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Integrating skills and simulation to solve complex navigation tasks in infinite Mario

journal contribution
posted on 2024-11-02, 04:54 authored by Michael Dann, Fabio ZambettaFabio Zambetta, John ThangarajahJohn Thangarajah
Aside from hand-coded bots, most videogame agents rely on experience in one way or another. Some agents improve over time by adjusting to real experience, while others make projections by leveraging simulated experience. In one sense, human play seems to resemble simulation, in that human players often try to visualise possible trajectories before deciding on a real course of action. However, most existing simulation-based agents require precise knowledge of the game's code, and their search depth is limited by the granular time scales encountered in videogames. Human players, on the other hand, appear to visualise plans in terms of abstract "skills", such as running and jumping. These skills are learned from real experience, so in this sense human play resembles learning-based approaches. Motivated by these observations, we propose an approach that bridges the gap between skills, which are uncertain in outcome and duration, and traditional simulation-based planning, which is discrete. We apply this approach to maze-like navigation problems in Infinite Mario. After an initial skill acquisition phase, our agent is capable of navigating new levels without further training, and also scales better with goal distance than a granular simulation method that exploits exact knowledge of the game's physics.

History

Related Materials

  1. 1.
    DOI - Is published in 10.1109/TCIAIG.2017.2696045
  2. 2.
    ISSN - Is published in 1943068X

Journal

IEEE Transactions on Computational Intelligence and AI in Games

Volume

10

Issue

1

Start page

101

End page

106

Total pages

6

Publisher

IEEE

Place published

United States

Language

English

Copyright

© 2017 IEEE

Former Identifier

2006075491

Esploro creation date

2020-06-22

Fedora creation date

2018-09-20

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