An evaluation of the benefits of look-ahead in Pac-Man
Thompson, T. and McMillan, L. and Levine, J. and Andrew, A.; (2008) An evaluation of the benefits of look-ahead in Pac-Man. In: IEEE Symposium Computational Intelligence and Games, 2008. IEEE, Piscataway NJ, pp. 310-315. ISBN 9781424429738
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The immensely popular video game Pac-Man has challenged players for nearly 30 years, with the very best human competitors striking a highly honed balance between the games two key factors; the 'chomping' of pills (or pac-dots) throughout the level whilst avoiding the ghosts that haunt the maze trying to capture the titular hero. We believe that in order to achieve this it is important for an agent to plan-ahead in creating paths in the maze while utilising a reactive control to escape the clutches of the ghosts. In this paper we evaluate the effectiveness of such a look-ahead against greedy and random behaviours. Results indicate that a competent agent, on par with novice human players can be constructed using a simple framework.
Creators(s): |
Thompson, T., McMillan, L. ![]() ![]() | Item type: | Book Section |
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ID code: | 45975 |
Keywords: | AI, planning, look-ahead, Electronic computers. Computer science, Artificial Intelligence |
Subjects: | Science > Mathematics > Electronic computers. Computer science |
Department: | Strathclyde Business School > Hunter Centre For Entrepreneurship Faculty of Science > Computer and Information Sciences |
Depositing user: | Pure Administrator |
Date deposited: | 18 Nov 2013 15:56 |
Last modified: | 20 Jan 2021 15:20 |
URI: | https://strathprints.strath.ac.uk/id/eprint/45975 |
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