Teaching intelligent agents through game problems

Detalhes bibliográficos
Autor(a) principal: Silva, Gustavo Augusto
Data de Publicação: 2020
Outros Autores: Rigo Júnior, Luis Otavio
Tipo de documento: Artigo
Idioma: por
Título da fonte: Research, Society and Development
Texto Completo: https://rsdjournal.org/index.php/rsd/article/view/1793
Resumo: The teaching of intelligent agents, presented in this study, was performed through the Problem Based Learning method. Pac-Man was selected as a case study. The constructive learning process was carried out through three stages, namely: (i) the implementation of basic agents, with the sole purpose of completing the route on the map; (ii) the implementation of real agents, considering the existence of ghosts; and, finally, (iii) the implementation of intelligent learning agents. As part of the knowledge building process, each new agent proposed by the student was created to solve problems found in the performance analysis of previous agents. In the first stage of development a performance improvement of 33.45% was observed from Agent 1 to Agent 6. In the second stage, considering the actual game, Agent 8 showed a performance increase of 20.49% when compared to Agent 7. In the third stage, artificial neural networks and genetic algorithms were used, which allowed us to create an agent capable of learning and completing the map alone. Thus, it was possible to prove that the selected techniques were efficient in improving the intelligence level of the agents proposed for the game in question. In addition, the use of this teaching method resulted in a greater involvement of the student with the Artificial Intelligence discipline, favoring the student's mastery in intelligent agent construction techniques, as well as contributing to his interest in this area of study.
id UNIFEI_aeb4c33794d4264dec42dcb2371dac1f
oai_identifier_str oai:ojs.pkp.sfu.ca:article/1793
network_acronym_str UNIFEI
network_name_str Research, Society and Development
repository_id_str
spelling Teaching intelligent agents through game problemsEnseñar agentes inteligentes através de problemas de juegoEnsino de agentes inteligentes por meio de problemas em jogosAprendizagem Baseada em ProblemasAgentes InteligentesJogosEstratégias de BuscaAlgoritmos GenéticosRedes Neurais Artificiais.Aprendizaje Basado en ProblemasAgentes InteligentesJuegosEstrategias de BúsquedaAlgoritmos GenéticosRedes Neuronales Artificiales.Problem Based LearningIntelligent AgentsGamesSearch StrategiesGenetic AlgorithmsArtificial Neural Networks.The teaching of intelligent agents, presented in this study, was performed through the Problem Based Learning method. Pac-Man was selected as a case study. The constructive learning process was carried out through three stages, namely: (i) the implementation of basic agents, with the sole purpose of completing the route on the map; (ii) the implementation of real agents, considering the existence of ghosts; and, finally, (iii) the implementation of intelligent learning agents. As part of the knowledge building process, each new agent proposed by the student was created to solve problems found in the performance analysis of previous agents. In the first stage of development a performance improvement of 33.45% was observed from Agent 1 to Agent 6. In the second stage, considering the actual game, Agent 8 showed a performance increase of 20.49% when compared to Agent 7. In the third stage, artificial neural networks and genetic algorithms were used, which allowed us to create an agent capable of learning and completing the map alone. Thus, it was possible to prove that the selected techniques were efficient in improving the intelligence level of the agents proposed for the game in question. In addition, the use of this teaching method resulted in a greater involvement of the student with the Artificial Intelligence discipline, favoring the student's mastery in intelligent agent construction techniques, as well as contributing to his interest in this area of study.La enseñanza de agentes inteligentes, presentada en este estudio, se realizó a través del método de Aprendizaje Basado en Problemas. Pac-Man fue seleccionado como estudio de caso. El proceso de aprendizaje constructivo se llevó a cabo a través de tres etapas, a saber: (i) la implementación de agentes básicos, con el único propósito de completar la ruta en el mapa; (ii) la implementación de agentes reales, considerando la existencia de fantasmas; y, finalmente, (iii) la implementación de agentes de aprendizaje inteligente. Como parte del proceso de construcción de conocimiento, cada nuevo agente propuesto por el estudiante fue creado para resolver problemas encontrados en el análisis de desempeño de agentes anteriores. En la primera etapa de desarrollo, se observó una mejora del rendimiento del 33.45% del Agente 1 al Agente 6. En la segunda etapa, considerando el juego real, el Agente 8 mostró un aumento del rendimiento del 20.49% en comparación con el Agente 7 En la tercera etapa, se utilizaron redes neuronales artificiales y algoritmos genéticos, lo que nos permitió crear un agente capaz de aprender y completar el mapa solo. Por lo tanto, fue posible demostrar que las técnicas seleccionadas fueron eficientes para mejorar el nivel de inteligencia de los agentes propuestos para el juego en cuestión. Además, el uso de este método de enseñanza resultó en una mayor participación del estudiante en la disciplina de Inteligencia Artificial, favoreciendo su dominio en las técnicas de construcción inteligente de agentes, y contribuyendo a su interés en esta área de estudio.O ensino de agentes inteligentes, apresentado neste estudo, foi realizado por meio do método de Aprendizagem Baseada em Problemas. O jogo Pac-Man foi selecionado como estudo de caso. O processo de aprendizado construtivo foi executado mediante três etapas, sendo elas: (i) a implementação de agentes básicos, com objetivo apenas de completar o percurso no mapa; (ii) a implementação de agentes reais, considerando a existência de fantasmas; e, por fim, (iii) a implementação de agentes inteligentes com capacidade de aprendizado. Como parte do processo de construção do conhecimento, cada novo agente proposto pelo discente foi criado com a finalidade de solucionar problemas encontrados nas análises de desempenho de agentes anteriores. Na primeira etapa de desenvolvimento foi observada uma melhora de 33,45% no desempenho do Agente 1 para o Agente 6. Na segunda etapa, considerando o jogo real, o Agente 8 apresentou incremento de desempenho de 20,49% quando comparado ao Agente 7. Na terceira etapa, foram utilizadas redes neurais artificiais e algoritmos genéticos, o que permitiu criar um agente capaz de aprender e completar o mapa sozinho. Assim, foi possível comprovar que as técnicas selecionadas mostraram-se eficientes ao melhorar o nível de inteligência dos agentes propostos para o jogo em questão. Além disso, o emprego deste método de ensino resultou em um maior envolvimento do discente com a disciplina de Inteligência Artificial, favorecendo o domínio deste aluno em técnicas de construção de agentes inteligentes, bem como contribuindo para maior interesse do mesmo por esta área de estudo.Research, Society and Development2020-01-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://rsdjournal.org/index.php/rsd/article/view/179310.33448/rsd-v9i1.1793Research, Society and Development; Vol. 9 No. 1; e129911793Research, Society and Development; Vol. 9 Núm. 1; e129911793Research, Society and Development; v. 9 n. 1; e1299117932525-3409reponame:Research, Society and Developmentinstname:Universidade Federal de Itajubá (UNIFEI)instacron:UNIFEIporhttps://rsdjournal.org/index.php/rsd/article/view/1793/1551Copyright (c) 2020 Luis Otavio Rigo Jr.info:eu-repo/semantics/openAccessSilva, Gustavo AugustoRigo Júnior, Luis Otavio2020-08-19T03:04:08Zoai:ojs.pkp.sfu.ca:article/1793Revistahttps://rsdjournal.org/index.php/rsd/indexPUBhttps://rsdjournal.org/index.php/rsd/oairsd.articles@gmail.com2525-34092525-3409opendoar:2024-01-17T09:26:41.943120Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)false
dc.title.none.fl_str_mv Teaching intelligent agents through game problems
Enseñar agentes inteligentes através de problemas de juego
Ensino de agentes inteligentes por meio de problemas em jogos
title Teaching intelligent agents through game problems
spellingShingle Teaching intelligent agents through game problems
Silva, Gustavo Augusto
Aprendizagem Baseada em Problemas
Agentes Inteligentes
Jogos
Estratégias de Busca
Algoritmos Genéticos
Redes Neurais Artificiais.
Aprendizaje Basado en Problemas
Agentes Inteligentes
Juegos
Estrategias de Búsqueda
Algoritmos Genéticos
Redes Neuronales Artificiales.
Problem Based Learning
Intelligent Agents
Games
Search Strategies
Genetic Algorithms
Artificial Neural Networks.
title_short Teaching intelligent agents through game problems
title_full Teaching intelligent agents through game problems
title_fullStr Teaching intelligent agents through game problems
title_full_unstemmed Teaching intelligent agents through game problems
title_sort Teaching intelligent agents through game problems
author Silva, Gustavo Augusto
author_facet Silva, Gustavo Augusto
Rigo Júnior, Luis Otavio
author_role author
author2 Rigo Júnior, Luis Otavio
author2_role author
dc.contributor.author.fl_str_mv Silva, Gustavo Augusto
Rigo Júnior, Luis Otavio
dc.subject.por.fl_str_mv Aprendizagem Baseada em Problemas
Agentes Inteligentes
Jogos
Estratégias de Busca
Algoritmos Genéticos
Redes Neurais Artificiais.
Aprendizaje Basado en Problemas
Agentes Inteligentes
Juegos
Estrategias de Búsqueda
Algoritmos Genéticos
Redes Neuronales Artificiales.
Problem Based Learning
Intelligent Agents
Games
Search Strategies
Genetic Algorithms
Artificial Neural Networks.
topic Aprendizagem Baseada em Problemas
Agentes Inteligentes
Jogos
Estratégias de Busca
Algoritmos Genéticos
Redes Neurais Artificiais.
Aprendizaje Basado en Problemas
Agentes Inteligentes
Juegos
Estrategias de Búsqueda
Algoritmos Genéticos
Redes Neuronales Artificiales.
Problem Based Learning
Intelligent Agents
Games
Search Strategies
Genetic Algorithms
Artificial Neural Networks.
description The teaching of intelligent agents, presented in this study, was performed through the Problem Based Learning method. Pac-Man was selected as a case study. The constructive learning process was carried out through three stages, namely: (i) the implementation of basic agents, with the sole purpose of completing the route on the map; (ii) the implementation of real agents, considering the existence of ghosts; and, finally, (iii) the implementation of intelligent learning agents. As part of the knowledge building process, each new agent proposed by the student was created to solve problems found in the performance analysis of previous agents. In the first stage of development a performance improvement of 33.45% was observed from Agent 1 to Agent 6. In the second stage, considering the actual game, Agent 8 showed a performance increase of 20.49% when compared to Agent 7. In the third stage, artificial neural networks and genetic algorithms were used, which allowed us to create an agent capable of learning and completing the map alone. Thus, it was possible to prove that the selected techniques were efficient in improving the intelligence level of the agents proposed for the game in question. In addition, the use of this teaching method resulted in a greater involvement of the student with the Artificial Intelligence discipline, favoring the student's mastery in intelligent agent construction techniques, as well as contributing to his interest in this area of study.
publishDate 2020
dc.date.none.fl_str_mv 2020-01-01
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/1793
10.33448/rsd-v9i1.1793
url https://rsdjournal.org/index.php/rsd/article/view/1793
identifier_str_mv 10.33448/rsd-v9i1.1793
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/1793/1551
dc.rights.driver.fl_str_mv Copyright (c) 2020 Luis Otavio Rigo Jr.
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2020 Luis Otavio Rigo Jr.
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Research, Society and Development
publisher.none.fl_str_mv Research, Society and Development
dc.source.none.fl_str_mv Research, Society and Development; Vol. 9 No. 1; e129911793
Research, Society and Development; Vol. 9 Núm. 1; e129911793
Research, Society and Development; v. 9 n. 1; e129911793
2525-3409
reponame:Research, Society and Development
instname:Universidade Federal de Itajubá (UNIFEI)
instacron:UNIFEI
instname_str Universidade Federal de Itajubá (UNIFEI)
instacron_str UNIFEI
institution UNIFEI
reponame_str Research, Society and Development
collection Research, Society and Development
repository.name.fl_str_mv Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)
repository.mail.fl_str_mv rsd.articles@gmail.com
_version_ 1797052829346562048