Original Post
Soon I will be modifying my path planner for my bot in order to support the ability to pathfind through places of interest on the way to the goal. As an example, in a deathmatch game during the bots normal navigating to higher level goals, like weapons or players they are hunting, I want the path to favor going through health and armor if the bot needs it. I presume that during expansion of each node along the graph, if it's a node of interest(health or armor), I can use this knowledge to bias to this path by a modification of the cost calculation. My question is, what is a good metric for modifying favorable paths like this? Should I multiply the given cost of the path up to that point by .75 or something, or would better results be achieved by a more specific modification to the final cost or the heuristic cost? Any ideas how I can achieve the desired results?