Pathfinding

Algorithms

Seven ways to cross a patrolled grid. They all solve the same space-time problem; the category says what information shapes the next decision. Click a card for the full walkthrough of planning, walking, and learning from deaths.

Prefer a live level? Open the stealth demo or the level editor.

Naive

Naive

No graph search. Each tick follows a local rule (random pick, keep a hand on the wall, or ride a potential field) with no plan of the full route.

Uninformed search

Uninformed search

Real search over space-time states, but blind to where the exit is. Order comes only from the frontier structure (queue, stack, or iterative deepening), not from a goal heuristic.

Informed search

Informed search

Search that orders expansion using extra knowledge: path cost (including soft patrol risk), straight-line distance to the exit, jump pruning, or both.

Sampling / stochastic

Sampling / stochastic

Sampling / stochastic. Grow random trees or roll out simulated futures instead of exhaustively expanding every state.

Learning

Learning

Learning. Update heuristics or action values across attempts from what failed before.

Constraint search

Constraint search

Constraint search. Resolve conflicts by adding bans and replanning (CBS-style).