DocumentCode :
2447498
Title :
REALM: A rule-based evolutionary computation agent that learns to play Mario
Author :
Bojarski, Slawomir ; Congdon, Clare Bates
Author_Institution :
Dept. of Comput. Sci., Univ. of Southern Maine, Portland, ME, USA
fYear :
2010
fDate :
18-21 Aug. 2010
Firstpage :
83
Lastpage :
90
Abstract :
REALM is a rule-based evolutionary computation agent for playing a modified version of Super Mario Bros. according to the rules stipulated in the Mario AI Competition held in the 2010 IEEE Symposium on Computational Intelligence and Games. Two alternate representations for the REALM rule sets are reported here, in both hand-coded and learned versions. Results indicate that the second version, with an abstracted action set, tends to perform better overall, but the first version shows a steeper learning curve. In both cases, learning quickly surpasses the hand-coded rule sets.
Keywords :
computer games; evolutionary computation; knowledge based systems; learning (artificial intelligence); REALM; Super Mario Bros; learning curve; rule based evolutionary computation agent; Artificial intelligence; Evolutionary computation; Games; Green products; Presses; Vocabulary;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computational Intelligence and Games (CIG), 2010 IEEE Symposium on
Conference_Location :
Dublin
Print_ISBN :
978-1-4244-6295-7
Electronic_ISBN :
978-1-4244-6296-4
Type :
conf
DOI :
10.1109/ITW.2010.5593367
Filename :
5593367
Link To Document :
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