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.