Write Algorithm to Decision-making for a wumpus hunter using influence maps. Wumpus-Hunter-React(v) in: current room v ∈ V out: action a ∈ {shoot, move}, u ∈ neighbourhood(v) constant: threshold ts for shooting an arrow local: influence maps bats, pit, wumpus, and visited (initially ∀ u ∈ V : bats(u) = pit(u) = wumpus(u) = visited(u) = 1)
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Q: Write Algorithm to Decision-making for a wumpus hunter using influence maps. Wumpus-Hunter-React(v)…
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Write
Wumpus-Hunter-React(v)
in: current room v ∈ V
out: action a ∈ {shoot, move}, u ∈ neighbourhood(v)
constant: threshold ts for shooting an arrow
local: influence maps bats, pit, wumpus, and visited (initially
∀ u ∈ V : bats(u) = pit(u) = wumpus(u) = visited(u) = 1)
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- Write Algorithm to Decision-making for a wumpus hunter using influence maps.Wumpus-Hunter-React(v)in: current room v ∈ Vout: action a ∈ {shoot, move}, u ∈ neighbourhood(v)constant: threshold ts for shooting an arrowlocal: influence maps bats, pit, wumpus, and visited (initially∀ u ∈ V : bats(u) = pit(u) = wumpus(u) = visited(u) = 1)Algorithm for Decision-making for a wumpus hunter using influence maps.Wumpus-Hunter-React(v)in: current room v ∈ Vout: action a ∈ {shoot, move}, u ∈ neighbourhood(v)constant: threshold ts for shooting an arrowlocal: influence maps bats, pit, wumpus, and visited (initially∀ u ∈ V : bats(u) = pit(u) = wumpus(u) = visited(u) = 1)make Algorithm to Decision-making for a wumpus hunter using influence maps.in: current room v ∈ Vout: action a ∈ {shoot, move}, u ∈ neighbourhood(v)constant: threshold ts for shooting an arrowlocal: influence maps bats, pit, wumpus, and visited (initially∀ u ∈ V : bats(u) = pit(u) = wumpus(u) = visited(u) = 1)
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- Note: select one of the problems you prefer, and please send me all the detail after finishing it With this assignment, you’ll implement one of the problems listed below. JADE agents also.- Ant-based clustering- Fire escape scenario - Prey-predator - Covid pandemic- Motion of fluids or gases- Or Any other brilliant idea best fits with agent-based phenomenaProbability distributions (Normal, Uniform, Exponential and etc.) for Interarrival times and processing times can be calculated by third-party Java libraries such as Apache Commons.Logging created random numbers by Java and verifying them with Excel, Arena Input Analyzer or sth else will be a part of this step. Data Exchange between agents may be handled by ACLMessages. 1) Designing and implementing a working FIPA-compliant agent-based simulation system Your code must include; - Inline agent creation- Several behaviors of different kinds (Ticker, Waker, and etc.)- Messaging (send and receive)- Agent type definition and searching by…Consider the search problem represented in Figure, where a is the start node and e is the goal node. The pair [f, h] at each node indicates the value ofthe f and h functions for the path ending at that node. Given this information, what is the cost ofeach path?1. The cost < a, c >= 2 is given as a hint.2. Is the heuristic function h admissible? ExplainComputer Science Use graph to answer the questions a) Which pairs of variables will be made independent by conditioning on A? b) Is it possible to switch the direction of a single edge to make ?⊥⊥? | ? , and still maintain a valid DAG? If so, list the two variables connected by the edge that should be switched. c) Give the expression for the factorized joint probability distribution of all the variables (A, B, C, D, E) that is specifically implied by this graphical model.
- Algorithm of 0/1 - Knapsack problem, [dynamic programming and set method]=====================================================================Object(s): | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |Benefit(s): | 3 | 4 | 5 | 6 | 5 | *1 | 8 | *2 | (unit)Weight(s): | 2 | 4 | 6 | 7 | 9 | 10 | 12 | 13 | (unit)*1 = Last digit of your Stud_ID number*2 = Summation of first and last digit of your Stud_ID numberCapacity of the storage or bag (C) = 30 (unit)Carry objects by using the given storage or bag (C) and find out the maximum benefit(s) with these limitations by 'Algorithm of 0/1 - Knapsack problem'.Consider the following equation that defines the conditions under which a square is breezy in the Wumpus World: ∀x,y Breezy(x, y) ⇔ ∃u,v Adjacent(u, v, x, y)∧Pit(u, v). Here we consider two other ways to describe this aspect of the Wumpus World. We can write diagnostic rulesleading from observed effects to hidden causes. For finding pits, the obvious diagnostic rules say that if a square is breezy, some adjacent square must contain a pit; and if a square is not breezy, then no adjacent square contains a pit. Write these two rules in first-order logic and show that their conjunction is logically equivalent to equation above. We can write causal rulesleading from cause to effect. One obvious causal rule is that a pit causes all adjacent squares to be breezy. Write this rule in first-order logic, explain why it is incomplete compared to equation above, and supply the missing axiom.Assume we have three binary input attributes, A, B, C, and one binary outcome attribute Y. The three input attributes, A, B, C take values in the set {0,1} while the Y attribute takes values in the set {True, False} a. Which attribute (A, B, or C) has the highest information gain? b. Construct the full decision tree for this problem, without doing any pruning. If at any point you have a choice between splitting on two equally desirable attributes, choose the one that comes first alphabetically. If there is a tie on how to label a leaf, then choose True.(NEED ONLY HANDWRITTEN SOLUTIION)