Creating autonomous agents for playing Super Mario Bros game by means of evolutionary finite state machines

Author:

Mora A. M.,Merelo J. J.,García-Sánchez P.,Castillo P. A.,Rodríguez-Domingo M. S.,Hidalgo-Bermúdez R. M.

Publisher

Springer Science and Business Media LLC

Subject

Artificial Intelligence,Cognitive Neuroscience,Computer Vision and Pattern Recognition,Mathematics (miscellaneous)

Reference30 articles.

1. Bäck T (1996) Evolutionary algorithms in theory and practice. Oxford University Press, Oxford

2. Baumgarten R. Mario AI A* agent. http://www.doc.ic.ac.uk/rb1006/projects:marioai

3. Bojarski S, Bates-Congdon C (2011) REALM: a rule-based evolutionary computation agent that learns to play Mario. In: Proceedings of the 2011 IEEE symposium on computational intelligence and games (CIG 2011), IEEE Press, pp 83–90

4. Booth TL (1967) Sequential machines and automata theory, 1st edn. Wiley, New York

5. Esparcia-Alcázar AI, Martínez-García AI, Mora AM, Merelo JJ, García-Sánchez P (2010) Controlling bots in a first person shooter game using genetic algorithms. In: Proceedings of the 2010 IEEE congress on evolutionary computation (CEC 2010), pp 1–8

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