• 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