141 research outputs found

    Fast Approximate Max-n Monte Carlo Tree Search for Ms Pac-Man

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    We present an application of Monte Carlo tree search (MCTS) for the game of Ms Pac-Man. Contrary to most applications of MCTS to date, Ms Pac-Man requires almost real-time decision making and does not have a natural end state. We approached the problem by performing Monte Carlo tree searches on a five player maxn tree representation of the game with limited tree search depth. We performed a number of experiments using both the MCTS game agents (for pacman and ghosts) and agents used in previous work (for ghosts). Performance-wise, our approach gets excellent scores, outperforming previous non-MCTS opponent approaches to the game by up to two orders of magnitude. Ā© 2011 IEEE

    Ensemble decision making in real-time games

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    Ms. Pac-Man Versus Ghost Team CIG 2016 competition

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    This paper introduces the revival of the popular Ms. Pac-Man Versus Ghost Team competition. We present an updated game engine with Partial Observability constraints, a new Multi-Agent Systems approach to developing Ghost agents, and several sample controllers to ease the development of entries. A restricted communication protocol is provided for the Ghosts, providing a more challenging environment than before. The competition will debut at the IEEE Computational Intelligence and Games Conference 2016. Some preliminary results showing the effects of Partial Observability and the benefits of simple communication are also presented

    Artiļ¬cial intelligence in co-operative games with partial observability

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    This thesis investigates Artificial Intelligence in co-operative games that feature Partial Observability. Most video games feature a combination of both co-operation, as well as Partial Observability. Co-operative games are games that feature a team of at least two agents, that must achieve a shared goal of some kind. Partial Observability is the restriction of how much of an environment that an agent can observe. The research performed in this thesis examines the challenge of creating Artificial Intelligence for co-operative games that feature Partial Observability. The main contributions are that Monte-Carlo Tree Search outperforms Genetic Algorithm based agents in solving co-operative problems without communication, the creation of a co-operative Partial Observability competition promoting Artificial Intelligence research as well as an investigation of the effect of varying Partial Observability to Artificial Intelligence, and finally the creation of a high performing Monte-Carlo Tree Search agent for the game Hanabi that uses agent modelling to rationalise about other players

    Pac-Man Conquers Academia: Two Decades of Research Using a Classic Arcade Game

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    Monte-Carlo Tree Search Algorithm in Pac-Man Identification of commonalities in 2D video games for realisation in AI (Artificial Intelligence)

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    The research is dedicated to the game strategy, which uses the Monte-Carlo Tree Search algorithm for the Pac-Man agent. Two main strategies were heavily researched for Pac-Manā€™s behaviour (Next Level priority) and HS (Highest Score priority). The Pacman game best known as STPacman is a 2D maze game that will allow users to play the game using artificial intelligence and smart features such as, Panic buttons (where players can activate on or off when they want and when they do activate it Pacman will be controlled via Artificial intelligence). A Variety of experiments were provided to compare the results to determine the efficiency of every strategy. A lot of intensive research was also put into place to find a variety of 2D games (Chess, Checkers, Go, etc.) which have similar functionalities to the game of Pac-Man. The main idea behind the research was to see how effective 2D games will be if they were to be implemented in the program (Classes/Methods) and how well would the artificial intelligence used in the development of STPacman behave/perform in a variety of different 2D games. A lot of time was also dedicated to researching an ā€˜AIā€™ engine that will be able to develop any 2D game based on the users submitted requirements with the use of a spreadsheet functionality (chapter 3, topic 3.3.1 shows an example of the spreadsheet feature) which will contain near enough everything to do with 2D games such as the parameters (The API/Classes/Methods/Text descriptions and more). The spreadsheet feature will act as a tool that will scan/examine all of the users submitted requirements and will give a rough estimation(time) on how long it will take for the chosen 2D game to be developed. It will have a lot of smart functionality and if the game is not unique like chess/checkers it will automatically recognize it and alert the user of it
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