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In robotics and video games, one often discretizes continuous terrain into a grid with blocked and unblocked grid cells and then uses a path‐planning algorithms to find a shortest path on the resulting grid graph. This path, however, is typically not a shortest path in the continuous terrain. In this overview article, we discuss a path‐planning methodology for quickly finding paths in continuous terrain that are typically shorter than shortest grid paths. Any‐angle path‐planning algorithms are variants of the heuristic path‐planning algorithm A* that find short paths by propagating information along grid edges (like A*, to be fast) without constraining the resulting paths to grid edges (unlike A*, to find short paths).
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Nash et al. (2013) studied this question.
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