A simple tree search method for playing Ms. Pac-Man

David Robles, S. Lucas
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引用次数: 61

Abstract

Ms. Pac-Man is a challenging game for software agents that has been the focus of a significant amount of research. This paper describes the current state of a tree-search software agent that will be entered into the IEEE CIG 2009 screen-capture based Ms. Pac-Man software agent competition. While game-tree search is a staple technique for many games, this paper is, perhaps surprisingly, the first attempt we know of to apply it to Ms. Pac-Man. The approach we take is to expand a route-tree based on possible moves that the Ms. Pac-Man agent can take to depth 40, and evaluate which path is best using hand-coded heuristics. On a simulator of the game our agent has achieved a high score of 40,000, but only around 15,000 on the original game using a screen-capture interface. Our next steps are focussed on using an improved screen-capture system, and on using evolutionary algorithms to tune the parameters of the agent.
一个简单的树搜索方法玩吃豆人小姐
对于软件代理来说,《吃豆人》是一款具有挑战性的游戏,一直是大量研究的焦点。本文描述了一个树搜索软件代理的现状,该软件代理将参加IEEE CIG 2009基于屏幕捕获的吃豆人女士软件代理竞赛。虽然游戏树搜索是许多游戏的主要技术,但令人惊讶的是,这篇论文是我们所知的第一次将其应用于《吃豆人女士》的尝试。我们采用的方法是基于吃豆人代理可以采取的可能移动扩展路径树至深度40,并使用手工编码的启发式评估哪条路径是最好的。在游戏的模拟器上,我们的代理获得了40,000分的高分,但在使用屏幕捕捉界面的原始游戏中只有15,000分左右。我们下一步的重点是使用改进的屏幕捕获系统,以及使用进化算法来调整代理的参数。
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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