To model or not to model: Controlling Pac-Man ghosts without incorporating global knowledge

Nicola Beume, Tobias Hein, Boris Naujoks, Georg Neugebauer, Nico Piatkowski, Mike Preuß, Raphael Stüer, Andreas Thom · 2008

The creation of interesting opponents for human players in computer games is an interesting and challenging task. In contrast to up-to-date computer games, e.g. real time strategy games, learning of non-player-character strategies for older games seems to be easier and not that time-consuming. This way, older games, like the famous arcade game Pac-Man, serve as a test bed for the creation of strategies that are fun to play against. The paper at hand uses computational intelligence methods to accomplish this challenge, namely evolutionary algorithms (EA) and artificial neural networks (ANN). The latter are trained on a model of the game whereas the EA learn good behavior by playing. The performance of these two approaches is compared on the original Pac-Man level as well as on other maps with different properties to test the ability of generalizing the learned strategies.

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