Ages 15–18 · Grades 9–12 · Computer Science

BehaviorForge

When an NPC finds its way across a level, it is not "thinking" — it is running a search algorithm. Here you pit breadth-first search, Dijkstra and A* against the same grid. All three reach the goal on an optimal path, but a good heuristic lets A* aim at the goal and finalize far fewer cells. Predict the winner, then run all three and read the numbers. This is classical AI — not machine learning.

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