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Infinite Mario AI



Robin Baumgarten

Here’s my attempt at an AI for the Mario AI Competition ( http://julian.togelius.com/mariocompetition2009 ). You can see the path it plans to go as a red line, which updates when it detects new obstacles at the right screen border. It uses only information visible on screen. I’ve included a slow-motion part in the middle where it gets hairy for Mario. 🙂

For the technical inclined:
It uses a self-implemented A* algorithm (check http://en.wikipedia.org/wiki/A*_search_algorithm ), and runs in real-time. If you’re taking part in the competition, it’s level difficulty 10 with a seed of 30.

Playing around with the heuristic: http://www.youtube.com/watch?v=qYluZRwrw9w

Music added by youtube for comedy value.

Source code of the AI will be made available after the competition here: http://www.doc.ic.ac.uk/~rb1006/projects:marioai

PS: I need some more participants in a very small Pac-Man survey for my PhD! If you play it 5 times, it would help me a lot: http://apps.facebook.com/adaptive_game/

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29 thoughts on “Infinite Mario AI
  1. that shouldn't be *that* complicated to change. atm the fitness function maximizes to go right w/o touching enemies. if you'd max it to get 1.) visible coins, 2) bump blocks, 3) go right it should do pretty well.

  2. @1: he did it in java because the framework's also in java. the framworks source is free btw.
    @2: because a* is very fast? 🙂 speed is a criteria here

  3. Usually demo screens are recorded human-controlled events.

    And the point is learning and expanding one's knowledge in programming. If we can learn to solve problems as complex as these, we now have that in our toolbelt when we come across similar problems in real life.

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