DocumentCode
1873632
Title
Super mario evolution
Author
Togelius, Julian ; Karakovskiy, Sergey ; Koutník, Jan ; Schmidhuber, Jürgen
Author_Institution
IT Univ. of Copenhagen, Copenhagen, Denmark
fYear
2009
fDate
7-10 Sept. 2009
Firstpage
156
Lastpage
161
Abstract
We introduce a new reinforcement learning benchmark based on the classic platform game Super Mario Bros. The benchmark has a high-dimensional input space, and achieving a good score requires sophisticated and varied strategies. However, it has tunable difficulty, and at the lowest difficulty setting decent score can be achieved using rudimentary strategies and a small fraction of the input space. To investigate the properties of the benchmark, we evolve neural network-based controllers using different network architectures and input spaces. We show that it is relatively easy to learn basic strategies capable of clearing individual levels of low difficulty, but that these controllers have problems with generalization to unseen levels and with taking larger parts of the input space into account. A number of directions worth exploring for learning better-performing strategies are discussed.
Keywords
computer games; learning (artificial intelligence); neural net architecture; Super Mario Bros; classic platform game; network architectures; neural network-based controllers; reinforcement learning benchmark; rudimentary strategy; Artificial intelligence; Automatic control; Benchmark testing; Games; Humans; Learning; Multidimensional systems; Neural networks; Observability; State-space methods; Platform games; Super Mario Bros; input representation; neuroevolution;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games, 2009. CIG 2009. IEEE Symposium on
Conference_Location
Milano
Print_ISBN
978-1-4244-4814-2
Electronic_ISBN
978-1-4244-4815-9
Type
conf
DOI
10.1109/CIG.2009.5286481
Filename
5286481
Link To Document