COMP3702: Artificial Intelligence The DragonGame and AI Environment - IT Computer Science Assignment Help

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The DragonGame AI Environment

Untitled Dragon Game”1 or simply DragonGame, is a 2.5D Platformer game in which the player must collect all of the gems in each level and reach the exit portal, making use of a jump-and-glide movement mechanic, and avoiding landing on lava tiles. DragonGame is inspired by the “Spyro the Dragon” game series from the original PlayStation. For this assignment, there are some changes to the game environment indicated in pink font. In Assignment 2, actions may have non-deterministic outcomes! To optimally solve a level, your AI agent must find a policy (mapping from states to actions) which collects all gems and reaches the exit while incurring the minimum possible expected action cost. Levels in DragonGame are composed of a 2D grid of tiles, where each tile contains a character representing the tile type. An example game level is shown in Figure 1. XXXXXXXXXXXXXXXXXXXX XX XXXXXX X G XXXX XXX=X XX X = G X X = XX= X X = G = X X=XXXXXX = X X= X = G X X= X = XXXX X= =X = XX X X=XX G =XX = EX X=PXXX XXXXXXX =X XXXXXX**XXXXXXX**XXX Figure 1: Example game level of DragonGame 1The full game title was inspired by Untitled Goose Game, an Indie game developed by some Australians in 2019 1 COMP3702 Assignment 2:

DragonGame MDP Game state representation Each game state is represented as a character array, representing the tiles and their position on the board. In the visualizer and interactive sessions, the tile descriptions are triples of characters, whereas in the input file these are single characters. Levels can contain the tile types described in Table 1. Table 1: Table of tiles in DragonGame, their corresponding symbol and effect Tile Symbol in Input File Symbol in Visualiser Effect Solid ‘X’ ‘XXX’ The player cannot move into a Solid tile. Walk and jump actions are valid when the player is directly above a Solid tile. Ladder ‘=’ ‘===’ The player can move through Ladder tiles. Walk, jump, glide and drop actions are all valid when the player is directly above a Ladder tile. When performing a walk action on top of a ladder tile, there is a small chance to fall downwards by 2 tiles (when the position 2 tiles below is non-solid). Air ‘ ’ ‘ ’ The player can move through Air tiles. Glide and drop actions are all valid when the player is directly above an Air tile. Lava ‘*’ ‘***’ Moving into a Lava tile or a tile directly above a Lava tile results in Game Over. Super Jump ‘J’ ‘[J]’ When the player performs a ‘Jump’ action while on top of a Super Jump tile, the player will move upwards by between 2 and 5 tiles (random outcome - probabilities given in input file). If blocked by a solid tile, probabilities for moving to each of the blocked tiles roll over to the furthest non-blocked tile. For all other actions, Super Jump tiles behave as ‘Solid’ tiles. Super Charge ‘C’ ‘[C]’ When the player performs a ‘Walk Left’ or ‘Walk Right’ action while on top of a Super Charge tile, the player will move (left or right) until on top of the last adjoining Super Charge tile (see example in Table 2), then move in the same direction by between 2 and 5 tiles (random outcome - probabilities given in input file). If blocked by a solid tile, probabilities for moving to each of the blocked tiles roll over to the furthest non-blocked tile. For all other actions, Super Charge tiles behave as ‘Solid’ tiles. Gem ‘G’ ‘ G ’ Gems are collected (disappearing from view) when the player moves onto the tile containing the gem. The player must collect all gems in order to complete the level. Gem tiles behave as ‘Air’ tiles, and become ‘Air’ tiles after the gem is collected. Exit ‘E’ ‘ E ’ Moving to the Exit tile after collecting all gems completes the level. Exit tiles behave as ‘Air’ tiles. Player ‘P’ ‘ P ’ The player starts at the position in the input file where this tile occurs. The player always starts on an ‘Air’ tile. In the visualiser, the type of tile behind the player is shown in place of the spaces

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