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Pac-Man's Ghost Behavior Algorithms

An anonymous reader writes "This article has a very interesting description of the algorithms behind the ghosts in Pac-Man. I had no idea about most of this information, but that's probably because it's difficult to study the ghosts when I die every 30 seconds. Quoting: 'The ghosts are always in one of three possible modes: Chase, Scatter, or Frightened. The "normal" mode with the ghosts pursuing Pac-Man is Chase, and this is the one that they spend most of their time in. While in Chase mode, all of the ghosts use Pac-Man's position as a factor in selecting their target tile, though it is more significant to some ghosts than others. In Scatter mode, each ghost has a fixed target tile, each of which is located just outside a different corner of the maze. This causes the four ghosts to disperse to the corners whenever they are in this mode. Frightened mode is unique because the ghosts do not have a specific target tile while in this mode. Instead, they pseudorandomly decide which turns to make at every intersection.'"

2 of 194 comments (clear)

  1. Re:Always fascinating. by DIplomatic · · Score: 5, Insightful

    A 30-year-old game featured AI more sophisticated than what you'll find in most games today.

    I'm not sure "deciding whether to turn right or left at the fork in a 2D maze" can really compare to the ridiculously complex AI behavior in many games today. Team combat, terrain navigation, etc. Advance-to-cover squad-based tactical combat is hardly If PAC_MAN_INVINCIBLE == FALSE; Chase().

  2. Re:Always fascinating. by MMORG · · Score: 5, Insightful

    In other words they are retarded, which is good because there are four of them and they'd box the player in in about 10 seconds if they weren't.

    Yes. There's this persistent myth that smart game AI is hard to build. It's not. A really smart, impossible-to-beat game AI is easy to build (for most types of games). What's hard to build is a sort-of-smart-but-often-fallible AI that's just competent enough that it makes you feel like you're accomplishing something worthwhile when you finally beat it. For extra bonus hardness points you can try building an AI that makes the same kind of sub-optimal choices that a human would make so that it feels "alive". That's hard to do.

    Game AIs have all kinds of advantages that make it easy (again, for most types of games) to build them to be unbeatable. They have always have instant reaction time, they can consider a large number of disparate data streams simultaneously, they always have perfect knowledge of their environment, they can have vast libraries of pre-computed decision trees, and their accuracy in moving, aiming, etc is limited only by the precision of floating-point data types. (An aside: the reason why real-world robotics is so hard is largely because real-world robots have really terrible knowledge of their environment, unlike game AIs.) The trick to writing a top-quality game AI is to figure out how to degrade and handicap all of those advantages in ways that leave them beatable while not leaving them looking stupid.