A* Pathfinding Algorithm Example
Algorithm that is widely used in pathfinding and graph traversal, the process of plotting an efficiently traversable path between points, called nodes.
A* Algorithm Pseudocode
function A*(start,goal)
closedset := the empty set // The set of nodes already evaluated.
openset := {start} // The set of tentative nodes to be evaluated, initially containing the start node
came_from := the empty map // The map of navigated nodes.
g_score[start] := 0 // Cost from start along best known path.
// Estimated total cost from start to goal through y.
f_score[start] := g_score[start] + heuristic_cost_estimate(start, goal)
while openset is not empty
current := the node in openset having the lowest f_score[] value
if current = goal
return reconstruct_path(came_from, goal)
remove current from openset
add current to closedset
for each neighbor in neighbor_nodes(current)
if neighbor in closedset
continue
tentative_g_score := g_score[current] + dist_between(current,neighbor)
if neighbor not in openset or tentative_g_score < g_score[neighbor]
came_from[neighbor] := current
g_score[neighbor] := tentative_g_score
f_score[neighbor] := g_score[neighbor] + heuristic_cost_estimate(neighbor, goal)
if neighbor not in openset
add neighbor to openset
return failure
function reconstruct_path(came_from, current_node)
if current_node in came_from
p := reconstruct_path(came_from, came_from[current_node])
return (p + current_node)
else
return current_node
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