2008 IEEE Symposium on Computational Intelligence and Games 2008
DOI: 10.1109/cig.2008.5035655
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An evaluation of the benefits of look-ahead in Pac-Man

Abstract: Abstract-The immensely popular video game Pac-Man has challenged players for nearly 30 years, with the very best human competitors striking a highly honed balance between the games two key factors; the 'chomping' of pills (or pac-dots) throughout the level whilst avoiding the ghosts that haunt the maze trying to capture the titular hero. We believe that in order to achieve this it is important for an agent to plan-ahead in creating paths in the maze while utilising a reactive control to escape the clutches of … Show more

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Cited by 10 publications
(5 citation statements)
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“…Rule-based & Finite State Machines [71], [16], [15], [72], [18], [23], [24], [9], [52], [10], [65] 67…”
Section: Ai / CImentioning
confidence: 99%
See 1 more Smart Citation
“…Rule-based & Finite State Machines [71], [16], [15], [72], [18], [23], [24], [9], [52], [10], [65] 67…”
Section: Ai / CImentioning
confidence: 99%
“…Thompson et al [72] analyse the impact of looking ahead in Pac-Man and compare their approach to simpler controllers based on greedy and random decisions. The game used by the authors is based on Pac-Man but has some important differences, most notably non-deterministic ghosts (other differences relate to the lack of bonus fruits and speed of the ghosts, amongst others).…”
Section: A Rule-basedmentioning
confidence: 99%
“…Note that look-ahead is typical in games, including Ms. Pac-Man (see e.g. [33]) and it is also considered in the MDP literature (see, e.g., [9] and the references therein). Here, we consider look-ahead from the point of view of a general RL architecture that inherits knowledge, learns, and faces new challenges.…”
Section: Factored Finite State Model Approximation For Planningmentioning
confidence: 99%
“…Finally, since branching ratio is low, such models are easy to run and can be used for look-ahead (LA). LA is commonly used in RL, including games (see, e.g., [13,1,33]).…”
Section: World May Change: Considerable Part (If Not All) Of the Know...mentioning
confidence: 99%
“…Another work with a simplified simulator was conducted by De Bonet and Stauffer [6] , who used reinforcement learning to evolve an agent. Thompson, McMillan, Levin, and Andrew [7] compared a greedy-look-ahead agent to a greedyrandom agent, a random agent, and a human player. The human player scored the highest score, followed by the greedy-look-ahead agent.…”
Section: Previous Workmentioning
confidence: 99%