Anik Nur Handayani, Jevri Tri Ardiansah, Muhammad Luqman Al Ghaniyy, Muhammad Salmansyah Mousavi Akhyar
This study examines the performance of the Dijkstra and A∗ algorithms in uncovering the shortest path for strategic movement on the Sunset map in the game Valorant. Both algorithms were tested through five path-uncovering scenarios, each with 15 trials, using Euclidean range for node calculations. The outcomes show that both algorithms produce the same optimal path cost, proving the equivalence of their solutions. However, the A* algorithm demonstrated significantly faster execution time (better time complexity) in all test cases, while Dijkstra had slightly lower memory consumption (better space complexity). These uncoverings reveal a trade-off: A* is more suitable for real-time efficiency in gameplay contexts, while Dijkstra offers a slight memory advantage. Both algorithms meet the completeness standards for path uncovering in the tested Valorant environment. © 2025 IEEE.
State University of Malang, Malang, Indonesia; Universitas Negeri Malang, Malang, Indonesia