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path-findingpacman

Pathfinding Algorithm For Pacman


I wanted to implement the game Pacman. For the AI, I was thinking of using the A* algorithm, having seen it on numerous forums. However, I implemented the Breadth First Search for some simple pathfinding (going from point a to point b with certain obstacles in between) and found it gave the optimum path always. I guess it might be because in a game like pacman which uses simple pathfinding, there is no notion of costs in the graph. So, will it be OK if I use BFS instead of A* for pathfinding in Pacman?


Solution

  • For path-finding, note the following

    If you're talking about the ghost AI, check out the page Chad mentioned: The Pac-Man Dossier - the ghosts actually just use the euclidean distance when determining how to make it to their target tiles, which makes them very bad at finding Pac Man in some cases.