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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.'"

14 of 194 comments (clear)

  1. Programming lesson by MrEricSir · · Score: 4, Insightful

    Take note CS professors: writing a Pac Man ghost algorithm would be an awesome exercise.

    --
    There's no -1 for "I don't get it."
    1. Re:Programming lesson by Rickz0rz · · Score: 5, Interesting

      Or half of the class writes ghost algorithms while the other half writes an algorithm controlling pac-man himself, and then the algorithms are pitted against each other!

    2. Re:Programming lesson by seeker_1us · · Score: 4, Funny

      Ms. Pacman might not have a sense of direction. Mr. Pacman also has no sense of direction but he won't pull over to ask for help.

    3. Re:Programming lesson by vux984 · · Score: 4, Interesting

      Take note CS professors: writing a Pac Man ghost algorithm would be an awesome exercise.

      I wrote a PacMan in GWBasic when I was around 13 or so.

      The Ghost algorithm was one of the more interesting problems. The chase rules were simple... at each intersection the ghost chose to move towards pac-man, with the one caveat that it wasn't allowed to simply reverse direction. There was also a smallish random chance that the ghost would go a different direction if available.

      This made them mostly but not entirely predictable, and also helped break them up when multiple ghosts ended up in the same place behind pac-man. And was the only way they used the left-right 'teleporter'

      It worked well enough and by fine tuning the random chance of going in a random direction I was able to get a pretty satisfactory game.

      The algorithm was actually based more on my observations of lode-runner than of PacMan. (I desperately wanted to be able to write a lode-runner type game, but I was self-taught... and didnt' under stand data modelling. My pacman sprites navigated the maze by acutually looking a the pixel colors around them... white was a wall.

      My next project was tetris a couple years later, in pascal, with the same sort of inspect the pixels to see if a row was complete, and to stop falling, see if rotations were allowed, etc.

      I remember having the data model epipaphany when I was trying to write a variable width font word processing thing (again in basic), and I couldn't for the life of me figure out how to support 'backspace'; looking backwards at the screen and comparing the pixels with the bitmaps for the different letters was simply a mess...hmmm... instead of simply drawing the letters as I type and moving the cursor forwards what if I put the letters I typed into a string as well... ooooooooooh.

      A real personal Eureka moment there.

  2. 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().

  3. Re:Always fascinating. by Monkeedude1212 · · Score: 4, Insightful

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

    In defense of games today, things where a whole lot easier when you were on a strictly 2D, non-altering, fully 100% visible plane, and where an AI that knows your exact position regardless of things like noise and line of sight wasn't considered unfair, and where the only abilities an AI had to worry about were "Move My XY coordinates to = Player XY Coordinates" -

    Well I think you're getting the picture...

  4. It appears their web server by RapidDemon · · Score: 5, Funny

    is currently in frightened mode

  5. Re:Always fascinating. by Anonymous Coward · · Score: 4, Informative

    I read somewhere If pac-man leaves tile A entering tile B on the same clock pulse as a ghost leaving tile B enters tile A, the machine will switch their positions on that pulse; they never occupy the same tile.

  6. Breaking news!!!! by mrsam · · Score: 5, Informative

    Yawn... This stuff that already been posted on the Pacman Dossier for years. Not really "news for nerds".

    Now, what would really be "news for nerds" is the analysis of the ghosts' behavior in Google Pacman, which is very similar, but subtly different.

    Of course, since Google Pacman's source is available, this can theoretically be deduced straight from the source, but it's more fun to figure it out by trial and error. Great timekiller. There are definitely notable differences -- like certain directions the ghosts will never turn to if they enter the intersection from one direction, but will if they enter the same intersection from the opposite direction.

  7. Re:Always fascinating. by nedlohs · · Score: 4, Insightful

    More sophisticated?

    They are constrainted by the paths and when they have to make a choice they pick the one that gives the shortest straight line distance to their destination.

    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.

  8. Interesting but from my memory by al0ha · · Score: 4, Interesting

    based on being really good at the original pacman, achieving a high score was simply a matter of learning patterns, so they must not really be referring to the original pacman here because I think that algorithm must have been pretty simple. To be a great player on the original pacmac you run pacman through the same pattern every time in every level you've learned, hitting the energizer pellets precisely when you know you can always run the same pattern and eat the four ghosts as the flee. Always the exact same pattern for each level until you finally reach a level where you have to learn the pattern. It was really crazy playing because you could do all the levels you'd memorized pretty much with your eyes closed, so when you got really good; it took a frigging long time to get to a level you did not know.

    --
    Did you ever wake up in the morning, with a Zombie Woof behind your eyes? -- FZ
    1. Re:Interesting but from my memory by VortexCortex · · Score: 5, Informative

      Following exact patterns work because that generates the same exact pseudo-random number pool that the ghosts use to pick directions.

  9. Re:Always fascinating. by fishbowl · · Score: 4, Insightful

    >Well, the behavior is complex in today's games, but the algorithms are not.

    Study up on the path-finding, grouping, and line-of-sight algorithms in "today's games", before you lodge this kind of insult at their developers please.

    --
    -fb Everything not expressly forbidden is now mandatory.
  10. 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.