# Pathfinding Algorithms in Games Status: public Confidence: medium (0.76) (verified) Last verified: 2026-05-28 Generation: human_only ## TL;DR Game pathfinding turns maps into graph-search problems. Dijkstra, A*, and grid-specific pruning methods are durable anchors for explaining how agents find routes. ## Core Explanation Games often represent movement spaces as grids, navigation meshes, waypoints, or graphs. The chosen algorithm must balance optimality, speed, memory, and how often the world changes. ## Detailed Analysis The repaired article narrows claims to classic shortest-path and heuristic-search sources, with Jump Point Search as a game-relevant grid optimization. It avoids broad claims about all games or all navigation systems. ## Related Articles - [Deep Reinforcement Learning Algorithms: PPO, SAC, Dreamer, and Decision Transformer](../../ai/deep-reinforcement-learning-algorithms.md) - [Optimization Algorithms for Deep Learning](../../ai/optimization-algorithms.md) - [Swarm and Evolutionary Intelligence: Genetic Algorithms, NEAT, and Particle Swarms](../../ai/swarm-evolutionary-intelligence.md)