A* Pathfinding

Wall
Weight (×5)
Erase
Move start
Move goal
Start Goal Wall Weight Frontier Visited Current Path
AlgorithmA*
HeuristicManhattan
Nodes expanded0
Path length—
Path cost—
StatusReady
A* expands the node with the lowest f = g + h, where g is the cost so far and h estimates the remaining distance. With an admissible heuristic the path is optimal. Dijkstra sets h = 0 (optimal but slow); Greedy uses h only (fast, not optimal). Drag start/goal, paint walls, and add weighted terrain to compare.