The project began with a simple question: How do game characters navigate complex environments so efficiently? During my studies in distributed systems and graph algorithms, I became fascinated by pathfinding methods like DFS, BFS, and Dijkstra's Algorithm. But it was A*search—a hybrid of heuristic-driven and cost-based navigation—that stood out for its balance of speed and accuracy.
Initial Goals:
- Implement a self-playing Snake game using A*.
- Compare its efficiency against other algorithms (time constraints later narrowed this focus).
- Learn Pygame to bridge theory with tangible results.