We were given a game of Bomberman without a player AI and an opponent AI whose code we could not see. We had to write the players' behaviour from scratch. We learned a bit about timing as we only have x amount of time per turn. We had to try to simplify code and balance behaviour with the constraint that we could only do so much. Originally we even tried to have him look at all possible options 10 turns ahead (the time for a given bomb to go off) but he kept overstepping the turn limit. In the end we focused on him saving himself in the near future (4-5 turns) and didn't get bomb dropping in as when we tried on the last day he kept killing himself inadvertently. We shipped him without the ability to bomb and we still beat over half our opponents who inevitably killed themselves facing our guy who just tried not to die.