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Pac-Man

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Pac-Man Shant K. Karakashian CSE 476/876 Optional Course Project * Introduction Pac-Man is a classic video game Icon of the 1980s popular culture Environment is a ... – PowerPoint PPT presentation

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Title: Pac-Man


1
Pac-Man
  • Shant K. Karakashian
  • CSE 476/876 Optional Course Project

2
Introduction
  • Pac-Man is a classic video game
  • Icon of the 1980s popular culture
  • Environment is a maze with dots fruits
  • Pac-Man is an agent that eats the dots fruits
  • Ghosts are agents that attack the Pac-Man

3
Project Overview
  • Design implement algorithms to
  • control the Pac-Man
  • control the Ghosts
  • Algorithm
  • Input
  • the maze, location of dots fruits
  • location of the agents (Pac-Man Ghosts)
  • Output
  • Next move of the agents (left, right, up or down)
  • Objectives
  • PacMan avoid the ghosts eat the dots fruits
  • Ghosts attack the PacMan

4
Algorithms Heuristics
  • Implementing a rational agent requires
  • An algorithm to enumerate future states
  • Heuristics to evaluate future states
  • To prune the search space
  • To choose among alternatives

5
Resources
  • Programming environment provided by Derrick
    Stolee. It includes Java classes for the GUI and
    the basic classes for the agents
  • Animated front-end simulating the original
    game-display provided by Derrick Stolee and the
    animation enhanced by Shant Karakashian
  • Algorithms for the Pac-Man and the Ghosts from
    last year's competition
  • Discuss with Shant (shantk_at_cse) and/or Derrick
    (dstolee_at_cse)
  • Resources available from 
  • http//seneca.unl.edu/wiki/index.php/S09-476-
    876-PacMan

6
Why do the Project
  • Get a better understanding of AI
  • Grasp the effectiveness of the search algorithms
    and the different heuristics
  • Have a notion of the complexity that arises even
    from simple problems
  • Compete against your colleagues through your
    intelligent agents in a public event
  • Check the photos of last years party
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