All language subtitles for 15-Lecture 1 Segment 15 Pacman as an Agent.en

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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,199 --> 00:00:05,259 So you may have heard of Pacman. Has anybody heard of Pacman? 2 00:00:05,259 --> 00:00:07,290 No, maybe a little bit, okay. 3 00:00:07,290 --> 00:00:11,650 Pacman is a great game from the eighties. It's a trademark of 4 00:00:11,650 --> 00:00:15,740 Namco Bandai and we're going to be using it throughout this course to illustrate points in 5 00:00:15,740 --> 00:00:19,529 this educational setting. You can think of Pacman as an agent. 6 00:00:19,529 --> 00:00:23,829 So, here, you look at this board. That's the Pacman board. What are the percepts? 7 00:00:23,829 --> 00:00:27,470 What do you have when you play Pacman? So essentially Pacman the agent is not the game, 8 00:00:27,470 --> 00:00:31,759 it's not something that draws the walls. What is it? It's the thing behind the joystick. 9 00:00:31,759 --> 00:00:33,220 What's that? 10 00:00:33,220 --> 00:00:36,770 It's you. So essentially you're the agent when you play a game of Pacman. You're deciding, 11 00:00:36,770 --> 00:00:40,790 do I go up down left right, and so on, and what is your sensation? So what is the-- 12 00:00:40,790 --> 00:00:44,370 for you it involves your eyes, but basically you see the whole board. 13 00:00:44,370 --> 00:00:47,600 You know where the dots are, you know where the enemies are, you know where the walls are. What actions can you take? 14 00:00:47,600 --> 00:00:52,920 Well you can go up or down or left or right, and so if we have an agent 15 00:00:52,920 --> 00:00:56,610 which maps the state of the board to up-down-left-right, the question is, 16 00:00:56,610 --> 00:01:00,880 what goes here in the question mark that lets it know when to eat a dot, when to run away 17 00:01:00,880 --> 00:01:04,380 from a ghost, when to use the power pellet. How are these decisions all made? 18 00:01:04,380 --> 00:01:07,400 And you might think, I know, if the dot's next to me I eat it and if the 19 00:01:07,400 --> 00:01:10,600 ghost is within three squares of me, run away. And if you try to write this down, 20 00:01:10,600 --> 00:01:12,660 first of all you would end up with the 21 00:01:12,660 --> 00:01:16,080 biggest mess of if-then statements you've ever seen, and then it wouldn't work. 22 00:01:16,080 --> 00:01:20,150 We will in our projects get a chance to build agents for games like this, and 23 00:01:20,150 --> 00:01:22,380 you'll see why that kind of thing doesn't work. 24 00:01:22,380 --> 00:01:24,910 Alright, let's take a look at 25 00:01:24,910 --> 00:01:26,750 an agent 26 00:01:26,750 --> 00:01:28,760 for Pacman. 27 00:01:28,760 --> 00:01:33,200 So here is an agent playing the game of Pacman. This is a CS 188 28 00:01:33,200 --> 00:01:34,210 Pacman-like game 29 00:01:34,210 --> 00:01:37,770 and I'll let you watch. As you watch I want you to think about what kinds of 30 00:01:37,770 --> 00:01:42,380 computation must be going on in this agent in order to be able to 31 00:01:42,380 --> 00:01:49,380 exhibit this range of behavior. 32 00:02:10,909 --> 00:02:17,909 33 00:02:27,759 --> 00:02:31,549 So we're gonna figure out in the coming classes how we'll be able 34 00:02:31,549 --> 00:02:32,749 to give rise to behavior like that. 3215

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