用有限的知识玩蛇的游戏:使用粒子群优化训练的无监督神经控制器

Cornelius J. van Rooyen, Willem S. van Heerden, C. Cleghorn
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引用次数: 0

摘要

人工智能(AI)领域的方法已被应用于开发能够玩各种游戏的代理。《贪吃蛇》的单人版本是一款著名且受欢迎的电子游戏,它要求玩家在二维游戏区域中以直线为基础的蛇,同时避免与游戏区域的墙壁和蛇的身体发生碰撞。当蛇穿过代表食物的物品时,分数和蛇的长度都会增加。随着分数的增加,游戏变得更具挑战性。AI技术在《贪吃蛇》游戏中的应用还没有得到很好的探索。本文提出了一种基于粒子群优化的神经控制器无监督训练方法。所提出的技术并没有假设任何有效的游戏策略,因此只适用于有限的知识。感觉输入也很少。由于缺乏类似的基于人工智能的玩Snake的方法,所提出的技术在几个性能指标方面与三种手工设计的Snake玩代理进行了经验比较。所提出的技术的性能证明了该方法的可行性,并表明未来对基于人工智能的Snake控制器的研究将取得丰硕成果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Playing the game of snake with limited knowledge: Unsupervised neuro-controllers trained using particle swarm optimization
Methods in the domain of artificial intelligence (AI) have been applied to develop agents capable of playing a variety of games. The single-player variant of Snake is a well-known and popular video game that requires a player to navigate a line-based representation of a snake through a two-dimensional playing area, while avoiding collisions with the walls of the playing area and the body of the snake itself. A score and the snake length are increased whenever the snake is moved through items representing food. The game thus becomes more challenging as the score increases. The application of AI techniques to playing the game of Snake has not been very well explored. This paper proposes a novel technique that uses particle swarm optimization for the unsupervised training of neuro-controllers in order to play the game of Snake. The proposed technique assumes nothing about effective game playing strategies, and thus works with limited knowledge. Sensory input is also minimal. Due to the lack of similar AI-based approaches for playing Snake, the proposed technique is empirically compared against three hand-designed Snake playing agents in terms of several performance measures. The performance of the proposed technique demonstrates the feasibility of the approach, and suggests that future research into AI-based controllers for Snake will be fruitful.
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