Pac-Man conquers academia: Two decades of research using a classic arcade game

Philipp ROHLFSHAGEN, Jialin LIU, Diego PÉREZ-LIÉBANA*, Simon M. LUCAS

*Corresponding author for this work

Research output: Journal PublicationsJournal Article (refereed)peer-review

25 Citations (Scopus)

Abstract

Pac-Man and its equally popular successor Ms.Pac-Man are often attributed to being the frontrunners of the golden age of arcade video games. Their impact goes well beyond the commercial world of video games and both games have featured in numerous academic research projects over the last two decades. In fact, scientific interest is on the rise and many avenues of research have been pursued, including studies in robotics, biology, sociology, and psychology. The most active field of research is computational intelligence, not least because of popular academic gaming competitions that feature Ms. Pac-Man. This paper summarizes the peer-reviewed research that focuses on either game (or close variants thereof) with particular emphasis on the field of computational intelligence. The potential usefulness of games like Pac-Man for higher education is also discussed and the paper concludes with a discussion of prospects for future work.
Original languageEnglish
Article number8207594
Pages (from-to)233-256
Number of pages24
JournalIEEE Transactions on Games
Volume10
Issue number3
Early online date14 Dec 2017
DOIs
Publication statusPublished - Sept 2018
Externally publishedYes

Bibliographical note

Acknowledgment:
The authors would like to thank all participants of the Ms. Pac-Man Screen-Capture Competition, the Ms. Pac-Man versus Ghosts Competition, and the Ms. Pac-Man versus Ghost Team Competition. Many competitors contributed actively toward improving the competitions and making them popular.

Keywords

  • Artificial intelligence
  • Competition
  • Computational intelligence
  • Evolutionary algorithms
  • Games
  • Neural networks
  • Pac-Man
  • Reinforcement learning
  • Survey
  • Tree search

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