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Home›Glossary›A* Algorithm

⭐ What Is the A* Algorithm?

A* (pronounced "A-star") is a pathfinding algorithm that combines the thoroughness of Dijkstra's algorithm with a smart heuristic that points it toward the goal. The result: it finds the optimal path while exploring far fewer cells than Dijkstra or BFS. Published in 1968, A* remains the most widely used pathfinding algorithm in games, GPS navigation, and robotics.

⚙️ How It Works

Core formula: f(n) = g(n) + h(n)

  • • g(n) = actual cost from start to node n
  • • h(n) = estimated cost from n to the goal (heuristic)
  • • f(n) = total estimated cost of the path through n
  1. 1.Add the start cell to an open set (priority queue sorted by f-value).
  2. 2.Pop the cell with the lowest f(n) from the open set.
  3. 3.If it's the goal, reconstruct the path by following parent pointers and you're done.
  4. 4.Move it to the closed set (already evaluated).
  5. 5.For each neighbor: calculate tentative g-value. If it's better than any known route, update the neighbor's g, f, and parent pointer.
  6. 6.Repeat from step 2 until the goal is found or the open set is empty.

🎯 Why It Matters for Mazes

⚡ Speed + Optimality

A* is the sweet spot: it's both optimal (guaranteed shortest path) and efficient (skips cells that are obviously too far from the goal). In our 1000×1000 maze benchmarks, A* explored only 25% of cells vs. Dijkstra's 60% — a massive speed advantage for real-time games.

🎮 Game Industry Standard

A* powers NPC movement in StarCraft, League of Legends, and World of Warcraft. Google Maps uses a modified A* to route billions of queries. Tesla Autopilot uses it for lane planning. It's everywhere because it delivers the best balance of speed and accuracy.

📊 Key Characteristics

Time ComplexityO(b^d) — where b is branching factor, d is depth
Space ComplexityO(b^d) — must store open and closed sets
Finds Shortest Path?✅ Yes (with admissible heuristic)
Complete?✅ Yes (in finite graphs)
Data StructurePriority queue (min-heap by f-value)
Heuristic (grid maze)Manhattan distance for 4-dir, Octile for 8-dir
Best ForSingle-source single-target shortest path, games, GPS

🎮 Try It Yourself

See A* in action! Our maze solver visualizes the algorithm exploring the maze, showing you exactly which cells it visits and the optimal path it finds.

A* Deep Dive →🔍 Try Maze Solver

❓ Frequently Asked Questions

Is A* always better than Dijkstra for mazes?

For finding a path to one specific exit, yes. The heuristic skips cells that are clearly in the wrong direction. But if you need shortest paths to all cells (like a heat map), Dijkstra is the right choice since A*'s heuristic only helps with a single target.

What heuristic should I use for a grid maze?

Manhattan distance (|x₁−x₂| + |y₁−y₂|) for 4-directional movement. It's admissible and consistent, guaranteeing optimality. For 8-directional movement, use Octile or Chebyshev distance.

Can A* handle weighted passages?

Yes! g(n) tracks actual cost, so passages can have different weights (e.g., mud vs. pavement). As long as h(n) never overestimates, A* finds the cheapest path. This is what makes it perfect for games with varied terrain.

📖 Related Terms

📐
Dijkstra's Algorithm

A* without the heuristic — finds all shortest paths

🌊
Breadth-First Search (BFS)

Simpler shortest-path for unweighted mazes

🔍
Depth-First Search (DFS)

A* finds optimal paths; DFS finds any path

📊
Maze Complexity

How maze structure affects A* performance