Labs / Computer Science
Pathfinding
Drag to draw and erase walls, then move the Start and Goal anywhere you like. Pick an algorithm and press play: visited cells fill in, the orange frontier shows what's next to explore, and the finished shortest path snaps into place.
explored 0path —
What to try
- Run BFS and then A* on the same maze — how many fewer cells does A* explore to find the exact same path?
- BFS and Dijkstra explore almost identically here. Why do they behave the same when every step costs one?
- Box the goal in completely with walls. What does the search do when no path exists?
- Drag the goal right next to a wall maze. Can you build a layout where A* gets "fooled" and explores a dead end?
- Slow the speed all the way down. Which direction does the frontier grow — a spreading circle, or a beam aimed at the goal?