This document describes a cellular automata approach to pathfinding. It begins by defining types of automata and explaining that a cellular automata is a collection of connected finite state machines. It then discusses existing pathfinding algorithms like backtracking, breadth-first search, and A* and their shortcomings. The document proposes a new cellular automata method where passage cells take on values based on their lowest-value neighbors, allowing entities to move downhill towards goals. It provides examples of how this approach works and notes pros like distributed processing and incremental updates.