A Model-Based Approach to Optimizing Ms. Pac-Man Game Strategies in Real Time

Q2 Computer Science
Greg Foderaro, Ashleigh Swingler, S. Ferrari
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引用次数: 10

Abstract

This paper presents a model-based approach for computing real-time optimal decision strategies in the pursuit-evasion game of Ms. Pac-Man. The game of Ms. Pac-Man is an excellent benchmark problem of pursuit-evasion game with multiple, active adversaries that adapt their pursuit policies based on Ms. Pac-Man’s state and decisions. In addition to evading the adversaries, the agent must pursue multiple fixed and moving targets in an obstacle-populated environment. This paper presents a novel approach by which a decision-tree representation of all possible strategies is derived from the maze geometry and the dynamic equations of the adversaries or ghosts. The proposed models of ghost dynamics and decisions are validated through extensive numerical simulations. During the game, the decision tree is updated and used to determine optimal strategies in real time based on state estimates and game predictions obtained iteratively over time. The results show that the artificial player obtained by this approach is able to achieve high game scores, and to handle high game levels in which the characters speeds and maze complexity become challenging even for human players.
一种基于模型的实时优化吃豆人游戏策略的方法
本文提出了一种基于模型的“吃豆女士”追逃博弈实时最优决策策略计算方法。《吃豆人女士》是一款优秀的追逃基准问题游戏,它拥有多个活跃的对手,这些对手会根据吃豆人女士的状态和决定调整自己的追逃策略。除了躲避对手之外,代理还必须在一个充满障碍物的环境中追捕多个固定和移动的目标。本文提出了一种新的方法,该方法从迷宫的几何形状和对手或幽灵的动态方程中推导出所有可能策略的决策树表示。通过大量的数值模拟验证了所提出的鬼动力和决策模型。在博弈过程中,决策树被更新,并用于根据状态估计和博弈预测实时确定最优策略。结果表明,通过这种方法获得的人工玩家能够获得较高的游戏分数,并且能够处理角色速度和迷宫复杂性甚至对人类玩家都具有挑战性的高游戏关卡。
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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来源期刊
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.
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