A* (A-star) Search Algorithm | Generated by AI
The A* (A-star) search algorithm is a popular pathfinding and graph traversal algorithm used in computer science and artificial intelligence. It is widely used for finding the shortest path from a starting point (or node) to a target (or goal) in a graph, while efficiently exploring possible paths.
A* combines elements of Dijkstra’s Algorithm (which guarantees the shortest path) and Greedy Best-First Search (which tries to find the goal as quickly as possible). The key feature of A* is that it uses both the actual cost to reach a node (from the start node) and a heuristic that estimates the cost from that node to the goal.
How A* Works:
- Start with an open list: The open list contains nodes that are yet to be explored. Initially, only the start node is on this list.
- Calculate scores: Each node in the open list is assigned a score based on two factors:
- g(n): The cost to reach the current node from the start node.
- h(n): A heuristic estimate of the cost to reach the goal from the current node (this is domain-specific, like straight-line distance or Euclidean distance).
- f(n) = g(n) + h(n): The total estimated cost, used to prioritize nodes. Nodes with the lowest f(n) are explored first.
- Expand the most promising node: The node with the lowest f(n) score is chosen for exploration. It is moved to a “closed list” of nodes already explored.
- Check neighbors: The algorithm examines the neighbors of the current node. If a neighbor hasn’t been visited or can be reached with a lower cost, it is added to the open list.
- Repeat until the goal is reached or the open list is empty (indicating no path exists).
Key Components:
- g(n): The actual cost from the start node to the current node.
- h(n): The heuristic estimate from the current node to the goal (can vary depending on the problem).
- f(n) = g(n) + h(n): The total cost that prioritizes nodes for exploration.
Heuristics:
The heuristic function is critical for A*’s efficiency. A common heuristic for grid-based pathfinding is the Manhattan distance (sum of horizontal and vertical distances) or Euclidean distance (straight-line distance) for continuous spaces.
Example Use Cases:
- Navigation systems (GPS)
- Games and AI (pathfinding for characters or agents)
- Robotics (for planning efficient paths)
In summary, A* is a highly efficient algorithm because it systematically explores paths based on both the known cost and estimated future cost, ensuring that it finds the optimal solution when possible.