Heist Architect

Category

AI / Game

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Year

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A game that uses AI pathfinding to let players plan and execute heist strategies.

Heist Architect tactical multi-agent pathfinding game

About the Project

A turn-based asymmetric strategy game built to make multi-agent AI planning legible. You plan a crew on a clear 2D tactical map; the AI plans against you.

The whole point was explainable AI — you can see why the agents move the way they do.

What I Built

The planner uses A* pathfinding and Conflict-Based Search for multi-agent coordination, CSP-style temporal constraints for objective ordering, and Bayesian tracking that models guard suspicion as a probability heatmap.

Built in TypeScript, with an AI-vs-AI spectator mode and an interactive tutorial — the algorithms are far more interesting when you can watch them think.

Why It Matters

Search algorithms are usually taught as pseudocode on a whiteboard. Making them playable turns Conflict-Based Search and Bayesian inference into something you can build intuition for.