Afrikaans
Akan
Albanian
Amharic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
So you may have heard of Pacman. Has anybody heard of Pacman?
No, maybe a little bit, okay.
Pacman is a great game from the eighties. It's a trademark of
Namco Bandai and we're going to be using it throughout this course to illustrate points in
this educational setting. You can think of Pacman as an agent.
So, here, you look at this board. That's the Pacman board. What are the percepts?
What do you have when you play Pacman? So essentially Pacman the agent is not the game,
it's not something that draws the walls. What is it? It's the thing behind the joystick.
What's that?
It's you. So essentially you're the agent when you play a game of Pacman. You're deciding,
do I go up down left right, and so on, and what is your sensation? So what is the--
for you it involves your eyes, but basically you see the whole board.
You know where the dots are, you know where the enemies are, you know where the walls are. What actions can you take?
Well you can go up or down or left or right, and so if we have an agent
which maps the state of the board to up-down-left-right, the question is,
what goes here in the question mark that lets it know when to eat a dot, when to run away
from a ghost, when to use the power pellet. How are these decisions all made?
And you might think, I know, if the dot's next to me I eat it and if the
ghost is within three squares of me, run away. And if you try to write this down,
first of all you would end up with the
biggest mess of if-then statements you've ever seen, and then it wouldn't work.
We will in our projects get a chance to build agents for games like this, and
you'll see why that kind of thing doesn't work.
Alright, let's take a look at
an agent
for Pacman.
So here is an agent playing the game of Pacman. This is a CS 188
Pacman-like game
and I'll let you watch. As you watch I want you to think about what kinds of
computation must be going on in this agent in order to be able to
exhibit this range of behavior.
So we're gonna figure out in the coming classes how we'll be able
to give rise to behavior like that.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.