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Home/ Questions/Q 7087027
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Editorial Team
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Editorial Team
Asked: May 28, 20262026-05-28T07:37:23+00:00 2026-05-28T07:37:23+00:00

I’m developing a small game in python. I am using a 2D rectangular grid.

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I’m developing a small game in python. I am using a 2D rectangular grid. I know that for pathfinding I can use A* and the likes, I know how this works, but the problem I have is a bit different.

Let’s say we have a computer controlled human and some computer controlled zombies. When the human spots a zombie, it should get away from this as far as he can. At the moment, to test everything I just turn around 180° and run away, until I spot another zombie and repeat.

Obviously this is not very smart (and can cause problems if there is a zombie on both sides).

I was wondering if there was a smarter way to do this? Something like using Dijkstra to find a “safe zone” where I can run to? Alternatives are always welcome, I can’t seem to figure it out.

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  1. Editorial Team
    Editorial Team
    2026-05-28T07:37:24+00:00Added an answer on May 28, 2026 at 7:37 am

    You could suppose that the zombies can see everything within a particular range (radius or perhaps be more clever) and then have the human look for a spot that he thinks the zombies can’t see. Pick the closest spot the zombie can’t see and use the A* algorithm to find a path if one exists, else try a different one. Look out when there’s nowhere to run. Alternatively you could weight all of the spots in your visibility region with a value based on how far away you would be from the zombies if you chose that spot.

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