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
Link To Document