Search results
Results From The WOW.Com Content Network
A* pathfinding algorithm navigating around a randomly-generated maze Illustration of A* search for finding a path between two points on a graph. From left to right, a heuristic that prefers points closer to the goal is used increasingly.
In computer science, anytime A* is a family of variants of the A* search algorithm.Like other anytime algorithms, it has a flexible time cost, can return a valid solution to a pathfinding or graph traversal problem even if it is interrupted before it ends, by generating a fast, non-optimal solution before progressively optimizing it.
Pathfinding or pathing is the search, by a computer application, for 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 shortest path on a weighted graph .
The search engine that helps you find exactly what you're looking for. Find the most relevant information, video, images, and answers from all across the Web. AOL.
The search algorithm uses the admissible heuristic to find an estimated optimal path to the goal state from the current node. For example, in A* search the evaluation function (where is the current node) is: = + where = the evaluation function.
Get AOL Mail for FREE! Manage your email like never before with travel, photo & document views. Personalize your inbox with themes & tabs. You've Got Mail!
A* search is conditionally optimal, requiring an "admissible heuristic" that will not overestimate path costs. Kruskal's algorithm and Prim's algorithm are greedy algorithms for constructing minimum spanning trees of a given connected graph .
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.