A* Pathfinding Visualization

Legend

Start Node
Destination Node
Shortest Path
Search Space
Obstacle

How It Works

The A* Pathfinding algorithm is a widely-used method for finding the shortest path between two points. It visualizes the search process by progressively expanding a search space (blue cells) and ultimately marking the shortest path (yellow cells).

Heuristic and Search Details

A* uses a heuristic to guide its search. This heuristic is calculated as the sum of three parameters:

At each step, the algorithm selects the node with the lowest f(n) from the open set (unvisited neighbors). This balance of exact and estimated costs allows A* to prioritize efficient paths while avoiding unnecessary exploration.

Unweighted vs Weighted Grids

For simplicity, this grid is unweighted, meaning that all edges have the same cost, and the search space is uniform. As a result, Dijkstra and BFS would form a concentric ring pattern expanding outwards from the source node, exploring all neighbors level by level.

If the grid were weighted, the cost of traveling between cells would vary depending on the weight assigned to each cell, affecting the pathfinding process. In this scenario:

Visualization Details