Please wait
Loading technology simulations
The requested content is still loading.
Finished experimenting?
Save one completion to this browser's signed guest ledger, or directly to your account when signed in.
Please wait
Loading technology simulations
The requested content is still loading.
Save one completion to this browser's signed guest ledger, or directly to your account when signed in.
1g[start] ← 0; open ← {start}2while open not empty:3 cell ← lowest g + h (heuristic)4 if cell = goal: break5 relax neighbors toward the goal6reconstruct path via parent links
Pathfinding algorithms solve one of the most common problems in computing: finding the shortest or lowest-cost route through a graph or grid from a start node to a goal. This visualizer lets you build mazes with custom walls and weighted terrain, then race algorithms like A*, Dijkstra's, and breadth-first search against each other, watching each node expansion color the grid in real time. The heuristic that A* uses to outperform Dijkstra's becomes intuitively obvious once you see the explored regions side by side.
pathfinding · A* algorithm · Dijkstra's algorithm · BFS · heuristic search · graph traversal
Browse all Technology simulations →
Free to use in your browser — no signup required. Found a bug or have an idea to make it better? Tell us.