Knowledge (XXG)

Blocks world

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50:. The algorithm is similar to a set of wooden blocks of various shapes and colors sitting on a table. The goal is to build one or more vertical stacks of blocks. Only one block may be moved at a time: it may either be placed on the table or placed atop another block. Because of this, any blocks that are, at a given time, under another block cannot be moved. Moreover, some kinds of blocks cannot have other blocks stacked on top of them. 385: 27: 365: 70:. Toy problems were invented with the aim to program an AI which can solve it. The blocks world domain is an example for a toy problem. Its major advantage over more realistic AI applications is, that many algorithms and software programs are available which can handle the situation. This allows to compare different theories against each other. 73:
In its basic form, the blocks world problem consists of cubes in the same size which have all the color black. A mechanical robot arm has to pick and place the cubes. More complicated derivatives of the problem consist of cubes in different sizes, shapes and colors. From an algorithm perspective,
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Artificial Intelligence can be researched in theory and with practical applications. The problem with most practical application is, that the engineers don't know how to program an AI system. Instead of rejecting the challenge at all the idea is to invent an easy to solve domain which is called a
91:) notation which is an AI planning language for symbolic manipulation tasks. If something was formulated in the PDDL notation, it is called a domain. Therefore, the task of stapling blocks is a blocks world domain which stays in contrast to other planning problems like the 137:
Given a starting Blocks World, an ending Blocks World, and an integer L > 0, is there a way to move the blocks to change the starting position to the ending position with L or less steps?
369: 445: 426: 450: 348: 84: 43: 54: 34:, a problem in which an agent must recognise the blocks and arrange them into a stack with A at the top and C at the bottom 419: 392: 47: 412: 298: 16:
This article is about the general concept in computer science research. For the sandbox video game, see
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approaches, in which the world is modeled as a set of abstract symbols which may be reasoned about.
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and planning problem. The task is to bring the system from an initial state into a goal state.
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problem are usually described in the Planning Domain Definition Language (
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The simplicity of this toy world lends itself readily to classical
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S. A. Cook (2003). "A Complete Axiomatization for Blocks World".
88: 343:(2nd ed.), Upper Saddle River, New Jersey: Prentice Hall, 338: 400: 99:Theses/projects which took place in a blocks world 269:Downward path preserving state space abstractions 23:Toy problem in artificial intelligence research 245:(4). Oxford University Press (OUP): 581--594. 118:Learning Structural Descriptions from Examples 420: 172: 8: 284:"On the Complexity of Blocks-World Planning" 427: 413: 340:Artificial Intelligence: A Modern Approach 95:domain and the monkey and banana problem. 302: 206: 135:Decision problem (Gupta and Nau, 1992): 370:Blocks worlds (artificial intelligence) 165: 7: 381: 379: 446:History of artificial intelligence 399:. You can help Knowledge (XXG) by 224:On the NP-Hardness of Blocks World 14: 85:Automated planning and scheduling 383: 363: 239:Journal of Logic and Computation 55:symbolic artificial intelligence 201:(1–2). Elsevier BV: 119--153. 1: 451:Artificial intelligence stubs 222:Chenoweth, Stephen V (1991). 208:10.1016/s0004-3702(00)00079-5 313:10.1016/0004-3702(92)90028-v 282:Gupta, N.; Nau, D. (1992). 467: 378: 267:; Holte, Robert C (2009). 15: 173:Russell & Norvig 2003 139:This decision problem is 191:"Blocks World revisited" 393:artificial intelligence 291:Artificial Intelligence 251:10.1093/logcom/13.4.581 195:Artificial Intelligence 48:artificial intelligence 395:-related article is a 35: 29: 372:at Wikimedia Commons 74:blocks world is an 331:Russell, Stuart J. 127:Gerald Jay Sussman 36: 408: 407: 368:Media related to 93:dock worker robot 458: 429: 422: 415: 387: 380: 367: 353: 317: 316: 306: 297:(2–3): 223–254. 288: 279: 273: 272: 261: 255: 254: 234: 228: 227: 219: 213: 212: 210: 185:John Slaney and 182: 176: 170: 466: 465: 461: 460: 459: 457: 456: 455: 436: 435: 434: 433: 376: 360: 351: 329: 326: 321: 320: 286: 281: 280: 276: 263: 262: 258: 236: 235: 231: 221: 220: 216: 187:Sylvie Thiébaux 184: 183: 179: 171: 167: 162: 150: 131:Sussman anomaly 114:Patrick Winston 101: 63: 44:planning domain 32:Sussman anomaly 24: 21: 12: 11: 5: 464: 462: 454: 453: 448: 438: 437: 432: 431: 424: 417: 409: 406: 405: 388: 374: 373: 359: 358:External links 356: 355: 354: 349: 325: 322: 319: 318: 304:10.1.1.30.1793 274: 265:Zilles, Sandra 256: 229: 214: 177: 164: 163: 161: 158: 157: 156: 149: 146: 145: 144: 133: 124: 111: 105:Terry Winograd 100: 97: 62: 59: 30:Step 1 of the 22: 13: 10: 9: 6: 4: 3: 2: 463: 452: 449: 447: 444: 443: 441: 430: 425: 423: 418: 416: 411: 410: 404: 402: 398: 394: 389: 386: 382: 377: 371: 366: 362: 361: 357: 352: 350:0-13-790395-2 346: 342: 341: 336: 335:Norvig, Peter 332: 328: 327: 323: 314: 310: 305: 300: 296: 292: 285: 278: 275: 270: 266: 260: 257: 252: 248: 244: 240: 233: 230: 225: 218: 215: 209: 204: 200: 196: 192: 188: 181: 178: 174: 169: 166: 159: 155: 152: 151: 147: 142: 138: 134: 132: 128: 125: 123: 119: 115: 112: 110: 106: 103: 102: 98: 96: 94: 90: 86: 82: 80: 77: 71: 69: 60: 58: 56: 51: 49: 45: 41: 33: 28: 19: 401:expanding it 390: 375: 339: 294: 290: 277: 268: 259: 242: 238: 232: 223: 217: 198: 194: 180: 168: 136: 83: 72: 64: 52: 40:blocks world 39: 37: 154:Toy problem 68:toy problem 18:Blocksworld 440:Categories 160:References 61:Motivation 299:CiteSeerX 122:Copy Demo 337:(2003), 189:(2001). 148:See also 324:Sources 141:NP-hard 76:np-hard 347:  301:  109:SHRDLU 79:search 391:This 287:(PDF) 42:is a 397:stub 345:ISBN 120:and 89:PDDL 38:The 309:doi 247:doi 203:doi 199:125 129:'s 116:'s 107:'s 46:in 442:: 333:; 307:. 295:56 293:. 289:. 243:13 241:. 197:. 193:. 428:e 421:t 414:v 403:. 315:. 311:: 253:. 249:: 211:. 205:: 175:. 143:. 20:.

Index

Blocksworld

Sussman anomaly
planning domain
artificial intelligence
symbolic artificial intelligence
toy problem
np-hard
search
Automated planning and scheduling
PDDL
dock worker robot
Terry Winograd
SHRDLU
Patrick Winston
Learning Structural Descriptions from Examples
Copy Demo
Gerald Jay Sussman
Sussman anomaly
NP-hard
Toy problem
Russell & Norvig 2003
Sylvie Thiébaux
"Blocks World revisited"
doi
10.1016/s0004-3702(00)00079-5
doi
10.1093/logcom/13.4.581
Zilles, Sandra
"On the Complexity of Blocks-World Planning"

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