Python-Based Pac-Men Game Development
Budget: $30 – $250 USD
Your tasks are to:
• Design the AI for a simplified PacMan game, described below (in a pdf report)
• Implement the AI that you designed in code (frameworks are provided for Python, Java).
• Test and analyse how your AI performs (also in a pdf report) The Game This is a simplified PacMan game, which is played on a 30*30 grid. (or 32*32 with outside walls). There is 1 ‘Ghost’, 1 ‘PacMan’, and 1 Power pill. The walls can be removed to make it simpler(see below). The Ghost and PacMan characters each move one square at a time, in any direction (including diagonally!). The game ends when the Ghost catches the PacMan Character (expect for the case below). Or when 1000 moves have been made. If the PacMan character collides with the Power Pill; the PacMan has 15 moves to ‘eat’ the Ghost, which will send the Ghost back to its starting position and score points. The aim of the PacMan is score as much as possible. The scoring is: 100 points for ‘eating’ the Ghost 1 point for each unique square visited. Instructions There should be an AI design and implementation for the PacMan character. If the Ghost AI has been amended, this should also include a design. Your design should use any standard AI techniques that we saw in the lectures; Decision Trees, Finite State Machines, Behaviour Trees, GOB, GOAP, HTN. You should then Implement the AI design in code. You can use one of the code frameworks provided to test your AI code, then you will only need to modify the ‘move’ function in the PacMan.py or PacMan.java file. You should test your code by running the game with your AI. Describe the paths that your PacMan and Ghost take and analyse the performance of your AI – you can do this with a diagram of how your PacMan moves during the test run. Describe if the AI implementation matches your design and describe the strengths and weaknesses of the design (and implementation if this is different).
• Design the AI for a simplified PacMan game, described below (in a pdf report)
• Implement the AI that you designed in code (frameworks are provided for Python, Java).
• Test and analyse how your AI performs (also in a pdf report) The Game This is a simplified PacMan game, which is played on a 30*30 grid. (or 32*32 with outside walls). There is 1 ‘Ghost’, 1 ‘PacMan’, and 1 Power pill. The walls can be removed to make it simpler(see below). The Ghost and PacMan characters each move one square at a time, in any direction (including diagonally!). The game ends when the Ghost catches the PacMan Character (expect for the case below). Or when 1000 moves have been made. If the PacMan character collides with the Power Pill; the PacMan has 15 moves to ‘eat’ the Ghost, which will send the Ghost back to its starting position and score points. The aim of the PacMan is score as much as possible. The scoring is: 100 points for ‘eating’ the Ghost 1 point for each unique square visited. Instructions There should be an AI design and implementation for the PacMan character. If the Ghost AI has been amended, this should also include a design. Your design should use any standard AI techniques that we saw in the lectures; Decision Trees, Finite State Machines, Behaviour Trees, GOB, GOAP, HTN. You should then Implement the AI design in code. You can use one of the code frameworks provided to test your AI code, then you will only need to modify the ‘move’ function in the PacMan.py or PacMan.java file. You should test your code by running the game with your AI. Describe the paths that your PacMan and Ghost take and analyse the performance of your AI – you can do this with a diagram of how your PacMan moves during the test run. Describe if the AI implementation matches your design and describe the strengths and weaknesses of the design (and implementation if this is different).