DocumentCode
1873490
Title
Fuzzy Q-learning in a nondeterministic environment: developing an intelligent Ms. Pac-Man agent
Author
DeLooze, Lori L. ; Viner, Wesley R.
Author_Institution
United States Naval Acad., Annapolis, MD, USA
fYear
2009
fDate
7-10 Sept. 2009
Firstpage
162
Lastpage
169
Abstract
This paper reports the results from training an intelligent agent to play the Ms. Pac-Man video game using variations of a fuzzy Q-learning algorithm. This approach allows us to address the nondeterministic aspects of the game as well as finding a successful self-learning or adaptive playing strategy. The strategy presented is a table based learning strategy, in which the intelligent agent analyzes the current situation of the game, stores various membership values for each of the several contributors to the situation (distance to closest pill, distance to closest power pill, and distance to closest ghost), and makes decisions based on these values.
Keywords
computer games; fuzzy set theory; learning (artificial intelligence); multi-agent systems; video signal processing; Ms. Pac-Man video game; fuzzy Q-learning; intelligent Ms. Pac-Man agent; nondeterministic environment; table based learning strategy; Artificial intelligence; Competitive intelligence; Computational intelligence; Decision making; Fuzzy sets; Game theory; Intelligent agent; Smart pixels; USA Councils; Web pages;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games, 2009. CIG 2009. IEEE Symposium on
Conference_Location
Milano
Print_ISBN
978-1-4244-4814-2
Electronic_ISBN
978-1-4244-4815-9
Type
conf
DOI
10.1109/CIG.2009.5286478
Filename
5286478
Link To Document