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The Computational Intelligence of the Game Pac-Man

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Part of the Communications in Computer and Information Science book series (CCIS,volume 312)

Abstract

The Game Pac-Man is a both challengeable and satisfactory video game that has been the focus of some important AI (Artificial Intelligence) research. The goal for using the Game Pac-Man as a test bed in our experiment is that the Pac-Man Game provides a sufficiently rich and challengeable platform for studying the AI in the computer game, and that it is simple enough to permit understanding of its characteristics. In this paper, we use AMAF (All-Moves-As-First) algorithm to manage the search tree for implementing the Pac-Man AI. Moreover, we also introduce the rule-based policy with the domain knowledge to improve the AI of Ghosts (or opponent). Finally, the experimental result from the Game Pac-Man is presented to demonstrate the effectiveness and efficiency of these algorithms.

Keywords

  • Pac-Man Game
  • AI
  • All-Moves-As-First
  • domain knowledge of Pac-Man Game
  • rule-based policy

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  • DOI: 10.1007/978-3-642-32427-7_92
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References

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© 2012 Springer-Verlag Berlin Heidelberg

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Wu, B. (2012). The Computational Intelligence of the Game Pac-Man. In: Wang, Y., Zhang, X. (eds) Internet of Things. Communications in Computer and Information Science, vol 312. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-32427-7_92

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  • DOI: https://doi.org/10.1007/978-3-642-32427-7_92

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-32426-0

  • Online ISBN: 978-3-642-32427-7

  • eBook Packages: Computer ScienceComputer Science (R0)