A* looks simple until you implement it.
Then one question appears:
Why does this algorithm find good paths without checking every possible path?
The answer is its scoring structure.
A* does not only ask, “How far have I moved?”
It also asks, “How far do I probably still need to go?”
Core Idea
A* is a shortest-path search algorithm.
But it is not blind search.
It combines:
the real cost so far
the estimated cost to the goal
That combination makes A* useful in pathfinding, games, maps, robotics, and graph search problems.
The Key Structure
A* is built around one simple score:
f(n) = g(n) + h(n)
Where:
g(n) = actual cost from the start node to node n
h(n) = estimated cost from node n to the goal
f(n) = total estimated path cost
So A* chooses the node with the lowest f(n).
Not the closest node.
Not the cheapest node so far.
The node that looks best overall.
Implementation View
At a high level, A* works like this:
start with the start node put it into an open set
while the open set is…