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CentA*, an A* algorithm extension, revolutionizes NPC pathfinding in Unreal Engine 5. Optimal start and end node selection improves efficiency. Developed with Blueprints and C++, it introduces diverse enemy behaviors via a behavior tree. Balancing accuracy and efficiency accommodates obstacles, dynamic environments, and multiple agents.
An AI gym for building, measuring, and learning agents in massively parallel fuzzed environments using the Chinese Room Abstract Stack (Crabs) machine, ASCII Data Types, and Script2.
Makes use of the C++ IO2D library to render a 2D model of a map showing the shortest path between two nodes determined using the A-Star path finding algorithm