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Evolving Evil: Optimizing Flocking 
Strategies through Genetic 
Algorithms for the Ghost Team in 
the Game of Ms. Pac­Man
F. Liberatore
A. Mora
P. Castillo
J.J. Merelo
 
Outline
­ The Game of Ms. Pac­Man.
­ State of the Art.
­ Flocking.
­ Flocking Strategies for the Ghost 
Team.
­ A Genetic Algorithm for Flocking 
Strategies.
­ Experiments.
­ Conclusions.
 
What is this about?
In this work we propose:
­ A Controller for the Ghost 
Team in the game of Ms. Pac­Man 
…
­ … based on Flocking 
Strategies (more about this in 
the following) …
­ … optimized by a Genetic 
Algorithm.
 
The game of Ms. Pac­Man 
[1/2]
The game of Ms. Pac­Man:
­ Released on 1981.
­ Chosen for the Ms. Pac­Man vs 
Ghosts competition.
­ Participants can submit 
controllers for Ms.Pac­Man and 
the Ghosts.
­ The objective of Ms. Pac­Man 
is to maximize the final score.
­ The objective of the Ghosts is 
to minimize it.
 
The game of Ms. Pac­Man 
[2/2]
Movement restrictions for the 
Ghosts:
­ A ghost can never stop.
­ A ghost can choose its 
direction only at a junction.
­ A ghost cannot turn back on 
itself.
­ At every tick of the game all 
the ghosts obligatorily reverse 
their direction according to a 
small random probability.
 
State of the Art [1/2]
Most contributions proposed controllers for Ms. 
Pac­Man:
­ Genetic Programming (Alhejali and Lucas 2010, 2011, 
Brandstetter and Ahmadi 2012),
­ Genetic Algorithms for parameters optimization 
(Thawonmas 2010),
­ Evolved Neural Networks (Burrow and Lucas 2009, 
Keunhyun and Sung­Bae 2010),
­ Ant Colonies (Martin et al. 2010),
­ Monte Carlo Tree Search (Samothrakis et al. 2011, 
Ikehata and Ito 2011, Alhejali and Lucas 2013),
­ Reinforcement Learning (Bom et al. 2013).
 
State of the Art [2/2]
Controllers for the Ghosts:
­ Monte Carlo Tree Search (Nguyen and 
Thawonmas 2011, 2013),
­ Influence Maps (Svensson and Johansson 
2012),
­ Neural Networks (Jia­Yue et al. 2011),
­ Genetic Algorithm + Rules (Gagne and 
Congdon 2012),
­ Competitive Co­Evolution of Ms. Pac­Man and 
Ghosts controllers (Cardona et al. 2013).
 
Flocking [1/2]
Swarm Intelligence technique:
­ Coordinated intelligence that arises from the 
collective behavior of decentralized, 
self­organized systems.
Flocking:
­ Developed to mimic lifelike behaviors of groups 
of beings.
­ Flocking systems consist of a population of 
simple agents (or boids) interacting locally with 
one another depending on the distance between 
them.
 
Flocking [2/2]
­ The agents follow very simple steering 
behaviors:
∙ Separation: makes the agent steer away from close 
flock mates.
∙ Alignment: makes the agent steer toward the 
average heading of the flock.
∙ Cohesion: makes the agent steer toward the 
average position of distant flock mates.
­ The interactions between such agents lead to 
the emergence of "intelligent" global behavior
 
Flocking Strategies [1/4]
­ Generalization of the concept of Flocking.
­ The direction taken by a ghost at a junction 
depends on:
∙ State:
­ Normal,
­ Vulnerable,
­ Flashing.
∙ Position WRT that of the other actors:
­ Ms. Pac­Man,
­ Powerpills,
­ Other Ghosts (depending on their state).
 
Flocking Strategies [2/4]
­ Each Ghost is surrounded by 
concentric rings called 
Neighborhoods.
­ The neighborhoods can have 
different radius and size.
­ Each neighborhood defines 
the strength of the 
interaction between the ghost 
and the other actors:
∙ Negative value   Separation→
∙ Positive value   Cohesion→
 
Flocking Strategies [3/4]
Formally, a Flocking Strategy is represented 
by a tuple (N, δ, Α):
­ N, number of neighborhoods, indexed by n=1,…,N.
­ δ∈ℝN

, vector of N real positive numbers. Each 
element δn
 is associated to one neighborhood and 
represents its maximum radius.
­ Α∈Μ, three­dimensional matrix with real 
entries. Each element αs,a,n
 is the magnitude of 
the steering force on the current ghost in state 
s, resulting from the interaction with the actor 
a, falling into neighborhood n.
 
Flocking Strategies [4/4]
­ First, all the interactions 
with the other actors are 
calculated as vectors.
­ Then, all the vectors are 
summed to find the total 
interaction vector.
­ Finally, the direction 
taken by the ghost (UP, DOWN, 
LEFT, RIGHT) depends on the 
component of  the total 
interaction vector having 
maximum absolute value.
 
A Genetic Algorithm for 
Flocking Strategies [1/2]
Flocking Strategies could be designed manually 
by an expert.
We propose a standard Genetic Algorithm for 
the automatic definition of effective Ghosts 
agents:
­ Each individual is a Flocking Strategy, 
represented as a tuple (N, δ, Α). 
­ Random initial population.
­ Roulette wheel selection.
­ Cross­over: two parents generate one child by 
random recombination of their chromosomes.
 
A Genetic Algorithm for 
Flocking Strategies [2/2]
­ Fitness function:
∙ The objective is to create effective Ghosts that 
perform well against different Ms. Pac­Man strategies. 
∙ Each individual is tested against two Ms. Pac­Man 
agents: StarterPacMan (SPM) and NearestPillPacMan
(NPPM).
∙ To ensure robustness in the face of random events, 
the game is simulated 30 times for each Ms. Pac­Man 
agent and 95% confidence intervals are calculated.
∙ Fitness is given by:
FITNESS = 1/CI+
SPM
 + 1/CI+
NPPM
Where CI+
 represents the upper limit of the 95% 
confidence interval.
 
Experiments [1/2]
Comparison of the performance of the Ghosts 
controllers obtained with different values of 
the parameter N (number of Neighborhoods)
N=1 N=2 N=3 N=4 N=5
Best 
FITNESS­1
783.38 726.84 815.66 766.96 720.20
Avg. 
FITNESS­1
871.30 ±
55.45
861.57 ±
70.13
876.31 ±
65.06
905.86 ±
62.66
863.17 ±
72.15
Avg. CPU 
time (s)
1373 ±
150.66
1484.3 ±
122.01
1561 ±
193.94
1562.60 
± 109.90
1473.00 
± 74.02
 
Experiments [2/2]
Performances of the controllers included in 
the competition framework.
Controller Aggressive 
Ghosts
Legacy Legacy 2 
The 
Reckoning
Random 
Ghosts
Starter 
Ghosts
FITNESS­1
1893.13 2210.9 1429.20 4200.70 1603.49
 
Conclusions [1/2]
­ Sample controller (link)
­ Flocking Strategies: sets of behavior rules that 
determine the next move of an agent as a force
resulting from the interaction of the agents in 
the game.
­ Genetic Algorithm presented to design optimized 
strategies.
­ The fitness function evaluates each individual 
by pitting it against two Ms. Pac­Man controllers 
30 times, so as to avoid noise in the function.
 
Conclusions [2/2]
­ Future lines of research:
∙ Include in the fitness function the best Ms. 
Pac­Man controllers that took part to the 
competition.
∙ Compare the Flocking Strategy­based 
controller with the best Ghosts controllers that 
took part to the competition.
∙ Explore optimization methods other than 
Genetic Algorithms.
∙ Change the fitness function structure to 
reduce the computation requirements.
 
The End!
Questions?

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