TY - GEN
T1 - A hybrid method of Dijkstra algorithm and evolutionary neural network for optimal Ms. Pac-Man agent
AU - Oh, Keunhyun
AU - Cho, Sung Bae
PY - 2010
Y1 - 2010
N2 - Many researchers have interest on an auto-play game agent for Ms. Pac-Man, a classical real-time arcade game, using artificial intelligence. In order to control Ms. Pac-Man two ways are used. One is human-designed rules and the other is using evolutionary computation. Though well-defined rules, that use commonly search algorithms, guarantee stable high score, un predicted situations can be happened because it is hard to consider every case. Evolutionary computation helps making a controller that covers uncertain circumstances that human do not think. These two methods can support each other. This paper proposes a hybrid method to design a controller to automatically play Ms. Pac-Man based on handcoded rules and evolutionary computation. Rules are based on Dijkstra algorithms. In order to cover rules, evolutionary artificial neural networks are used. We have confirmed that the controller using the method makes higher performance than using each method separately by comparing with points of each other after playing game.
AB - Many researchers have interest on an auto-play game agent for Ms. Pac-Man, a classical real-time arcade game, using artificial intelligence. In order to control Ms. Pac-Man two ways are used. One is human-designed rules and the other is using evolutionary computation. Though well-defined rules, that use commonly search algorithms, guarantee stable high score, un predicted situations can be happened because it is hard to consider every case. Evolutionary computation helps making a controller that covers uncertain circumstances that human do not think. These two methods can support each other. This paper proposes a hybrid method to design a controller to automatically play Ms. Pac-Man based on handcoded rules and evolutionary computation. Rules are based on Dijkstra algorithms. In order to cover rules, evolutionary artificial neural networks are used. We have confirmed that the controller using the method makes higher performance than using each method separately by comparing with points of each other after playing game.
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U2 - 10.1109/NABIC.2010.5716312
DO - 10.1109/NABIC.2010.5716312
M3 - Conference contribution
AN - SCOPUS:79952772474
SN - 9781424473762
T3 - Proceedings - 2010 2nd World Congress on Nature and Biologically Inspired Computing, NaBIC 2010
SP - 239
EP - 243
BT - Proceedings - 2010 2nd World Congress on Nature and Biologically Inspired Computing, NaBIC 2010
T2 - 2010 2nd World Congress on Nature and Biologically Inspired Computing, NaBIC 2010
Y2 - 15 December 2010 through 17 December 2010
ER -