Write a wumpus agent in CLIPS. The above file provides you with a CLIPS version of the Easy Map from your previous wumpus program. It expects your agent to indicate it's actions by asserting a fact to working memory of the for (action move <dir>) or (action fire <dir>) where <dir> is either n, s, e, or w.
As your agent moves, the map will add knowledge to working memory about whether a given cell is either breezy or smelly. It is up to your agent to add knowledge about whether cells are safe, visited, have a pit, have the wumpus, or whatever other knowledge you think your agent needs.
This file contains some useful CLIPS stuff you might want to use. It should not substitue for going through the examples, including my wumpus.clp file above.
Write an agent that can successfully play Hunt the Wumpus.
The code you need is here. It is in a ZIP archive. The archive contains the files for the cell and map classes, as well as a main function. It also includes two sample maps for you to test your agent on.
I made a slight tweak to how your agent interacts with the map. The AgentCellInfo() function returns a cell, which you can then use to determine which directions have paths leading from the cell. However, information about breezes and growls is dependent on the surrounding cells. Thus, you should also pass the map as a parameter to your agent, and I've supplied you with two inspector functions: hasBreeze() and hasGrowl(). These are part of the map class (so you call them from the instance of the map you pass to your agent), and simply return true or false if the cell the Agent is currently in has a breeze or a growl.
Good luck.
Write a program that reads in a list of integers from a file and stores them, unsorted, in a binary tree. Your program should print out the tree in some easy-to-read format. The program should then ask the user for an integer. Finally, it should perform both a depth-first-search and a breadth-first-search for the integer entered, printing out the nodes it visits along the way.
This site will be perpetually under construction, so bear with me.
Last updated: 3:30pm, 9/14/05