Proceedings of the 2nd International Conference on Innovation in Information Technology and Business (ICIITB 2024)

Reinforcement Learning and Gamification: a Framework for Integrating Intelligent Agents In Retro Video Games

Authors
Nemanja Josipovic1, Aleksandar Petrovic1, Aleksa Cuk1, Milos Antonijevic1, *, Dejan Jovanovic2, 3, Nebojsa Budimirovic1
1Singidunum University, Faculty of Informatics and Computing, Danijelova 32, 11000, Belgrade, Serbia
2College of Academic Studies “Dositej”, Vojvode Putnika 7, 11000, Belgrade, Serbia
3Singidunum University, Belgrade, Serbia
*Corresponding author. Email: mantonijevic@singdinum.ac.rs Email: office@singidunum.ac.rs
Corresponding Author
Milos Antonijevic
Available Online 23 August 2024.
DOI
10.2991/978-94-6463-482-2_7How to use a DOI?
Keywords
genetic algorithm; artificial intelligence; python; gaming; simulation; reinforcement learning
Abstract

This work explores the benefits that reinforcement learning (RL) and unsupervised learning (UL) have over supervised learning (SL). Using RL and Python simulations are produced that closely mimic those observed in the real world, and an agent is trained using a form of genetic algorithm. The system created can be used to simulate real-world scenarios and offer solutions. Simulations were performed upon a clone of the game “Pong”. The system successfully adapted to the game the more it played, and improved its capability to successfully get high-scoring results. The system is flexible and dynamic, being able to adapt to different simulation environments. In the future, more complex examples will be tested on the system, with the goal of real-world scenario simulation.

Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2nd International Conference on Innovation in Information Technology and Business (ICIITB 2024)
Series
Advances in Computer Science Research
Publication Date
23 August 2024
ISBN
978-94-6463-482-2
ISSN
2352-538X
DOI
10.2991/978-94-6463-482-2_7How to use a DOI?
Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Nemanja Josipovic
AU  - Aleksandar Petrovic
AU  - Aleksa Cuk
AU  - Milos Antonijevic
AU  - Dejan Jovanovic
AU  - Nebojsa Budimirovic
PY  - 2024
DA  - 2024/08/23
TI  - Reinforcement Learning and Gamification: a Framework for Integrating Intelligent Agents In Retro Video Games
BT  - Proceedings of the 2nd International Conference on Innovation in Information Technology and Business (ICIITB 2024)
PB  - Atlantis Press
SP  - 87
EP  - 101
SN  - 2352-538X
UR  - https://doi.org/10.2991/978-94-6463-482-2_7
DO  - 10.2991/978-94-6463-482-2_7
ID  - Josipovic2024
ER  -