AI Techniques:
Neural Networks:

Neural networks are structures that can be “trained” to recognize patterns in inputs. They are a way to implement function approximation: given y1 = f(x1), y2 = f(x2), ..., yn = f(xn), construct a function f’ that approximates f. The approximate function f’ is typically smooth: for x’ close to x, we will expect that f’(x’) is close to f’(x). Function approximation serves two purposes:

Size: the representation of the approximate function can be significantly smaller than the true function.
Generalization: the approximate function can be used on inputs for which we do not know the value of the function.
Neural networks typically take a vector of input values and produce a vector of output values. Inside, they train weights of “neurons”. Neural networks use supervised learning, in which inputs and outputs are known and the goal is to build a representation of a function that will approximate the input to output mapping.

In pathfinding, the function is f(start, goal) = path. We do not already know the output paths. We could compute them in some way, perhaps by using A*. But if we are able to compute a path given (start, goal), then we already know the function f, so why bother approximating it? There is no use in generalizing f because we know it completely. The only potential benefit would be in reducing the size of the representation of f. The representation of f is a fairly simple algorithm, which takes little space, so I don’t think that’s useful either. In addition, neural networks produce a fixed-size output, whereas paths are variable sized.

Instead, function approximation may be useful to construct components of pathfinding. It may be that the movement cost function is unknown. For example, the cost of moving across an orc-filled forest may not be known without actually performing the movement and fighting the battles. Using function approximation, each time the forest is crossed, the movement cost f(number of orcs, size of forest) could be measured and fed into the neural network. For future pathfinding sessions, the new movement costs could be used to find better paths. Even when the function is unknown, function approximation is useful primarily when the function varies from game to game. If a single movement cost applies every time someone plays the game, the game developer can precompute it beforehand.

Another function that is could benefit from approximation is the heuristic. The heuristic function in A* should estimate the minimum cost of reaching the destination. If a unit is moving along path P = p1, p2, ..., pn, then after the path is traversed, we can feed n updates, g(pi, pn) = (actual cost of moving from i to n), to the approximation function h. As the heuristic gets better, A* will be able to run quicker.