Pac-Man and reinforcement learning
It's hard to imagine that a branch of AI can be tied to a 1980 program that’s considered to be the basis for one of the greatest video games of all time. Then again, it's hard to deny the cultural appeal of the once-ubiquitous Pac-Man. Indeed, the structure of the game is used in many university computer science syllabi to provide students with an appreciation of the abilities of reinforcement learning.
The video game's algorithm can be described as a form of reinforcement learning. The grid where the Pac-Man eats pellets while avoiding ghosts is its environment. A positive value is assigned for certain outcomes, such as finishing a level; a negative value is given for others, such as being eaten by Blinky, Pinky, Inky, or Clyde.
Given enough repetition and some help from a well-designed deep-q network algorithm, reinforcement learning can sort through an almost infinite number of pixel combinations to achieve the desired outcome -- in this case, being consumed by a red, pink, cyan, or orange blob.