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The Wumpus World Description - AI

Last Updated : 12 Jul, 2025
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The Wumpus World is a classic example of a knowledge-based agent in AI. It involves reasoning, knowledge representation and planning. In this agent uses its knowledge of the world to make decisions and navigate safely in the given environment. In this article, we will learn more about it.

Understanding Wumpus World Problem

Wumpus World is a 4x4 grid consisting of 16 rooms. Agent starts at Room[1,1] facing right and its goal is to retrieve treasure while avoiding hazards such as pits and the Wumpus. Agent must navigate through grid using its limited sensory input to make decisions that will keep it safe and allow it to successfully collect the treasure and exit the cave.

The Cave

Key Elements:

  • Pits: If the agent steps into a pit it falls and dies. A breeze in adjacent rooms suggests nearby pits.
  • Wumpus: A creature that kills agent if it enters its room. Rooms next to the Wumpus have a stench. Agent can use an arrow to kill the Wumpus.
  • Treasure: Agent’s main objective is to collect the treasure (gold) which is located in one room.
  • Breeze: Indicates a pit is nearby.
  • Stench: Indicates the Wumpus is nearby.

Agent must navigate carefully avoiding dangers to collect treasure and exit safely.

PEAS Description

PEAS stands for Performance Measures, Environment, Actuators and Sensors which describe agent’s capabilities and environment.

1. Performance measures: Rewards or Punishments

  • Agent gets gold and return back safe = +1000 points
  • Agent dies (pit or Wumpus)= -1000 points
  • Each move of the agent = -1 point
  • Agent uses the arrow = -10 points

2. Environment: A setting where everything will take place.

  • A cave with 16(4x4) rooms.
  • Rooms adjacent (not diagonally) to the Wumpus are stinking.
  • Rooms adjacent (not diagonally) to the pit are breezy.
  • Room with gold glitters.
  • Agent's initial position - Room[1, 1] and facing right side.
  • Location of Wumpus, gold and 3 pits can be anywhere except in Room[1, 1].

3. Actuators: Devices that allow agent to perform following actions in the environment.

  • Move forward: Move to next room.
  • Turn right/left: Rotate agent 90 degrees.
  • Shoot: Kill Wumpus with arrow.
  • Grab: Take treasure.
  • Release: Drop treasure

4. Sensors: Devices help the agent in sensing following from the environment.

  • Breeze: Detected near a pit.
  • Stench: Detected near the Wumpus.
  • Glitter: Detected when treasure is in the room.
  • Scream: Triggered when Wumpus is killed.
  • Bump: Occurs when hitting a wall.

How the Agent Operates with PEAS

  1. Perception: Agent uses sensory inputs (breeze, stench, glitter) to detect its surroundings and understand the environment.
  2. Inference: Agent applies logical reasoning to find location of hazards. For example if it detects a breeze, it warns that a pit is nearby or if there’s a stench it suspects the Wumpus is in an adjacent room.
  3. Planning: Based on its deductions agent plans its next move avoiding risky areas like rooms with suspected pits or the Wumpus.
  4. Action: Agent performs planned action such as moving to a new room, shooting arrow at the Wumpus or taking the treasure.

This process repeats till the agent finds the cave using its sensory inputs, reasoning and planning to achieve its goal safely.

By using PEAS framework agent’s interactions with its environment are clearly defined, providing a structured approach to modeling intelligent behavior.


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