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Neuroevolution of Multimodal Ms. Pac-Man Controllers Under Partially Observable Conditions

机译:在部分可观察的条件下多模式女士吃豆人控制器的神经进化。

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Ms. Pac-Man is a well-known video game used extensively in AI research. Past research has focused on the standard, fully observable version of Ms. Pac-Man. Recently, a partially observable variant of the game has been used in the Ms. Pac-Man Vs. Ghost Team Competition at the Computational Intelligence and Games (CIG) conference. Restricting Ms. Pac-Man's view makes the game more challenging. Ms. Pac-Man can only see down halls within her direct line of sight. The approach to this domain presented in this paper extends an earlier approach using MM-NEAT, an algorithm for evolving modular neural networks. Experiments using several forms of evolved and human-specified modularity are presented. The best evolved agent uses a human-specified task division with output modules for different situations: no ghosts, edible ghosts, and threat ghosts. This approach placed first at the Ms. Pac-Man Vs. Ghost Team Competition at CIG 2018 against seven other competitors with an average score of 7736.63.
机译:Pac-Man女士是在AI研究中广泛使用的著名视频游戏。过去的研究集中在吃豆人女士的标准,完全可观察的版本上。最近,Pac-Man Vs女士使用了部分可观察到的游戏变体。计算智能与游戏(CIG)会议上的Ghost团队竞赛。限制吃豆人的观点使游戏更具挑战性。吃豆人女士只能在其直接视线内看到大厅。本文介绍的针对该领域的方法扩展了使用MM-NEAT的较早方法,MM-NEAT是用于演化模块化神经网络的算法。提出了使用几种形式的进化和人类指定的模块化的实验。最佳进化的代理程序使用人类指定的任务划分,该任务划分具有针对不同情况的输出模块:无鬼影,可食用鬼影和威胁鬼影。这种做法首先是吃豆人Vs女士。 2018年CIG的Ghost团队比赛与其他七个竞争对手的平均得分为7736.63。

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