杏吧原创

Computer develops its own Pac-Man strategies

Although the AI program narrowly out-scored average human players, it did not "evolve" certain tactics that humans find useful

If your youth was misspent dodging 鈥済hosts鈥 in the video game 鈥 in which the player controls a munching blob around a grid 鈥 you may be bemused to learn that a computer program has learned to play just as well, but using different tactics.

In the popular 80s arcade game, the unofficial sequel to Pac-Man, the blob avoids killer ghosts while earning points for eating dots and fruit. If the blob has eaten a special 鈥減ower鈥 dot, it can eat the ghosts for more points.

Andr谩s L玫rincz and Istv谩n Szita at E枚tv枚s University in Budapest, Hungary, started by giving their Ms Pac-Man program a selection of possible scenarios, such as 鈥渋f ghost nearby鈥, and possible actions, such as 鈥渕ove away鈥. The program randomly combined scenarios with actions to produce rules, and then played games using random combinations of those rules to deduce which ones work (.

The program also set priorities, important for situations in which two rules conflict. The most important rule, it decided, was to avoid being eaten by ghosts, followed by pursuing any edible ghost. The next rule says that if all moves seem equally good, don鈥檛 turn back as you have already eaten the dots in that direction.

The resulting program narrowly outperformed average human players, but failed to evolve certain tactics that humans find useful, such as waiting for ghosts to approach before eating a power dot to minimise the time taken to eat it.