ProjectsSeptember 12, 2025

Game AI: Search and Adversarial Agents

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Implemented a series of Pacman agents that can navigate maze environments efficiently and play competitively against ghost agents. The work combines classic search algorithms with adversarial decision-making to choose actions that maximize Pacman’s long-term reward.
  • Search algorithms: Breadth-First Search (BFS), Depth-First Search (DFS), Uniform Cost Search (UCS), and A* search for path planning.
  • Heuristic design: Crafted admissible and consistent heuristics to improve A* performance.
  • Adversarial search: Implemented minimax and expectimax agents for competitive and stochastic ghost behavior.
  • Alpha–beta pruning: Optimized minimax search to explore deeper game trees within the same computation budget.
  • Evaluation functions: Designed custom evaluation functions that balance survival, score, distance to food, and ghost proximity.
Pacman agents can:
  • Find shortest or cheapest paths through complex mazes.
  • Play strongly against different ghost behaviors.
  • Make decisions that trade off safety, score, and long-term outcomes.
  • How to formalize game states, actions, and transition models.
  • How search depth, branching factor, and heuristics impact performance.
  • The differences between deterministic (minimax) and stochastic (expectimax) planning.

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