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So you may have heard of Pacman. Has anybody heard of Pacman?
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No, maybe a little bit, okay.
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Pacman is a great game from the
eighties. It's a trademark of
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Namco Bandai and we're going to be using
it throughout this course to illustrate points in
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this educational setting. You can think
of Pacman as an agent.
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So, here, you look at this board. That's the Pacman board. What are the percepts?
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What do you have when you play Pacman? So essentially Pacman the agent is not the game,
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it's not something that draws the walls. What is
it? It's the thing behind the joystick.
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What's that?
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It's you. So essentially you're the agent when you play a game of Pacman. You're deciding,
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do I go up down left right, and so on, and
what is your sensation? So what is the--
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for you it involves your eyes, but
basically you see the whole board.
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You know where the dots are, you know where the enemies are, you know where the walls are. What actions can you take?
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Well you can go up or down or left
or right, and so if we have an agent
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which maps the state of the board to
up-down-left-right, the question is,
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what goes here in the question mark that lets
it know when to eat a dot, when to run away
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from a ghost, when to use the power
pellet. How are these decisions all made?
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And you might think, I know, if the
dot's next to me I eat it and if the
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ghost is within three squares of me,
run away. And if you try to write this down,
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first of all you would end up with the
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biggest mess of if-then statements
you've ever seen, and then it wouldn't work.
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We will in our projects get a chance
to build agents for games like this, and
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you'll see why that kind of thing doesn't work.
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Alright, let's take a look at
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an agent
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for Pacman.
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So here is an agent playing the game of Pacman. This is a CS 188
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Pacman-like game
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and I'll let you watch. As you watch I want you
to think about what kinds of
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computation must be going on in this agent in order to be able to
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exhibit this range of behavior.
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So we're gonna figure out in the coming
classes how we'll be able
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to give rise to behavior like that.
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