8/30/2023 0 Comments Ms pac man game onlineWooldridge, M.: Introduction to multiagent systems. In: IEEE Conference on Computational Intelligence and Games CIG 2016, pp. pac-man versus ghost team CIG 2016 competition. Williams, P.R., Liebana, D.P., Lucas, S.M.: Ms. Wender, S., Watson, I.: Combining case-based reasoning and reinforcement learning for unit navigation in real-time strategy game AI. Togelius, J., Yannakakis, G., Shaker, N., Karakovskiy, S.: Believable Bots, chap. In: 2007 IEEE Symposium on Computational Intelligence and Games, pp. Togelius, J., Nardi, R.D., Lucas, S.M.: Towards automatic personalised content creation for racing games. In: Proceedings of the Eighth International Conference on the Simulation of Adaptive Behavior (SAB04) (2004) Thurau, C., Bauckhage, C., Sagerer, G.: Learning human-like movement behavior for computer games. In: 2008 IEEE International Joint Conference on Neural Networks (IEEE World Congress on Computational Intelligence), pp. Soni, B., Hingston, P.: Bots trained to play like a human are more fun. In: Proceedings of the Fourteenth International Conference on Artificial Intelligence and Statistics AISTATS 2011, pp. Ross, S., Gordon, G.J., Bagnell, D.: A reduction of imitation learning and structured prediction to no-regret online learning. Ortega, J., Shaker, N., Togelius, J., Yannakakis, G.N.: Imitating human playing styles in super mario bros. Ontañón, S., Montaña, J.L., Gonzalez, A.J.: A dynamic-bayesian network framework for modeling and evaluating learning from observation. In: Proceedings of the 4th Congreso de la Sociedad Española para las Ciencias del Videojuego, pp. Miranda, M., Sánchez-Ruiz, A.A., Peinado, F.: Pac-man or pac-bot? exploring subjective perception of players’ humanity in ms. In: Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games CIG 2009, Milano, Italy, 7–10 September 2009 Lucas, S.M.: Ms pac-man versus ghost-team competition. Livingstone, D.: Turing’s test and believable ai in games. In: MOO-Modeling Other Agents from Observations (2006) Lam, K., Esfandiari, B., Tudino, D.: A scene-based imitation framework for robocup clients. Kent, S.: The Ultimate History of Video Games: From Pong to Pokémon and Beyond : the Story Behind the Craze that Touched Our Lives and Changed the World In: Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games CIG 2010, pp. Hingston, P.: A new design for a turing test for bots. Gorman, B., Thurau, C., Bauckhage, C., Humphrys, M.: Believability testing and bayesian imitation in interactive computer games. Goldberg, H.: All Your Base are Belong to Us: How 50 Years of Videogames Conquered Pop Culture Geisler, B.: An empirical study of machine learning algorithms applied to modeling player behavior in a “first person shooter” video game. Gallagher, M., Ledwich, M.: Evolving pac-man players: can we learn from raw input? In: Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, CIG 2007, pp. In: Proceedings of the Twenty-First International Florida Artificial Intelligence Research Society Conference, pp. įloyd, M.W., Esfandiari, B., Lam, K.: A case-based reasoning approach to imitating robocup players. In: Althoff, K.-D., Bergmann, R., Minor, M., Hanft, A. Keywordsīunian, S., Canossa, A., Colvin, R., El-Nasr, M.S.: Modeling individual differences in game behavior using hmm (2017)įloyd, M.W., Davoust, A., Esfandiari, B.: Considerations for real-time spatially-aware case-based reasoning: a case study in robotic soccer imitation. Results suggest that, although there is still a lot of room for improvement, some aspects of the human playing style are indeed captured in the cases and used by our bot. Pac-Man domain model), restlessness (changes of direction), aggressiveness (ghosts eaten), clumsiness (game steps the player is stuck) and survival (lives left). We evaluate the performance of our bot using both low level standard measures such as accuracy and recall, and high level measures such as recklessness (distance to the closest ghost, as it is mapped in our Ms. Pac-Man vs Ghosts video game from the traces of a human player. In this work we describe a Case-Based Reasoning approach that learns to play the popular Ms. The goal for a virtual player is not just to beat the game but to show some human-like playing style. Imitating video game players is considered one of the most stimulating challenges for the Game AI research community.
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