The Wumpus World Environment

The Wumpus world is a simple world example to illustrate the worth of a knowledge-based agent and to represent knowledge representation. It was inspired by a video game Hunt the Wumpus by Gregory Yob in 1973.
Wumpus world is a cave which has 4/4 rooms connected with passageways, so there is total 16 rooms. An agent will enter this world with a single arrow. There is a beast which is called Wumpus, who will eat anyone enters in that room and there are pits rooms which are bottomless. If Agent falls in to that room, then the Agent will be stuck there forever. And there is a room with a heap of gold. The mission of the Agent is to enter that room in such a way that it won’t be eaten by Wumpus and not fall in the pits and find reach in the destination which is a heap of gold. Finally, the Agent will get a penalty if eaten by Wumpus or fall into pits, or the Agent will get reward if it come out with gold.

PEAS description of Wumpus world:
Performance measure:

  • • If agent comes out from the cave with gold +1000 reward points it will get.
  • • If agent fails it will get -1000 penalty.
  • • -1 for each action and -10 for using an arrow.
  • • The game end if either agent dies or come out from the cave with gold.


  • • A (4x4) grid rooms.
  • • Agent initially in the room square (1x1) facing towards the right.
  • • Location of Wumpus and gold are chosen randomly except the first square [1,1]
  • • Each square of the cave can be a Pit with the probability of 0.2 except the first room.


  • 1. Move left
  • 2. Move right
  • 3. Move Forward
  • 4. Grab
  • 5. Release
  • 6. Shoot


  • • The agent will perceive the stench if it is in the room adjacent to the Wumpus.
  • • The agent will perceive breeze if it is in the room directly adjacent to the Pit.
  • • The agent will perceive the glitter in the room where the gold is present.
  • • The agent will perceive the bump if it walks into the wall.
  • • When Wumpus is shot, it emits a horrible scream which can be perceive anywhere in the cave.
  • • The percepts can be represented as five element list, in which we will have different indicators for each sensor.
  • • If agent perceives stench, breeze, but no glitter, bump and scream then it can be represented as [Stench, Breeze, None, None, None].

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