Lecture Slides




Text book




Past tests




Course Projects


Pac-Man Game

Overview

Our course includes 10 programming assignments. 3 of which are contests where you will be graded based on your submission's relative performance when compared to all other submissions. Most projects will be based on the classic Pac-man game. The Pac-Man projects apply an array of AI techniques to playing Pac-Man. However, these projects don't focus on building AI for video games. Instead, they teach foundational AI concepts, such as informed state-space search, probabilistic inference, and reinforcement learning. These concepts underly real-world application areas such as natural language processing, computer vision, and robotics.

These projects are designed with three goals in mind. The projects allow you to visualize the results of the techniques you implement. They also contain code examples and clear directions, but do not force you to wade through undue amounts of scaffolding. Finally, Pac-Man provides a challenging problem environment that demands creative solutions; real-world AI problems are challenging, and Pac-Man is too.


Projects Overview

P0: UNIX/Python Tutorial

This short UNIX/Python tutorial introduces students to the Python programming language and the UNIX environment.


P1: Search

Students implement depth-first, breadth-first, uniform cost, and A* search algorithms. These algorithms are used to solve navigation and traveling salesman problems in the Pacman world.


P2: Multiagent Pathfinding

Students define and implement heuristics for solving the multiagent pathfinding problem efficiently. Students are also requested to implement the Conflict-Based Search algorithm. These algorithms are then tested within an Amazon warehouse domain.


Contest 1: Multi-Agent Pacman

Students will apply the search algorithms and problems implemented in Project 1 to handle more difficult scenarios that include controlling multiple pacman agents and planning under time constraints


P3: Multi-Player Games

Classic Pacman is modeled as both an adversarial and a stochastic search problem. Students implement multiagent minimax and expectimax algorithms, as well as designing evaluation functions.


Contest 2: Game Theory

Students implement an agent for playing the repeated prisoner dilemma game.


P4: Reinforcement Learning

Students implement model-based and model-free reinforcement learning algorithms, applied to the AIMA textbook's Gridworld, Pacman, and a simulated crawling robot.


P5: Ghostbusters

Probabilistic inference in a hidden Markov model tracks the movement of hidden ghosts in the Pacman world. Students implement exact inference using the forward algorithm and approximate inference via particle filters.


P6: Machine Learning

Students implement the perceptron algorithm and neural network models, and apply the models to several tasks including digit classification.


Contest 3: Multi-Agent Adversarial Pacman

This contest involves a multiplayer capture-the-flag variant of Pacman, where agents control both Pacman and ghosts in coordinated team-based strategies. Each team will try to eat the food on the far side of the map, while defending the food on their home side. Students are expected to fuse ​the different ​AI tools acquired along this semester and produce a competitive, intelligent player.


Technical Notes

The Pac-Man projects are written in pure Python 3.6 and do not depend on any packages external to a standard Python distribution.


Credits

The projects were developed by John DeNero, Dan Klein, Pieter Abbeel, and many others. The Multiagent pathfinding and Game theory projects were developped by Guni Sharon.