@Override
  public MOVE getMove(Game game, long timeDue) {
    int current = game.getPacmanCurrentNodeIndex();

    // Strategy 1: if any non-edible ghost is too close (less than MIN_DISTANCE), run away
    for (GHOST ghost : GHOST.values())
      if (game.getGhostEdibleTime(ghost) == 0 && game.getGhostLairTime(ghost) == 0)
        if (game.getShortestPathDistance(current, game.getGhostCurrentNodeIndex(ghost))
            < MIN_DISTANCE)
          return game.getNextMoveAwayFromTarget(
              game.getPacmanCurrentNodeIndex(), game.getGhostCurrentNodeIndex(ghost), DM.PATH);

    // Strategy 2: find the nearest edible ghost and go after them
    int minDistance = Integer.MAX_VALUE;
    GHOST minGhost = null;

    for (GHOST ghost : GHOST.values())
      if (game.getGhostEdibleTime(ghost) > 0) {
        int distance = game.getShortestPathDistance(current, game.getGhostCurrentNodeIndex(ghost));

        if (distance < minDistance) {
          minDistance = distance;
          minGhost = ghost;
        }
      }

    if (minGhost != null) // we found an edible ghost
    return game.getNextMoveTowardsTarget(
          game.getPacmanCurrentNodeIndex(), game.getGhostCurrentNodeIndex(minGhost), DM.PATH);

    // Strategy 3: go after the pills and power pills
    int[] pills = game.getPillIndices();
    int[] powerPills = game.getPowerPillIndices();

    ArrayList<Integer> targets = new ArrayList<Integer>();

    for (int i = 0; i < pills.length; i++) // check which pills are available	
    if (game.isPillStillAvailable(i)) targets.add(pills[i]);

    for (int i = 0; i < powerPills.length; i++) // check with power pills are available
    if (game.isPowerPillStillAvailable(i)) targets.add(powerPills[i]);

    int[] targetsArray = new int[targets.size()]; // convert from ArrayList to array

    for (int i = 0; i < targetsArray.length; i++) targetsArray[i] = targets.get(i);

    // return the next direction once the closest target has been identified
    return game.getNextMoveTowardsTarget(
        current, game.getClosestNodeIndexFromNodeIndex(current, targetsArray, DM.PATH), DM.PATH);
  }
  /**
   * Gets the retreat actions.
   *
   * @param game the game
   * @param ghost the ghost
   * @return the retreat actions
   */
  private MOVE getRetreatActions(Game game, GHOST ghost) {
    int currentIndex = game.getGhostCurrentNodeIndex(ghost);
    int pacManIndex = game.getPacmanCurrentNodeIndex();

    if (game.getGhostEdibleTime(ghost) == 0
        && game.getShortestPathDistance(currentIndex, pacManIndex) < PACMAN_DISTANCE)
      return game.getApproximateNextMoveTowardsTarget(
          currentIndex, pacManIndex, game.getGhostLastMoveMade(ghost), DM.PATH);
    else
      return game.getApproximateNextMoveTowardsTarget(
          currentIndex,
          game.getPowerPillIndices()[cornerAllocation.get(ghost)],
          game.getGhostLastMoveMade(ghost),
          DM.PATH);
  }