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A* (pronounced "A-star") is a graph traversal and pathfinding algorithm that is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. Given a weighted graph, a source node and a goal node, the algorithm finds the shortest path (with respect to the given weights) from source to goal.
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node algorithm heuristic path goal displaystyle search nodes optimal graph cost admissible textstyle consistent shortest function case distance start solution
| Subject | Predicate | Object | Confidence | Src |
|---|---|---|---|---|
| A* search algorithm | Class | Search algorithm | 1.00 | infobox |
| A* search algorithm | Complete | yes | 1.00 | infobox |
| A* search algorithm | Data structure | Graph | 1.00 | infobox |
| A* search algorithm | Optimal | yes | 1.00 | infobox |
| A* search algorithm | Worst-case performance | O ( | E | log | V | ) = O ( b d ) {\displaystyle O(|E|\log |V|)=O(b^{d})} | 1.00 | infobox |
| A* search algorithm | Worst-case space complexity | O ( | V | ) = O ( b d ) {\displaystyle O(|V|)=O(b^{d})} | 1.00 | infobox |
| video games | instance of | is often used for the common pathfinding problem in applications | 0.80 | text |
| but was originally designed as a general graph traversal algorithm | instance of | is often used for the common pathfinding problem in applications | 0.80 | text |
| A* search algorithm | related to External links | Variation | 0.60 | section |
| A* search algorithm | related to External links | Hierarchical Path-Finding | 0.60 | section |
| A* search algorithm | related to External links | HPA | 0.60 | section |
| A* search algorithm | related to External links | Brian Grinstead | 0.60 | section |
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