The task environment is everything an agent interacts with while performing a task. To design effective intelligent agents, it’s essential to understand the nature of the environment in which they operate.

The properties of task environments are classified along several dimensions:

1. Observable: Fully vs. Partially Observable

  • Fully Observable: The agent’s sensors give access to the complete state of the environment.

    • Example: Chess – all pieces on the board are visible to both players.
  • Partially Observable: The agent has incomplete or noisy sensory input.

    • Example: Driving a car – you cannot see around corners or the internal state of other drivers.

2. Agents: Single Agent vs. Multi-Agent

  • Single Agent: Only one agent is acting in the environment.
    • Example: Solitaire game or cleaning robot.
  • Multi-Agent: Multiple agents interact; can be competitive or cooperative.
    • Example: Football (players), Self-driving cars on the road (partially cooperative), Chess (competitive).

3. Deterministic vs. Stochastic

  • Deterministic: The next state is completely determined by the current state and the agent’s action.

    • Example: Crossword puzzle – filling a word always leads to the same result.
  • Stochastic: There is some randomness involved in state transitions.

    • Example: Dice games, robot navigation on slippery floors.

4. Episodic vs. Sequential

  • Episodic: Each episode (action + perception) is independent of the previous ones.

    • Example: Image classification – each image is processed independently.
  • Sequential: The current decision affects future decisions.

    • Example: Chess or driving – early moves impact the outcome.

5. Static vs. Dynamic

  • Static: The environment does not change while the agent is thinking.

    • Example: Crossword puzzles.
  • Dynamic: The environment can change during decision-making.

    • Example: Driving a car – traffic changes constantly.

6. Discrete vs. Continuous

  • Discrete: A finite number of distinct states and actions.

    • Example: Chess or board games – limited moves and positions.
  • Continuous: Infinite states and actions possible.

    • Example: Robotic arm movement, self-driving cars (speed, angle).

7. Known vs. Unknown

  • Known: The agent knows the rules and outcomes of its actions.

    • Example: Board games with defined rules.
  • Unknown: The agent must learn or explore the rules through experience.

    • Example: New video game or unknown terrain for a robot.

📝 Summary Table

PropertyTypesExample
ObservabilityFully / PartiallyChess / Driving
AgentsSingle / Multi-agentVacuum cleaner / Football
DeterminismDeterministic / StochasticPuzzle / Dice game
EpisodesEpisodic / SequentialImage classifier / Chess
ChangeStatic / DynamicCrossword / Self-driving car
StateDiscrete / ContinuousTic-tac-toe / Autonomous drone
KnowledgeKnown / UnknownChess / Maze exploration