non-fluents nf_game_of_life_inst_mdp__1 {
domain = game_of_life_mdp;
objects {
y_pos : {y1, y2, y3};
x_pos : {x1, x2, x3};
};
non-fluents {
NOISE-PROB(x1, y1) = 0.020850267;
NEIGHBOR(x1, y1, x1, y2);
NEIGHBOR(x1, y1, x2, y1);
NEIGHBOR(x1, y1, x2, y2);
NOISE-PROB(x1, y2) = 0.031577107;
NEIGHBOR(x1, y2, x1, y1);
NEIGHBOR(x1, y2, x1, y3);
NEIGHBOR(x1, y2, x2, y1);
NEIGHBOR(x1, y2, x2, y2);
NEIGHBOR(x1, y2, x2, y3);
NOISE-PROB(x1, y3) = 0.02465339;
NEIGHBOR(x1, y3, x1, y2);
NEIGHBOR(x1, y3, x2, y2);
NEIGHBOR(x1, y3, x2, y3);
NOISE-PROB(x2, y1) = 0.017134635;
NEIGHBOR(x2, y1, x1, y1);
NEIGHBOR(x2, y1, x1, y2);
NEIGHBOR(x2, y1, x2, y2);
NEIGHBOR(x2, y1, x3, y1);
NEIGHBOR(x2, y1, x3, y2);
NOISE-PROB(x2, y2) = 0.014217583;
NEIGHBOR(x2, y2, x1, y1);
NEIGHBOR(x2, y2, x1, y2);
NEIGHBOR(x2, y2, x1, y3);
NEIGHBOR(x2, y2, x2, y1);
NEIGHBOR(x2, y2, x2, y3);
NEIGHBOR(x2, y2, x3, y1);
NEIGHBOR(x2, y2, x3, y2);
NEIGHBOR(x2, y2, x3, y3);
NOISE-PROB(x2, y3) = 0.037390165;
NEIGHBOR(x2, y3, x1, y2);
NEIGHBOR(x2, y3, x1, y3);
NEIGHBOR(x2, y3, x2, y2);
NEIGHBOR(x2, y3, x3, y2);
NEIGHBOR(x2, y3, x3, y3);
NOISE-PROB(x3, y1) = 0.017355671;
NEIGHBOR(x3, y1, x2, y1);
NEIGHBOR(x3, y1, x2, y2);
NEIGHBOR(x3, y1, x3, y2);
NOISE-PROB(x3, y2) = 0.044999346;
NEIGHBOR(x3, y2, x2, y1);
NEIGHBOR(x3, y2, x2, y2);
NEIGHBOR(x3, y2, x2, y3);
NEIGHBOR(x3, y2, x3, y1);
NEIGHBOR(x3, y2, x3, y3);
NOISE-PROB(x3, y3) = 0.049556054;
NEIGHBOR(x3, y3, x2, y2);
NEIGHBOR(x3, y3, x2, y3);
NEIGHBOR(x3, y3, x3, y2);
};
}
instance game_of_life_inst_mdp__1 {
domain = game_of_life_mdp;
non-fluents = nf_game_of_life_inst_mdp__1;
init-state {
alive(x1, y1);
alive(x1, y3);
alive(x2, y1);
alive(x2, y2);
};
max-nondef-actions = 1;
horizon = 40;
discount = 1.0;
}