The winning ghost team will be team with the lowest average score against it.Īn introductory step-by-step tutorial of the envirnoment can be downloaded here (in Spanish) The goal of a ghost-team controller is to minimise the average score obtained agains t it by the different Ms Pac-Man controllers. In the competition, it is the average score against multiple ghost teams that counts and the winning controller is the one which obtains the highest total average score. The goal of a Ms Pac-Man controller is to maximise the score of the game. If a second power pill is consumed while some ghosts remain edible, the ghost score is reset to 200 if the level is cleared while the ghosts remain edible, play continuous immediately to the next level. Any ghost that has been eaten re-appears in the lair and emerges soon after, once again chasing Ms Pac-Man. The score for eating each ghost in succession immediately after a power pill has been consumed starts at 200 points and doubles each time, for a total of 200+400+800+1600=3000 additional points. There are four power pills in each of the four mazes, which, when eaten, reverse the direction of the ghosts and turn them blue they may now be eaten for extra points. Their goal is to eat Ms Pac-Man and each time this happens, a life is lost and Ms Pac-Man and the ghosts return to their initial positions the time spent by the ghosts in the lair decreases as the player progresses to higher levels. At the start of each level, the ghosts start in the lair in the middle of the maze and, after some idle time, enter the maze in their pursuit of Ms Pac-Man. Ms Pac-Man's quest is opposed by the four ghosts: Blinky (red), Pinky (pink), Inky (green) and Sue (brown). Each pill eaten scores 10 points, each power pill is worth 50 points. The goal of Ms Pac-Man is to obtain the highest possible score by eating all the pills and power pills in the maze (and thus advancing to the next stage). Recio-García from the original project, correcting bugs, including batch evaluation and components for the development of Finite State Machines, Logic Rules, Fuzzy Logic and Case-based Reasoning. The implementation available at this web page has been developed by Prof. This environment is currently used in the subject Engineering of Intelligent Behaviours at the School of Computing of the Universidad Complutense de Madrid. The goal is to provide a simulation environment for teaching and research purposes. The simulation environment is a fork of the sourcecode created by Philipp Rohlfshagen, David Robles and Simon Lucas of the University of Essex for a competition that took place in the IEEE Computational Intelligence and GamesConference 2016. This project allows to test several AI techniques for the implementation of Intelligent Behaviours.
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