Wumpus world game online | Wumpus world

Table of Contents

  • What is Wumpus World
  1. Performance Measure
  2. Environment
  3. Actuators
  4. Sensors
  • Exploring the wumpus world
  • Agent first step
  • Agent second step
  • Agent third step
  • Agent fourth step
  • FAQ's
 

What is Wumpus World

The wumpus world is a cave consisting of rooms connected by passageways. The wumpus can be shot by an agent, but the agent has only one arrow. Some rooms contain bottomless pits that will trap anyone who wanders into these rooms (except for the wumpus, which is too big to fall in).

Wumpus World
Figure: A Wumpus world. The agent is in the bottom left corner, facing east (rightward).

The chance of discovering a pile of gold is the only bright spot in this empty landscape. In today's computer gaming standards, the wumpus world may be quiet, but it highlights some significant ideas about intelligence.

  • 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 x 4 grid of rooms, with walls surrounding the grid. The agent always starts in the square labeled [1,1], facing to the east. The locations of the gold and the wumpus are chosen randomly, with a uniform distribution, from the squares other than the start square.
  • Actuators: The agent can move Forward, Turn Left by 90°, or Turn Right by 90°. The agent dies if it enters a square containing a pit or a live wumpus. If an agent tries to move forward and hits the wall, then the agent does not move.
  • Sensors: The agent has five sensors, each of which gives a single bit of information:
  1. In the squares directly (not diagonally) adjacent to the wumpus, the agent will perceive a Stench.
  2. In the squares directly adjacent to a pit, the agent will perceive a Breeze.
  3. In the square where the gold is, the agent will perceive a Glitter.
  4. When an agent walks into a wall, it will perceive a Bump.
  5. When the wumpus is killed, it emits a woeful Scream that can be perceived anywhere in the cave.

Exploring the Wumpus world

We will now investigate the Wumpus world and use logic to figure out how the agent will arrive at its objective.

Agent first step:

Since we already know that the agent is safe in the first room, or on the square [1,1], we will add the symbol OK to the diagram (a) below to indicate that the agent is in a safe room. Agent is represented by symbol A, breeze by symbol B, glitter or gold by symbol G, visited room by symbol V, pits by symbol P, and wumpus by symbol W.

Agent in Room [1,1] does not sense any breeze or slope, indicating that the nearby squares are also in good condition.

First Step taken in Wumpus world
The first step taken by the agent in the Wumpus world. 

Agent second step:

Agent must now proceed; thus, it will either go to [1, 2] or [2,1]. Assume the agent enters the room [2, 1]. The agent notices a breeze in this room, indicating that Pit is nearby. To indicate that this is a Pit room, we will add the symbol P? since the pit can be in either [3, 1] or [2, 2].

The agent will now pause, reflect, and stay away from harmful activity. The agent is returning to the room [1, 1]. The agent visits the rooms [1,1] and [2,1], so we will use symbol V to indicate the squares that are visited.

Agent third step:

The agent will now proceed to the room [1,2] in the third step, which is acceptable. Agent notices an unpleasant smell in the room [1,2], indicating that a Wumpus must be nearby. However, according to the game's rules, Wumpus is not allowed to be in either [1,1] or [2,2] (the agent there reported not smelling anything). 

Agent concludes that Wumpus is in the room as a result [1,3], and since there isn't any breeze right now [2,2], neither Pit nor Wumpus are present. Thus, the agent continues inside [2,2], and we will mark it as safe.

Two later stages in Wumpus world
Two later stages in the progress of the agent.

Agent fourth step:

Since there is no smell and no breeze in room [2,2], let's assume that the agent chooses to relocate to [2,3]. When the agent notices glitter in rooms [2, 3], it should seize the gold and exit the cave.

Note that in each case for which the agent draws a conclusion from the available information, that conclusion is guaranteed to be correct if the available information is correct. This is a fundamental property of logical reasoning.

FAQ's

1. What is meant by Wumpus world?
  • The Wumpus world serves as a straightforward case study to highlight the value of a knowledge-based agent and to show knowledge representation.

2. How to play Wumpus world?
  • The agent will be trapped in a bottomless pit in the Wumpus world indefinitely if he falls into one. The agent's mission is to locate the arrow and dispatch the Wumpus without getting killed by it or falling into a pit.
  • Check the first image above 👆.

3. What is Wumpus problem in AI?
  • A well-known AI problem that illustrates a number of concepts, including planning, decision-making, and search algorithms, is The Wumpus World.

4. What is the Wumpus world problem?
  • The Wumpus world is a 16-room (4 x 4) cave. Walkways connect each room to the others; no room is connected diagonally. Starting in Room[1, 1], the knowledge-based agent operates.

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