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Min.AI

This version of Minesweeper is based on the classic computer game. You can easily find out the details of the game from the web, for example: https:// en.wikipedia.org/wiki/Minesweeper_(video_game) However, there are a few differences designed to better evaluate your agent which will become apparent as you play with and familiarize yourself with the game. In Minesweeper, you are given a board that is set up as a 2D grid of tiles. Each tile covers either: (1) a hint number ( that tells how many mines are around that tile ) or (2) a mine. Ultimately, your agent’s goal is to uncover all tiles which do not contain a mine. A more concrete definition of the game is given by the following PEAS description.

Performance Measure

  • The performance measure of your agent will be a score calculated based on number of worlds your agent has completed. Points are awarded to your agent only if it successfully solves the entire world. Each difficulty has different weight.
  • The game ends when your agent chooses to leave the game or if your agent uncovers a mine. In either of these cases you'll get a zero.

Environment

  • Each difficulty has a different dimension and number of mines:
    • Beginner: 8 row x 8 column with 10 mines
    • Intermediate: 16x16 with 40 mines
    • Expert: 16x30 with 99 mines
  • The board begins with 1 random tile already uncovered and presumably safe
  • Mines are randomly placed throughout the board.
  • Your agent dies when it uncovers a mine.

Actuators

  • Your agent has 4 moves:
  • (1) The action UNCOVER reveals a covered tile.
  • (2) The action FLAG places a flag on a tile.
  • (3) The action UNFLAG removes a flag from a tile if that tile has a flag. ○ (4) The action LEAVE ends the game immediately.
  • The actions UNCOVER, FLAG, and UNFLAG are to be coupled with a pair of coordinates which allows the agent to act on a single tile.

Sensors

  • Your agent will receive only one percept:
    • Following an UNCOVER action, your argent will perceive the hint number associated with the previous UNCOVER action. This number represents how many mines are within that tile’s immediate neighbors.
    • Following a FLAG or UNFLAG action, your agent will perceive -1.