Project Overview
This AI agent is designed to play the Scotland Yard boardgame, where one player (Mr. X) tries to evade capture by detective players on a map of London. The implementation uses advanced algorithms to make optimal moves, combining Dijkstra's algorithm for pathfinding with a Mini-Max game tree to explore possible game states.
The project demonstrates strong understanding of artificial intelligence techniques, game theory, and algorithmic optimization. A custom scoring function evaluates board positions to determine the best moves, considering factors like distance from detectives, available escape routes, and strategic positioning. The implementation showcases object-oriented programming principles and design patterns in Java.
Tools Used
Project Details
This project was developed as part of university coursework. Source code is not publicly available.