Multi-Agent Pathfinding
Without Per-Agent Cost
Multi-agent pathfinding is where traditional systems collapse. StrataNav replaces per-agent computation with coordinated field-based movement.
The Core Problem
Traditional multi-agent pathfinding works like this: for each agent, compute a path, then avoid other agents, then recompute when blocked. This creates exponential CPU cost, collision complexity, and unstable frame times. At scale, the system becomes the bottleneck.
Why A* Fails for Multi-Agent Systems
A* is designed for single-agent optimization. In multi-agent environments, agents interfere with each other, paths become invalid constantly, and replanning is required every tick. Standard mitigation — RVO (Reciprocal Velocity Obstacles) — treats each agent pair independently, creating jittering, deadlocks, and corridor congestion.
The StrataNav Approach
StrataNav eliminates per-agent solving. A navigation field is precomputed once. All agents query the same field. Movement is coordinated by the field structure itself — agents naturally distribute without per-pair collision logic.
Agents don't solve paths. They follow the field.
Coordinated Movement
StrataNav's multi-agent coordination provides:
→ Smooth group movement without jittering
→ Natural distribution at doorways and corridors
→ No deadlocks from mutual blocking
→ Stable behavior under load — no degradation as agent count increases
Performance at Scale
With 100+ agents: stable frame times. No pathfinding spikes. Near-zero replanning cost. Performance scales with queries, not agents.
Use Cases
Multi-agent navigation is critical for RTS games (large armies), tower defense (waves of units), MOBAs (continuous team movement), crowd simulation, and warehouse/robotics simulation.