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Week 03 Lecture 01

This document discusses how to represent the Pacman game state to a computer for solving with artificial intelligence techniques. It introduces the concepts of a state space and successor function to model the possible game states and legal moves between states that the AI can explore to find a solution path. The example given shows the start state of Pacman at coordinates (4,3) and the successor states returned by the successor function which are the legal adjacent moves west and south with their costs.

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Osama Adeel
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0% found this document useful (0 votes)
30 views14 pages

Week 03 Lecture 01

This document discusses how to represent the Pacman game state to a computer for solving with artificial intelligence techniques. It introduces the concepts of a state space and successor function to model the possible game states and legal moves between states that the AI can explore to find a solution path. The example given shows the start state of Pacman at coordinates (4,3) and the successor states returned by the successor function which are the legal adjacent moves west and south with their costs.

Uploaded by

Osama Adeel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ARTIFICIAL

INTELLIGENCE
WEEK 03 LECTURE 01
HOW TO REPRESENT THE PACMAN TO COMPUTER
?
COMPUTATION MODEL
https://courses.cs.washington.edu/courses/cse473/13au/slides/03-search.pdf
STATE SPACE
SUCCESSOR FUNCTION
startState=problem.getStartState()
(4,3)
Problem.getSuccessor(startState)
[((3,3),w,cost),((4,2),s,1)]

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