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4 min presentation in DD2438

Group 1:3

Josef Lindkvist and Fabio Sabbion

https://docs.google.com/presentation/d/1vwc7fjBSA8XZAK1ww7LYneh_N__b_AXHDLzehc4N4jY/edit?usp=sharing

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General Implementations

  • A* pathfinding for agents
  • Graph - Node system to store position specific information
    • Graph Memory, keep information for some iterations. Especially useful to not forget about enemies when they become invisible.
    • Information of: Pills, enemies, “enemy is close”, teammates
  • Rule-based algorithm
    • To decide the agents actions

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What’s new?

  • General
    • Worked most of the week to get the server-client mode to work
    • Made our computations more efficient (Astar & graph updates)
  • Defence:
    • Smarter defence
    • Better positioning
    • Better heuristics
  • Attack:
    • nothing new

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Attack mode

  • A* heuristics are tweaked to prioritize create the path through pills and avoid enemies

  • Agents in attack mode target pills on different depths of the map
    • Enemy region divided into subregions based on the number of attackers, each responsible for one subregion

  • Escape condition - disabled
    • If our pacman is very close to a ghost, it tries to escape

  • To work on:
    • super-pill algorithm
    • Better escaping

enemy defender

Extra cost in A* to go close to the defender

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Defend mode

  • Basic “chase the intruder” script + chasing heuristics for Astar
    • Chase the closest enemy
  • Initial defense positions equally spaced along the middle line
  • Positions are dynamic depending on food positions & number of defenders
  • To work on:
    • Collaboration between defenders

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Problems

  • latency when playing in client-server mode
  • static variables
  • Bugs at the beginning of the game on the server
  • Our agents occasionally get stuck. Need to improve our collision avoidance.

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Progress Status Week 16

  • Planned Time spent: 60%
    • (Out of the combined 200h)
  • Actual Time spent: 75%
    • Out of the combined 200h
  • Actual Progress: 70%
    • (estimate progress towards completing assignment)
  • Risk of not completing assignment: 2%