non-fluents nf_game_of_life_inst_mdp__1 {
domain = game_of_life_mdp;
objects {
x_pos : {x1,x2,x3};
y_pos : {y1,y2,y3};
};
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;
}