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Re:Optimizing A* for grid maps by stcredzero on Saturday February 21, 2015 @11:19PM (#9088210)
I've been thinking about doing this for procedurally generated dungeon maps. Basically, randomly add some subset of grid squares, then work out naive as-the-crow-flies connectivity between the closest neighbors to generate the sparse graph.

For straightforward corridor and room maps, each corridor/room object just becomes a node.

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