Fast Pathfinding via Symmetry Breaking | AiGameDev.com
My question is: can I avoid A* and have a simpler approach to path-finding, especially on simple 2D grids? Something more like an animal-inspired heuristic than a correct algorithm?
For example: can a simple AI start exploring a grid, remember/learn where obstacles are as it progresses, and navigate wrt that knowledge instead of using A*?
This article seems like a good starting point to find an answer ;)
Monday, January 30, 2017
Fast Pathfinding via Symmetry Breaking
By at 18:43
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment