Graham Kendall
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Professor Graham Kendall

Professor Graham Kendall is the Provost and CEO of The University of Nottingham Malaysia Campus (UNMC). He is also a Pro-Vice Chancellor of the University of Nottingham.

He is a Director of MyResearch Sdn Bhd, Crops for the Future Sdn Bhd. and Nottingham Green Technologies Sdn Bhd. He is a Fellow of the British Computer Society (FBCS) and a Fellow of the Operational Research Society (FORS).

He has published over 230 peer reviewed papers. He is an Associate Editor of 10 journals and the Editor-in-Chief of the IEEE Transactions of Computational Intelligence and AI in Games.

News

Help solve Santa's logistics problems
http://bit.ly/1DXreuW
I have published a few papers on Sports Scheduling.
http://bit.ly/gVaUqT

Latest Blog Post

How Isaac Newton could help you beat the casino at roulette

Random Blog Post

Football Prediction: A decision to be made

Publication(s)

Academic Timetabling: Linking Research and Practice
http://bit.ly/eroN3m
An artificial neural network for predicting domestic hot water characteristics
http://bit.ly/dNtSFu
Evolving Tiles for Automated Self-Assembly Design
http://bit.ly/dInbHL
Construction of Initial Neighborhoods for a Course Scheduling Problem Using Tiling
http://bit.ly/dMXRME

Graham Kendall: Details of Requested Publication


Citation

Bell, N; Fang, X; Hughes, R; Kendall, G; O'Reilly, E and Qiu, S Ghost direction detection and other innovations for Ms. Pac-Man. In Proceedings of the 2010 IEEE Symposium on Computational Intelligence and Games (CIG'10), pages 465-472, 2010.


Abstract

Pac-Man was developed in the 1980s, becoming one of the most popular arcade games of its time. It still has a significant following today and has recently attracted the attention of artificial intelligence researchers, in part, due to the fact that the agent must react in real time in order to navigate its way through the maze. This paper forms an entry to the 2010 IEEE Conference on Computational Intelligence and Games Ms. Pac-Man competition, where the objective is to reach the highest score possible without any human intervention. That is, the Pac-Man is under the control of a computer algorithm which must make real time decisions and control the way the Pac-Man moves. Our Pac-Man algorithm includes detecting the location of the in game objects in relation to the map and creating a grid based graph to represent the game state. Our Pac-Man follows a number of rules, utilising Dijkstra's algorithm and a tree search algorithm. A further contribution of this paper is effective detection of the ghosts' direction, which we believe has not been done before in the way that we propose. The world record, for the Ms. Pac-Man competition, is currently help by ICE Pambush 3 with a score of 30,010 (achieved at the 2009 IEEE Congress on Computational Intelligence and Games). Our algorithm consistently achieves a score of over 20,000. The highest score we have recorded is 30,930. We hope that we can replicate these achievements at the 2010 conference where we will present our entry.


pdf

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doi

The doi for this publication is 10.1109/ITW.2010.5593320 You can link directly to the original paper, via the doi, from here

What is a doi?: A doi (Document Object Identifier) is a unique identifier for sicientific papers (and occasionally other material). This provides direct access to the location where the original article is published using the URL http://dx.doi/org/xxxx (replacing xxx with the doi). See http://dx.doi.org/ for more information



URL

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The URL is only provided if there is additional information that might be useful. For example, where the entry is a book chapter, the URL might link to the book itself.


Bibtex

@INPROCEEDINGS{bfhkoq2010, author = {N. Bell and X. Fang and R. Hughes and G. Kendall and E. O'Reilly and S. Qiu},
title = {Ghost direction detection and other innovations for Ms. Pac-Man},
booktitle = {Proceedings of the 2010 IEEE Symposium on Computational Intelligence and Games (CIG'10)},
year = {2010},
pages = {465--472},
month = {18-21 August 2010},
organization = {Copenhagen, Denmark},
abstract = {Pac-Man was developed in the 1980s, becoming one of the most popular arcade games of its time. It still has a significant following today and has recently attracted the attention of artificial intelligence researchers, in part, due to the fact that the agent must react in real time in order to navigate its way through the maze. This paper forms an entry to the 2010 IEEE Conference on Computational Intelligence and Games Ms. Pac-Man competition, where the objective is to reach the highest score possible without any human intervention. That is, the Pac-Man is under the control of a computer algorithm which must make real time decisions and control the way the Pac-Man moves. Our Pac-Man algorithm includes detecting the location of the in game objects in relation to the map and creating a grid based graph to represent the game state. Our Pac-Man follows a number of rules, utilising Dijkstra's algorithm and a tree search algorithm. A further contribution of this paper is effective detection of the ghosts' direction, which we believe has not been done before in the way that we propose. The world record, for the Ms. Pac-Man competition, is currently help by ICE Pambush 3 with a score of 30,010 (achieved at the 2009 IEEE Congress on Computational Intelligence and Games). Our algorithm consistently achieves a score of over 20,000. The highest score we have recorded is 30,930. We hope that we can replicate these achievements at the 2010 conference where we will present our entry.},
doi = {10.1109/ITW.2010.5593320},
keywords = {Games, Pacman ghost, artificial intelligence, computer games, knowledge based systems},
owner = {gxk},
timestamp = {2010.12.09},
webpdf = {http://www.graham-kendall.com/papers/bfhkoq2010.pdf} }