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- | ===== Lab 9 materials | + | ===== Lab 7: Bayesian Networks |
- | In this session we will look at some basic Bayesian | + | In this session we will look at some basic Bayesian |
+ | |||
+ | ==== Material ==== | ||
+ | |||
+ | The following is a Java applet for Bayesian Network simulations: | ||
* http:// | * http:// | ||
- | Afterwards you will solve two problems | + | ==== Problem 1: Smelly Doors ==== |
+ | |||
+ | You are writing a program to control a non-player character (NPC) in a game. The NPC is in a building full of doors. Behind each door, there is either a reward (e.g. health-points) or a monster which the NPC must fight with (losing health-points). Once the NPC opens a door, he must fight the monster behind it if any. However, before opening a door the NPC can stick its nose in the keyhole (it cannot look through it) and smell the air inside the room. The air will smell either bad or not. In summary: | ||
+ | |||
+ | * The NPC should seek reward but avoid monsters; | ||
+ | * The NPC doesn' | ||
+ | * it can check whether the room smells bad or not and use that information as an indicator. | ||
- | === Problem 1: Smelly | + | - Design a very simple Bayesian network usable by the NPC to decide when in front of a door, whether he should open it or not. Start by inventing reasonable probabilities for the relation between the contents of the room and its smell. |
+ | - Argue how, instead of using made-up probabilities, | ||
- | You are writing a program to control a non-player character (NPC) in a game. The NPC is in a building full of doors. Behind each door, there is either a reward (e.g. health-points) or a monster which the NPC must fight (losing health-points). Once the NPC opens the door, he must fight the monster behind it if there is one. However, before opening the door the NPC can stick its nose in the keyhole (it cannot look through it) and smell the air from the room. The air will either smell bad or not. In summary: | + | ==== Problem 2: The Pirate Treasure ==== |
- | * The NPC should seek reward but avoid monsters. | + | {{ :public:t-622-arti-09-1: |
- | * The NPC doesn't know what's behind a door in advance, but.. | + | |
- | * it can check if the room smells bad or not and use that as an indicator. | + | |
- | - Design | + | You are a seasoned tomb raider and have spent the last week rummaging through an old pirate cove full of treasure. So far you have opened 100 chests and of those, 50 have in fact contained treasure! Out of these 50, 40 were trapped and you sustained some painful damage from opening them. Out of these 40 trapped chests, 28 were also locked. Now, of the 10 untrapped chests, three were locked. One would think that only chests with treasure would be trapped, but these pirates were truly nasty, they also put traps on chests with no treasure. Of the 50 chests containing no treasure, 20 were trapped! |
- | - Argue how, instead | + | |
- | === Problem 2: Treasure hunt === | + | You have now discovered a new chest that you haven' |
- | The details of the second problem will be given after you finish the first one, as it gives out hints about the solution of problem 1 :) | + | Construct a Baysian Network to answer these questions and discuss what you would do. |
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