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Last Modified: Rules of the Wumpus World The Situation Calculus The Frame Problem Representing Knowledge about the Wumpus World Model-Based and Diagnostic Reasoning Some Questions A variety of "worlds" are being used as examples for Knowledge Representation, Reasoning, and Planning. Among them the Vacuum World, the Block World, and the Wumpus World. We will examine the Wumpus World and in this context introduce the Situation Calculus, the Frame Problem, and a variety of axioms. The Wumpus World was introduced by Genesereth, and is discussed in Russell-Norvig. The Wumpus World is a simple world (as is the Block World) for which to represent knowledge and to reason. It is a cave with a number of rooms, represented as a 4x4 square.
+---------+---------+---------+---------+ 4 | stench | | breeze | pit | | | | | | | | | | | +---------+---------+---------+---------+ 3 | wumpus | stench | pit | breeze | | | breeze | | | | | gold | | | +---------+---------+---------+---------+ 2 | stench | | breeze | | | | | | | | | | | | +---------+---------+---------+---------+ 1 | start | breeze | pit | breeze | | | | | | | ==> | | | | +---------+---------+---------+---------+ 1 2 3 4
Stench is perceived at a square iff the wumpus is at this square or in its neighborhood. Breeze is perceived at a square iff a pit is in the neighborhood of this square. Glitter is perceived at a square iff gold is in this square Bump is perceived at a square iff the agent goes Forward into a wall Scream is perceived at a square iff the wumpus is killed anywhere in the cave
An agent can do the following actions (one at a time): Turn(Right), Turn(Left), Forward, Shoot, Grab, Release, Climb
The agent can go Forward in the direction it is currently facing, or Turn Right, or Turn Left. Going Forward into a wall will generate a Bump percept. The agent has a single arrow that it can Shoot. It will go straight in the direction faced by the agent until it hits (and kills) the wumpus, or hits (and is absorbed by) a wall. The agent can Grab a portable object at the current square or it can Release an object that it is holding. The agent can Climb out of the cave if at the Start square.
The Start square is (1,1) and initially the agent is facing east. The agent dies if it is in the same square as the wumpus. The objective of the game is to kill the wumpus, to pick up the gold, and to climb out with it.
Percept(x,y) where x must be a percept vector and y must be a situation. It means that at situation y the agent perceives x. For convenience we introduce the following definitions:
Holding(x,y) where x is an object and y is a situation. It means that the agent is holding the object x in situation y. Action(x,y) where x must be an action (i.e. Turn(Right), Turn(Left), Forward, ..) and y must be a situation. It means that at situation y the agent takes action x. At(x,y,z) where x is an object, y is a Location, i.e. a pair [u,v] with u and v in {1,2,3,4}, and z is a situation. It means that the agent x in situation z is at location y. Present(x,s) means that object x is in the current room in the situation s. Result(x,y) It means that the result of applying action x to the situation y is the situation Result(x,y). Note that Result(x,y) is a term, not a statement. For example we can say
These definitions could be made more general. Since in the Wumpus World there is a single agent, there is no reason for us to make predicates and functions relative to a specific agent. In other "worlds" we should change things appropriately. Another generalization is possible, to write all assertions about the world as terms, and then add the predicates T(situation assertion-term) to mean that in the specified situation the specified assertion is true. Belief(agent situation assertion-term) to mean that the specified agent in the specified situation believes the specified assertion to be true. Here are a series of statements about the Wumpus World.
Effect Axioms
Effect axioms characterize what is changed because of an action. For example:
Frame Axioms
Frame axioms characterize what has remained the same because of an action. For example:
Holding(x,s) & (a/=Release) = > Holding(x,Result(a,s)) NOT Holding(x,s) & ((a/=Grab)) | NOT(Present(x,s) & Portable(x)) = > NOT Holding(x,Result(a,s))
Successor-State Axioms
For each predicate that can change over time they characterize the actions under which it changes and the actions under which it remains the same. For example:
Holding(x,Result(a,s)) IFF [(a=Grab & Present(x,s) & Portable(x)) OR (Holding(x,s) & (a/=Release))
Orientation(Agent,s0) = 0 At(Agent,[1,1],s0) Portable(Gold) AtGold(s) = > Present(Gold, s) LocationToward([x,y],0) = [x+1,y] LocationToward([x,y],90) = [x,y+1] LocationToward([x,y],180) = [x-1,y] LocationToward([x,y],270) = [x,y-1] At(p,l,s) = > LocationAhead(p,s) = LocationToward(l, Orientation(p,s)) Adjacent(l1,l2) IFF EXISTS d (l1 = LocationToward(l2,d)) Wall([x,y]) IFF (x=0 OR x=5 OR y=0 OR y=5) At(p,l,Result(a,s)) IFF [(a=Forward & l=LocationAhead(p,s) & NOT Wall(l)) OR (At(p,l,s) & a/=Forward)] Orientation(p,Result(a,s))=d IFF [ (a=Turn(Right) & d=Mod(Orientation(p,s)-90,360)) OR (a=Turn(Left) & d=Mod(Orientation(p,s)+90,360)) OR (Orientation(p,s)=d & NOT(a=Turn(Right) & a=Turn(Left)))] At(Wumpus.l1,s) & Adjacent(l1,l2) = > Smelly(l2) At(Pit,l1,s) & Adjacent(l1,l2) = > Breezy(l2)
At(Wumpus,l1,s) & Adjacent(l1,l2) = > Smelly(l2) At(Pit,l1,s) & Adjacent(l1,l2) = > Breezy(l2)
Diagnostic Rules specify how to go from percepts to assertions about the state of the world. Diagnostic Reasoning is what we do when we use diagnostic rules. Here are some diagnostic rules:
At(Agent,l,s) & Breeze(s) = > Breezy(l) At(Agent,l,s) & Stench(s) = > Smelly(l) Smelly(l1) = > (EXISTS l2 At(Wumpus,l2,s) & (l2=l1 OR Adjacent(l1,l2))) At(Wumpus,x,t) & NOT Pit(x) IFF OK(x)
Some Questions
Many questions arise because of what has been done above. Here are some such questions: 1. Have we specified enough axioms about the Wumpus World for us to solve our stated problem? 2. How does one acquire the needed domain knowledge about the Wumpus World? 3. How much of the work done for this world can be used when studying other worlds? 4. Clearly we could write an algorithm that would solve the Wumpus problem in an ad-hoc fashion. Is the approach that we have chosen ultimately more general, more effective than the use ad-hoc prescriptive procedures? ingargiola@cis.temple.edu