A Generic Approach for Generating Interesting Interactive Pac-Man Opponents

This paper follows on from our previous work focused on formulating an efficient generic measure of user’s satisfaction (‘interest’) when playing predator/prey games. Viewing the game from the predators’ (i.e. opponents’) perspective, a robust on-line neuroevolution learning mechanism has been presented capable of increasing — independently of the initial behavior and playing strategy — the well known Pac-Man game’s interest as well as keeping that interest at high levels while the game is being played. This mechanism has also demonstrated high adaptability to changing PacMan playing strategies in a relatively simple playing stage. In the work presented here, we attempt to test the on-line learning mechanism over more complex stages and to explore the relation between the interest measure and the topology of the stage. Results show that the interest measure proposed is independent of the stage’s complexity and topology, which demonstrates the approach’s generality for this game.

[1]  Aude Billard,et al.  Evolving Opponents for Interesting Interactive Computer Games , 2004 .

[2]  Hiroyuki Iida,et al.  A metric for entertainment of boardgames: its implication for evolution of chess variants , 2002, IWEC.

[3]  Alex J. Champandard AI Game Development , 2003 .

[4]  S. Weinberger Mind games , 2007, Nature.

[5]  Georgios N. Yannakakis,et al.  Interactive opponents generate interesting games , 2004 .

[6]  Lee Spector,et al.  Evolving teamwork and coordination with genetic programming , 1996 .

[7]  Dave Cliff,et al.  Protean behavior in dynamic games: arguments for the co-evolution of pursuit-evasion tactics , 1994 .

[8]  John E. Laird,et al.  Human-Level AI's Killer Application: Interactive Computer Games , 2000, AI Mag..

[9]  Xin Yao,et al.  Evolving artificial neural networks , 1999, Proc. IEEE.

[10]  Sandip Sen,et al.  Evolving Beharioral Strategies in Predators and Prey , 1995, Adaption and Learning in Multi-Agent Systems.

[11]  J. Houston,et al.  Mind Games , 2019 .

[12]  Christian Bauckhage,et al.  Learning Human-Like Movement Behavior for Computer Games , 2004 .

[13]  Steve Rabin,et al.  AI Game Programming Wisdom , 2002 .

[14]  John Levine,et al.  An evolutionary approach for interactive computer games , 2004, Proceedings of the 2004 Congress on Evolutionary Computation (IEEE Cat. No.04TH8753).

[15]  John R. Koza,et al.  Genetic programming - on the programming of computers by means of natural selection , 1993, Complex adaptive systems.