A* search algorithm
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A* (pronounced "A-star") is a
graph traversal In computer science, graph traversal (also known as graph search) refers to the process of visiting (checking and/or updating) each vertex in a graph. Such traversals are classified by the order in which the vertices are visited. Tree traversal ...
and path search
algorithm In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specificat ...
, which is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. One major practical drawback is its O(b^d) space complexity, as it stores all generated nodes in memory. Thus, in practical travel-routing systems, it is generally outperformed by algorithms which can pre-process the graph to attain better performance, as well as memory-bounded approaches; however, A* is still the best solution in many cases. Peter Hart, Nils Nilsson and
Bertram Raphael Bertram Raphael (born 1936) is an American computer scientist known for his contributions to artificial intelligence. Early life and education Raphael was born in 1936 in New York. He received his bachelor's degree in physics from the Renssela ...
of Stanford Research Institute (now
SRI International SRI International (SRI) is an American nonprofit scientific research institute and organization headquartered in Menlo Park, California. The trustees of Stanford University established SRI in 1946 as a center of innovation to support economic d ...
) first published the algorithm in 1968. It can be seen as an extension of
Dijkstra's algorithm Dijkstra's algorithm ( ) is an algorithm for finding the shortest paths between nodes in a graph, which may represent, for example, road networks. It was conceived by computer scientist Edsger W. Dijkstra in 1956 and published three years ...
. A* achieves better performance by using
heuristics A heuristic (; ), or heuristic technique, is any approach to problem solving or self-discovery that employs a practical method that is not guaranteed to be optimal, perfect, or rational, but is nevertheless sufficient for reaching an immediate, ...
to guide its search. Compared to Dijkstra's algorithm, the A* algorithm only finds the shortest path from a specified source to a specified goal, and not the shortest-path tree from a specified source to all possible goals. This is a necessary trade-off for using a specific-goal-directed heuristic. For Dijkstra's algorithm, since the entire shortest-path tree is generated, every node is a goal, and there can be no specific-goal-directed heuristic.


History

A* was created as part of the Shakey project, which had the aim of building a mobile robot that could plan its own actions. Nils Nilsson originally proposed using the Graph Traverser algorithm for Shakey's path planning. Graph Traverser is guided by a heuristic function , the estimated distance from node to the goal node: it entirely ignores , the distance from the start node to . Bertram Raphael suggested using the sum, . Peter Hart invented the concepts we now call
admissibility Admissibility may refer to: Law * Admissible evidence, evidence which may be introduced in a court of law *Admissibility (ECHR), whether a case will be considered in the European Convention on Human Rights system Mathematics and logic * Admissible ...
and
consistency In classical deductive logic, a consistent theory is one that does not lead to a logical contradiction. The lack of contradiction can be defined in either semantic or syntactic terms. The semantic definition states that a theory is consistent ...
of heuristic functions. A* was originally designed for finding least-cost paths when the cost of a path is the sum of its costs, but it has been shown that A* can be used to find optimal paths for any problem satisfying the conditions of a cost algebra. The original 1968 A* paper contained a theorem stating that no A*-like algorithm could expand fewer nodes than A* if the heuristic function is consistent and A*'s tie-breaking rule is suitably chosen. A ″correction″ was published a few years later claiming that consistency was not required, but this was shown to be false in Dechter and Pearl's definitive study of A*'s optimality (now called optimal efficiency), which gave an example of A* with a heuristic that was admissible but not consistent expanding arbitrarily more nodes than an alternative A*-like algorithm.


Description

A* is an informed search algorithm, or a best-first search, meaning that it is formulated in terms of
weighted graph This is a glossary of graph theory. Graph theory is the study of graphs, systems of nodes or vertices connected in pairs by lines or edges. Symbols A B ...
s: starting from a specific starting
node In general, a node is a localized swelling (a "knot") or a point of intersection (a vertex). Node may refer to: In mathematics *Vertex (graph theory), a vertex in a mathematical graph *Vertex (geometry), a point where two or more curves, lines, ...
of a graph, it aims to find a path to the given goal node having the smallest cost (least distance travelled, shortest time, etc.). It does this by maintaining a
tree In botany, a tree is a perennial plant with an elongated stem, or trunk, usually supporting branches and leaves. In some usages, the definition of a tree may be narrower, including only woody plants with secondary growth, plants that are ...
of paths originating at the start node and extending those paths one edge at a time until its termination criterion is satisfied. At each iteration of its main loop, A* needs to determine which of its paths to extend. It does so based on the cost of the path and an estimate of the cost required to extend the path all the way to the goal. Specifically, A* selects the path that minimizes :f(n) = g(n) + h(n) where is the next node on the path, is the cost of the path from the start node to , and is a
heuristic A heuristic (; ), or heuristic technique, is any approach to problem solving or self-discovery that employs a practical method that is not guaranteed to be optimal, perfect, or rational, but is nevertheless sufficient for reaching an immediate, ...
function that estimates the cost of the cheapest path from to the goal. A* terminates when the path it chooses to extend is a path from start to goal or if there are no paths eligible to be extended. The heuristic function is problem-specific. If the heuristic function is admissible – meaning that it never overestimates the actual cost to get to the goal –, A* is guaranteed to return a least-cost path from start to goal. Typical implementations of A* use a
priority queue In computer science, a priority queue is an abstract data-type similar to a regular queue or stack data structure in which each element additionally has a ''priority'' associated with it. In a priority queue, an element with high priority is se ...
to perform the repeated selection of minimum (estimated) cost nodes to expand. This priority queue is known as the ''
open set In mathematics, open sets are a generalization of open intervals in the real line. In a metric space (a set along with a distance defined between any two points), open sets are the sets that, with every point , contain all points that are suf ...
'' or ''
fringe Fringe may refer to: Arts * Edinburgh Festival Fringe, the world's largest arts festival, known as "the Fringe" * Adelaide Fringe, the world's second-largest annual arts festival * Fringe theatre, a name for alternative theatre * The Fringe, the ...
''. At each step of the algorithm, the node with the lowest value is removed from the queue, the and values of its neighbors are updated accordingly, and these neighbors are added to the queue. The algorithm continues until a removed node (thus the node with the lowest value out of all fringe nodes) is a goal node. The value of that goal is then also the cost of the shortest path, since at the goal is zero in an admissible heuristic. The algorithm described so far gives us only the length of the shortest path. To find the actual sequence of steps, the algorithm can be easily revised so that each node on the path keeps track of its predecessor. After this algorithm is run, the ending node will point to its predecessor, and so on, until some node's predecessor is the start node. As an example, when searching for the shortest route on a map, might represent the straight-line distance to the goal, since that is physically the smallest possible distance between any two points. For a grid map from a video game, using the
Manhattan distance A taxicab geometry or a Manhattan geometry is a geometry whose usual distance function or Metric (mathematics), metric of Euclidean geometry is replaced by a new metric in which the distance between two points is the sum of the absolute differences ...
or the octile distance becomes better depending on the set of movements available (4-way or 8-way). If the
heuristic A heuristic (; ), or heuristic technique, is any approach to problem solving or self-discovery that employs a practical method that is not guaranteed to be optimal, perfect, or rational, but is nevertheless sufficient for reaching an immediate, ...
satisfies the additional condition for every edge of the graph (where denotes the length of that edge), then is called monotone, or consistent. With a consistent heuristic, A* is guaranteed to find an optimal path without processing any node more than once and A* is equivalent to running
Dijkstra's algorithm Dijkstra's algorithm ( ) is an algorithm for finding the shortest paths between nodes in a graph, which may represent, for example, road networks. It was conceived by computer scientist Edsger W. Dijkstra in 1956 and published three years ...
with the
reduced cost In linear programming, reduced cost, or opportunity cost, is the amount by which an objective function coefficient would have to improve (so increase for maximization problem, decrease for minimization problem) before it would be possible for a co ...
.


Pseudocode

The following
pseudocode In computer science, pseudocode is a plain language description of the steps in an algorithm or another system. Pseudocode often uses structural conventions of a normal programming language, but is intended for human reading rather than machine re ...
describes the algorithm: function reconstruct_path(cameFrom, current) total_path := while current in cameFrom.Keys: current := cameFrom urrent total_path.prepend(current) return total_path // A* finds a path from start to goal. // h is the heuristic function. h(n) estimates the cost to reach goal from node n. function A_Star(start, goal, h) // The set of discovered nodes that may need to be (re-)expanded. // Initially, only the start node is known. // This is usually implemented as a min-heap or priority queue rather than a hash-set. openSet := // For node n, cameFrom is the node immediately preceding it on the cheapest path from start // to n currently known. cameFrom := an empty map // For node n, gScore is the cost of the cheapest path from start to n currently known. gScore := map with default value of Infinity gScore
tart A tart is a baked dish consisting of a filling over a pastry base with an open top not covered with pastry. The pastry is usually shortcrust pastry; the filling may be sweet or savoury, though modern tarts are usually fruit-based, sometimes with ...
:= 0 // For node n, fScore := gScore + h(n). fScore represents our current best guess as to // how cheap a path could be from start to finish if it goes through n. fScore := map with default value of Infinity fScore
tart A tart is a baked dish consisting of a filling over a pastry base with an open top not covered with pastry. The pastry is usually shortcrust pastry; the filling may be sweet or savoury, though modern tarts are usually fruit-based, sometimes with ...
:= h(start) while openSet is not empty // This operation can occur in O(Log(N)) time if openSet is a min-heap or a priority queue current := the node in openSet having the lowest fScore[] value if current = goal return reconstruct_path(cameFrom, current) openSet.Remove(current) for each neighbor of current // d(current,neighbor) is the weight of the edge from current to neighbor // tentative_gScore is the distance from start to the neighbor through current tentative_gScore := gScore urrent+ d(current, neighbor) if tentative_gScore < gScore eighbor // This path to neighbor is better than any previous one. Record it! cameFrom eighbor:= current gScore eighbor:= tentative_gScore fScore eighbor:= tentative_gScore + h(neighbor) if neighbor not in openSet openSet.add(neighbor) // Open set is empty but goal was never reached return failure
Remark: In this pseudocode, if a node is reached by one path, removed from openSet, and subsequently reached by a cheaper path, it will be added to openSet again. This is essential to guarantee that the path returned is optimal if the heuristic function is admissible but not
consistent In classical deductive logic, a consistent theory is one that does not lead to a logical contradiction. The lack of contradiction can be defined in either semantic or syntactic terms. The semantic definition states that a theory is consistent i ...
. If the heuristic is consistent, when a node is removed from openSet the path to it is guaranteed to be optimal so the test ‘tentative_gScore < gScore eighbor€™ will always fail if the node is reached again.


Example

An example of an A* algorithm in action where nodes are cities connected with roads and h(x) is the straight-line distance to target point: Key: green: start; blue: goal; orange: visited The A* algorithm also has real-world applications. In this example, edges are railroads and h(x) is the
great-circle distance The great-circle distance, orthodromic distance, or spherical distance is the distance along a great circle. It is the shortest distance between two points on the surface of a sphere, measured along the surface of the sphere (as opposed to a ...
(the shortest possible distance on a sphere) to the target. The algorithm is searching for a path between Washington, D.C. and Los Angeles.


Implementation details

There are a number of simple optimizations or implementation details that can significantly affect the performance of an A* implementation. The first detail to note is that the way the priority queue handles ties can have a significant effect on performance in some situations. If ties are broken so the queue behaves in a LIFO manner, A* will behave like
depth-first search Depth-first search (DFS) is an algorithm for traversing or searching tree or graph data structures. The algorithm starts at the root node (selecting some arbitrary node as the root node in the case of a graph) and explores as far as possible alon ...
among equal cost paths (avoiding exploring more than one equally optimal solution). When a path is required at the end of the search, it is common to keep with each node a reference to that node's parent. At the end of the search these references can be used to recover the optimal path. If these references are being kept then it can be important that the same node doesn't appear in the priority queue more than once (each entry corresponding to a different path to the node, and each with a different cost). A standard approach here is to check if a node about to be added already appears in the priority queue. If it does, then the priority and parent pointers are changed to correspond to the lower cost path. A standard
binary heap A binary heap is a heap data structure that takes the form of a binary tree. Binary heaps are a common way of implementing priority queues. The binary heap was introduced by J. W. J. Williams in 1964, as a data structure for heapsort. A bin ...
based priority queue does not directly support the operation of searching for one of its elements, but it can be augmented with a
hash table In computing, a hash table, also known as hash map, is a data structure that implements an associative array or dictionary. It is an abstract data type that maps keys to values. A hash table uses a hash function to compute an ''index'', als ...
that maps elements to their position in the heap, allowing this decrease-priority operation to be performed in logarithmic time. Alternatively, a
Fibonacci heap In computer science, a Fibonacci heap is a data structure for priority queue operations, consisting of a collection of heap-ordered trees. It has a better amortized running time than many other priority queue data structures including the binar ...
can perform the same decrease-priority operations in constant
amortized time In computer science, amortized analysis is a method for analyzing a given algorithm's complexity, or how much of a resource, especially time or memory, it takes to execute. The motivation for amortized analysis is that looking at the worst-case ...
.


Special cases

Dijkstra's algorithm Dijkstra's algorithm ( ) is an algorithm for finding the shortest paths between nodes in a graph, which may represent, for example, road networks. It was conceived by computer scientist Edsger W. Dijkstra in 1956 and published three years ...
, as another example of a uniform-cost search algorithm, can be viewed as a special case of A* where for all ''x''... General
depth-first search Depth-first search (DFS) is an algorithm for traversing or searching tree or graph data structures. The algorithm starts at the root node (selecting some arbitrary node as the root node in the case of a graph) and explores as far as possible alon ...
can be implemented using A* by considering that there is a global counter ''C'' initialized with a very large value. Every time we process a node we assign ''C'' to all of its newly discovered neighbors. After each single assignment, we decrease the counter ''C'' by one. Thus the earlier a node is discovered, the higher its value. Both Dijkstra's algorithm and depth-first search can be implemented more efficiently without including an value at each node.


Properties


Termination and completeness

On finite graphs with non-negative edge weights A* is guaranteed to terminate and is ''complete'', i.e. it will always find a solution (a path from start to goal) if one exists. On infinite graphs with a finite branching factor and edge costs that are bounded away from zero (d(x,y)>\varepsilon>0 for some fixed \varepsilon), A* is guaranteed to terminate only if there exists a solution.


Admissibility

A search algorithm is said to be ''admissible'' if it is guaranteed to return an optimal solution. If the heuristic function used by A* is admissible, then A* is admissible. An intuitive ″proof″ of this is as follows: When A* terminates its search, it has found a path from start to goal whose actual cost is lower than the estimated cost of any path from start to goal through any open node (the node's value). When the heuristic is admissible, those estimates are optimistic (not quite—see the next paragraph), so A* can safely ignore those nodes because they cannot possibly lead to a cheaper solution than the one it already has. In other words, A* will never overlook the possibility of a lower-cost path from start to goal and so it will continue to search until no such possibilities exist. The actual proof is a bit more involved because the values of open nodes are not guaranteed to be optimistic even if the heuristic is admissible. This is because the values of open nodes are not guaranteed to be optimal, so the sum is not guaranteed to be optimistic.


Optimality and consistency

Algorithm A is optimally efficient with respect to a set of alternative algorithms Alts on a set of problems P if for every problem P in P and every algorithm A′ in Alts, the set of nodes expanded by A in solving P is a subset (possibly equal) of the set of nodes expanded by A′ in solving P. The definitive study of the optimal efficiency of A* is due to Rina Dechter and Judea Pearl. They considered a variety of definitions of Alts and P in combination with A*'s heuristic being merely admissible or being both
consistent In classical deductive logic, a consistent theory is one that does not lead to a logical contradiction. The lack of contradiction can be defined in either semantic or syntactic terms. The semantic definition states that a theory is consistent i ...
and admissible. The most interesting positive result they proved is that A*, with a consistent heuristic, is optimally efficient with respect to all admissible A*-like search algorithms on all ″non-pathological″ search problems. Roughly speaking, their notion of non-pathological problem is what we now mean by ″up to tie-breaking″. This result does not hold if A*'s heuristic is admissible but not consistent. In that case, Dechter and Pearl showed there exist admissible A*-like algorithms that can expand arbitrarily fewer nodes than A* on some non-pathological problems. Optimal efficiency is about the ''set'' of nodes expanded, not the ''number'' of node expansions (the number of iterations of A*'s main loop). When the heuristic being used is admissible but not consistent, it is possible for a node to be expanded by A* many times, an exponential number of times in the worst case. In such circumstances Dijkstra's algorithm could outperform A* by a large margin. However, more recent research found that this pathological case only occurs in certain contrived situations where the edge weight of the search graph is exponential in the size of the graph, and that certain inconsistent (but admissible) heuristics can lead to a reduced number of node expansions in A* searches.


Bounded relaxation

While the admissibility criterion guarantees an optimal solution path, it also means that A* must examine all equally meritorious paths to find the optimal path. To compute approximate shortest paths, it is possible to speed up the search at the expense of optimality by relaxing the admissibility criterion. Oftentimes we want to bound this relaxation, so that we can guarantee that the solution path is no worse than (1 + ''ε'') times the optimal solution path. This new guarantee is referred to as ''ε''-admissible. There are a number of ''ε''-admissible algorithms: *Weighted A*/Static Weighting's. If ''ha''(''n'') is an admissible heuristic function, in the weighted version of the A* search one uses , as the heuristic function, and perform the A* search as usual (which eventually happens faster than using ''ha'' since fewer nodes are expanded). The path hence found by the search algorithm can have a cost of at most ''ε'' times that of the least cost path in the graph. * Dynamic Weighting uses the cost function , where w(n) = \begin 1 - \frac & d(n) \le N \\ 0 & \text \end, and where is the depth of the search and ''N'' is the anticipated length of the solution path. * Sampled Dynamic Weighting uses sampling of nodes to better estimate and debias the heuristic error. * A^*_\varepsilon. uses two heuristic functions. The first is the FOCAL list, which is used to select candidate nodes, and the second ''hF'' is used to select the most promising node from the FOCAL list. * ''Aε'' selects nodes with the function , where ''A'' and ''B'' are constants. If no nodes can be selected, the algorithm will backtrack with the function , where ''C'' and ''D'' are constants. * AlphA* attempts to promote depth-first exploitation by preferring recently expanded nodes. AlphA* uses the cost function f_\alpha(n) = (1 + w_\alpha(n)) f(n), where w_\alpha(n) = \begin \lambda & g(\pi(n)) \le g(\tilde) \\ \Lambda & \text \end, where ''λ'' and ''Λ'' are constants with \lambda \le \Lambda, ''π''(''n'') is the parent of ''n'', and ''ñ'' is the most recently expanded node.


Complexity

The
time complexity In computer science, the time complexity is the computational complexity that describes the amount of computer time it takes to run an algorithm. Time complexity is commonly estimated by counting the number of elementary operations performed by ...
of A* depends on the heuristic. In the worst case of an unbounded search space, the number of nodes expanded is
exponential Exponential may refer to any of several mathematical topics related to exponentiation, including: *Exponential function, also: **Matrix exponential, the matrix analogue to the above * Exponential decay, decrease at a rate proportional to value *Exp ...
in the depth of the solution (the shortest path) : , where is the
branching factor In computing, tree data structures, and game theory, the branching factor is the number of children at each node, the outdegree. If this value is not uniform, an ''average branching factor'' can be calculated. For example, in chess, if a "node" i ...
(the average number of successors per state). This assumes that a goal state exists at all, and is reachable from the start state; if it is not, and the state space is infinite, the algorithm will not terminate. The heuristic function has a major effect on the practical performance of A* search, since a good heuristic allows A* to prune away many of the nodes that an uninformed search would expand. Its quality can be expressed in terms of the ''effective'' branching factor , which can be determined empirically for a problem instance by measuring the number of nodes generated by expansion, , and the depth of the solution, then solving :N + 1 = 1 + b^* + (b^*)^2 + \dots + (b^*)^d. Good heuristics are those with low effective branching factor (the optimal being ). The time complexity is
polynomial In mathematics, a polynomial is an expression consisting of indeterminates (also called variables) and coefficients, that involves only the operations of addition, subtraction, multiplication, and positive-integer powers of variables. An exa ...
when the search space is a tree, there is a single goal state, and the heuristic function ''h'' meets the following condition: :, h(x) - h^*(x), = O(\log h^*(x)) where is the optimal heuristic, the exact cost to get from to the goal. In other words, the error of will not grow faster than the
logarithm In mathematics, the logarithm is the inverse function to exponentiation. That means the logarithm of a number  to the base  is the exponent to which must be raised, to produce . For example, since , the ''logarithm base'' 10 o ...
of the "perfect heuristic" that returns the true distance from to the goal. The
space complexity The space complexity of an algorithm or a computer program is the amount of memory space required to solve an instance of the computational problem as a function of characteristics of the input. It is the memory required by an algorithm until it ex ...
of A* is roughly the same as that of all other graph search algorithms, as it keeps all generated nodes in memory. In practice, this turns out to be the biggest drawback of A* search, leading to the development of memory-bounded heuristic searches, such as
Iterative deepening A* Iterative deepening A* (IDA*) is a graph traversal and path search algorithm that can find the shortest path between a designated start node and any member of a set of goal nodes in a weighted graph. It is a variant of iterative deepening depth ...
, memory bounded A*, and
SMA* SMA* or Simplified Memory Bounded A* is a shortest path algorithm based on the A* algorithm. The main advantage of SMA* is that it uses a bounded memory, while the A* algorithm might need exponential memory. All other characteristics of SMA* a ...
.


Applications

A* is often used for the common
pathfinding Pathfinding or pathing is the plotting, by a computer application, of the shortest route between two points. It is a more practical variant on solving mazes. This field of research is based heavily on Dijkstra's algorithm for finding the sh ...
problem in applications such as video games, but was originally designed as a general graph traversal algorithm. It finds applications in diverse problems, including the problem of
parsing Parsing, syntax analysis, or syntactic analysis is the process of analyzing a string of symbols, either in natural language, computer languages or data structures, conforming to the rules of a formal grammar. The term ''parsing'' comes from Lati ...
using stochastic grammars in NLP. Other cases include an Informational search with online learning.


Relations to other algorithms

What sets A* apart from a greedy best-first search algorithm is that it takes the cost/distance already traveled, , into account. Some common variants of
Dijkstra's algorithm Dijkstra's algorithm ( ) is an algorithm for finding the shortest paths between nodes in a graph, which may represent, for example, road networks. It was conceived by computer scientist Edsger W. Dijkstra in 1956 and published three years ...
can be viewed as a special case of A* where the heuristic h(n) = 0 for all nodes; in turn, both Dijkstra and A* are special cases of
dynamic programming Dynamic programming is both a mathematical optimization method and a computer programming method. The method was developed by Richard Bellman in the 1950s and has found applications in numerous fields, from aerospace engineering to economics. I ...
. A* itself is a special case of a generalization of
branch and bound Branch and bound (BB, B&B, or BnB) is an algorithm design paradigm for discrete and combinatorial optimization problems, as well as mathematical optimization. A branch-and-bound algorithm consists of a systematic enumeration of candidate soluti ...
.


Variants

* Anytime A* * Block A* * D* * Field D* *
Fringe Fringe may refer to: Arts * Edinburgh Festival Fringe, the world's largest arts festival, known as "the Fringe" * Adelaide Fringe, the world's second-largest annual arts festival * Fringe theatre, a name for alternative theatre * The Fringe, the ...
* Fringe Saving A* (FSA*) * Generalized Adaptive A* (GAA*) *
Incremental heuristic search Incremental heuristic search algorithms combine both incremental and heuristic search to speed up searches of sequences of similar search problems, which is important in domains that are only incompletely known or change dynamically. Incremental ...
*Reduced A* * Iterative deepening A* (IDA*) *
Jump point search In computer science, jump point search (JPS) is an optimization to the A* search algorithm for uniform-cost grids. It reduces symmetries in the search procedure by means of graph pruning, eliminating certain nodes in the grid based on assumptions t ...
* Lifelong Planning A* (LPA*) *New Bidirectional A* (NBA*) * Simplified Memory bounded A* (SMA*) * Theta* A* can also be adapted to a
bidirectional search Bidirectional search is a graph search algorithm that finds a shortest path from an initial vertex to a goal vertex in a directed graph. It runs two simultaneous searches: one forward from the initial state, and one backward from the goal, stopping ...
algorithm. Special care needs to be taken for the stopping criterion.


See also

*
Breadth-first search Breadth-first search (BFS) is an algorithm for searching a tree data structure for a node that satisfies a given property. It starts at the tree root and explores all nodes at the present depth prior to moving on to the nodes at the next de ...
*
Depth-first search Depth-first search (DFS) is an algorithm for traversing or searching tree or graph data structures. The algorithm starts at the root node (selecting some arbitrary node as the root node in the case of a graph) and explores as far as possible alon ...
*
Any-angle path planning Any-angle path planning algorithms are a subset of pathfinding algorithms that search for a path between two points in space and allow the turns in the path to have any angle. The result is a path that goes directly toward the goal and has relative ...
, search for paths that are not limited to move along graph edges but rather can take on any angle


Notes


References


Further reading

*


External links


Clear visual A* explanation, with advice and thoughts on path-finding
* Variation on A* calle
Hierarchical Path-Finding A* (HPA*)
* {{DEFAULTSORT:A Search Algorithm Graph algorithms Routing algorithms Search algorithms Combinatorial optimization Game artificial intelligence Articles with example pseudocode Greedy algorithms Graph distance