Graph Algorithms

A* Pathfinding Monster

An intelligent best-first search algorithm that finds the shortest path between a start node and a goal. It uses the heuristic function f(n) = g(n) + h(n).

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Total Nodes
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Open List (Queue)
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Closed List (Visited)
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Goal Path Cost
A* SEARCH GRAPH

Editor Guide: Click empty space to add a node. Click and drag between nodes to connect them with a weighted edge.

Execution Log

Click Load Example Map or design a graph, then run A*.

Open Set (Priority Queue)

Queue is empty.

📊 Node Cost Tables

Node g(n) h(n) f(n)
No nodes defined.

Presets

Heuristic Metric

A* uses Euclidean distance to the goal as its h(n) value. Nodes closer to the target are explored first.