EXCALIBUR Adaptive Constraint-Based Agents in Artificial Environments |
[RESOURCES] | [The Orc Quest Example] [The Nearby Wizard] [Decision-Theoretic Planning] |
[ Please note: The project has been discontinued as of May 31, 2005 and is superseded by the projects of the ii Labs. There won't be further updates to these pages. ] |
(Related publications: [PUBLink] [PUBLink])
Imagine you are a computer-guided Orc in a computer game. Your interests are somewhat different from those of your philistine Orc friends. To get them a little more acquainted with the fine arts, you decided to surprise them with a ballet performance. As a highlight, five of those delicate humans are to play supporting roles. However, the uncivilized humans do not appreciate the charm of Orc-produced art and are extremely reluctant to participate. This makes it rather painful to catch a human and force him to take part in the performance, and much more painful to catch a whole group of them. On the other hand, going for a group saves time. This can be formalized as follows:
STATEVARS: Duration, Pain, Performers
INIT: Duration = 0, Pain = 0, Performers = 0
GOAL: Performers >= 5
ACTION catch_only_one:
Duration += 2, Pain += 1, Performers += 1
ACTION catch_a_group:
Duration += 5, Pain += 4, Performers += 3
[RESOURCES] | [The Orc Quest Example] [The Nearby Wizard] [Decision-Theoretic Planning] |
For questions, comments or suggestions, please contact us.
Last update:
May 19, 2001 by Alexander Nareyek