Source metadata

  • Type: Introductory algorithms textbook
  • Author: Aditya Y. Bhargava
  • Published: 2016, Manning

Key takeaways

  • Builds algorithmic thinking through small, readable examples rather than formal proofs.
  • Gives a strong beginner-friendly route into Big O reasoning, which is essential for understanding why some AI/pathfinding approaches scale and others do not.
  • Covers breadth-first search and Dijkstra’s algorithm clearly enough to support later, more game-specific pathfinding material.
  • Introduces greedy algorithms and dynamic programming as design patterns for solving optimisation problems with trade-offs.
  • Ends with k-nearest neighbours as a gentle entry point to machine learning and classification.

Notable claims

  • The book frames algorithm choice as a performance trade-off problem: the same task can be solved correctly by several algorithms, but with radically different running times.
  • Graph search is presented as a reusable mental model: once a problem is represented as nodes plus connections, search algorithms become general tools rather than one-off tricks.
  • The KNN chapter is presented as an accessible bridge from classic algorithms into practical machine learning.

Relevance

Directly informs:

Useful support material for:

Open questions raised

  • How much of this introductory presentation should be mirrored in game-specific pages versus kept as background support?
  • Would a dedicated page on graph search be useful, or do the existing AI/pathfinding pages already cover that space well enough?

pathfinding-algorithms · machine-learning-games · overview-artificial-intelligence-in-games