Your browser is not supported.


Click on tiles to change them.


0 iterations
0 total cost

Visualisation of A* pathfinding algorithm.


This application finds the optimum (i.e. the cheapest) path from green tile to the red tile, where vertices are respresented as tiles, using A* pathfinding algorithm with various user-selectable heuristics.

Explored tiles are colored green and the frontier is colored blue, both transparently.


The cost of moving from one tile to another (i.e. the weight of the edge) is found by calculating the arithmetic mean of the weights of the two tile; if movement is diagonal, the average is multiplied with 2. The blocked tiles (colored with black) are impossible to pass through. Choose a tile type and use your mouse to change tile type.

Click on Start button to initialize the engine; you cannot alter the tiles afterwards until you Stop the engine. You can click on Finish button to see the result immediately, or move a few steps forward to observe the execution of the algorithm.


To be admissible, all of the heuristics assumes that all tiles have the default type.


This application is created as a support material for the Internal Assessment of Mert Bora ALPER in mathematics as a part of International Baccalaureate Diploma Programme .

Source code of this application is deliberately obfuscated to prevent any copyright claims. If you are from IBO, please contact me at or to get the original source code.

Copyright © 2016 Mert Bora ALPER. All rights reserved.