The table shows a simple warehouse game played in a 1d corridor. The robot R has to reach the target T and charge its battery at the Start S. Implementing such a mini game is usually realized with an array for storing the position of the objects.
What makes the simulation more demanding is the introduction of grounded language in the form of [tags]. These tags are used to describe the situation on a semantic level. In a DIKW pyramid, the 1d ascii corridor might be the data level, while the tags are the information level.
| 1D ASCII Corridor | Annotation with [Tags] |
[S R . . . . . T] | [at_start] [near_station] [status_idle] [path_clear] |
[. S . R . . . T] | [moving_east] [leaving_station] [battery_optimal] |
[. S . . R . . T] | [moving_east] [mid_corridor] [calculating_distance] |
[. S . . . R . T] | [near_target] [decelerating] [scanning_area] |
[. S . . . . R T] | [at_target] [loading_process] [task_active] |
[. S . . . . T R] | [target_passed] [reversing] [adjusting_position] |
[. S . . . R . T] | [moving_west] [returning_to_base] [low_battery_warning] |
[R S . . . . . T] | [docking] [at_station] [recharging] [task_complete] |
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