A* Search Intermediate
A* Pathfinding Visualizer
Explain and visualize how A* finds the shortest path on a grid with walls.
Try it
Cyan = visited · Violet = frontier · White = final path · Click cells to toggle walls (start/end are fixed).
Goal
Explain and visualize how A* finds the shortest path between two points on a grid.
Concept
- › Heuristic function estimates cost from to the goal.
- › g(n) is the actual cost from the start to .
- › A* minimizes in its priority queue.
Manhattan distance is a common admissible heuristic on grids:
A* is optimal when the heuristic is admissible (never overestimates).
How it works
- › Initialize open set with the start node ().
- › Pop the node with lowest .
- › If it is the goal, reconstruct the path via parent pointers.
- › Otherwise expand neighbors, skip walls, and relax edges when a cheaper is found.
- › Repeat until the open set is empty (no path) or the goal is reached.
Observations
- › Why A* is optimal: With an admissible heuristic, the first time we pop the goal it has minimum .
- › When it struggles: Dense mazes with a misleading heuristic can explore many nodes before finding the goal.
- › Compared to Dijkstra: A* is Dijkstra + heuristic guidance toward the target.