Original Post
How do you incorporate an influence map into pathfinding? Many of the articles I've seen on A* have a mention somewhere of "and if you want to account for reactions to enemy or friendly units, you can add an influence map" but then proceed to not detail recommendations on how that's done. Do you add it to the heuristic (H), so that there's a tendency to look for paths in preferred directions? Or do you modify the cost function (G) to actually make the calculated cost of moving towards an enemy (if the unit's behavior is set to 'cowardly', say) higher than moving towards an ally? Thanks in advance. Happy Flightless Bird Day!!