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Techniques & Technology

Ghost AI

Pac-Man's four personalities

The iconic AI system from Pac-Man where each ghost has distinct targeting behaviour, creating emergent gameplay through simple individual rules.

cross-platformaipac-mantargetingstate-machineemergent1980–present

Overview

Ghost AI refers to Pac-Man’s legendary artificial intelligence system where four ghosts with individual “personalities” create complex, emergent behaviour from simple rules. Each ghost targets differently, switching between chase, scatter, and frightened modes—a masterclass in designing engaging AI from minimal complexity.

Fast Facts

Aspect Detail
Game Pac-Man (1980)
Designer Toru Iwatani
Ghosts Blinky, Pinky, Inky, Clyde
Insight Personality through targeting

The Four Ghosts

Ghost Name Japanese Personality
Red Blinky Oikake (Chaser) Directly chases Pac-Man
Pink Pinky Machibuse (Ambusher) Targets ahead of Pac-Man
Cyan Inky Kimagure (Fickle) Complex, unpredictable
Orange Clyde Otoboke (Stupid) Alternates chase/retreat

Targeting Modes

Mode Behaviour Trigger
Chase Target based on personality Default
Scatter Target home corner Timer-based alternation
Frightened Random movement Power pellet

Individual Targeting Rules

Blinky (Red) - The Shadow

Target = Pac-Man's current tile

Simple, relentless pursuit. Gets faster as dots decrease (“Cruise Elroy” mode).

Pinky (Pink) - The Ambusher

Target = 4 tiles ahead of Pac-Man's facing direction

Tries to cut off Pac-Man. Bug: when Pac-Man faces up, targets 4 tiles up AND 4 tiles left.

Inky (Cyan) - The Fickle One

1. Draw vector from Blinky to 2 tiles ahead of Pac-Man
2. Double that vector
3. Target = endpoint

Uses Blinky’s position, creating unpredictable flanking.

Clyde (Orange) - The Feigner

If distance to Pac-Man > 8 tiles:
    Target = Pac-Man's current tile
Else:
    Target = Clyde's scatter corner

Approaches then retreats, creating a “shy” personality.

Scatter Corners

Ghost Corner
Blinky Top-right
Pinky Top-left
Inky Bottom-right
Clyde Bottom-left

During scatter mode, ghosts retreat to their corners, giving players breathing room.

Mode Timing (Level 1)

Phase Mode Duration
1 Scatter 7 seconds
2 Chase 20 seconds
3 Scatter 7 seconds
4 Chase 20 seconds
5 Scatter 5 seconds
6 Chase 20 seconds
7 Scatter 5 seconds
8 Chase Forever

Why It Works

Design Choice Effect
Individual personalities Distinct threat types
Mode alternation Tension and release
Simple rules Predictable when learned
Emergent complexity Ghosts interact unpredictably

Implementation Considerations

Challenge Solution
Pathfinding Simple: pick direction closest to target
Reversals Ghosts reverse on mode change
Tunnels Ghosts slow down
No backtracking Can’t reverse unless mode changes

Legacy

Ghost AI demonstrates that compelling game AI doesn’t require complexity—it requires personality. The same principles appear in countless games: distinct enemy types, behaviour modes, and emergent interaction from simple rules.

Modern Applications

Game Ghost AI Influence
Spelunky Distinct enemy behaviours
Pac-Man Championship Edition Refined original system
Any stealth game Patrol/alert/chase modes

Further reading

The most authoritative analysis of Pac-Man’s AI is The Pac-Man Dossier by Jamey Pittman — a thorough reverse-engineered analysis of every ghost’s targeting code, the level-by-level mode timing, the maze layout, the tunnels, the fruits, and the legendary level-256 split-screen kill screen (caused by an integer overflow in the level number). Available at: https://www.gamedeveloper.com/design/the-pac-man-dossier

The same Dossier documents:

  • Cruise Elroy mode — Blinky’s speed boost as dots are eaten
  • The level-256 kill screen — when the level counter overflows, half the maze is replaced by garbage characters
  • Pac-Man’s “fruit” timing — exact appearance windows
  • Ghost reversal on mode change — ghosts don’t simply switch targets, they physically reverse direction at the instant of mode change

See Also