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  <title>Category: MarioAI | nickler&#39;s</title>
  <link href="https://nickler.ninja/categories/marioai/atom.xml" rel="self"/>
  <link href="https://nickler.ninja/"/>
  <updated>2012-12-20T13:43:00+00:00</updated>
  <id>https://jonasnick.github.io/</id>
  <author>
    <name>Jonas Nick</name>
  </author>
  <generator uri="https://www.getzola.org/">Zola</generator>
  <entry>
    <title type="html">A* for MarioAI</title>
    <link href="https://nickler.ninja/blog/2012/12/20/a-star-for-marioai/"/>
    <updated>2012-12-20T13:43:00+00:00</updated>
    <id>https://jonasnick.github.io/blog/2012/12/20/a-star-for-marioai</id>
    <content type="html">&lt;p&gt;&lt;img src=&quot;/images/MarioScreenshot.png&quot; alt=&quot;&quot; /&gt;&lt;br /&gt;
Check out my &lt;a href=&quot;https://github.com/jonasnick/A-star&quot;&gt;A* Implementation&lt;/a&gt;.
Your nodes can be easily added by inheriting the ASearchNode class.
The purpose of the A* is to handle WorldNodes in the interface of the &lt;a href=&quot;http://www.marioai.org&quot;&gt;Mario AI Competion&lt;/a&gt;.
The aim of the competition is to develop an artificial agent in the game Infinite Mario Bros who completes a level fastest.
Like in Robin Baumgartens competition &lt;a href=&quot;https://www.youtube.com/watch?v=DlkMs4ZHHr8&quot;&gt;submission&lt;/a&gt; the WorldNodes are generated using a simulation and then searched with the A*.
Our current goal at the Chair of Cognitive Modeling Tübingen is to connect the the planning with a rudimentary brain module which is capable of learning object interactions.
Therefore the agent will wander around to collect knowledge about his environment and then exploit it according to its motivation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Update&lt;/strong&gt; Some of my successors enhanced Mario’s capabilities and submitted a &lt;a rel=&quot;external&quot; href=&quot;https://www.youtube.com/watch?v=AplG6KnOr2Q&quot;&gt;great video demonstration that went viral&lt;/a&gt; to the AAAI Video Competition 2015.&lt;/p&gt;
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