研究目的
Investigating the application of Monte Carlo tree search (MCTS) for controlling the Pac-Man character in the real-time game Ms Pac-Man, with enhancements to adapt MCTS to the real-time domain.
研究成果
The MCTS agent and enhancements described in the paper were shown to be suitable and effective for Ms Pac-Man, competing with strong opponents and achieving high ranking results. The enhancements introduced provide an overall improvement on performance, with the simulation strategy responsible for the most considerable increase in score. The paper concludes that using tree search ensures that the agent achieves high scores versus both strong and weak ghost teams, and that the range of enhancements improved the performance of the agent against either all tested opponents or against most opponents.
研究不足
The technical and application constraints include the strict time constraint of 40 ms for decision making, the large state space, and the open-endedness of the game. Potential areas for optimization include improving the simulation strategy and parameter tuning against different ghost teams.
1:Experimental Design and Method Selection:
The methodology involves using MCTS to find an optimal path for the Pac-Man agent at each turn, based on randomized simulations. Enhancements include a variable-depth tree, simulation strategies for the ghost team and Pac-Man, including long-term goals in scoring, and reusing the search tree for several moves with a decay factor.
2:Sample Selection and Data Sources:
The experiments were conducted using the framework provided by the Ms Pac-Man Versus Ghosts Competition, with the LEGACY2 ghost team as a baseline and several competing ghost teams that have released their source code.
3:List of Experimental Equipment and Materials:
The version of the Ms Pac-Man game framework used is CIG12_6.2, which includes precomputed distances for the four mazes.
4:2, which includes precomputed distances for the four mazes.
Experimental Procedures and Operational Workflow:
4. Experimental Procedures and Operational Workflow: For each experiment, 400 games are played, allowing the agents the official 40 ms to compute a move each turn. The experiments were run on a single AMD64 Opteron 2.4-GHz processor.
5:4-GHz processor.
Data Analysis Methods:
5. Data Analysis Methods: The performance of the MCTS Pac-Man agent was evaluated against the benchmarking ghost team LEGACY2 and four other ghost teams that released their source code publicly. Results consist of the average score, the average number of lives remaining, and the average maze reached at the end of each game.
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