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SLR25/26 - Algorithms
A* Star Path finding algorithm
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Similarity and difference between the performance of Dijkstra’s algorithm and the performance of A* algorithm:
Similarity:
Both always find the
shortest
route
Both are
pathfinding
algorithms
Differences:
A* is (usually) more
efficient
// dijkstra’s is (usually)
slower
A* uses
heuristics
to find a solution faster // Dijkstra’s does not use heuristics
Purpose of using heuristics in the A* algorithm:
Used to
speed
up process of finding solution
The decisions made in the algorithm and the impacts:
Choosing which node to take next
All adjoining nodes from this new node are taken
The shortest distance+
heuristic
is taken
Other
nodes
are compared again in future checks
Define the term heuristic in relation to the A* algorithm.
An
Estimate
That estimates the distance / cost from each node to the
destination
node
To
speed
up the process of finding a solution
Tips for the algorithm:
Legit like Dijkstras but with some other stuff involved
The
table
looks this as shown below