DocumentCode
1841209
Title
An evaluation of the benefits of look-ahead in Pac-Man
Author
Thompson, Thomas ; McMillan, Lewis ; Levine, John ; Andrew, Alastair
Author_Institution
Strathclyde Planning Group, Univ. of Strathclyde, Glasgow
fYear
2008
fDate
15-18 Dec. 2008
Firstpage
310
Lastpage
315
Abstract
The immensely popular video game Pac-Man has challenged players for nearly 30 years, with the very best human competitors striking a highly honed balance between the games two key factors; the ´chomping´ of pills (or pac-dots) throughout the level whilst avoiding the ghosts that haunt the maze trying to capture the titular hero. We believe that in order to achieve this it is important for an agent to plan-ahead in creating paths in the maze while utilising a reactive control to escape the clutches of the ghosts. In this paper we evaluate the effectiveness of such a look-ahead against greedy and random behaviours. Results indicate that a competent agent, on par with novice human players can be constructed using a simple framework.
Keywords
computer games; software agents; agent; look-ahead; pac-man; video game; Cloning; Cognitive science; Earth; Fires; Games; History; Humans; Marine vehicles; Navigation; Switches;
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.2008.5035655
Filename
5035655
Link To Document