Title :
Detection of critical situations by CMAC+Q-learning for PacMan agents
Author_Institution :
Grad. Sch. of Natural Sci. & Technol., Okayama Univ., Okayama
Abstract :
We previously proposed evolutionary fuzzy systems of playing Ms. PacMan for the competitions. As a consequence of the evolution, reflective action rules such that PacMan tries to eat pills effectively until ghosts come close to PacMan are acquired. Such rules works well. However, sometimes it is too reflective so that PacMan go toward ghosts by herself in longer corridors. In this paper, a critical situation learning module is combined with the evolved fuzzy systems, i.e., reflective action module. The critical situation learning module is composed of Q-learning with CMAC. Location information of surrounding ghosts and the existence of power-pills are given to PacMan as state. This module punishes if PacMan is caught by ghosts. Therefore, this module learning which pairs of (state, action) cause her death. By using learnt Q-value, PacMan tries to survive much longer. Experimental results on Ms. PacMan elucidate the proposed method is promising since it can capture critical situations well. However, as a consequence of the large amount of memory required by CMAC, real time responses tend to be lost.
Keywords :
cerebellar model arithmetic computers; computer games; fuzzy neural nets; learning (artificial intelligence); multi-agent systems; CMAC+Q-learning; Ms. PacMan; PacMan agents; critical situation detection; critical situation learning module; evolutionary fuzzy systems; reflective action module; reflective action rules; Artificial intelligence; Competitive intelligence; Computational intelligence; Control systems; Fuzzy systems; Games;
Conference_Titel :
Networking, Sensing and Control, 2009. ICNSC '09. International Conference on
Conference_Location :
Okayama
Print_ISBN :
978-1-4244-3491-6
Electronic_ISBN :
978-1-4244-3492-3
DOI :
10.1109/ICNSC.2009.4919258