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304pacman

Time: 2 weeks

Team: 1

Language: Python

The project

Pathfinding is an extremely common problem in video game programming. It’s why we are asking you to create one for the ghosts in Pacman, with the help of the Dijkstra algorithm. You will illustrate the algorithm and note its distance from the ghost in each visited square.

If the shortest path isn’t the only one, we will execute searches and study the adjacencies in the following order: North, East, South, West.

Unlike the original game, the maps aren’t circular.

USAGE:

>> ./304pacman [-h | --help]
USAGE
    ./304pacman file c1 c2file
DESCRIPTION
    file    describing the board, using the following characters:
                ‘0’ for an empty square
                ‘1’ for a wall
                ‘F’ for the ghost’s position
                ‘P’ for Pacman’s position
    c1      character to display for a wall
    c2      character to display for an empty space.

Author Corentin COUTRET-ROZET

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