For my current project I’ve been working with A* as a path-finding solution.
Basically it’s a way to get from point A to point B.
This is used for AI in games mostly on tiled based games, It’s very simple to understand and implement.
As A* traverses the graph, it follows a path of the lowest known cost, keeping a sorted priority queue of alternate path segments along the way. If, at any point, a segment of the path being traversed has a higher cost than another encountered path segment, it abandons the higher-cost path segment and traverses the lower-cost path segment instead. This process continues until the goal is reached.
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