Tuesday, December 23, 2014

Videos of ai worlds 1-8

The pucks "ai" worlds are intended for use in an introductory AI class. They include "user" pucks that just drift by default. The challenge for students is to program the user pucks so that they behave more intelligently.




This first video shows ai.world1, which contains a randomly oriented user puck, a zapper, a wall of stones, and a vent. A successful user puck will avoid the zapper and find the vent, from which it can replenish its energy. The default user puck shown here just drifts.
 




This video shows ai.world2, which contains a user puck that is initially heading into a zapper, along with a wall of stones and a vent. A successful user puck will avoid the zapper and find the vent, from which it can replenish its energy. The default user puck shown here will instead drift slowly into the zapper and die.
 




This video shows ai.world3, which contains a nursery that spawns user pucks, two zappers, a vent, walls of stones, and location-bearing beacons, all of which are in preset positions. Successful user pucks will avoid the zappers and find the vent, from which they can replenish their energy. The default user pucks shown here just drift blindly.
 




This video shows ai.world4, which contains a nursery that spawns user pucks, two zappers, a chest that contains a key, location-bearing beacons, and a vent that is surrounded by walls of stones (with a gate in one wall), all of which are in preset locations. A successful user puck will get the key from the chest and use it to open the gate, after which it will use the vent to replenish its energy. The default user pucks shown here do not know how to do any of this, so they just drift and die.
 




This video shows ai.world5, which contains a nursery that spawns user pucks, along with location-bearing beacons, zappers, a vent, and walls of stones. All of the objects aside from the beacons are placed semi-randomly within a grid. This means that user pucks cannot know the locations of the vent or of other objects in advance. A successful user puck will avoid zappers and find the vent, from which it can replenish its energy. The default user pucks shown here just drift.
 




This video shows ai.world6, which contains a nursery that spawns user pucks and another nursery that spawns key donors, along with location-bearing beacons, zappers, and "ventboxes," which are vents in gated boxes of stones. All of the objects aside from the beacons are placed semi-randomly within a grid. This means that user pucks cannot know the locations of the ventboxes or of other objects in advance. A successful user puck will obtain a key from a donor, avoid zappers, and find, open, and enter a ventbox in order to replenish its energy. The default user pucks shown here just drift.
 




This video shows ai.world7, which is a challenging, semi-random environment much like ai.world6 (http://youtu.be/B2nDDH8UdaQ) except that it includes nurseries that spawn a variety of other kinds of pucks (including some that shoot torpedoes!). It is also larger in scale, and it omits the location-bearing beacons that were present in earlier worlds, making navigation more difficult. The default user pucks shown here just drift.
 




This video shows ai.world8, which is another challenging, semi-random environment like ai.world7 (http://youtu.be/i-GHxItZVMA), but this world adds map donors, from which user pucks can obtain maps. These maps could be used by intelligent user pucks (which are not shown here!) to generate and execute plans for navigation and action.
 

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