Reactive control of Ms. Pac Man using Information Retrieval based on Genetic Programming

Created by W.Langdon from gp-bibliography.bib Revision:1.3973

@InProceedings{Brandstetter:2012:CIG,
  author =       "Matthias F. Brandstetter and Samad Ahmadi",
  booktitle =    "Computational Intelligence and Games (CIG), 2012 IEEE
                 Conference on",
  title =        "Reactive control of {Ms. Pac Man} using Information
                 Retrieval based on Genetic Programming",
  year =         "2012",
  pages =        "250--256",
  DOI =          "doi:10.1109/CIG.2012.6374163",
  abstract =     "During the last years the well-known Ms. Pac Man video
                 game has been - and still is - an interesting test bed
                 for the research on various concepts from the broad
                 area of Artificial Intelligence (AI). Among these
                 concepts is the use of Genetic Programming (GP) to
                 control the game from a human player's perspective.
                 Several GP-based approaches have been examined so far,
                 where traditionally they define two types of GP
                 terminals: one type for information retrieval, the
                 second type for issuing actions (commands) to the game
                 world. However, by using these action terminals the
                 controller has to manage actions issued to the game
                 during their runtime and to monitor their outcome. In
                 order to avoid the need for active task management this
                 paper presents a novel approach for the design of a
                 GP-based Ms. Pac Man controller: the proposed approach
                 solely relies on information retrieval terminals in
                 order to rate all possible directions of movement at
                 every time step during a running game. Based on these
                 rating values the controller can move the agent through
                 the mazes of the the game world of Ms. Pac Man. With
                 this design, which forms the main contribution of our
                 work, we decrease the overall GP solution complexity by
                 removing all action control management tasks from the
                 system. It is demonstrated that by following the
                 proposed approach such a system can successfully
                 control an autonomous agent in a computer game
                 environment on the level of an amateur human player.",
  keywords =     "genetic algorithms, genetic programming, computer
                 games, information retrieval, AI, GP solution
                 complexity, GP-based approaches, Ms. Pac Man video
                 game, action control management task removal, action
                 terminals, artificial intelligence, autonomous agent
                 control, game mazes, human player perspective,
                 information retrieval, rating values, reactive control,
                 task management, Abstracts, Computational intelligence,
                 Games, Humans, Information retrieval, Sociology,
                 Statistics",
  notes =        "Also known as \cite{6374163}",
}

Genetic Programming entries for Matthias F Brandstetter Samad Ahmadi

Citations