DocumentCode
2447498
Title
REALM: A rule-based evolutionary computation agent that learns to play Mario
Author
Bojarski, Slawomir ; Congdon, Clare Bates
Author_Institution
Dept. of Comput. Sci., Univ. of Southern Maine, Portland, ME, USA
fYear
2010
fDate
18-21 Aug. 2010
Firstpage
83
Lastpage
90
Abstract
REALM is a rule-based evolutionary computation agent for playing a modified version of Super Mario Bros. according to the rules stipulated in the Mario AI Competition held in the 2010 IEEE Symposium on Computational Intelligence and Games. Two alternate representations for the REALM rule sets are reported here, in both hand-coded and learned versions. Results indicate that the second version, with an abstracted action set, tends to perform better overall, but the first version shows a steeper learning curve. In both cases, learning quickly surpasses the hand-coded rule sets.
Keywords
computer games; evolutionary computation; knowledge based systems; learning (artificial intelligence); REALM; Super Mario Bros; learning curve; rule based evolutionary computation agent; Artificial intelligence; Evolutionary computation; Games; Green products; Presses; Vocabulary;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games (CIG), 2010 IEEE Symposium on
Conference_Location
Dublin
Print_ISBN
978-1-4244-6295-7
Electronic_ISBN
978-1-4244-6296-4
Type
conf
DOI
10.1109/ITW.2010.5593367
Filename
5593367
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