• DocumentCode
    2219901
  • Title

    Dimensionality reduction of scene and enemy information in Mario

  • Author

    Handa, Hisashi

  • Author_Institution
    Grad. Sch. of Natural Sci. & Technol., Okayama Univ., Okayama, Japan
  • fYear
    2011
  • fDate
    5-8 June 2011
  • Firstpage
    1515
  • Lastpage
    1520
  • Abstract
    Mario AI is one of competitions on Computational Intelligence. In the case of video games, agents have to cope with a large number of input information in order to decide their actions at every time step. We have proposed the use of Isomap, a famous Manifold Learning, to reduce the dimensionality of inputs. Especially, we have applied it into scene information. In this paper, we newly extend to enemy information, where the number of enemies is not fixed. Hence, we introduce the proximity metrics in terms of enemies. The generated low-dimensional data is used for input values of Neural Networks. That is, at every time step, transferred data by using a map from raw inputs into the low-dimensional data are presented to Neural Networks. Experimental results on Mario AI environment show the effectiveness of the proposed approach.
  • Keywords
    computer games; learning (artificial intelligence); neural nets; Isomap; Mario AI environment; computational intelligence; enemy information; manifold learning; neural networks; scene dimensionality reduction; video games; Artificial neural networks; Games; Learning systems; Manifolds; Measurement; Particle swarm optimization;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Evolutionary Computation (CEC), 2011 IEEE Congress on
  • Conference_Location
    New Orleans, LA
  • ISSN
    Pending
  • Print_ISBN
    978-1-4244-7834-7
  • Type

    conf

  • DOI
    10.1109/CEC.2011.5949795
  • Filename
    5949795