Evolving a Fuzzy Goal-Driven Strategy for the Game of Geister: An Exercise in Teaching Computational Intelligence

Document Type

Conference Proceeding

Publication Date

7-2014

Find in a Library

Catalog Record

Abstract

This paper presents an approach to designing a strategy for the game of Geister using the three main research areas of computational intelligence. We use a goal-based fuzzy inference system to evaluate the utility of possible actions and a neural network to estimate unobservable features (the true natures of the opponent ghosts). Finally, we develop a coevolutionary algorithm to learn the parameters of the strategy. The resulting autonomous gameplay agent was entered in a global competition sponsored by the IEEE Computational Intelligence Society and finished second among eight participating teams.

Comments

Presented at the IEEE Congress on Evolutionary Computation, Beijing, China, July 6-11, 2014.

DOI

10.1109/CEC.2014.6900568

Catalog Record

Plum Print visual indicator of research metrics
PlumX Metrics
  • Citations
    • Citation Indexes: 2
  • Usage
    • Abstract Views: 16
  • Captures
    • Readers: 11
see details

Share

COinS