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The wavefront-expansion pathing algorithm described in the paper is very similar to the approach in the roguelike game Brogue [1], whose author refers to as using "Dijkstra maps". The game uses it for many purposes, such as seeking the player, fleeing, finding food and treasure, and even auto-exploring [2]. It was also one of the discussion topics when the game featured on the Roguelike Radio podcast [3].

[1]: https://sites.google.com/site/broguegame/home

[2]: http://roguebasin.roguelikedevelopment.org/index.php?title=T...

[3]: http://roguelikeradio.blogspot.com/2011/10/interview-brian-w...




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