Heuristic Pathfinding Algorithms in Video Games Indepth Analysis and Performance

The creation of artificial intelligence in video games is mostly dependent on heuristic pathfinding algorithms. The ability to move of the agent is one of the biggest obstacles in the construction of accurate artificial intelligence (AI) in video games. Before the A* algorithm emerged as a provably optimum solution for pathfinding, several search algorithms, including Dijkstra’s algorithm, the bread first search algorithm, and depth first search algorithm, were developed to tackle the shortest route issue. Since its inception, it has drawn the interest of several scholars who have decided to work on it. This paper provides an in-depth analysis of these algorithms, focusing on their development, evolution, and performance. Beginning with an overview of classical algorithms like A*, the paper explores recent advancements and optimizations. Performance metrics and practical applications are discussed, with case studies from contemporary video games. This analysis highlights the balance between computational efficiency and path optimality, guiding future developments in game AI.

Authors

Publication Details

Journal
Science and Technology of Engineering Chemistry and Environmental Protection
Published
2025-02-26
DOI
https://doi.org/10.61173/3rvm6624
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Heuristic Pathfinding Algorithms in Video Games Indepth Analysis and Performance

Runjie Lu
Science and Technology of Engineering Chemistry and Environmental Protection
Artificial Intelligence in Games
article

Heuristic Pathfinding Algorithms in Video Games Indepth Analysis and Performance

Runjie Lu
article en

Abstract

The creation of artificial intelligence in video games is mostly dependent on heuristic pathfinding algorithms. The ability to move of the agent is one of the biggest obstacles in the construction of accurate artificial intelligence (AI) in video games. Before the A* algorithm emerged as a provably optimum solution for pathfinding, several search algorithms, including Dijkstra’s algorithm, the bread first search algorithm, and depth first search algorithm, were developed to tackle the shortest route issue. Since its inception, it has drawn the interest of several scholars who have decided to work on it. This paper provides an in-depth analysis of these algorithms, focusing on their development, evolution, and performance. Beginning with an overview of classical algorithms like A*, the paper explores recent advancements and optimizations. Performance metrics and practical applications are discussed, with case studies from contemporary video games. This analysis highlights the balance between computational efficiency and path optimality, guiding future developments in game AI.

Science and Technology of Engineering Chemistry and Environmental ProtectionVol. 1(11)
Openalex Percentile: Top 99%
Artificial Intelligence in Games
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Heuristic Pathfinding Algorithms in Video Games Indepth Analysis and Performance — Runjie Lu · Science and Technology of Engineering Chemistry and Environmental Protection (2025) | TGRS Research Map | TGRS