A Pac-Man Game on Campus Using GPS Location Information and Shortest Path Algorithm

In this study, a novel location-based service which fulfills the Pac-Man game by retrieving the users’ location information with GPS equipments in a natural campus environment is proposed. We design an integrated communication architecture of the client (PDA) and the server (Web server), and transform the GPS position information into the corresponding coordinates on campus e-map to implement this system. Dijkstra‘s Algorithm is used for the path planning of ghost chasing. This scheme has been implemented on the campus of Chang-Jung Christian University in Taiwan. The interfaces for both the client (PAD) and the server (Web server) of running this system are also illustrated in this paper.