Knowledge Based Reasoning: Agents, Facets of Knowledge. Logic and Inferences: Formal Logic,
Propositional and First Order Logic, Resolution in Propositional and First Order Logic, Deductive
Retrieval, Backward Chaining, Second order Logic. Knowledge Representation: Conceptual
Dependency, Frames, Semantic nets.
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Ai lecture 03(unit03)
1. Topic To Be Covered:
The Wumpus World Environment(Part-01)
Jagdamba Education Society's
SND College of Engineering & Research Centre
Department of Computer Engineering
SUBJECT: Artificial Intelligence & Robotics
Lecture No-03(UNIT-03)
Logic & Reasoning
Prof.Dhakane Vikas N
2. The Wumpus World Environment
We have learnt about block world
problem, water jug problem etc.
so far, similarly we have
WUMPUS world problem.(As
shown in figure.)
WUMPUS is an early computer
game also called as “Hunt The
Wumpus”, was developed by
“Gregory Yob” in
1972/73(Written in BASIC
Language).
BASIC: Beginners All Purpose
Symbolic instruction Code)
3. The Wumpus World Environment
Wumpus is Map Based Game. Lets
Understand the Game
The Wumpus world is a cave
which has 4/4 rooms connected
with passageways. So there are
total 16 rooms which are
connected with each other.
We have a knowledge-based
agent(Player)(1,1) who will go
forward in this world. The cave
has a room with a beast which is
called Wumpus(3,1), who eats
anyone who enters the room.
Player(agent) starts from any
random position in cave & has to
explore the cave. We start from
(1,1)
4. The Wumpus World Environment
There are various sprites in the
game lets understand it one by one.
1.Pit
Few room have bottomless pit
which can trap the player if he
comes to that room.(1,3(3,3)(4,4)
Even Wumpus can fall into this
room.
2.Stench
Stench can experienced in room
which has Wumpus in its
neighborhood room.(2,1(2,3)(4,1)
3.Breeze
Breeze can experienced in room
which has pit in its neighborhood
room.(1,4)(2,3)(3,2)(3,4)(4,3)
5. The Wumpus World Environment
There are various sprites in the
game lets understand it one by one.
4.Arrow
Player(agent) has arrow and he
can shoot these arrows in
straight line to kill Wumpus.
5.Gold
One of the room consist of gold
,this room glitters.(3,2)
Bump is generated if player
walks into wall.
While Scream will created when
the Wumpus is killed.
6. The Wumpus World Environment
DESCRIPTION OF WUMPUS WORLD
An agent player receives percept while exploring the rooms of cave.
Every percept can be represented with the help of five element list:
[stench, breeze, glitter, bump, scream]
If the agent get percept as [stench, breeze, none, none, none], then it
means that there is a stench & a breeze but no gold, no bump, no scream
in the Wumpus world at that position in the game.
Actions Which Can Be Performed By The Agent in WUMPUS World
Move: To move in Forward Direction
Turn: To turn Right By 90degress or left by 90 degrees.
Grab: To pick up gold if it is in the same room as the Player.
Shoot: To shoot an arrow in a straight line in the direction faced by
Player.
7. The Wumpus World Environment
DESCRIPTION OF WUMPUS WORLD
These action are repeated till the player kills the Wumpus or if the player
is killed.
If Wumpus is killed then it is winning condition, else if the player is killed
then it is a losing condition & the game is over.
Game developer can keep a restriction on the number of arrows which can
be used by the player.
8. The Wumpus World Environment
GOAL OF THE GAME
Main aim of the game is that player should grab the gold & return to
starting room(1,) without being killed by the monster(Wumpus)
Award & Punishment points are ASSIGNED TO A PLAYER BASED ON THE
ACTIONS IT PERFORMS:
100 points are awarded if player comes out of the cave with gold.
1 point is taken away for every action taken.
10 points are taken away if the arrow is used.
200 points are taken away if the player gets killed.
9. The Wumpus World Environment
PEAS Properties of WUMPUS World
PEAS represents Performance Measures, Environment, Actuators, and
Sensors. The PEAS description helps in grouping the agents.
1. Performance measures:
-Agent gets the gold and return back safe = +100 points
- Agent dies = -100 points
-Each move of the agent = -1 point
- Agent uses the arrow = -10 points
2.Environment:
-A cave with 16(4×4) rooms
-Rooms adjacent (not diagonally) to the Wumpus are stinking
-Rooms adjacent (not diagonally) to the pit are breezy
-The room with the gold glitters
-Agent’s initial position – Room[1, 1] and facing right side
-Location of Wumpus, gold and 3 pits can be anywhere, except in Room[1,1]
10. The Wumpus World Environment
PEAS Properties of WUMPUS World
3.Actuators:
Devices that allow the agent to perform the following actions in the
environment.
-Move forward
-Turn right
-Turn left
-Shoot
-Grab
-Release
4.Sensors:
Devices which helps the agent in sensing the following from the
environment.
- Breeze
-Stench
-Glitter
-Scream (When the Wumpus is killed)
-Bump (when the agent hits a wall)
11. The Wumpus World Environment
PEAS Properties of WUMPUS World
4.Sensors:
-The agent will perceive the stench if he is in the room adjacent to the
Wumpus. (Not diagonally).
-The agent will perceive breeze if he is in the room directly adjacent to the
Pit.
-The agent will perceive the glitter in the room where the gold is present.
-The agent will perceive the bump if he walks into a wall.
-When the Wumpus is shot, it emits a horrible scream which can be
perceived anywhere in the cave.
12. The Wumpus World Environment
Wumpus world characterization
Fully Observable No – only local perception
Deterministic Yes – outcomes exactly specified
Static Yes – Wumpus and Pits do not move
Single-agent? Yes – Wumpus is essentially a natural feature
13. The Wumpus World Environment
Wumpus world characterization
Fully Observable No – only local perception
Deterministic Yes – outcomes exactly specified
Static Yes – Wumpus and Pits do not move
Single-agent? Yes – Wumpus is essentially a natural feature