The Wumpus World in Artificial Intelligence
The Wumpus World in Artificial Intelligence
Wumpus world:
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. 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.
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.
There are also some components which can help the agent to navigate the cave. These
components are given as follows:
1. The rooms adjacent to the Wumpus room are smelly, so that it would have some stench.
2. The room adjacent to PITs has a breeze, so if the agent reaches near to PIT, then he will
perceive the breeze.
3. There will be glitter in the room if and only if the room has gold.
4. The Wumpus can be killed by the agent if the agent is facing to it, and Wumpus will emit
a horrible scream which can be heard anywhere in the cave.
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:
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.
Example if agent perceives stench, breeze, but no glitter, no bump, and no scream then it can be
represented as:
[Stench, Breeze, None, None, None].
Initially, the agent is in the first room or on the square [1,1], and we already know that this room
is safe for the agent, so to represent on the below diagram (a) that room is safe we will add
symbol OK. Symbol A is used to represent agent, symbol B for the breeze, G for Glitter or gold,
V for the visited room, P for pits, W for Wumpus.
At Room [1,1] agent does not feel any breeze or any Stench which means the adjacent squares
are also OK.
Now agent needs to move forward, so it will either move to [1, 2], or [2,1]. Let's suppose agent
moves to the room [2, 1], at this room agent perceives some breeze which means Pit is around
this room. The pit can be in [3, 1], or [2,2], so we will add symbol P? to say that, is this Pit
room?
Now agent will stop and think and will not make any harmful move. The agent will go back to
the [1, 1] room. The room [1,1], and [2,1] are visited by the agent, so we will use symbol V to
represent the visited squares
At room [2,2], here no stench and no breezes present so let's suppose agent
decides to move to [2,3]. At room [2,3] agent perceives glitter, so it should
grab the gold and climb out of the cave.