Overview
Techniques & Concepts
- 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.
Result
- 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.
What I Learned
- 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.