Evolving Controllers for Mario AI Using Grammar-based Genetic Programming
Created by W.Langdon from
gp-bibliography.bib Revision:1.7954
- @InProceedings{deFreitas:2018:CEC,
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author = "Joao Marcos {de Freitas} and
Felipe Rafael {de Souza} and Heder Bernardino",
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title = "Evolving Controllers for {Mario AI} Using
Grammar-based Genetic Programming",
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booktitle = "2018 IEEE Congress on Evolutionary Computation (CEC)",
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year = "2018",
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editor = "Marley Vellasco",
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address = "Rio de Janeiro, Brazil",
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month = "8-13 " # jul,
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publisher = "IEEE",
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keywords = "genetic algorithms, genetic programming",
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DOI = "doi:10.1109/CEC.2018.8477698",
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size = "8 pages",
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abstract = "Video games mimic real-world situations and they can
be used as a benchmark to evaluate computational
methods in solving different types of problems. Also,
machine learning methods are used nowadays to improve
the quality of non-player characters in order (i) to
create human like behaviours, and (ii) to increase the
hardness of the games. Genetic Programming (GP) has
presented good results when evolving programs in
general. One of the main advantage of GP is the
availability of the source-code of its solutions,
helping researchers to understand the decision-making
process. Also, a formal grammar can be used in order to
facilitate the generation of programs in more complex
languages (such as Java, C, and Python). Here, we
propose the use of Grammar-based Genetic Programming
(GGP) to evolve controllers for Mario AI, a popular
platform to test video game controllers which simulates
the Nintendo's Super Mario Bros. Also, as GP provides
the source-code of the solutions, we present and
analyse the best program obtained. Finally, GGP is
compared to other techniques from the literature and
the results show that GGP find good controllers,
specially with respect to the scores obtained on higher
difficulty levels.",
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notes = "WCCI2018",
- }
Genetic Programming entries for
Joao Marcos de Freitas
Felipe Rafael de Souza
Heder Soares Bernardino
Citations