# A* Algorithm Implementation Cheatsheet ## Overview A* algorithm is an informed search algorithm that finds the shortest path between two given nodes on a graph. It uses a heuristic function to estimate the cost of reaching the goal from the current node. A* algorithm is guaranteed to find the shortest path if the heuristic is admissible and consistent. ## Implementation 1. Define the heuristic function that estimates the cost of reaching the goal from the current node. 2. Define the data structures to be used: `open_list`, `closed_list`, `g_score`, `h_score`, and `f_score`. 3. Add the starting node to the `open_list` with an initial `g_score` of 0 and `h_score` calculated using the heuristic function. 4. While the `open_list` is not empty, select the node with the lowest `f_score` and remove it from `open_list`. 5. If the selected node is the goal, return the path. 6. Add the selected node to the `closed_list`. 7. For each neighboring node of the selected node, calculate its tentative `g_score` and `h_score` using the heuristic function. 8. If the neighboring node is already in the `closed_list`, skip it. 9. If the neighboring node is not in the `open_list`, add it to the `open_list`. 10. If the neighboring node is already in the `open_list` and the tentative `g_score` is greater than or equal to its current `g_score`, skip it. Otherwise, update the `g_score`, `h_score`, and `f_score` of the neighboring node and add it to the `open_list`. 11. Repeat steps 4-10 until the `open_list` is empty. ## Python Example ```python import heapq def heuristic(a, b): return abs(b[0] - a[0]) + abs(b[1] - a[1]) def astar(array, start, goal): neighbors = [(0,1),(0,-1),(1,0),(-1,0),(1,1),(1,-1),(-1,1),(-1,-1)] close_set = set() came_from = {} gscore = {start:0} fscore = {start:heuristic(start, goal)} oheap = [] heapq.heappush(oheap, (fscore[start], start)) while oheap: current = heapq.heappop(oheap)[1] if current == goal: data = [] while current in came_from: data.append(current) current = came_from[current] return data close_set.add(current) for i, j in neighbors: neighbor = current[0] + i, current[1] + j tentative_g_score = gscore[current] + heuristic(current, neighbor) if 0 <= neighbor[0] < array.shape[0]: if 0 <= neighbor[1] < array.shape[1]: if array[neighbor[0]][neighbor[1]] == 1: continue else: continue else: continue if neighbor in close_set and tentative_g_score >= gscore.get(neighbor, 0): continue if tentative_g_score < gscore.get(neighbor, 0) or neighbor not in [i[1]for i in oheap]: came_from[neighbor] = current gscore[neighbor] = tentative_g_score fscore[neighbor] = tentative_g_score + heuristic(neighbor, goal) heapq.heappush(oheap, (fscore[neighbor], neighbor)) return None ``` ## C++ Example ```c++ #include #include #include #include #include #include #include #include using namespace std; typedef pair pii; const int INF = 1e9; int heuristic(pii a, pii b) { return abs(b.first - a.first) + abs(b.second - a.second); } vector astar(vector>& grid, pii start, pii goal) { int n = grid.size(), m = grid[0].size(); vector dirs = {% raw %}{{0,1}, {0,-1}, {1,0}, {-1,0}, {1,1}, {1,-1}, {-1,1}, {-1,-1}}{% endraw %}; priority_queue, greater> pq; unordered_map> gscore; unordered_map> fscore; unordered_map> came_from; set closed_set; gscore[start.first][start.second] = 0; fscore[start.first][start.second] = heuristic(start, goal); pq.push({fscore[start.first][start.second], (start.first << 16) | start.second}); while (!pq.empty()) { auto curr = pq.top(); pq.pop(); int x = curr.second >> 16, y = curr.second & 0xFFFF; if (make_pair(x, y) == goal) { vector path; while (x != start.first || y != start.second) { path.push_back({x, y}); int tmp_x = x, tmp_y = y; x = came_from[tmp_x][tmp_y].first; y = came_from[tmp_x][tmp_y].second; } path.push_back({x, y}); reverse(path.begin(), path.end()); return path; } closed_set.insert({x, y}); for (auto dir : dirs) { int nx = x + dir.first, ny = y + dir.second; if (nx < 0 || nx >= n || ny < 0 || ny >= m || grid[nx][ny] == 1) continue; if (closed_set.count({nx, ny})) continue; int tentative_gscore = gscore[x][y] + heuristic({x, y}, {nx, ny}); if (!gscore.count(nx) || !gscore[nx].count(ny) || tentative_gscore < gscore[nx][ny]) { came_from[nx][ny] = {x, y}; gscore[nx][ny] = tentative_gscore; fscore[nx][ny] = tentative_gscore + heuristic({nx, ny}, goal); pq.push({fscore[nx][ny], (nx << 16) | ny}); } } } return {}; } int main() { vector> grid = { {0, 0, 0, 0, 0}, {0, 1, 1, 1, 0}, {0, 1, 0, 0, 0}, {0, 1, 0, 1, 0}, {0, 0, 0, 1, 0} }; pii start = {0, 0}, goal = {4, 4}; auto path = astar(grid, start, goal); for (auto p : path) { cout << "(" << p.first << ", " << p.second << ") "; } cout << endl; return 0; } ``` ## Resources - [A* Search Algorithm](https://en.wikipedia.org/wiki/A*_search_algorithm): Wikipedia page on A* algorithm - [Introduction to A* Pathfinding](https://www.redblobgames.com/pathfinding/a-star/introduction.html): Red Blob Games tutorial on A* algorithm - [A* Search Algorithm](https://www.geeksforgeeks.org/a-search-algorithm/): GeeksforGeeks tutorial on A* algorithm - [Pathfinding with A*](https://theory.stanford.edu/~amitp/GameProgramming/): Amit’s A* Pages with detailed explanations and interactive examples - [A* Pathfinding for Beginners](http://www.ai-junkie.com/astar/astar1.html): AI Junkie tutorial on A* algorithm with code samples - [A* Pathfinding Visualization Tool](https://qiao.github.io/PathFinding.js/visual/): Pathfinding.js Visualizer for A* algorithm - [A* Pathfinding for Beginners - Introduction to Pathfinding](https://www.youtube.com/watch?v=-L-WgKMFuhE): YouTube video tutorial on A* algorithm by Sebastian Lague