> Can anyone suggest or point me to an algorithm that would do what I'm
> looking for?
Perhaps a little research on a *navigation graph* or *navgraph* would suit
your needs. It's an abstraction of all the locations in a game environment
the game agents may visit and of all the connections between those points.
You can add your *costs* to the structure and can be used for cell-based
environments.
Programming Game AI by Example by Mat Buckland describes these types of
graphs and others.
HTH
--
Thomas C.
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