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Please use this identifier to cite or link to this item: http://dspace.cityu.edu.hk/handle/2031/6320
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dc.contributor.authorLiu, Yuxinen_US
dc.date.accessioned2011-09-15T01:51:36Z
dc.date.accessioned2017-09-19T09:11:56Z
dc.date.accessioned2019-02-12T07:29:22Z-
dc.date.available2011-09-15T01:51:36Z
dc.date.available2017-09-19T09:11:56Z
dc.date.available2019-02-12T07:29:22Z-
dc.date.issued2011en_US
dc.identifier.other2011eely811en_US
dc.identifier.urihttp://144.214.8.231/handle/2031/6320-
dc.description.abstractIn this project, an intelligent controller is implemented for the computer video game Super Mario. The main purpose of this controller is to help Mario avoid enemies, obstacles and gaps. A* search algorithm is used in the design of the controller as a path searching method together with competitive learning to choose the best move. Compared with rule-based methods, A* algorithm with competitive learning strategy is more sophisticated and more difficult to implement. With this method, Mario can find a better path to win a game in various environments and difficulty levels.en_US
dc.rightsThis work is protected by copyright. Reproduction or distribution of the work in any format is prohibited without written permission of the copyright owner.en_US
dc.rightsAccess is restricted to CityU users.en_US
dc.titleIntelligent Strategies for Super Marioen_US
dc.contributor.departmentDepartment of Electronic Engineeringen_US
dc.description.supervisorSupervisor: Dr. Sung, Albert C W; Assessor: Dr. Wong, W Ken_US
Appears in Collections:Electrical Engineering - Undergraduate Final Year Projects 

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