I. Rule-based systems and search As the deadline for the term project was fast approaching, we talked about move generation and the collection of multiple answers in the context of the peg puzzle. Then we went back to rule-based systems for a moment. Consider the little tic-tac-toe rule-based system -- once we've implemented it and start it up, what kind of behavior will we see? Well, we'd start with the initial state, abstractly represented like this: | | -+-+- | | -+-+- | | There are a few rules that might apply: | | -+-+- | | -+-+- | | / | \ / | \ / | \ / | \ mark mark mark center corner side / | \ / | \ The conflict resolution strategy would then select one rule, whose action would then be performed on the data base: | | -+-+- | | -+-+- | | / | \ / | \ / | \ / | \ mark mark mark center corner side / | \ / | \ | | -+-+- |x| -+-+- | | The opponent then marks a square: | | -+-+- | | -+-+- | | / | \ / | \ / | \ / | \ mark mark mark center corner side / | \ / | \ | | -+-+- |x| -+-+- | | | | | o| | -+-+- |x| -+-+- | | And then there would be some rules that you could apply: | | -+-+- | | -+-+- | | / | \ / | \ / | \ / | \ mark mark mark center corner side / | \ / | \ | | -+-+- |x| -+-+- | | | | | o| | -+-+- |x| -+-+- | | / \ / \ / \ / \ mark mark corner side / \ / \ Does this look familiar? Well, of course it does! It's a depth-first state space search, guided by heuristics encoded as if-then rules. In other words, this is yet another way of looking at stuff we've looked at before. II. Actions and planning As we head into Chapter 8 we compared the evolution of planning systems by watching some video of Shakey, the robot that took 15 minutes to move one meter (or metre... I wonder if there's a way to put a "u" in there) and some video of Sandstorm, the Carnegie Mellon University autonomous Hummer that raced across the California desert at 40 miles per hour...at least until it misjudged a turn.
Last revised: December 7, 2004