DocumentCode :
2917691
Title :
To model or not to model: Controlling Pac-Man ghosts without incorporating global knowledge
Author :
Beume, Nicola ; Hein, Tobias ; Naujoks, Boris ; Neugebauer, Georg ; Piatkowski, Nico ; Preuss, Mike ; Stüer, Raphael ; Thom, Andreas
Author_Institution :
Comput. Intell. Group, Tech. Univ. Dortmund, Dortmund
fYear :
2008
fDate :
1-6 June 2008
Firstpage :
3464
Lastpage :
3471
Abstract :
The creation of interesting opponents for human players in computer games is an interesting and challenging task. In contrast to up-to-date computer games, e.g. real time strategy games, learning of non-player-character strategies for older games seems to be easier and not that time-consuming. This way, older games, like the famous arcade game Pac-Man, serve as a test bed for the creation of strategies that are fun to play against. The paper at hand uses computational intelligence methods to accomplish this challenge, namely evolutionary algorithms (EA) and artificial neural networks (ANN). The latter are trained on a model of the game whereas the EA learn good behavior by playing. The performance of these two approaches is compared on the original Pac-Man level as well as on other maps with different properties to test the ability of generalizing the learned strategies.
Keywords :
computer games; evolutionary computation; learning (artificial intelligence); neural nets; artificial neural networks; computer games; evolutionary algorithms; global knowledge; human players; pac-man ghosts; Artificial intelligence; Artificial neural networks; Computational intelligence; Computer science; Evolutionary computation; Games; Humans; Learning systems; Manuals; Testing;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Evolutionary Computation, 2008. CEC 2008. (IEEE World Congress on Computational Intelligence). IEEE Congress on
Conference_Location :
Hong Kong
Print_ISBN :
978-1-4244-1822-0
Electronic_ISBN :
978-1-4244-1823-7
Type :
conf
DOI :
10.1109/CEC.2008.4631266
Filename :
4631266
Link To Document :
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