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1

The Wumpus Game

Stench Breeze

BreezeStenchGold

Breeze

Stench Breeze

Start Breeze Breeze

2

The Wumpus Game• Stench in the square containing the wumpus

and in the directly adjacent squares

• Breeze in the squares directly adjacent to a pit

• Glitter in the square where the gold is

• Bump when an agent walks into a wall

• Scream when the wumpus is killed

3

The Wumpus Game• Agent’s percept: [Stench, Breeze, Glitter, Bump, Scream]

• Agent’s actions:– Go forward, turn right 90o, turn left 90o

– Grab to pick up an object in the same square– Fire 1 arrow in a straight line in the faced direction – Climb to leave the cave

• Death if entering a square of a pit or a live wumpus

• Agent’s goal: find and bring the gold back to the start

4

The Wumpus Game

Stench Breeze

BreezeStenchGold

Breeze

StenchOK

Breeze

Start A

BreezeOK

Breeze

A = Agent

B = Breeze

G = Glitter/Gold

OK = Safe square

P = Pit

S = Stench

V = Visited

W = Wumpus

5

The Wumpus Game

Stench Breeze

BreezeStenchGold

Breeze

StenchOK P?

Breeze

Start V

BreezeA P?

Breeze

A = Agent

B = Breeze

G = Glitter/Gold

OK = Safe square

P = Pit

S = Stench

V = Visited

W = Wumpus

6

The Wumpus Game

Stench Breeze

BreezeStenchGold

Breeze

StenchA OK

Breeze

Start V

BreezeV

Breeze

A = Agent

B = Breeze

G = Glitter/Gold

OK = Safe square

P = Pit

S = Stench

V = Visited

W = Wumpus

7

The Wumpus Game

Stench Breeze

BreezeStenchGold

Breeze

StenchV A

Breeze

Start V

BreezeV

Breeze

A = Agent

B = Breeze

G = Glitter/Gold

OK = Safe square

P = Pit

S = Stench

V = Visited

W = Wumpus

8

The Wumpus Game

Stench Breeze

BreezeStenchGold A

Breeze

StenchV V

Breeze

Start V

BreezeV

Breeze

A = Agent

B = Breeze

G = Glitter/Gold

OK = Safe square

P = Pit

S = Stench

V = Visited

W = Wumpus

9

Propositional Logic Syntax• Logical constants: true, false

• Propositional symbols: P, Q, …

• Logical connectives: , , , ,

• Sentences (formulas):– Logical constants– Proposition symbols– If is a sentence, then so are and ()– If and are sentences, then so are

, and

10

Propositional Logic Semantics

• Interpretation: propositional symbol true/false

• The truth value of a sentence is defined by the truth table

P Q P P Q P Q P Q P Q

false false true false false true true

false true true false true true false

true false false false true false false

true true false true true true true

11

Propositional Logic Semantics

• Satisfiable: true under an interpretation

• Valid: true under all interpretations

P Q P P (P Q) Q ((P Q) Q) P

false false false false true

false true false false true

true false false true true

true true false false true

satisfiableunsatisfiable

valid

12

Propositional Logic Semantics

• Model: an interpretation under which the sentence is true

Q

P Q

P Q

P Q

P

Q

P Q

P Q

P Q

P

13

Propositional Logic Semantics

• Entailment: KB iff every model of KB is a model of

is a logical consequence of KB

P Q P Q P Q, P

false false true false

false true true false

true false false false

true true true true

{P Q, P} Q

14

Propositional Logic Semantics

• Equivalence: iff and

P Q P Q P Q

false false true true

false true true true

true false false false

true true true true

P Q P Q

15

Propositional Logic Semantics

• Theorems: – iff is valid

KB can be proved by validity KB

– iff is unsatisfiable

KB can be proved by refutation of KB

16

Inference Rules• Rule R:

Premises:1,2,, n

Conclusion:

• Soundness: R is sound iff {1,2,, n}

17

Inference Rules• Modus Ponens:

,

-Elimination:12n

i

18

Inference Rules -Introduction:

1, 2, … , n

1 2 … n

-Introduction:i

1 2 … n

19

Inference Rules• Double-negation elimination:

20

Resolution• Unit resolution:

P1 … Pi … Pn, QPi Q (all Pi and Q are literals)

P1 … Pi-1 Pi+1 … Pn

• Full resolution:

P1 … Pi … Pn, Q1 … Qj … Qm

Pi Qj P1 … Pi-1 Pi+1 … Pn Q1 … Qj-1 Qj+1 … Qm

21

Resolution• Conjunctive normal form (CNF): conjunction of

disjunctions of literals

(L11 … L1k) … (Ln1 … Lnm)

clause

• k-CNF: each clause contains at most k literals

• Every sentence can be written in CNF

22

Inference Algorithms• To derive/assert a sentence given a knowledge

base as a set of sentences

• Inference rules + a searching algorithm

23

Inference AlgorithmsAlgorithm PL-Resolution(KB, )

input: KB and are PL sentences

output: true (to assert KB ) or false (otherwise)

Clauses = set of clauses in the CNF representation of KB New = {}

loopfor each Ci, Cj in Clauses do

Resolvents = PL-Resolve(Ci, Cj)

if Resolvents contains an empty clause then return true

New = New Resolventsif New Clauses then return falseClauses = Clauses New

24

Inference Algorithms• Soundness: every deduced answer is correct

if PL-Resolution returns true then KB

• Completeness: every correct answer is deducible

if KB then PL-Resolution returns true

25

Inference Algorithms• PL-Resolution is sound and complete

• Modus Ponens with any searching algorithm is not complete

KB = {P Q, Q R}, = P R

26

Inference Algorithms• Horn clause: disjunction of literals of which at

most one is positiveP1 P2 … Pn Q

orP1 P2 … Pn Q

• Forward or backward chaining can be used for inference on Horn clauses

27

Satisfiability Problem • SAT problem: to determine if a sentence is

satisfiable

(to determine if the symbols in the sentence can be assigned true/false as to make it evaluate to true)

(D B C) (B A C) (C B E)

(E D B) (B E C)

28

Satisfiability Problem • SAT problem in propositional logic is NP-

complete

This does not mean all instances of PL inference has the exponential complexity

Polynomial-time inference procedures for Horn clauses

• Many combinatorial problems in computer science can be reduced to SAT

29

Satisfiability Problem • Backtracking algorithms

• Davis and Putnam (1960)

• Davis, Logemann, Loveland (1962)

30

Satisfiability Problem • DPLL algorithm:

– Recursive, depth-first enumeration of possible models

– Early termination: a clause is true if any literal is true

(A B) (A C) is true if A is true regardless of B and C

– Pure symbol: has the same sign in all clauses

(A B) (B C) (C A)

A model would have the literals of pure symbols assigned true

Satisfied clause removal makes new pure symbols

– Unit clause: has just one literal

Unit clause satisfaction makes new unit clauses (unit propagation)

31

Satisfiability Problem • Local search algorithms

Evaluation function counts the number of unsatisfied clauses

• Randomness to escape local minima

Flipping the truth value of one symbol at a time

32

Statisfiability Problem Algorithm WalkSAT(Clauses, p, max_flips)

input: p is flipping probability, max_flips is number of flips allowed

output: a model or failure

Model = a random assignment of truth values to the symbols

for i = 1 to max_flips do

if Model satisfies Clauses then return Model

C = a randomly selected clause from Clauses that is false in Model

with probability p flip the value in Model of a symbol from C

else flip whichever symbol in C to maximizes no. of satisfied clauses

return failure

33

Satisfiability Problem • Complexity depends on the clause/symbol ratio

Hard when the ratio is from than 4.3

• WalkSAT is much faster than DPLL

34

Inference Monotonicity• Monotonicity: the set of entailed sentences

can only increase when information is added to the KB

if KB1 then (KB1KB2)

• Propositional logic is monotone

35

An Agent for the Wumpus Game

• Knowledge Base: Xij = column i, row j

S11 B11 R1: S11 W11 W12 W21

S21 B21 R2: S21 W11 W21 W22 W31

S12 B12 R3: S12 W11 W12 W22 W13

R4: S12 W13 W12 W22 W11

36

Agent for the Wumpus Game• Finding the wumpus:

– Modus Ponens (S11 + R1): W11 W12 W21

-Elimination: W11 W12 W21

– Modus Ponens (S21 + R2): W11 W21 W22 W31

-Elimination: W11 W21 W22 W31

– Modus Ponens (S12 + R4): W13 W12 W22 W11

– Unit resolution (W11 + W13 W12 W22 W11):

W13 W12 W22

– Unit resolution (W22 + W13 W12 W22): W13 W12

– Unit resolution (W12 + W13 W12): W13

37

Agent for the Wumpus Game• Translating knowledge into action:

A11 EastA W21 Forward

38

Agent for the Wumpus Game• Problems with the propositional agent:

– Too many propositions to handle:

"Don’t go forward if the wumpus is in front of you!" requires 16 x 4 = 64 propositions.

– Hard to deal with time and change

– Not expressive enough to represent or answer a question like "What action should the agent take?", …

39

Homework• In Russell & Norvig’s AIMA (2nd ed.): Exercises

of Chapter 7.

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