A* Search Algorithm

A* Search Algorithm Visually

A graph traversal and path search algorithm that uses heuristics to find the optimal path between nodes.

Pathfinding Algorithm uLb Search Time Complexity O(b^d) Space Complexity O(b^d) Optimal & Complete
A* Search Controls
Nodes Visited: 0
Path Length: 0
Time: 0ms
Simulation Modes
Grid Presets
Performance Analysis

Algorithm Status

Ready
Progress 0%

Grid Visualization

About A* Search

A* (A-star) is a graph traversal and path search algorithm that uses heuristics to find the optimal path from a start node to a goal node. It combines the advantages of Dijkstra's algorithm (guaranteed shortest path) with greedy best-first search (speed) by using both the actual distance from the start and an estimated distance to the goal.

Time Complexity
O(b^d)
Worst Case
Space Complexity
O(b^d)
Auxiliary

Grid Configuration

Click cells to toggle walls. Drag start/end points.
Current Tool: Wall

Algorithm Comparison

A* Search
O(b^d)
Optimal & Complete
Dijkstra
O(b^d)
Optimal & Complete
loadExample
O(b^d)
Unweighted Graphs

Execution Log

Operation Log
A* search visualization initialized
Click cells to create walls, drag start/end points