Pathfinding Algorithm For Pacman [closed]
I wanted to implement the game Pacman. For the AI, I was thinking of using the A* algorithm, having seen it on numerous forums. However, I implemented the Breadth First Search for some simple pathfinding (going from point a to point b with certain obstacles in between) and found it gave the optimum path always. I guess it might be because in a game like pacman which uses simple pathfinding, there is no notion of costs in the graph. So, will it be OK if I use BFS instead of A* for pathfinding in Pacman? Daniel G For path-finding, note the following BFS will look at a lot more nodes than A* will