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Game-AI---Assignment-5-Pacman-

implementation for the decision making algorithms for the ghosts in Pacman.

Team Members: Alberto Mejia & Jessica Lichter

Implementations:

-Fixed an audio glitch in framework where after grabbing a power pellet, the music would play forever.
-Added the ability to move on to a next level. Previously, the player did not get a new screenful of dots once all of them had been consumed
-Added new "levels" after you win. In the next level, the ghosts speed increases by one. 
-The score now carries over between "levels" AKA each time a screenful of dots is created
-Scoring is displayed horizontally and updated correctly on screen

- Each Ghost has different personality/behavior according to the real game.
- Blinky chases PacMan as expected, a "pursuer". 
- Pinky is an "ambusher" as in he tries to cut PacMan off by estimating PacMans location two tiles ahead. 
- Clyde has "stupid" behavior. As in his pattern appears to be deliberately random, while also following PacMan slightly. 
- Inky is the most interesting of them all. His behavior is truly random. Inky will randomly switch between all three behaviors (Blinky, Pinky, & Clyde).
- Ghosts return to gate after being eaten.
- Ghosts flee from PacMan after a power pellet is eaten. 
- Ghosts respawn after being eaten.

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