I know very little about game development and I'm trying to wrap my head around pathfinding algorithms.
Consider this setup: an agent is on a 2D map and must find the shortest path to a globally know object but only has information about obstacles in his local vision scope (ie. only immediate obstacles are known, the general layout of the map is unknown).
Also, every move to an adjacent square is expensive and the pathfinding algorithm should minimize the number of moves.
Computational efficiency is also of utmost importance and more important than accuracy.
Is A* appropriate for this use-case?