In a grid-based tactical game (think Fire Emblem), would A* or Dijkstra be more proper for finding a path to use for enemy AI to determine the best place to move?
A* has a better performance that Dijkstra, however Dijkstra may offer me better/smarter looking results for an AI.
If possible, I'd like to have the answer for both a hexagon based grid, and a rectangle based grid, if it'll make a difference.