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en:dydaktyka:ggp:gdl [2018/01/17 15:02]
msl [End]
en:dydaktyka:ggp:gdl [2019/01/03 22:53]
msl [End] Updates Rock Paper Scissors Lizard Spock link
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 Let's start with players "​nought"​ and "​cross"​. There is a special fact ''​role''​ just to do that: Let's start with players "​nought"​ and "​cross"​. There is a special fact ''​role''​ just to do that:
  
-<​code ​prolog>+<​code>​
 role(nought) role(nought)
 role(cross) role(cross)
 </​code>​ </​code>​
  
-Syntax is the same as in the Prolog (or Datalog) language with the only difference, that there is no dot at the end of the sentece. All constants start with a lower-cased letter and variables are upper-cased.+Syntax is the same as in the Prolog (or Datalog) language with the only difference, that there is no dot at the end of the sentence. All constants start with a lower-cased letter and variables are upper-cased.
  
 ==== Fluents ==== ==== Fluents ====
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 To define the fluents one uses the ''​base''​ facts: To define the fluents one uses the ''​base''​ facts:
  
-<​code ​prolog>+<​code>​
 base(cell(M,​N,​x)) :- index(M) & index(N) base(cell(M,​N,​x)) :- index(M) & index(N)
 base(cell(M,​N,​o)) :- index(M) & index(N) base(cell(M,​N,​o)) :- index(M) & index(N)
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 Here '':​-''​ reprenst implication ''<​-''​. ''&''​ is a logical and. In natural language the first line means: "if M and N represent cells' indexes, then there is a fluent for cell with (M, N) coordinates,​ telling there is a cross in it". If we didn't use rules, we could write all the fluents by hand: Here '':​-''​ reprenst implication ''<​-''​. ''&''​ is a logical and. In natural language the first line means: "if M and N represent cells' indexes, then there is a fluent for cell with (M, N) coordinates,​ telling there is a cross in it". If we didn't use rules, we could write all the fluents by hand:
  
-<​code ​prolog>+<​code>​
 base(cell(1,​1,​x)) ​   base(cell(1,​1,​o)) ​   base(cell(1,​1,​b)) base(cell(1,​1,​x)) ​   base(cell(1,​1,​o)) ​   base(cell(1,​1,​b))
 base(cell(1,​2,​x)) ​   base(cell(1,​2,​o)) ​   base(cell(1,​2,​b)) base(cell(1,​2,​x)) ​   base(cell(1,​2,​o)) ​   base(cell(1,​2,​b))
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 In order to define an action we use the ''​input''​ predicate: In order to define an action we use the ''​input''​ predicate:
  
-<​code ​prolog>+<​code>​
 input(R, mark(M,N)) :- role(R) & index(M) & index(N) input(R, mark(M,N)) :- role(R) & index(M) & index(N)
 input(R, noop) :- role(R) input(R, noop) :- role(R)
Line 115: Line 115:
  
 Now we have to define the initial state of the game (draw the empty board). The ''​init''​ predicate serves this purpose. For the tic-tac-toe every cell should be empty, and the ''​nought''​ player should play first. Now we have to define the initial state of the game (draw the empty board). The ''​init''​ predicate serves this purpose. For the tic-tac-toe every cell should be empty, and the ''​nought''​ player should play first.
-<​code ​prolog>+ 
 +<​code>​
 init(cell(M,​N,​b)) :- index(M) & index(N) init(cell(M,​N,​b)) :- index(M) & index(N)
 init(control(nought)) init(control(nought))
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 To define the state evolution we use the ''​next''​ predicate, defining the fluent state in the next turn. The '​does'​ predicate check what actions were made by the players during the current turn. To define the state evolution we use the ''​next''​ predicate, defining the fluent state in the next turn. The '​does'​ predicate check what actions were made by the players during the current turn.
  
-<​code ​prolog>+<​code>​
 next(cell(M,​N,​x)) :- next(cell(M,​N,​x)) :-
   does(cross,​mark(M,​N)) &   does(cross,​mark(M,​N)) &
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 Every player knows that there are two ways to finish the game: make a line or fill all the available cells. Now we will check if there was a line made by the player. Every player knows that there are two ways to finish the game: make a line or fill all the available cells. Now we will check if there was a line made by the player.
  
-<​code ​prolog>+<​code>​
 line(Z) :- row(M,Z) line(Z) :- row(M,Z)
 line(Z) :- column(M,Z) line(Z) :- column(M,Z)
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 Now we can define the ending conditions with the ''​terminal''​ predicate: Now we can define the ending conditions with the ''​terminal''​ predicate:
  
-<​code ​prolog>+<​code>​
 terminal :- line(x) terminal :- line(x)
 terminal :- line(o) terminal :- line(o)
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 Bots don't have feelings but we still should give them prize for the good game. And we do this with the ''​goal''​ predicate: Bots don't have feelings but we still should give them prize for the good game. And we do this with the ''​goal''​ predicate:
  
-<​code ​prolog>+<​code>​
 goal(cross,​100) :- line(x) & ~line(o) goal(cross,​100) :- line(x) & ~line(o)
 goal(cross,​50) :- ~line(x) & ~line(o) goal(cross,​50) :- ~line(x) & ~line(o)
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 There is no arithmetics in GLD --- numbers are only used to define indexes, prizes, time, etc. There is no arithmetics in GLD --- numbers are only used to define indexes, prizes, time, etc.
 </​WRAP>​ </​WRAP>​
- 
  
 ==== End ==== ==== End ====
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 Let's take an even simpler game: Let's take an even simpler game:
  
-<​code ​prolog>+<​code>​ 
 role(white) role(white)
 role(black) role(black)
Line 278: Line 279:
  
 terminal :- true(p) & true(q) & true(r) terminal :- true(p) & true(q) & true(r)
 +
 </​code> ​ </​code> ​
  
 Answer the following questions: Answer the following questions:
-  - how many players are there? <hidden>​(correct answer: 2, why?)</hidden+  - how many players are there? <fs xx-small> (correct answer: 2, why?)</fs
-  - how many fluents are defined? ​ <hidden>​(correct answer: 4, why?)</hidden  +  - how many fluents are defined? ​ <fs xx-small>​(correct answer: 4, why?)</fs>  
-  - how many actions are there? ​ <hidden>​(correct answer: 8, why?)</hidden+  - how many actions are there? ​ <fs xx-small>​(correct answer: 8, why?)</fs
-  - how many legal moves does the '​white'​ player have in the initial state of the game?  <hidden>​(correct answer: 3, why?)</hidden+  - how many legal moves does the '​white'​ player have in the initial state of the game?  <fs xx-small>​(correct answer: 3, why?)</fs
-  - how many fluents are true in the initial state of the game?  <hidden>​(correct answer: 1, why?)</hidden+  - how many fluents are true in the initial state of the game?  <fs xx-small>​(correct answer: 1, why?)</fs
-  - assume in the first turn, the white player performed the '​a'​ action and the '​black'​ player action '​d'​. How many fluents are true in the second turn?  <hidden>​(correct answer: 1, why?)</hidden+  - assume in the first turn, the white player performed the '​a'​ action and the '​black'​ player action '​d'​. How many fluents are true in the second turn?  <fs xx-small>​(correct answer: 1, why?)</fs
-  - what is the smallest number of turns required to end the game?  <hidden>​(correct answer: 4, why?)</hidden>+  - what is the smallest number of turns required to end the game?  <fs xx-small>​(correct answer: 4, why?)</fs>
   - does the game always end? (is it possible to loop the game indefinitely?​) ​   - does the game always end? (is it possible to loop the game indefinitely?​) ​
  
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 {{ :​pl:​dydaktyka:​ggp:​rock-paper-spock.jpg?​300|}} {{ :​pl:​dydaktyka:​ggp:​rock-paper-spock.jpg?​300|}}
-Please model the "Rock Paper Scissors Lizard Spock" game. You can learn the rules from this [[https://​www.youtube.com/​watch?​v=iapcKVn7DdY|video]]. The image on the right is also a good reference. You can practice it with a colleague or like a modern man: [[http://www.playmycode.com/​play/​game/​cainy393/​rock-paper-scissors-lizard-spock|online...]].+Please model the "Rock Paper Scissors Lizard Spock" game. You can learn the rules from this [[https://​www.youtube.com/​watch?​v=iapcKVn7DdY|video]]. The image on the right is also a good reference. You can practice it with a colleague or like a modern man: [[https://rpsls.net|online...]].
  
 ===== - Knowledge Interchange Format ===== ===== - Knowledge Interchange Format =====
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 Everything we learned so far is true, but the GDL has an alternative syntax used to store and transfer the games: the Knowledge Interchange Format. It's based on a lisp and uses a prefix notation. Moreover '':​-''​ operator is replaced with ''<​='',​ ''&''​ with ''​and'',​ negation ''​~''​ with ''​not''​. The variables start with the ''?''​. Below you can see an example of translation between Prolog: Everything we learned so far is true, but the GDL has an alternative syntax used to store and transfer the games: the Knowledge Interchange Format. It's based on a lisp and uses a prefix notation. Moreover '':​-''​ operator is replaced with ''<​='',​ ''&''​ with ''​and'',​ negation ''​~''​ with ''​not''​. The variables start with the ''?''​. Below you can see an example of translation between Prolog:
  
-<​code ​prolog>+<​code>​
 p(a,​Y) ​                 ​ p(a,​Y) ​                 ​
 ~p(a,​Y) ​                 ~p(a,​Y) ​                
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 and KIF: and KIF:
  
-<​code ​lisp>+<​code ​scheme>
 (p a ?y) (p a ?y)
 (not (p a ?y)) (not (p a ?y))
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 For every example below, tell if the KIF version is a faithful translation of the Prolog one. For every example below, tell if the KIF version is a faithful translation of the Prolog one.
  
-<​code ​lisp>+<​code ​scheme>
 r(a,b) :- p(a) & q(b) r(a,b) :- p(a) & q(b)
 (<= (r a b) (and (p a) (q b))) (<= (r a b) (and (p a) (q b)))
 </​code>​ </​code>​
-<​code ​lisp+<​code ​scheme
 r(a,b) :- p(a) & q(b) r(a,b) :- p(a) & q(b)
 (<= (r a b) (p a) (q b)) (<= (r a b) (p a) (q b))
 </​code>​ </​code>​
-<​code ​lisp>+<​code ​scheme>
 r(x,y) :- p(x) & q(y) r(x,y) :- p(x) & q(y)
 (<= (r ?x ?y) (p ?x) (q ?y)) (<= (r ?x ?y) (p ?x) (q ?y))
 </​code>​ </​code>​
-<​code ​lisp+<​code ​scheme
 r(X,Y) :- p(X) & q(Y) r(X,Y) :- p(X) & q(Y)
 (<= (r ?x ?y) (p ?x) (q ?y)) (<= (r ?x ?y) (p ?x) (q ?y))
en/dydaktyka/ggp/gdl.txt · Last modified: 2021/01/12 01:05 by msl
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