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What is the A* algorithm?

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A * algorithm is a searching algorithm that searches for the shortest path between the initial and the final state. It is used in various applications, such as maps.

In maps the A* algorithm is used to calculate the shortest distance between the source (initial state) and the destination (final state).

How it works

Imagine a square grid which possesses many obstacles, scattered randomly. The initial and the final cell is provided. The aim is to reach the final cell in the shortest amount of time.

Here A* Search Algorithm comes to the rescue:

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Explanation

A* algorithm has 3 parameters:

  • g : the cost of moving from the initial cell to the current cell. Basically, it is the sum of all the cells that have been visited since leaving the first cell.

  • h : also known as the heuristic value, it is the estimated cost of moving from the current cell to the final cell. The actual cost cannot be calculated until the final cell is reached. Hence, h is the estimated cost. We must make sure that there is never an over estimation of the cost.

  • f : it is the sum of g and h. So, f = g + h

The way that the algorithm makes its decisions is by taking the f-value into account. The algorithm selects the smallest f-valued cell and moves to that cell. This process continues until the algorithm reaches its goal cell.

Example

A* algorithm is very useful in graph traversals as well. In the following slides, you will see how the algorithm moves to reach its goal state.

Suppose you have the following graph and you apply A* algorithm on it. The initial node is A and the goal node is E.

To explain the traversal of the graph above, check out the slides below.
To explain the traversal of the graph above, check out the slides below.

At every step, the f-value is being re-calculated by adding together the g and h values. The minimum f-value node is selected to reach the goal state. Notice how node B is never visited.

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class box():
"""A box class for A* Pathfinding"""
def __init__(self, parent=None, position=None):
self.parent = parent
self.position = position
self.g = 0
self.h = 0
self.f = 0
def __eq__(self, other):
return self.position == other.position
def astar(maze, start, end):
"""Returns a list of tuples as a path from the given start to the given end in the given board"""
# Create start and end node
start_node = box(None, start)
start_node.g = start_node.h = start_node.f = 0
end_node = box(None, end)
end_node.g = end_node.h = end_node.f = 0
# Initialize both open and closed list
open_list = []
closed_list = []
# Add the start node
open_list.append(start_node)
# Loop until you find the end
while len(open_list) > 0:
# Get the current node
current_node = open_list[0]
current_index = 0
for index, item in enumerate(open_list):
if item.f < current_node.f:
current_node = item
current_index = index
# Pop current off open list, add to closed list
open_list.pop(current_index)
closed_list.append(current_node)
# Found the goal
if current_node == end_node:
path = []
current = current_node
while current is not None:
path.append(current.position)
current = current.parent
return path[::-1] # Return reversed path
# Generate children
children = []
for new_position in [(0, -1), (0, 1), (-1, 0), (1, 0), (-1, -1), (-1, 1), (1, -1), (1, 1)]: # Adjacent squares
# Get node position
node_position = (current_node.position[0] + new_position[0], current_node.position[1] + new_position[1])
# Make sure within range
if node_position[0] > (len(maze) - 1) or node_position[0] < 0 or node_position[1] > (len(maze[len(maze)-1]) -1) or node_position[1] < 0:
continue
# Make sure walkable terrain
if maze[node_position[0]][node_position[1]] != 0:
continue
# Create new node
new_node = box(current_node, node_position)
# Append
children.append(new_node)
# Loop through children
for child in children:
# Child is on the closed list
for closed_child in closed_list:
if child == closed_child:
continue
# Create the f, g, and h values
child.g = current_node.g + 1
child.h = ((child.position[0] - end_node.position[0]) ** 2) + ((child.position[1] - end_node.position[1]) ** 2)
child.f = child.g + child.h
# Child is already in the open list
for open_node in open_list:
if child == open_node and child.g > open_node.g:
continue
# Add the child to the open list
open_list.append(child)
def main():
board = [[0, 0, 0, 0, 1, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 1, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 1, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 1, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 1, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 1, 0, 0, 0, 0, 0]]
start = (0, 0)
end = (6, 6)
path = astar(board, start, end)
print(path)
if __name__ == '__main__':
main()

RELATED TAGS

artificial intelligence
maps
graphs
a*
algorithm
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