
In Progress
Posted
Paid on delivery
I have an Android mini-game on the Play Store called “Terrmine.” The player guides a miner through ever-changing mazes, but I now want the game to steer itself. Your task is to build and plug in smart logic that recognises each layout, decides the optimal route, and moves the miner to the exit without any manual input—then immediately starts over and does it again. The solver must cope with every maze the game can generate, not just a handful of preset stages. You are free to choose the most suitable language or framework (Java, Kotlin, C++—whichever lets you deliver the cleanest, fastest result and fits easily into the current Android build). Occasional voice calls are essential, so comfortable spoken English is a must let’s discuss how you plan to: • detect the maze reliably on each run, • compute the path in real time, and • drive in-game movement without lag or glitches. Must show me demo of proof of concept Once you can show the miner finishing every level on its own, I’m ready to sign off and publish an update. Looking forward to hearing how you’d tackle it.
Project ID: 40706663
76 proposals
Remote project
Active 3 days ago
Set your budget and timeframe
Get paid for your work
Outline your proposal
It's free to sign up and bid on jobs

I’d start by tracing Terrmine’s maze-generation/grid state so the solver can recognize every newly created layout rather than relying on preset stages. If the grid is not exposed, I’ll use the rendered maze as the input and convert walls, cells, miner, and exit into a reliable internal map. The Android implementation will use Kotlin with BFS/A* pathfinding, selecting the shortest valid route in real time. Movement will run through a frame-safe state machine that waits for each tile/action to complete, preventing lag, overshooting, or duplicate inputs; after reaching the exit it will detect the reset and solve the next maze automatically. I’ll provide a working proof-of-concept demo and integrated Android build with source within 4 days, and I’m comfortable discussing progress through occasional Freelancer voice calls. Does Terrmine currently expose the maze grid or player movement state anywhere in its Android code? Muhammad Saad
$250 AUD in 4 days
6.5
6.5
76 freelancers are bidding on average $417 AUD for this job

Hello, I can build the automated solver for Terrmine and integrate it cleanly into the existing Android project. I’ll first understand how maze layouts and miner movement are represented, then implement reliable per-run maze detection and a real-time route planner that handles dynamically generated layouts rather than only preset levels. The movement controller will be tuned to avoid lag, missed inputs, and restart timing issues after each successful exit. Depending on the current architecture, I can deliver the solver in Java or use C++ where performance or existing native code makes that the better fit. Android integration will remain maintainable, testable, and easy to demonstrate. I’ll begin with a proof of concept that visibly detects a maze, computes a valid route, drives the miner to the exit, and automatically starts the next run. Testing will cover edge cases such as dead ends, changing dimensions, blocked paths, and rapid level transitions. I’m also comfortable discussing the approach through occasional voice calls and can explain the detection, pathfinding, and control decisions clearly. Can you share the current Android project or a test build, and how are maze tiles and miner movement exposed in the game code? I’m ready to review the current build and produce a working proof of concept. Best regards, Muhammad Awais
$750 AUD in 16 days
9.2
9.2

Hello, I’ve looked at how Terrmine generates random mazes and drives the miner. The solver must read each fresh layout, compute the optimal path, and move the miner to the exit instantly, then restart-all without lag. Technical approach: - Use Kotlin to hook into the game’s rendering or access its internal maze grid via memory/API. - Detect walls/open cells each frame (screen capture + lightweight contour analysis or direct data read). - Run an A search on the grid to get the shortest path. - Inject movement commands through Android’s AccessibilityService or input injection, synced to the game tick. - Loop automatically on level completion. Core modules: - Maze Detector: extracts grid state per frame. - Pathfinder: A with Manhattan heuristic, optimized for real‑time. - Movement Controller: issues swipe/key events matching miner speed. - Loop Manager: restarts solver after each exit. Relevant systems: - AI‑Powered Slack Clarification Assistant (real‑time message → AI reasoning → response) - shows low‑latency perception‑action loop. - AI‑Powered Chatbot Backend (real‑time query → intent detection → reply) - demonstrates fast inference pipeline. - AI‑Powered Sales Call Automation System (live voice → transcript → action) - proves real‑time processing under tight timing. Implementation strategy: 1. Examine the APK to locate maze data or decide on screen‑based detection. 2. Build detector and verify accuracy on random mazes. 3. Implement A and tune for sub‑10 ms runs. 4. Integrate movement injection and test end‑to‑end on device. 5. Run stress tests on varied maze sizes; optimize memory/GC. 6. Deliver a proof‑of‑concept APK showing autonomous play. Questions: - Does the game expose the maze layout via an API or must we infer it from screen rendering each frame? - What latency budget (ms) do you have for detection, pathing, and injection per frame? - Should the solver run as a background accessibility service or be woven directly into the game’s code? Regards, Rohit
$250 AUD in 12 days
8.0
8.0

⭐⭐⭐⭐⭐ Create Smart Logic for Automated Maze Navigation in "Terrmine" ❇️ Hi My Friend, I hope you're doing well. I’ve reviewed your project details and see you are looking for someone to build smart logic for your game "Terrmine." Look no further; Zohaib is here to help you! My team has successfully completed 50+ similar projects focused on game development and automation. I will develop a solution that recognizes each maze layout, calculates the best path, and moves the miner automatically. ➡️ Why Me? I can easily handle your project as I have 5 years of experience in game development, specializing in algorithm design, automation, and real-time pathfinding. My expertise includes Java, Kotlin, and C++, ensuring I can deliver an efficient solution that fits your Android build. ➡️ Let's have a quick chat to discuss your project in detail and let me show you examples of my previous work. I look forward to discussing this with you in our chat. ➡️ Skills & Experience: ✅ Game Development ✅ Algorithm Design ✅ Automation ✅ Real-Time Pathfinding ✅ Java Programming ✅ Kotlin Programming ✅ C++ Programming ✅ Problem Solving ✅ Debugging ✅ Performance Optimization ✅ Maze Detection ✅ In-Game Movement Control Waiting for your response! Best Regards, Zohaib
$350 AUD in 2 days
6.8
6.8

Hello Sir, I would be happy to build a demo of the automated maze solver for you, even before any commitment. This innovative solution will empower your game 'Terrmine' to operate autonomously, enhancing player engagement and satisfaction. Let’s discuss my strategic approach for reliable maze detection, real-time path computation, and seamless in-game movement without glitches, ensuring a successful proof of concept. Regards, Smith
$500 AUD in 7 days
6.3
6.3

Leveraging over 8 years of industry experience, I, Ankita V., am your ideal choice for developing the automated maze solver you need for “Terrmine.” As a seasoned Full Stack Developer, I’ve honed my skills in C and C++ which are consistent with your project requirements. With a focus on intricate problem-solving and efficient coding, I will ensure that the solver seamlessly recognizes and navigates through every maze - just like finishing every level on its own. I pride myself on delivering clean, scalable, and well-documented codes which help to prevent potential issues such as lag or glitches. These are key factors in real-time operations as required by your project. Throughout the development process, I'll maintain clear communication, ensuring you're updated on a daily or weekly basis. This way, you'll have a comprehensive understanding of each milestone reached and can provide insightful feedback in making the automation even better.
$500 AUD in 7 days
6.1
6.1

I’d solve this by treating every maze as a traversable graph extracted from the actual rendered game frame, then running a fast pathfinding algorithm to compute the optimal route and feeding movement commands directly into the game’s input pipeline. The core challenge is reliable maze detection across all generated layouts, so I’d first build a proof-of-concept harness that captures the screen, solves the maze, and drives the miner repeatedly, then validate it against a large batch of generated mazes to ensure nothing breaks. Once the detection is stable, I’d integrate the solver cleanly into the Android build as a lightweight module that reacts to each new maze, moves the miner to the exit, and immediately restarts the loop. I’m comfortable with voice calls and can demonstrate the miner completing levels autonomously before any final sign-off.
$500 AUD in 7 days
5.8
5.8

✋ Hi, the key question is whether the maze structure is already available inside the game state or must be inferred visually from rendered tiles. If the solver can access the generated grid directly, it will be much faster and more reliable than screen-based recognition. I’d first trace the maze-generation and movement code, extract a walkable grid/graph, then use BFS or A* to compute the shortest valid route from miner to exit. Movement would run through the game’s existing input/state system rather than simulated random taps, with automatic detection of level completion and restart. I’d build a proof-of-concept on one generated level first, then stress-test against many randomized mazes. Can you provide the current Android source code, and does the maze generator expose the grid/tile state internally?
$490 AUD in 8 days
5.9
5.9

Hello, I have reviewed your requirements and can develop an automated maze-solving system for your existing Android game Terrmine. I have 10+ years of experience with Android development, game logic, computer vision, pathfinding algorithms and real-time automation. I can integrate the solver into your existing Android project so it can recognize each generated maze, calculate an efficient route and automatically control the miner without noticeable lag. WORKING FLOW: Maze Detection → Analyze each generated maze and identify walls, paths, the miner position and exit dynamically. Pathfinding → Build the maze structure and calculate an optimal route using an appropriate algorithm such as A* or BFS. Movement Control → Convert the calculated path into reliable in-game movement while handling timing and collision conditions. Continuous Solving → Detect the next maze automatically after completion and restart the solving process without manual input. I can first review the existing Android project and maze-generation logic to determine whether direct game-state access or visual maze detection is the better approach. I can then provide a working proof of concept for testing. Thanks, Invoke Tech
$350 AUD in 7 days
5.7
5.7

With experience in game AI development, I understand your need to implement self-steering logic in the Android game "Terrmine." How do you envision balancing real-time maze detection and path computation for seamless in-game movement? Regards, Yogesh Kumar
$410 AUD in 9 days
5.2
5.2

Hello, The critical part is making the solver work with dynamically generated mazes rather than training it around known layouts. I’d first determine how Terrmine represents or renders each maze, then build a reliable maze-state detector, generate the traversable grid, calculate the shortest valid route, and feed the resulting movement commands back into the existing game loop without introducing visible input lag. For a proof of concept, I’d target one complete automated run first, then test the solver against varied generated layouts and edge cases before integrating the repeat-until-complete loop. If the maze data is accessible directly in the game code, that is preferable to image recognition because it will be faster and considerably more reliable. A short demo can then show the miner solving newly generated mazes autonomously. Have a nice day
$550 AUD in 14 days
4.9
4.9

Your project to automate maze solving in Terrmine sounds exciting. I see the challenge in making sure the solver can handle those maze layouts dynamically, rather than just a few preset ones. The key here will be implementing a solid detection algorithm that accurately identifies maze configurations in real-time, while also optimizing the pathfinding logic to minimize lag during gameplay. But I plan to use Kotlin for its smooth integration with Android, allowing for efficient processing and smoother in-game movement, I’ll focus on creating a demo that shows the miner navigating through various maze layouts without manual input. I’m ready to go ahead and start immediately and will keep communication open for any necessary voice calls to make sure alignment. Looking forward to bringing this whole thing to life! Rajavel Android Developer | Java | Kotlin | C++
$250 AUD in 10 days
4.9
4.9

Hi, I'm Denis, a full-stack developer with experience in Android game development and AI-driven automation. I've built systems that parse dynamic environments and react in real time, so I understand your maze solver needs. The core challenge is threefold: reliably detecting maze structure from the game screen, computing optimal paths efficiently, and executing movement without lag or glitches. I've solved similar problems where systems parse visual information and make frame-by-frame decisions. The key is getting maze detection right first, then layering in fast pathfinding. My approach: start by understanding how your game renders the maze and what data I can extract. I'd build a detection layer identifying walls and open paths reliably, implement pathfinding suited to your maze complexity, and integrate it into the game loop for natural movement. I'd use Kotlin for Android integration, with C++ for core pathfinding if performance demands it. The main risk is maze detection reliability on first run. If detection misreads the layout, the solver fails. I'd mitigate this with visual feedback and fallback logic, then iterate on edge cases against your actual generated mazes. I'm ready to start immediately. Let's discuss the details. Thanks, Denis.
$250 AUD in 5 days
4.6
4.6

With my extensive experience in software and system architecture, I am well-equipped to tackle the challenge of automating your game, Terrmine. As a seasoned developer with proficiency in languages like C++, Java, and Kotlin, I am confident in delivering a clean and efficient solution that will integrate seamlessly into your existing Android build. The key to a successful automated maze solver lies in its ability to reliably detect the maze, compute paths in real-time, and perform movements without any lag or glitches. This can be best achieved by leveraging my skills not just in C++ but also my proficiency in technologies like n8n and AI Automation which are highly relevant to this project. Lastly, what sets me apart is not just my technical competency but my commitment to long-term partnership. By working with me, you're not just hiring another freelancer for a one-off job; you're establishing a rapport with a technology partner. I'm ready to invest my time, effort, and expertise into ensuring the newly updated Terrmine game delivers lasting success. Let's discuss the groundbreaking potential of this project and how we can bring it to fruition.
$250 AUD in 5 days
4.5
4.5

Hello, I can integrate an automated maze-solving system into your existing Android game so the miner can detect each generated maze, calculate an efficient route, and move automatically from start to exit before restarting the next level. I’d first inspect the current Android project and understand how the maze, walls, player position, movement, and level generation are represented. If the maze data is accessible internally, I’ll use that reliable game-state information rather than fragile screen recognition. I’ll then implement a suitable pathfinding algorithm such as BFS, A*, or another optimized approach depending on the maze structure, connect it to the movement system, and make sure decisions happen quickly without visible lag or control glitches. I’ll build a proof-of-concept early so you can see the miner solving generated mazes automatically before completing the full integration. The final implementation will be tested across different maze layouts rather than only preset examples. Looking forward to work with you. Thanks
$350 AUD in 3 days
4.5
4.5

Hi, The interesting part of Terrmine is making the solver work on every generated maze, not hard-coding solutions for known levels. I’d first build a proof of concept that can detect the current maze, convert it into a navigable grid, calculate the optimal path, and control the miner reliably in real time. For maze solving, I’d use a robust graph-search approach such as A* or BFS depending on the maze structure. Detection could be based on the game’s internal state if accessible; otherwise, computer-vision/grid extraction can identify walls, paths and the exit on each run. Movement would be driven through the game’s existing input layer where possible, with timing/state checks to prevent missed moves or desynchronization. The solver would then loop automatically: detect → solve → move → verify exit → restart. I’d start with a working POC and demo it to you before proceeding with the full integration. Once the POC proves it can reliably solve generated mazes, I can integrate and optimize it inside the existing Android project.
$700 AUD in 10 days
4.6
4.6

I've built AI-driven pathfinding systems for dynamic environments in Android before, so this is right in my wheelhouse. I'll use Kotlin for the solver, leveraging the game's existing UI hierarchy to detect maze layouts via pixel sampling or canvas inspection, then apply A* with heuristic optimizations for real-time pathfinding. Movement will be handled via input injection or method hooking to avoid lag, with frame synchronization to prevent desyncs. I can demo a POC with a mock maze generator to show the solver handling randomized layouts. I can start immediately. Thanks, Andrii.
$350 AUD in 8 days
4.0
4.0

Since Terrmine generates fresh mazes each run, the solver needs to understand the board state dynamically rather than rely on fixed level scripts. The safest way to build this is to first identify how the maze exists inside the app, then use an efficient pathfinding routine, then attach a movement layer that can restart and repeat cleanly without lag. I’d be happy to show a working proof of concept before the final integration is wrapped up. I handle custom development work where logic, performance, and clean integration matter more than just writing code that “works once.” In your case, success means the miner consistently reaches the exit across all generated layouts and the automation feels native to the game instead of acting like a clumsy overlay. If useful, I can also suggest the cleanest implementation path once I see the build structure. - Is the maze grid already available in code as tiles/cells, or will it need to be detected visually from gameplay? - Should the solver always choose the shortest path, or are there in-game conditions where a safer path is better? - Do you want the auto-restart loop triggered instantly after win, or with a small delay/animation buffer?
$450 AUD in 7 days
3.8
3.8

Hello, I can build an AI maze solver for your Android game using computer vision and pathfinding algorithms to handle dynamic mazes without manual input. I’ve developed a similar system for a mobile puzzle game—used OpenCV to detect and analyze maze layouts in real time, then applied A* pathfinding to navigate the player automatically. I’d approach this by using OpenCV to capture and process the in-game screen, then applying A* pathfinding to find the optimal route. The solver will run in a background thread to avoid lag, and I’ll integrate it as a standalone module to keep the game’s existing code clean. This will let the miner complete every maze automatically while maintaining smooth gameplay. The solver will reduce player frustration by eliminating manual input, and the AI will adapt to new maze layouts without requiring updates. I’ll provide a demo showing the solver working on multiple randomly generated mazes before finalizing the integration. If this approach works for you, I’d be happy to discuss the technical details further. Thanks, Lazar.
$250 AUD in 2 days
3.3
3.3

If the maze already exists as grid/tile data inside Terrmine, I wouldn’t use image recognition at all—I’d read that state directly, build the walkable graph, solve it with A*/BFS, and feed the resulting route into the miner’s existing movement system. That will be much faster and more reliable than analysing rendered pixels. I’ve worked on procedural runtime systems in Unity, including LandRocker’s generated worlds and gameplay systems. For the first milestone I’d wire one real generated maze end-to-end and demonstrate the miner solving it automatically. The key thing I’d need to see is the current project/framework and how the maze is represented internally.
$380 AUD in 3 days
3.4
3.4

The hard part here is not just finding a path through a maze, but making the Android game correctly read each newly generated layout and move the miner smoothly every single run without breaking gameplay. I’d treat this in 3 layers: reliable maze-state detection, fast route calculation, and a controlled movement executor so the miner does not jitter, miss turns, or desync from the game state. I can also prepare a proof-of-concept first so you can see the approach working before full polishing. I’ve worked on custom logic, automation, and platform-specific problem solving where the real challenge was not the algorithm alone, but connecting it cleanly into an existing system and making it stable under repeated runs. For a maze game like Terrmine, I’d keep the solver lightweight enough for real-time play and structure it so future maze rule changes are easier to adapt. A small demo milestone makes sense here so you can validate the direction early. - Is the current game built in native Android, Unity, or another engine? - Do you have access to the source code, or would the solver need to infer the maze from on-screen/game-state data only? - Are there any moving hazards or timing rules beyond reaching the exit?
$350 AUD in 7 days
4.2
4.2

Melbourne, Australia
Payment method verified
Member since Aug 28, 2026
$250-750 AUD
$250-750 AUD
$30-250 AUD
$250-750 AUD
$8-15 AUD / hour
€1500-3000 EUR
₹12500-37500 INR
₹1500-12500 INR
$250-750 USD
$40-100 USD
$15-25 USD / hour
$2-8 USD / hour
$750-1500 USD
₹12500-37500 INR
₹1500-12500 INR
$10-30 CAD
$2-8 AUD / hour
$20-200 USD
₹1500-12500 INR
$2-8 USD / hour
$150-300 USD
$250-750 USD
₹600-1500 INR
$25-50 USD / hour
€8-30 EUR