General Questions
PEAS
Uninformed Search
Informed & Local Search
Adversarial Search
100

An agent who always moves in a way to maximize the expected utility

Rational agent

100

PEAS stands for

Performance, environment, actions, sensors

100

Search algorithm using a queue for frontier, is optimal with non-infinite branching factor

Breadth first search (BFS)

100

Informed algorithms which only considers the forward cost h(n)

Greedy / best-first search 

100

Type of game where an action being good for one player must be bad for another. There can only be one winner. 

Zero-sum game

200

Period of time with reduced AI funding, and reduced research into AI

AI winter (1970s, late 80s, early 90s)

200

Knowledge about how the environment works. E.g. how actions will change the environment.

Transition model

200

Lowest path cost among all possible solutions (sequences of actions)

Optimal solution

200

Peak which is higher than local neighbors, but not the highest in the state space

Local maxima 

200

Symbol used to represent the maximizing agent in minimax / alpha-beta pruning trees

Upward facing triangle

300

Test to determine if an AI can convince a human it is not an AI

Turing test

300

An environment in which the next state is decided by the current state and action executed

Deterministic 

300

Nodes that an algorithm (BFS/DFS) knows about but hasn't yet visited

Frontier / open list

300

Algorithm which incorporates mutations, based on biological life

Evolutionary algorithm

300

Space complexity for minimax

O(bm) 

400

An algorithm is _______ if it is guaranteed to find a solution, or return no solution if none exists

Complete

400

General performance measure for agents to use which allows for a comparison of different (successor) world states

Utility function 

400

Search algorithm which is more memory efficient than BFS, yet still maintains the same optimality guarantee given the same constraints

Iterative deepening search (IDS)

400

Local search algorithm which initially moves randomly through the state space then slowly focuses efforts on best known positions

Simulated annealing search

400

Algorithm which can return the current best move based on time/memory limitations

Anytime algorithm

500

A simple model which uses updating rules for modifying connection strength between neurons (or weights between nodes in a neural network)

Hebbian learning - who actually read chapter 1? Here's your reminder to go read it!

500

Complete history of everything the agent has perceived (assuming memory)

Percept sequence

500

Set of states that represent the possible states of the environment

State space

500

Heuristic which never overestimates the cost to reach the goal

Admissible

500

Adversarial algorithm which uses random rollouts to replace heuristic evaluation functions

Monte Carlo tree search