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Although the objective of the endgame is easier to define, the design of the endgame module is by no means trivial, since one has to balance the desire of eating pills and the assurance of the safety of Ms. This differs from the start of the game, where a player may prefer to make use of the power pills to eat the ghosts rather than to clear a stage. Pac-Man should be controlled to eat all the remaining pills as soon as possible. The objective of the endgame is relatively easy to specify. In this paper, we focus on the endgame of each stage of the Ms. As mentioned, a computer game typically has many short-term conflicting objectives during a game play. 1 shows the screen capture of the first maze and the second maze of the game. The first two stages use the first maze, the next three stages the second maze, the next three the third maze, and the next four the fourth maze. When all the pills are eaten, the stage is cleared and the game proceeds to the next stage. Pac-Man to avoid being eaten by the four ghosts, namely, Blinky (red), Pinky (pink), Inky (light blue) and Sue (orange), and to eat all the pills in a maze. Pac-Man game, a player needs to control Ms. In this paper, we focus on this particular version. Pac-Man introduces randomness to the movement of the ghosts. To increase the fun and difficulty of the game, a variation called Ms. In the original version of Pac-Man, the ghosts have deterministic behaviors, allowing players to use a pre-determined fixed path to play the game. It is a single-player game, in which the human player controls Pac-Man to traverse a maze, avoid the four ghosts (non-player characters) and eat all the pills to clear a stage. Developed by the Namco Company in 1980, Pac-Man has now become a classic arcade game. These competitions provide a suitable test-bed for evaluating different AI or CI techniques. Pac-Man, Mario and simulated car racing. Recently, there are many competitions for game agent design, including the competitions of Ms. Although achieving high scores is the typical objective of many computer games, when designing a computer agent for them, it is not easy to directly use that as the performance measure to make control decisions, since a game play typically does not last for a short period and during the process, there may be many short-term conflicting objectives, which make the design of a computer agent difficult. I NTRODUCTION Computer games, which capture various aspects of real-life problems, provide a suitable platform for testing Artificial Intelligence (AI) or Computational Intelligence (CI) techniques.
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