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The wumpus world is a cave consisting of rooms connected by passageways. Lurking somewhere in the cave is the terrible wumpus, a beast that eats anyone who enters its room. The wumpus can be shot by an agent, but the agent has only one arrow.
Every percepts can be represented with the help of stench, breeze, glitter, bump, scream.
The only mitigating feature of this bleak environment is the possibility of finding a heap of gold. Although the wumpus world is rather tame by modern computer game standards, it illustrates some important points about intelligence. A sample wumpus world is shown in Figure.
The precise definition of the task environment is given by the PEAS description:
Performance measure: +1000 for climbing out of the cave with the gold, –1000 for falling into a pit or being eaten by the wumpus, –1 for each action taken and –10 for using up the arrow. The game ends either when the agent dies or when the agent climbs out of the cave.
Environment: A 4 × 4 grid of rooms. The agent always starts in the square labeled [1,1], facing to the right. The locations of the gold and the wumpus are chosen randomly, with a uniform distribution, from the squares other than the start square. In addition, each square other than the start can be a pit, with probability 0.2.
Actuators: The agent can move Forward, Turn Left by 90◦, or Turn Right by 90◦. The agent dies a miserable death if it enters a square containing a pit or a live wumpus. (It is safe, albeit smelly, to enter a square with a dead wumpus.) If an agent tries to move forward and bumps into a wall, then the agent does not move. The action Grab can be used to pick up the gold if it is in the same square as the agent. The action Shoot can be used to fire an arrow in a straight line in the direction the agent is facing.
The arrow continues until it either hits (or hence kills) the wumpus or hits a wall. The agent has only one arrow, so only the first Shoot action has any effect. Finally, the action Climb can be used to climb out of the cave, but only from square [1,1]
Sensors: The agent has five sensors, each of which gives a single bit of information: – In the square containing the wumpus and in the directly (not diagonally) adjacent squares, the agent will perceive a Stench. – In the squares directly adjacent to a pit, the agent will perceive a Breeze. – In the square where the gold is, the agent will perceive a Glitter. – When an agent walks into a wall, it will perceive a Bump.
Effectors: Move forward, turn left, turn right, Grab gold, shoot arrow. Goal of game: Main aim of the game is that player should grab the gold and return to starting room without being killed by the wumpus.
a. 100 point if player comes out of cave with gold.
b. 1 point is taken away for every action taken.
c.1 0 points are taken away if the arrow is used.
d. 200 points are taken away if the player gets killed.