The algorithm behind game AI, GPS routing, and robotics. Draw walls and watch A* head straight for the goal while Dijkstra searches blindly outward.
Pathfinding (A* / Dijkstra)Live
grid search · draw walls
Controls
Drag on the grid to draw walls. A* uses a distance heuristic to head straight for the goal; Dijkstra explores blindly in all directions. Blue = start, pink = goal, green = shortest path.
Reading this result: A* adds the Manhattan-distance heuristic to Dijkstra, so it aims straight at the goal and expands far fewer cells while still returning a shortest path.
Runs locally in your browser — free forever. Scale to the cloud when reality gets heavy.
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How it works
Both algorithms find the shortest path on a weighted graph. Dijkstra expands the closest unvisited node in every direction; A* adds a heuristic estimate of the remaining distance, so it prioritizes nodes that lead toward the goal — usually reaching it far faster while still guaranteeing the shortest path.
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The math, the assumptions, real-world uses, or a code translation — explained for this exact simulation.
Is this A* pathfinding visualizer tool really free?▾
Yes. A* Pathfinding runs entirely in your browser using your device's own compute, so local use is free forever. You only pay Compute Tokens if you scale a job to the cloud.
Do I need to install anything?▾
No. Everything runs client-side in a modern browser — no downloads, no license, no account required to start.
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How accurate are the results?▾
The solver uses established numerical methods, but results are for research and educational purposes and should be validated against experiment or professional review before you rely on them.