Pathfinding

Pathfinding is the part of game AI that answers how a character gets from here to there without walking into walls or into each other.

The usual foundation is a navigation mesh generated from the level geometry, searched with A* or a variant of it, and then smoothed into a path a character can actually walk. On top of that sit steering and local avoidance, so that several agents heading for the same door do not shove each other, and dynamic obstacles, so that a closed gate or a destroyed bridge changes the route rather than being ignored.

Postings in this area usually come from AI or systems teams and ask for more than the algorithm. Navmesh generation has to be tuned for the level style, jump and ladder links have to be annotated, and the whole thing has to stay inside a frame budget when hundreds of agents are moving, which is where hierarchical paths, request queues and caching come in.

Decision-making - what an agent wants to do - is tagged as AI Development; pathfinding is how it gets there.

Where these positions are: Munich (1 position)