◄ BACK_TO_INDEX.exe
[PATHFINDING] MODULE LOADED
A_STAR_SEARCH
Heuristic-guided pathfinding. Smarter than Dijkstra. The algorithm that maps your world.
TIME_COMPLEXITY
O(E log V)
SPACE_COMPLEXITY
O(V)
DIFFICULTY
ADVANCED
PROCESS: A_STAR_SEARCH.exe■ COMPLETE
> initializing grid…
> step[001/000]
██ START██ GOAL██ WALL██ CURRENT██ FRONTIER██ VISITED██ PATH
strip below = min-f open set (head-left, next to pop) · chips show f = g + h · in-cell f available (enhancement)
CLOCK_SPEED
DECRYPTED_SOURCE.js● LIVE
// A_STAR_SEARCH.js — O(E log V) with a priority-queue open set
// Heuristic-guided shortest path. h(n) must never overestimate the
// remaining cost (be "admissible") for A* to stay optimal.
// graph is an adjacency list: { node: [{ node, cost }] }.
function aStar(graph, start, goal, h) {
const openSet = new Set([start]); // nodes still to evaluate
const cameFrom = new Map(); // best predecessor of a node
// g: cheapest known cost from start to a node
const g = new Map([[start, 0]]);
// f = g + heuristic estimate of the cost left to the goal
const f = new Map([[start, h(start, goal)]]);
while (openSet.size > 0) {
// Pick the open node with the lowest f-score
let current = null;
for (const node of openSet) {
if (current === null || f.get(node) < f.get(current)) current = node;
}
// Goal reached — rebuild the path from cameFrom links
if (current === goal) {
const path = [current];
while (cameFrom.has(current)) {
current = cameFrom.get(current);
path.unshift(current);
}
return path; // DECODED
}
openSet.delete(current);
// Relax every edge leaving current
for (const { node: next, cost } of graph[current]) {
const tentativeG = g.get(current) + cost;
if (tentativeG < (g.get(next) ?? Infinity)) {
// Found a cheaper route to next — record it
cameFrom.set(next, current);
g.set(next, tentativeG);
f.set(next, tentativeG + h(next, goal));
openSet.add(next);
}
}
}
return null; // Goal unreachable
}DECRYPTED_LOGIC.txt
01Track g(n): the cheapest known path cost from the start to a node
02Estimate h(n): a heuristic guess of the cost left to the goal
03Always expand the open node with the lowest f(n) = g(n) + h(n)
04Relax neighbors, updating g(n) whenever a cheaper route appears
05With an admissible heuristic, the first goal expansion is optimal