Table 14 shows the trace that you should see in the console if you ran Project 1. If you did not run it, we suggest you review the algorithm presented on the previous page to understand the trace.
Table 14: activity trace of a rudimentary embodied system.
0: e1r1 FRUSTRATED 1: e1r1 SELF-SATISFIED 2: e1r1 SELF-SATISFIED 3: e1r1 SELF-SATISFIED 4: e1r1 BORED 5: e2r2 FRUSTRATED 6: e2r2 SELF-SATISFIED 7: e2r2 SELF-SATISFIED 8: e2r2 SELF-SATISFIED 9: e2r2 BORED 10: e1r1 SELF-SATISFIED
Your activity, for Lesson 1, is to understand the trace in Table 14. What does "e1r1" mean on Cycle 0? Why is the agent frustrated on Cycles 0 and 5? Why is it bored on Cycle 4? Why is it not frustrated on Cycle 10?
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