Constitution of Ms.PacMan player with critical-situation learning mechanism

H. Handa
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引用次数: 15

Abstract

We previously proposed evolutionary fuzzy systems of playing Ms.PacMan for the competitions. As a consequence of the evolution, reflective action rules such that PacMan tries to eat pills effectively until ghosts come close to PacMan are acquired. Such rules works well. However, sometimes it is too reflective so that PacMan go toward ghosts by herself in longer corridors. In this paper, a critical situation learning module is combined with the evolved fuzzy systems, i.e., reflective action module. The critical situation learning module is composed of Q-learning with CMAC. Location information of surrounding ghosts and the existence of power-pills are given to PacMan as state. This module punishes if PacMan is caught by ghosts. Therefore, this module learning which pairs of (state, action) cause her death. By using learnt Q-value, PacMan tries to survive much longer. Experimental results on Ms.PacMan elucidate the proposed method is promising since it can capture critical situations well. However, as a consequence of the large amount of memory required by CMAC, real time responses tend to be lost.
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《吃豆小姐》玩家的关键情境学习机制构成
我们之前提出了在比赛中玩《吃豆女士》的进化模糊系统。进化的结果是,诸如《吃豆人》会尝试着有效地吃掉药片,直到幽灵靠近《吃豆人》。这样的规则很有效。然而,有时候它的反射性太强了,所以吃豆人只能在较长的走廊里独自走向鬼魂。本文将关键情境学习模块与进化的模糊系统相结合,即反思行为模块。危急情况学习模块由q学习和CMAC组成。周围鬼的位置信息和能量丸的存在作为状态呈现给吃豆人。如果吃豆人被鬼抓住,这个模块就会进行惩罚。因此,这个模块学习哪对(状态,行为)导致了她的死亡。通过使用习得的q值,吃豆人试图存活更长时间。在Ms.PacMan上的实验结果表明,该方法可以很好地捕捉关键情况,是有希望的。然而,由于CMAC需要大量内存,实时响应往往会丢失。
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