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pathing

Pathing refers to the computation of a route from a start location to a goal within a space that may be represented as a graph, grid, or continuous environment. It is a core problem in robotics, computer games, simulation, and network routing. In practice, pathing is often divided into pathfinding (discrete graphs) and motion planning (continuous spaces with dynamic constraints).

Common approaches include graph search algorithms such as Dijkstra's algorithm and A*, BFS, DFS, which produce

Representations used for pathing include grids, graphs of waypoints, and navigation meshes (navmeshes) that approximate free

Challenges include dynamic environments requiring replanning, large-scale maps, real-time constraints, and differing agent capabilities. Applications range

feasible,
and
sometimes
optimal,
paths
given
a
representation
of
the
space
and
obstacles.
All-pairs
methods
like
Floyd-Warshall
exist
but
are
less
scalable.
Heuristics
guide
A*
to
fast,
near-optimal
results.
In
continuous
spaces,
sampling-based
planners
such
as
Rapidly-exploring
Random
Trees
and
Probabilistic
Roadmaps
are
used,
along
with
potential
fields.
Path
quality
considerations
include
shortest
distance,
safety
margins,
and
dynamic
feasibility
with
velocity
and
acceleration
limits
(kinodynamic
planning).
space
for
agents.
After
obtaining
a
route,
post-processing
such
as
path
smoothing,
turning-angle
optimization,
and
local
obstacle
avoidance
may
improve
realism
and
feasibility,
especially
for
moving
agents
in
crowded
environments.
In
multi-agent
settings,
pathing
must
address
coordination
and
collision
avoidance,
sometimes
via
prioritized
planning,
coupling
constraints,
or
centralized
solvers.
from
game
AI
and
autonomous
robots
to
network
routing
and
logistics
planning.
The
field
emphasizes
correctness,
efficiency,
and
robustness
of
pathing
under
uncertainty.