Write The Formulation of Wumpus World Problem
Write The Formulation of Wumpus World Problem
Introduction:
The Wumpus world is a simple world example to illustrate the worth of a
knowledge-based agent and to represent knowledge representation. It was
inspired by a video game Hunt the Wumpus by Gregory Yob in 1973. 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.
In the exciting world of computers and smart machines, there’s a puzzle that’s
been around for quite a while, and it’s called the Wumpus World. This puzzle
isn’t just for experts; it’s like a fun adventure for anyone to enjoy. In this blog,
we’ll take a journey into the Wumpus World, learn why it’s important, and see
how computers use their smarts to solve it. Think of it as a computer adventure
story!
Following is a sample diagram for representing the Wumpus world. It is
showing some rooms with Pits, one room with Wumpus and one agent at (1, 1)
square location of the world
The Wumpus World is like a big grid made up of squares. Each square can be
empty, have some treasure (like gold), hide a dangerous pit, or be home to the
scary Wumpus monster. Our adventurer, a brave character, starts in one of
these squares.
Our adventurer gets some clues now and then. If they feel a little breeze, it
means there’s a pit nearby. And if they smell something yucky (like bad food), it
means the Wumpus isn’t far away.
Our adventurer can also do a few things. They can walk to the neighboring
squares, shoot an arrow to get rid of the Wumpus, grab the gold, or get out of
the cave safely.
The main goal here is to collect all the gold and make it out safely without
falling into any pits or getting eaten by the Wumpus. Sounds challenging, right?
1. Not Knowing Everything: Our adventurer doesn’t have all the information
about what’s going on in the cave. Sometimes the clues they get aren’t
very clear. For example, even if they feel a breeze, it doesn’t mean they’re
right on top of a pit.
2. Deciding What to Do: Our adventurer has to make choices like whether to
explore more and find out what’s where or be careful and use what they
already know to make good choices.
3. Planning and Thinking: To succeed, our adventurer has to plan their
moves really carefully based on what they know and what they discover
as they go along. It’s a bit like playing chess but with hidden dangers.
How to Win:
Computer experts use different tricks to help the adventurer win the game:
1. Rules and Tricks: They set up some rules and tricks to help the adventurer
make good choices. For example, if they feel a breeze, they won’t go
forward because it might be a pit.
2. Searching Everywhere: Computers can check out all the possible paths
the adventurer can take, like looking at a map, to find the best way to get
the gold without getting into trouble.
3. Using Probabilities: They also use math to figure out the chances of
something bad happening, like running into the Wumpus. This helps the
adventurer make safer moves.
4. Learning from Mistakes: Some smart computers even let the adventurer
learn from their mistakes. They try different things and remember what
works and what doesn’t.
1. Performance:
o +1000 bonus points if the agent returns from the
tunnel with the gold.
o Being eaten by the wumpus or plummeting into
the pit results in a -1000 point penalty.
o Each move is worth -1, and using an arrow is
worth -10.
o The game is over if either agent dies or exits the
tunnel.
2. Environment:
3. Actuators:
They are the actions that the agent can take to interact with the world.
The worker in Wumpus World in AI can carry out the following tasks:
o Left turn
o Right turn
o Move forward
o Grab
o Release
o Shoot
4. Sensors:
They are how the agent senses its surroundings. The agent's instruments
in the Wumpus World provide the following information:
If the agent is in the chamber next to the wumpus, he will notice the
stench. (Not diagonally).
If the agent is in the room immediately adjacent to the pit, he will notice a
breeze.
The agent will notice the glitter in the chamber with the gold.
The agent will notice the bump if he runs into a wall.
When the Wumpus is shot, it lets out a horrifying scream that can be
heard throughout the tunnel.
These perceptions can be represented as a five-element list with distinct
indicators for each sensor.
For example, if an agent detects stench and breeze but not glitter, bump,
or scream, it can be depicted as [Stench, Breeze, None, None].