinois at Urbana-Champaign, Pierre and Marie Curie University (University of Paris 6), University of Pisa, University of Tokyo's Yonezawa Laboratory, Centrum Wiskunde & Informatics (CWI), and many other institutions have conducted research on the actor model.
In the actor model, everything is considered to be an actor. This is analogous to the object-oriented programming language philosophy that everything is an object.
.
In computer science, an actor is a program component that can take immediate action in response to a message:
communicate with other players by sending a set number of messages; produce a set number of brand-new players; specify the action to be taken in response to the next incoming message.
All of the aforementioned steps may be taken simultaneously; no particular order is assumed.
The actor model's breakthrough was its ability to enable asynchronous communication and control structures as patterns of message passing by decoupling them from the sender.
The address, also known as