Developing Frogger Player Intelligence Using NEAT and a Score Driven Fitness Function

نویسندگان

  • Davis Ancona
  • Jake Weiner
چکیده

In this report, we examine the plausibility of implementing a NEAT-based solution to solve different variations of the classic arcade game Frogger. To accomplish this goal, we created a basic 16x16 grid that consisted of a frog and a start, traffic, river, and goal zone. We conducted three experiments in this study on three slightly different versions of this world, all of which tested whether or not our robot (the frog) could learn how to safely navigate from the start zone to the goal zone. However, this was not an easy task for our frog, as it needed to learn how to avoid colliding with obstacles in the traffic part of the world, while it also needed to learn how to remain on the logs in the river section of the world. Accordingly, we equipped our frog with 11 sensors that it could use to detect obstacles it needed to dodge and obstacles it needed to seek, and we also gave our frog one extra sensor that provided it a sense of it’s position in the world. In all three experiments, a fitness function was used that exponentially rewarded our frog for moving closer to the goal zone. In addition, we used a genetic algorithm called NEAT to evolve the weights of the connections and the topology of the neural networks that controlled our frog. We ran each experiment five times, and it was seen that NEAT was able to consistently find optimal solutions in all three experiments in under 100 generations. As a result, we deem that we were able to successfully demonstrate our method’s ability to solve multiple representations of the classic arcade game Frogger.

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تاریخ انتشار 2014