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The blocks world is a planning domain in
artificial intelligence Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of re ...
. It consists of 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. The simplicity of this toy world lends itself readily to classical
symbolic artificial intelligence Symbolic may refer to: * Symbol, something that represents an idea, a process, or a physical entity Mathematics, logic, and computing * Symbolic computation, a scientific area concerned with computing with mathematical formulas * Symbolic dynamic ...
approaches, in which the world is modeled as a set of abstract symbols which may be reasoned about.


Motivation

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
toy problem In scientific disciplines, a toy problem or a puzzlelike problem is a problem that is not of immediate scientific interest, yet is used as an expository device to illustrate a trait that may be shared by other, more complicated, instances of the ...
. 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. 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, blocks world is an
NP-hard In computational complexity theory, a computational problem ''H'' is called NP-hard if, for every problem ''L'' which can be solved in non-deterministic polynomial-time, there is a polynomial-time reduction from ''L'' to ''H''. That is, assumi ...
search Searching may refer to: Music * "Searchin', Searchin", a 1957 song originally performed by The Coasters * Searching (China Black song), "Searching" (China Black song), a 1991 song by China Black * Searchin' (CeCe Peniston song), "Searchin" (C ...
and planning problem. The task is to bring the system from an initial state into a goal state.
Automated planning and scheduling Automated planning and scheduling, sometimes denoted as simply AI planning, is a branch of artificial intelligence that concerns the realization of strategies or action sequences, typically for execution by intelligent agents, autonomous robots ...
problem are usually described in the Planning Domain Definition Language ( PDDL) 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 dock worker robot domain and the monkey and banana problem.


Theses/projects which took place in a blocks world

* Terry Winograd's
SHRDLU SHRDLU is an early natural-language understanding computer program that was developed by Terry Winograd at MIT in 1968–1970. In the program, the user carries on a conversation with the computer, moving objects, naming collections and query ...
* Patrick Winston'
Learning Structural Descriptions from Examples
an
Copy Demo
* Gerald Jay Sussman's Sussman anomaly * Decision problem (Gupta and Nau, 1992): ''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?'' This decision problem is
NP-hard In computational complexity theory, a computational problem ''H'' is called NP-hard if, for every problem ''L'' which can be solved in non-deterministic polynomial-time, there is a polynomial-time reduction from ''L'' to ''H''. That is, assumi ...
.


See also

*
Toy problem In scientific disciplines, a toy problem or a puzzlelike problem is a problem that is not of immediate scientific interest, yet is used as an expository device to illustrate a trait that may be shared by other, more complicated, instances of the ...


References


Sources

*


External links

* History of artificial intelligence {{compu-AI-stub