Abstract
This paper discusses the implementation of the pervasive game PacMap. Openness and portability have been the main design objectives for PacMap. We elaborate on programming techniques which may be applicable to a broad range of location-based games that involve the movement of virtual characters over map interfaces. In particular, we present techniques to execute shortest path algorithms on spatial environments bypassing the restrictions imposed by commercial mapping services. Last, we present ways to improve the movement and enhance the intelligence of virtual characters taking into consideration the actions and position of players in location-based games.
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