AI in games III – Pathfinding

This post is the third part of the talk I gave on the WTM and belongs to this root post.

We call pathfinding to the process by which the machine calculates the shortest or fastest path from its position to the position of its target.

Pathfinding sits on the border between Autonomous Movement and Decision Making, because usually we first decide where we want to go, then pathfinder works out how to get there, and finally we move to the goal using a movement control system.

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