Pathfinding is an area in artificial intelligence, that plays an important role in many computer games. On the one hand, the calculated paths should look natural and intelligent. On the other hand it is very importat, that the paths are computed very quickly, since the objects should start to move more or less immediately. The game world is usually transformed into a search graph, on which the A* algorithm is used to determine the shortest path between the start and the goal points. To better deal with large search spaces, quite a number of abstractions on the game world or the corresponding graph have been designed. As part of this thesis, one of these abstraction methods, Triangulation Reduction, has been implemented in the MMO Research Framework Mammoth, and has been tested with two concrete search algorithms.