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This architecture was exemplified using various agents ranging from Wumpus World Agents to cleaning robots and delivery agents.
The origins of survival horror are variously attributed to Hunt the Wumpus (1972), (2) Haunted House (1982), Sweet Home (1989), (3) and Alone in the Dark (1992), (4) but the term was first coined in Resident Evil's opening invitation, 'Welcome to the world of survival horror', subsequently being applied by critics and games producers to a cycle of game titles emerging both after and before the series' 1996 debut.
The Great Wumpus Hunt was presented by Debra Burhans, an associate professor of computer science at Canisius College, along with Canisius student Camille Moreno (figure 3).
A SNePS Approach to the Wumpus World Agent, or Cassie Meets the Wumpus.
Next I present the PRODIGY planning component that creates action sequences for INTRO to perform in the Wumpus World simulated environment.
It tries to explain the action by hypothesizing that the agent shot the Wumpus because she wanted to practice sport shooting.
That is, it retrieved an inappropriate explanation (the Wumpus was being used for target practice) and did not retrieve the actual explanation (the Wumpus posed a threat, and the threat was being eliminated).
Figure 5 illustrates the replay process in the Wumpus World domain from the PRODIGY User Interface 2.
The Wumpus World (7) contains an agent whose goal is to find a pot of gold while avoiding pits and the Wumpus creature.
The Wumpus (W), pits (O), and the gold ($) can be placed in any of the remaining cells.
The original Wumpus World agent maps a given input tuple to an output action choice by following an interpretation program and a memory of previous percepts and actions.
These actions (displayed in the lower right Prodigy/Agent plan window) are therefore skimmed and simply inserted into the model of the Wumpus World actions.