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Per Red Blob Games (movement costs), if some terrain costs MORE to traverse, Dijkstra's algorithm will do which?
ABe unable to terminate
BPrefer paths through cheaper terrain
CRefuse to enter expensive tiles
DAlways take the straight line
Answer & Solution
Correct answer: B. Prefer paths through cheaper terrain
Red Blob Games Dijkstra-on-weighted-grid: weights tune behaviour (e.g. road = 1, swamp = 5). Dijkstra finds minimum-cost path.
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