A quick implementation of the A* search algorithm made a year ago with the approach of making an agent choose path to the goal depending on it's personality/emotion. The blue squares represent walls, the green/red crosses represent friendly/dangerous areas. There are four different smilies with different personalities. The yellow is smart, the red is stressed, the blue is stupid and the green is drunk. The yellow one choose the optimal path taking account that speed increases in friendly areas. The stressed ignores any areas but runs faster. The drunk and stupid smile forgets about the goal sometimes and switch directions according to to different configurations of the algorithm.
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