Introduction to A-Star (A*) Algorithm
The A-star algorithm is a popular pathfinding and graph traversal algorithm. It's widely used in computer science for finding the shortest path between two points. 🐸✨
How It Works
The A-star algorithm calculates the cost of a path by considering both the actual distance from the start point and the estimated distance to the goal. This combination makes it both optimal and complete.
Applications
- Game Development
- Navigation Systems
- Robotics
Algorithm Steps
- Initialize the open list and add the starting node.
- Repeat the following:
- Find the node with the lowest F cost on the open list, call it the current node.
- Switch it to the closed list.
- For each neighboring node:
- If it's not walkable or it's on the closed list, skip to the next node.
- If it's not on the open list, add it. Make the current node the parent of this node. Record the F, G, and H costs.
Example in Action
Consider a simple grid where a froge wants to hop from one leaf to another. We'll be using the A-star algorithm to find the best path!
Initialize grid[10][10];
Set start = grid[0][0];
Set goal = grid[9][9];
// Execute A* algorithm
Set start = grid[0][0];
Set goal = grid[9][9];
// Execute A* algorithm
For deeper insights, check out Pathfinding Algorithms Guide.
Interactive Demo
Try our interactive A-star demo to visualize the process.
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