Monday, January 30, 2017

Fast Pathfinding via Symmetry Breaking

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 ;)

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