AI Pac Man
General This project was implemented as part of the AI module at my MSc course in Hull. The concept was to create an AI controller for a self playing Pac-Man game. The controller had to always win the game with no ghosts present and win as much as possible against four ghosts. To achieve this I used the trusty A* pathfinding algorithm, various search techniques, movement patterns for evasion and a combination of a rule based system and a finite state machine for behaviour selection. Other AI techniques (like Neural Nets and Fuzzy Logic) were also investigated. |
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Skills Practiced / Knowledge Acquired Search - Pattern Movement - Pathfinding - A* - Fuzzy Logic - Genetic Algorithms - Neural Networks - Finite State Machines - Scripting - Flocking - Rule Based Systems - Reactive Behaviours - Learning. |
Downloads
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