[< Back](../README.md) # Exercise: PacMan AI Let's implement a naive AI for PacMan. ## Background: PacMan Moves At each intersection, check if there is a ghost directly inline with that path. If the path is free of ghosts, you are allowed to turn there. And if PacMan is moving in a direction, and a ghost enters his path, then pacman will reverse. For example if pacman is at an intersection and can go either right or up, and there is a ghost in the path going right, then pacman will go up. Then while pacman is going up, a ghost enters that path, pacman will go back. You only need to worry about the grid itself and any ghosts on the North/South/East/West axis of PacMan. ## Exercise 1. Implement `PacManAI::pelletClosestToPacman` and test your implementation with the test in [testPacmanAI.cpp](../../../test/testPacmanAI.cpp) called _"Find pellet closest to pacman"_ 2. Implement `PacManAI::isValidMove` and test your implementation with the test in [testPacmanAI.cpp](../../../test/testPacmanAI.cpp) called _"Is valid move"_ 3. Implement `PacManAI::optimalDirection` and test your implementation with the test in [testPacmanAI.cpp](../../../test/testPacmanAI.cpp) called _"Is optimal direction"_