DocumentCode
1840922
Title
Using NEAT for continuous adaptation and teamwork formation in Pacman
Author
Wittkamp, Mark ; Barone, Luigi ; Hingston, Philip
Author_Institution
Sch. of Comput. Sci. & Software Eng., Univ. of Western Australia, Crawley, WA
fYear
2008
fDate
15-18 Dec. 2008
Firstpage
234
Lastpage
242
Abstract
Despite games often being used as a testbed for new computational intelligence techniques, the majority of artificial intelligence in commercial games is scripted. This means that the computer agents are non-adaptive and often inherently exploitable because of it. In this paper, we describe a learning system designed for team strategy development in a real time multi-agent domain. We test our system in the game of Pacman, evolving adaptive strategies for the ghosts in simulated real time against a competent Pacman player. Our agents (the ghosts) are controlled by neural networks, whose weights and structure are incrementally evolved via an implementation of the NEAT (Neuro-Evolution of Augmenting Topologies) algorithm. We demonstrate the design and successful implementation of this system by evolving a number of interesting and complex team strategies that outperform the ghosts´ strategies of the original arcade version of the game.
Keywords
computer games; learning systems; multi-agent systems; NEAT; Pacman; commercial games; computational intelligence techniques; computer agents; learning system; neuro-evolution of augmenting topologies; real time multiagent domain; team strategy development; teamwork formation; Artificial intelligence; Computational intelligence; Computational modeling; Games; Humans; Learning systems; Neural networks; Real time systems; System testing; Teamwork;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games, 2008. CIG '08. IEEE Symposium On
Conference_Location
Perth, WA
Print_ISBN
978-1-4244-2973-8
Electronic_ISBN
978-1-4244-2974-5
Type
conf
DOI
10.1109/CIG.2008.5035645
Filename
5035645
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