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Optimizing Mario Adventures in a Constrained Environment (arxiv.org)
1 point by PaulHoule on Jan 2, 2024 | hide | past | pdf | discuss on HN

In plain words: One approach evolves control rules by mixing and tweaking winners; the other evolves brain-like networks that pick each move. Both must grab coins and finish levels within time, death, and move limits, and are compared on fitness, level completion, and reuse on new levels.

Abstract

This project proposes and compares a new way to optimise Super Mario Bros. (SMB) environment where the control is in hand of two approaches, namely, Genetic Algorithm (MarioGA) and NeuroEvolution (MarioNE). Not only we learn playing SMB using these techniques, but also optimise it with constrains of collection of coins and finishing levels. Firstly, we formalise the SMB agent to maximize the total value of collected coins (reward) and maximising the total distance traveled (reward) in order to finish the level faster (time penalty) for both the algorithms. Secondly, we study MarioGA and its evaluation function (fitness criteria) including its representation methods, crossover used, mutation operator formalism, selection method used, MarioGA loop, and few other parameters. Thirdly, MarioNE is applied on SMB where a population of ANNs with random weights is generated, and these networks control Marios actions in the game. Fourth, SMB is further constrained to complete the task within the specified time, rebirths (deaths) within the limit, and performs actions or moves within the maximum allowed moves, while seeking to maximize the total coin value collected. This ensures an efficient way of finishing SMB levels. Finally, we provide a fivefold comparative analysis by plotting fitness plots, ability to finish different levels of world 1, and domain adaptation (transfer learning) of the trained models.

Sanyam Jain
arXiv:2312.14963 · cs.NE, cs.AI, cs.LG · submitted Dec 14, 2023
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