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Aug 2, 2020 at 2:19 comment added DMGregory @liggiorgio's description of A* is not correct. A* is guaranteed to find the best solution - that's what the * in A* means (in the field of discrete optimization, a * is commonly used to designate an optimal solution). The algorithm is structured to ensure it finds and returns the shortest/lowest-cost path to the goal before any longer/more expensive path, so in that sense it does find "the first available" but not in the sense of happenstance or greedy approximation. Its speed comes from its use of a heuristic to prioritize the most promising directions.
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Mar 19, 2019 at 16:17 comment added liggiorgio A* may be a good choice even if it's "a bit too poweful" simply because it's faster than other options: it doesn't find the best solution, it finds the first available. On the other hand, if your level environment is dynamic, you may want to take a look at simpler steering behaviours algorithms, such as "chasing", "wandering", and "avoiding", to give the idea of moving around.
Mar 11, 2019 at 23:22 comment added Agent Tatsu I'd considered A* which is considered the best by many sources, but it seems a bit too powerful for simple obstacle avoidance in open space. Also, it seems to operate on static environments, where the environment in my game is always changing.
Mar 10, 2019 at 20:04 answer added VaTTeRGeR timeline score: 1
Mar 10, 2019 at 18:25 comment added Vaillancourt What type of algorithm have you considered so far?
Mar 10, 2019 at 18:05 review First posts
Mar 19, 2019 at 16:17
Mar 10, 2019 at 18:01 history asked Agent Tatsu CC BY-SA 4.0