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Evolution strategy for optimizing parameters in Ms Pac-Man controller ICE Pambush 3

Ruck Tha, Takashi Ashida
2010 Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games  
This paper describes an application of Evolutionary Strategy to optimizing ten distance parameters and seven cost parameters in our Ms Pac-Man controller, ICE Pambush 3, which was the winner of the IEEE  ...  The optimized ICE Pambush 3 using the resulting parameters from this optimization scheme has an improvement of 17% in the performance for the first game level, compared to the original ICE Pambush 3.  ...  ACKNOWLEDGMENTS The authors would like to thank all other members of the Ms Pac-Man group in the laboratory; in particular, Hiroshi Matsumoto, the leading member of the ICE Pambush 3 team, for their helps  ... 
doi:10.1109/itw.2010.5593350 dblp:conf/cig/ThawonmasA10 fatcat:jx4pdmqmfbeepkfo5eoxeckfri

APPLICATION OF ARTIFICIAL INTELLIGENCE TECHNIQUES IN MS. PAC-MAN GAME: A REVIEW

Tse Guan Tan, Jason Teo
2015 International Journal of Creative Future and Heritage (TENIAT)  
The main objective of this paper is to highlightseveral most common of the AI techniques for designing and controlling the computer-based charactersto play Ms. Pac-Man game between years 2005-2012.  ...  Pac-Man is one of the games that used asbenchmark for comparison of autonomous controllers in a series of international Game AI competitions.An extensive content analysis method was conducted through critical  ...  Firstly, the authors use evolution strategy to optimize parameters such as distance and costs parameters in their controller design.  ... 
doi:10.47252/teniat.v3i1.251 fatcat:ckgjhbpkxrhqdb3cua66d57iei

Pac-mAnt: Optimization based on ant colonies applied to developing an agent for Ms. Pac-Man

Martin Emilio, Martinez Moises, Recio Gustavo, Saez Yago
2010 Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games  
Pac-Man video game. Furthermore, a genetic algorithm is implemented to optimize the parameters of the artificial ants.  ...  This paper proposes the use of an optimization algorithm based on ant colonies for the development of competitive agents in the game environment in real time, specifically for the Ms.  ...  In the IEEE CIG 2009, the same authors, using a modified version of ICE Pambush 2 (ICE Pambush 3), had a mean score of 17,102 and a maximum of 30,010, this being the highest ranking score achieved to date  ... 
doi:10.1109/itw.2010.5593319 dblp:conf/cig/MartinMRS10 fatcat:wbber4p4tnhethcsawddv24lsq

A Monte-Carlo approach for ghost avoidance in the Ms. Pac-Man game

B K B Tong, Chi Wan Sung
2010 2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference  
Ms. Pac-Man is a challenging, classic arcade game that provides an interesting platform for Artificial Intelligence (AI) research.  ...  Our experimental results show that the lookahead ability of Monte-Carlo simulation often prevents Ms. Pac-Man being trapped by ghosts and reduces the chance of losing Ms.  ...  Our scores are lower than that of ICE Pambush 3 by 38% and 30% respectively.  ... 
doi:10.1109/icegic.2010.5716879 dblp:conf/gamesem/TongS10 fatcat:sqan4dwbjjcsznvguvuoc3arte

A hybrid method of Dijkstra algorithm and evolutionary neural network for optimal Ms. Pac-Man agent

Keunhyun Oh, Sung-Bae Cho
2010 2010 Second World Congress on Nature and Biologically Inspired Computing (NaBIC)  
Many researchers have interest on an auto-play game agent for Ms. Pac-Man, a classical real-time arcade game, using artificial intelligence. In order to control Ms. Pac-Man two ways are used.  ...  Keywords-hybrid apporach; game agent; Ms. Pac-Man; Dijkstra algorithm; evolutionary neural networks I.  ...  For these reasons, people have interest in developing better intelligent strategy and many competitions have been held [3, 4] . Game agents for controlling Ms. Pac-Man are divided into two groups.  ... 
doi:10.1109/nabic.2010.5716312 dblp:conf/nabic/OhC10 fatcat:hlda322p4jgtxa5fz7siprw5rq

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

Philipp Rohlfshagen, Jialin Liu, Diego Perez-Liebana, Simon M. Lucas
2017 IEEE Transactions on Games  
Pac-Man and its equally popular successor Ms Pac-Man are often attributed to being the frontrunners of the golden age of arcade video games.  ...  The potential usefulness of games like Pac-Man for higher education is also discussed and the paper concludes with a discussion of prospects for future work.  ...  Thawonmas and Ashida [24] continue their work with another entry to the Ms Pac-Man Screen-Capture competition, ICE Pambush 3, which is based on their earlier effort, ICE Pambush 2 [18] .  ... 
doi:10.1109/tg.2017.2737145 fatcat:esaozjqtnvdotpktxibmvzouzi

Using genetic programming to evolve heuristics for a Monte Carlo Tree Search Ms Pac-Man agent

Atif M. Alhejali, Simon M. Lucas
2013 2013 IEEE Conference on Computational Inteligence in Games (CIG)  
Ms Pac-Man is one of the most challenging test beds in game artificial intelligence (AI).  ...  In this paper, we use Monte Carlo Tree Search to create a Ms Pac-Man playing agent before using genetic programming to enhance its performance by evolving a new default policy to replace the random agent  ...  In the CIG 2009 Pac-Man vs. Ghosts competition [23] , the controller ICE pAmbush was created using a combination of a rule-based system and MCTS.  ... 
doi:10.1109/cig.2013.6633639 dblp:conf/cig/AlhejaliL13 fatcat:j3lkujw6szgapnghyazjf37vri

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

Spyridon Samothrakis, David Robles, Simon Lucas
2011 IEEE Transactions on Computational Intelligence and AI in Games  
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.  ...  On the other hand, the AI agent who holds the world record is ICE Pambush [5] , who won the competition held in the Ms Pac-Man Competition 2009 IEEE Symposium on Computational Intelligence and Games with  ... 
doi:10.1109/tciaig.2011.2144597 fatcat:lfl3keghyjaaxayo7dj55jbyie