Thanks for your comment!
I originally intended to, but ended up spending too much time on maze generation and too little on AI states and pathfinding, therefore I marked my entry as incomplete.
As of now, only the red ghost (chase the player) and the pink ghost (target a tile in front of the player's direction of travel) are somewhat implemented. Since I relied on rot.js' pathfinding tools, I could not really model the original ghost behaviors which often target a tile outside of the board.
I'm thinking of working on replicating the original logic after taking a little break to work on other projects.