A* Pathfinding Visualizer — Interactive, Heuristic Search
Interactive A* pathfinding on a grid with a Manhattan heuristic — draw walls, move start/goal, generate mazes, step through the search. Runs in your browser.
Click & drag on the grid to draw walls · drag the green and red squares to move start / goal · then press Play. Want a challenge? Hit Play it yourself and solve the maze by hand.
Move the indigo token with ↑ ↓ ← → / WASD (or tap an adjacent cell) from the green start to the red goal. Walls block you.
Pseudocode
Time · Space
How to use
- 1 Draw walls by clicking and dragging; drag the green start or red goal to reposition them.
- 2 Press Play to watch A* head toward the goal using its distance heuristic.
- 3 Use Maze for instant obstacles, or Step through node by node.
- 4 Notice how few cells A* visits compared with Dijkstra or BFS.
Why use this tool
- See how the Manhattan heuristic pulls the search straight toward the goal.
- A* finds the shortest path while exploring far fewer nodes than uninformed search.
- Toggle between this and the Dijkstra / BFS visualizers to compare exploration.
- Runs entirely in your browser. No signup, no uploads.
Frequently asked questions
What is the A* algorithm?
A* (A-star) is a best-first pathfinding algorithm that orders the frontier by f = g + h, where g is the cost from the start and h is a heuristic estimate of the cost to the goal.
What heuristic does this visualizer use?
The Manhattan distance (|Δrow| + |Δcol|), which is admissible on a 4-directional grid — it never overestimates, so A* is guaranteed to find the shortest path.
What is the time complexity of A*?
In the worst case O(E log V) like Dijkstra, but with a good heuristic it explores dramatically fewer nodes in practice.
When is A* better than Dijkstra?
Whenever you have a single goal and a useful heuristic. A* focuses the search toward the goal; Dijkstra explores in all directions equally.
What is A* Pathfinding Visualizer?
An A* Pathfinding Visualizer animates the A* search algorithm on a grid. A* orders its frontier by f = g + h (cost so far plus a Manhattan-distance heuristic), so it explores toward the goal and finds the shortest path while visiting far fewer cells than uninformed search.
Features
Step-by-step animation
Watch the open set expand toward the goal, guided by f = g + h.
Complexity
Heuristic-dependent (worst case exponential); admissible heuristic → optimal path. Space: O(V).
100% private
Runs entirely in your browser — nothing is uploaded.
Example
Input
grid with start, goal, obstacles
Output
expand lowest f = g + h toward goal → optimal path (with an admissible heuristic)
Common use cases
-
1
Grid pathfinding
Find the shortest route around obstacles in games and maps.
-
2
Heuristics vs Dijkstra
See how a good heuristic makes A* explore fewer nodes than Dijkstra.
-
3
Admissibility & optimality
Learn why an admissible heuristic guarantees the optimal path.
Zerethon's A* pathfinding visualizer animates the A* search on a grid in your browser, expanding nodes in order of f = g + h (cost-so-far plus a heuristic estimate to the goal). With an admissible heuristic A* finds an optimal path while typically exploring far fewer nodes than Dijkstra. Its running time depends on the heuristic (exponential in the worst case); space is O(V) for the open and closed sets.
- Category
- Algorithm
- Pricing
- Free
- Privacy
- Browser-based
- Signup
- Not required
References
- A* search algorithm — Wikipedia
- Admissible heuristic — Wikipedia
Privacy
Your data never leaves your browser unless explicitly stated. A* Pathfinding Visualizer runs entirely client-side — no server upload, no logging, no tracking of your input.
New to this? Read the step-by-step explanation with Big-O analysis: Learn Graph Algorithms →
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