What you're looking for is influence maps. See the 2 articles linked below. They helped me tremendously when I was developing AI for a 2D game.
Another unrelated thing I found very useful is Floyd Warshall. It's a graph algorithm to compute efficiently ALL shortest paths between any 2 nodes. Real time pathfinding was too slow to use, had to precompute wherever possible, turns out most of the world is fixed and can be precomputed.
Another unrelated thing I found very useful is Floyd Warshall. It's a graph algorithm to compute efficiently ALL shortest paths between any 2 nodes. Real time pathfinding was too slow to use, had to precompute wherever possible, turns out most of the world is fixed and can be precomputed.
https://gameschoolgems.blogspot.com/2009/12/influence-maps-i...
https://gameschoolgems.blogspot.com/2010/03/influence-maps-i...
https://en.wikipedia.org/wiki/Floyd%E2%80%93Warshall_algorit...