This project is created with the purpose of understanding the game engine ‘unity’ and the process of creating a game. As a produt a game, SLASH, has been created. This game follows the genre styles of rogue-like. In this game, a randomly generated dungeon will allow the player to treverse and find two keys to pass through the end-gate. This player needs to avoid enemies, spikes and other posible obstacles on his way. The enemies hunt the player with the help of an implementation of Dijkstra’s algorithm, allowing the enemies to pathfind around obstacles.

For more information read report.

Applying algorithms to solve a Rubik’s

In this project a problem of solving a rubik’s cube is presented. Here multiple algorithms can be used to solve it. The algorithm considered brute-force, depth first search, is here compared to two A* algorithms, with two different heuristics. The two heuristics are also compared to eachother to see how different heuristics can affect runtime.

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This project was done as an exam for webbased it-systems. Here a social media site has been made, where a user can create a profile to upload, edit and delete posts containing text and/or pictures.

This project does not contain the SQL part of the website and will therefore not shown correctly if run by a user that does not have access to the API and a database fitting it. That being said pictures showing how the website would look with a database are attached, aswell as the code.


This project is made as an exam for the course called essential computing. Here a program displaying simple relations between objects and how they can interact with each other in java.

This program is made with a map object that contains static obstacles and dynamic enemies that all treverse towards the player. Here, in a turn- based manner, the enemies will move towars the player, while the goal of the player is to make the enemies walk into the obstacles.


This project is looking into the issues of turing computation. Here the concept of turing machines are explain, as well as what turing computation means. This brings in the Church-Turing-Thesis and some posible answers of the thesis. Here the accellerated turing machine and the O-Machine were mentioned, who both have each their own limitations.
To understand the discussion in detail, papers from two experts on the topic have been investigated; Jack Copeland and Martin davis.

For more read the report

AI Pathfinding – Basisprojekt 1

In this project, a generational algorithm has been created. The purpose of the project was to gain insight in AI, supervised, unsupervised and reinforcement learning, but the final product was created incorrectly leaving us with an generational algorithm. Here we see 100 dots trying to find their way from the bottom to the green triangle, with the shortest path as the goal. The current shortest path is shown as a green line.

For more information read report.

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