Good points.<p>Some quibbles:<p>&gt; game units shouldn&#x27;t necessarily take the shortest path to their goal<p>They shouldn&#x27;t? This can in specific cases lead to weird looking behavior, but nobody is suggesting it is an &#x27;abstract movement strategy&#x27; that isn&#x27;t supposed to correspond to anything a person would do. The reason shortest paths are used is that they do correspond to the way people move, to a first approximation.<p>&gt; simply enough for even beginners to implement<p>Really? Using delaunay triangulation, minimum spanning trees and relaxation? With no sample code? This isn&#x27;t a beginner tutorial.<p>&gt;  can be used as-is in any particular genre of game.<p>Really? You don&#x27;t think this is specifically for roguelikes&#x2F;roguelites?<p>&gt; Nethack<p>Nethack definitely has crimes against mimesis too, definitely. In fact it has that &#x27;old adventure&#x27; feel. I was using it just to show that the challenge spaces aren&#x27;t abstract.