A* Algorithm
Version 1.0.0 · Updated 2026-07-30
CORE DEFINITION
F = G + H. G: the actual cost from the start to the current node. H: the estimated cost from the current node to the goal (heuristic function).
SCAFFOLDING EFFECT
Reduce cognitive load
Finding a path with a map. Dijkstra's algorithm is blind search (like a headless fly), while A* introduces H (estimation), which is equivalent to knowing the general direction of the goal, thus achieving the highest search efficiency.
Anchor fast decisions
Based on 'best-first search'. F=G+H, where G is the actual cost and H is the heuristic estimate; a priority queue is used to expand the node with the smallest F, balancing optimality and efficiency.
MINIMUM ACTION
In progress 0/1Practice this model in one real situation:
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Source support: Explicit
- zh.wikipedia.orghttps://zh.wikipedia.org/wiki/A%2A%E6%90%9C%E5%B0%8B%E6%BC%94%E7%AE%97%E6%B3%95verified
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