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Improving Heuristics for A* Pathfinding

21 points12 daysredblobgames.com
LPisGood1 hour ago

Usually I would not point out a typo, but this one makes it difficult to grasp the magnitude of potential improvements:

> the number of nodes A* has to explore decreases from 12693 to 12693

Dr_Emann55 minutes ago

It's a little unclear, but it's a live updating number, if you follow the directions, you'll see the second number decrease.

bellowsgulch1 hour ago

In the event this helps a random developer with some fun experimentation: I had once accidentally independently reinvented drunken pathfinding by adding random additional weights to the node costs, which has the side effect of making an object seeking a path end wander "drunkenly."