Fuzzy Q-learning in a nondeterministic environment: developing an intelligent Ms. Pac-Man agent

L. DeLooze, Wesley R. Viner
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引用次数: 31

Abstract

This paper reports the results from training an intelligent agent to play the Ms. Pac-Man video game using variations of a fuzzy Q-learning algorithm. This approach allows us to address the nondeterministic aspects of the game as well as finding a successful self-learning or adaptive playing strategy. The strategy presented is a table based learning strategy, in which the intelligent agent analyzes the current situation of the game, stores various membership values for each of the several contributors to the situation (distance to closest pill, distance to closest power pill, and distance to closest ghost), and makes decisions based on these values.
不确定性环境下的模糊q -学习:开发一个智能的吃豆人代理
本文报告了使用模糊q -学习算法的变体训练智能代理玩吃豆人女士视频游戏的结果。这种方法使我们能够解决游戏的不确定性方面,并找到一种成功的自我学习或适应性玩法策略。所呈现的策略是一种基于表格的学习策略,其中智能代理分析游戏的当前情况,为每个情况的几个参与者存储各种成员值(到最近药丸的距离,到最近能量药丸的距离,到最近幽灵的距离),并根据这些值做出决策。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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