Skip to main content

Training a Pac-Man Player with Minimum Domain Knowledge and Basic Rationality

  • Conference paper
Advanced Intelligent Computing Theories and Applications (ICIC 2010)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 93))

Included in the following conference series:

Abstract

In this paper, a Pac-Man player (agent) is trained based on four neural networks. The motivation is to demonstrate how computational intelligence techniques can be used to simulate the self-learning process of human players with minimum prior knowledge about the game and basic rationality in their behaviors. Experimental results show that, on a simplified version of the original Pac-Man game, the agent can achieve reasonable scores after only a handful of trials. This performance is in contrast to existing work on evolving Pac-Man agents where thousands of trials and huge amount of computational efforts are typically required.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Chellapilla, K., Fogel, D.: Evolving an Expert Checkers Playing Program without Using Human Expertise. IEEE Transactions on Evolutionary Computation 5(4), 422–428 (2001)

    Article  Google Scholar 

  2. Fogel, D.: Blondi24: Playing at the Edge of AI. Morgan Kaufmann, San Francisco (2002)

    Google Scholar 

  3. Gallagher, M., Ledwich, M.: Evolving Pac-Man Players: Can We Learn from Raw Input? In: IEEE Symposium on Computational Intelligence and Games, pp. 282–287 (2007)

    Google Scholar 

  4. Gallagher, M., Ryan, A.: Learning to Play Pac-Man: An Evolutionary, Rule-Based Approach. In: Congress on Evolutionary Computation, pp. 2462–2469 (2003)

    Google Scholar 

  5. Koza, J.: Genetic Programming: On the Programming of Computers by Means of Natural Selection. MIT Press, Cambridge (1992)

    MATH  Google Scholar 

  6. Lucas, S.: Evolving a Neural Network Location Evaluator to Play Ms. Pac-Man. In: IEEE Symposium on Computational Intelligence and Games, pp. 203–210 (2005)

    Google Scholar 

  7. Robles, D., Lucas, S.: A Simple Tree Search Method for Playing Ms. Pac-Man. In: IEEE Symposium on Computational Intelligence and Games, pp. 249–255 (2009)

    Google Scholar 

  8. Szita, I., Lõrincz, A.: Learning to Play Using Low-Complexity Rule-Based Policies: Illustrations through Ms. Pac-Man. Journal of Artificial Intelligence Research 30(1), 659–684 (2007)

    MATH  Google Scholar 

  9. Uston, K.: Mastering Pac-Man. Signet (1981)

    Google Scholar 

  10. Wirth, N., Gallagher, M.: An Influence Map Model for Playing Ms. Pac-Man. In: IEEE Symposium on Computational Intelligence and Games, pp. 228–233 (2008)

    Google Scholar 

  11. Online Pac-Man Game, http://www.neave.com/games/pacman

  12. Pac-Man, http://en.wikipedia.org/wiki/Pac-Man

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Yuan, B., Li, C., Chen, W. (2010). Training a Pac-Man Player with Minimum Domain Knowledge and Basic Rationality. In: Huang, DS., McGinnity, M., Heutte, L., Zhang, XP. (eds) Advanced Intelligent Computing Theories and Applications. ICIC 2010. Communications in Computer and Information Science, vol 93. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-14831-6_23

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-14831-6_23

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-14830-9

  • Online ISBN: 978-3-642-14831-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics