Why it matters
Point-to-point pathfinding is orders of magnitude faster with A* than Dijkstra when a good heuristic exists. Any game, GPS, or robot needs this.
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The architecture
Priority queue keyed by f(n) = g(n) + h(n): g is distance from start, h is heuristic estimate to goal. Expand node with smallest f. Same relaxation as Dijkstra but with better ordering.
Admissible heuristic: never overestimates true distance. Guarantees A* returns optimal path.
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How it works end to end
Consistent heuristic (monotonic): h(n) ≤ cost(n, m) + h(m) for any edge. Stronger than admissible; enables closed-set optimizations.
Bidirectional A*: search from both start and goal, meet in middle. Even faster.
Weighted A*: multiply h by weight > 1. Trades optimality for speed. Useful when suboptimal-but-fast is enough.