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7CCSMML1 (Machine Learning)

 7CCSMML1 (Machine Learning)

Coursework 1
(Version 1.0)
1 Overview
For this coursework, you will have to implement a classi er. You will use this classi er in some code
that has to make a decision. The code will be controlling Pacman, in the classic game, and the
decision will be about how Pacman chooses to move. Your classi er probably won't help Pacman
to make particularly good decisions (I will be surprised if it helps Pacman win games, my version
certainly didn't), but that is not the point. The point is to write a classi er and use it.
No previous experience with Pacman (either in general, or with the speci c UC Berkely AI imple-
mentation that we will use) is required.
This coursework is worth 10% of the marks for the module.
Note: Failure to follow submission instructions will result in a deduction of 10% of the marks you
earn for this coursework.
2 Getting started
2.1 Start with Pacman
The Pacman code that we will be using for the 7CCSMML1 coursework was developed at UC
Berkeley for their AI course. The folk who developed this code then kindly made it available to
everyone. The homepage for the Berkeley AI Pacman projects is here:
http://ai.berkeley.edu/
Note that we will not be doing any of their projects. Note also that the code only supports Python
2.7, so that is what we will use1.
You should:
(a) Download:
pacman-cw1.zip
from KEATS.
(b) Save that le to your account at KCL (or to your own computer).
(c) Unzip the archive.
This will create a folder pacman
1If you insist on using Python 3, you are on your own in terms of support, and if the code you sbmit does not
work (which is likely) you will lose marks.
1 parsons-7ccsmml1-cw1
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