Targets Pac-Man's current tile directly. No calculation, pure pursuit. Gains speed as pellets decrease (Cruise Elroy). Scatter corner: upper right.
Targets 4 tiles ahead of Pac-Man's current direction — an ambush, not a chase. A bug in the original makes "4 ahead" when facing up become 4 up and 4 left. Scatter corner: upper left.
Takes the point 2 tiles ahead of Pac-Man, draws a vector from Blinky to that point, then doubles it. Flanking depends on where Blinky is. Scatter corner: lower right.
If more than 8 tiles from Pac-Man, chases directly (like Blinky). If within 8 tiles, retreats to scatter target. Unpredictable near Pac-Man. Scatter corner: lower left.
"Data Structures — Represent the maze as a 2D grid of tiles (wall, dot, empty, ghost house)."
DeepSeek V4 Flash"The Maze: Represent the maze as a 2D grid (e.g., 28x31 tiles, matching the original)."
MiniMax M3"The Maze: Represent the maze as a 2D grid/tile map. Each tile is ~8x8 or 16x16 pixels."
Claude Opus 4.8"While modern games use free-movement physics, Pac-Man is strictly grid-based."
Gemini 3 Flash Preview"I'd build Pac-Man as a grid-based 2D arcade game with a simple game loop, tile map, player movement, collectible pellets, ghosts, scoring, and level/state management."
GPT-5.5