Scientific Poster

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Teaching Computer to Play games by using Neural Network & Genetic Algorithms Problem Statement This project explores the application of several machine learning techniques such as Artificial Neural Network & Genetic Algorithm to develop an agent capable of successfully playing Super Mario Bros by itself. The game presents a partially observable, episodic problem & thus provides an interesting and applicable platform to explore the power of mentioned machine learning techniques. Related Work There are several Neuro-evolution methods out there. In the scope of this project, we discover and follow a method of NEAT. It follows genetic algorithm and tracks genes with historical markings to allow crossover between different topologies, protects innovation via speciation. Solution/Experiment/Design Fig1: A training picture of Mario Bros„ Artificial neural network is implemented and trained by using genetic algorithm to take on this problem. We designed the fitness function ourselves and let the agent run to measure the max fitness it can achieve. Implementation The agent is developed by using Lua Programming Language on BizHawk emulator and Super Mario Bros (Japanese edition). We implement a Neural Network which takes the input as all the sprites in the screen and train it as well as make it evolve by using Genetic algorithm and Neuro- evolution of Augmenting Topologies (NEAT). The output will be the set of controlling key for playing the game. Evaluation/Discussion While the objective for the competitors was to design or learn a controller that played infinite mario bros as well as possible, the objective for the organizers is to organize a competition that accurately tested the efficacy of various controller representations and learning algorithms for controlling an agent in a platform game. Complexifying function makes NEAT unique among GA„s Outlook In the future, a new fitness function may come in and may give a better result for this game. With some effort of modifying into the functionality of game. References [1] A.Ismail , N.A.El_Ramly “Game Theory Using Genetic Algorithms”http://www.iaeng.org/publication/WCE2007/WC E2007_pp61-64.pdf [2] Kenneth O. Stanley “Evolving Neural Networks through Augmenting Topologies” http://nn.cs.utexas.edu/downloads/papers/stanley.ec02.pdf MUHAMMAD AHSAN NAWAZ ([email protected]), VU THANH NGO ([email protected])& JUNAID ASGHAR ([email protected]) Winter 2015/2016 Information Engineering and Computer Science, M. Sc. Applied Research Project

Transcript of Scientific Poster

Page 1: Scientific Poster

Teaching Computer to Play games by using Neural

Network & Genetic Algorithms

Problem Statement

This project explores the application of

several machine learning techniques such

as Artificial Neural Network & Genetic

Algorithm to develop an agent capable of

successfully playing Super Mario Bros by

itself. The game presents a partially

observable, episodic problem & thus

provides an interesting and applicable

platform to explore the power of mentioned

machine learning techniques.

Related Work

There are several Neuro-evolution methods

out there. In the scope of this project, we

discover and follow a method of NEAT. It

follows genetic algorithm and tracks genes

with historical markings to allow crossover

between different topologies, protects

innovation via speciation.

Solution/Experiment/Design

Fig1: A training picture of Mario Bros„

Artificial neural network is implemented and

trained by using genetic algorithm to take on

this problem. We designed the fitness

function ourselves and let the agent run to

measure the max fitness it can achieve.

Implementation

The agent is developed by using Lua

Programming Language on BizHawk

emulator and Super Mario Bros (Japanese

edition). We implement a Neural Network

which takes the input as all the sprites in the

screen and train it as well as make it evolve

by using Genetic algorithm and Neuro-

evolution of Augmenting Topologies (NEAT).

The output will be the set of controlling key for

playing the game.

Evaluation/Discussion

While the objective for the competitors was to

design or learn a controller that played infinite

mario bros as well as possible, the objective

for the organizers is to organize a competition

that accurately tested the efficacy of various

controller representations and learning

algorithms for controlling an agent in a

platform game.

• Complexifying function makes NEAT

unique among GA„s

Outlook

In the future, a new fitness function may

come in and may give a better result for this

game. With some effort of modifying into the

functionality of game.

References [1] A.Ismail , N.A.El_Ramly “Game Theory Using Genetic

Algorithms”http://www.iaeng.org/publication/WCE2007/WC

E2007_pp61-64.pdf

[2] Kenneth O. Stanley “Evolving Neural Networks through

Augmenting Topologies”

http://nn.cs.utexas.edu/downloads/papers/stanley.ec02.pdf

MUHAMMAD AHSAN NAWAZ ([email protected]),

VU THANH NGO ([email protected])&

JUNAID ASGHAR ([email protected])

Winter 2015/2016

Information Engineering and Computer Science, M. Sc.

Applied Research Project