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EXPERIMENT NO: - 01
AIM: PEAS Description for Wumpus World Game.

OBJECTIVE: Identify the problem; PEAS Description and Problem formulation

OUTCOME: Ability to understand AI applications in detail.

THEORY:
According to the father of Artificial Intelligence, John McCarthy, it is “The science
and engineering of making intelligent machines, especially intelligent computer
programs”.

Artificial Intelligence is a branch of Computer Science that pursues creating the


computers or machines as intelligent as human beings. It is the science and
engineering of making intelligent machines, especially intelligent computer
programs. Artificial Intelligence is the study of how to make computers do things,
which, at the moment, people do better.
AI is accomplished by studying how human brain thinks and how humans learn,
decide, and work while trying to solve a problem, and then using the outcomes of
this study as a basis of developing intelligent software and systems. It has gained
prominence recently due, in part, to big data, or the increase in speed, size and variety
of data businesses are now collecting.

AI has applications in all fields of human study, such as finance and economics,
environmental engineering, chemistry, computer science, and so on. Some of the
applications of AI are listed below:
➢ Perception
o Machine vision
o Speech understanding
o Touch ( tactile or haptic) sensation
➢ Robotics
➢ Natural Language Processing
o Natural Language Understanding
o Speech Understanding
o Language Generation
o Machine Translation
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➢ Planning
➢ Expert Systems
➢ Machine Learning
➢ Theorem proving
➢ Symbolic Mathematics
➢ Game playing

Identify the Problem:


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 who will go forward in this world. The cave has a room
with a beast which is called Wumpus, who eats anyone who enters the room. The
Wumpus can be shot by the agent, but the agent has a single arrow. In the
Wumpus world, there are some Pits rooms which are bottomless, and if agent falls
in Pits, then he will be stuck there forever. The exciting thing with this cave is that
in one room there is a possibility of finding a heap of gold. So the agent goal is to
find the gold and climb out the cave without fallen into Pits or eaten by Wumpus.
The agent will get a reward if he comes out with gold, and he will get a penalty if
eaten by Wumpus or falls in the pit.

PEAS Description:
In the rationality of the agents, we have to specify the performance measure, the
environment, and the agent's actuators and sensors. Acronymically, we call this the
PEAS (Performance, Environment, Actuators, Sensors) description. In designing an
agent, the first step must always be to specify the task environment as fully as
possible.

Performance measure:
• +1000 reward points if the agent comes out of the cave with the gold.
• -1000 points penalty for being eaten by the Wumpus or falling into the pit.
• -1 for each action, and -10 for using an arrow.
• The game ends if either agent dies or came out of the cave.

Environment:
• A 4*4 grid of rooms.
• The agent initially in room square [1, 1], facing toward the right.
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• Location of Wumpus and gold are chosen randomly except the first square [1,1].
• Each square of the cave can be a pit with probability 0.2 except the first square.

Actuators:
• Left turn,
• Right turn
• Move forward
• Grab
• Release
• Shoot.

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.
• These percepts can be represented as five element list, in which we will have
different indicators for each sensor.

Wumpus Maximize 4*4 grid of Left turn , Stench ,


World Game average score rooms. Each Right - turn , Breeze ,
for the entire square other Move forward Glitter , Bump
class of grid than the start , Grab , ,
environments. can be a pit, Release , Scream
with Shoot
probability
0.2
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Problem Formulation:

Problem formulation is the process of deciding what actions and states to consider,
given a goal. A problem can be defined formally by five components:

Initial State:
The agent always starts in the field [1,1].

Actions:
The agent perceives –
• a stench in the square containing the wumpus and in
the adjacent squares (not diagonally).
• a breeze in the squares adjacent to a pit.
• a glitter in the square where the gold is.
• a bump, if it walks into a wall
• a woeful scream everywhere in the cave, if the wumpus is killed.

The percepts will be given as a five-symbol list:


• If there is a stench, and a breeze, but no glitter, no bump, and no scream, the
percept is [Stench, Breeze, None, None, None] • The agent can not perceive its
own location.

Transition Model:
• The agent always starts in the field [1,1].
• The task of the agent is to find the gold, return to the field [1,1] and climb out of
the cave.
• The agent travels as right , left , up or down to proceed so as to reach to find the
gold.
• If the scenario is such that he gets near the breeze tile then he will pass the pit
without any problem but once he got stuck in the pit then he can never get out of
it.
• The agent has to also avoid the wumpus so as to avoid getting killed.
• If the agent crosses this all then he might reach the goal state i.e find the gold.
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Goal Test:
The agent’s goal is to find the gold and bring it back to the start as quickly as
possible, without getting killed i.e player should grab the gold and return to starting
room without being killed by the wumpus.

Path Cost:
Each state cost one so the path cost is the number of steps in the path.

CONCLUSION:

PEAS Description and Problem Formulation for Wumpus World Game has been
studied successfully.

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