Clever Pac-man

被引:0
|
作者
Rossini, Nicole Alicia [1 ]
Quadri, Christian [1 ]
Borghese, N. Alberto [1 ]
机构
[1] Univ Milan, Dept Comp Sci, Appl Intelligent Syst Lab, I-20122 Milan, Italy
来源
Neural Nets WIRN11 | 2011年 / 234卷
关键词
Fuzzy Q-learning; game engine; minimum path; artificial intelligence; agent;
D O I
10.3233/978-1-60750-972-1-11
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
In this paper we show how combining fuzzy sets and reinforcement learning a winning agent can be created for the popular Pac-man game. Key elements are the classification of the state into a few fuzzy classes that makes the problem manageable. Pac-man policy is defined in terms of fuzzy actions that are defuzzified to produce the actual Pac-man move. A few heuristics allow making the Pac-man strategy very similar to the Human one. Ghosts agents, on their side, are endowed also with fuzzy behavior inspired by original design strategy. Performance of this Pac-man is shown to be superior to those of other AI-based Pac-man described in the literature.
引用
收藏
页码:11 / 19
页数:9
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