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Is the A* pathfinding algorithm guaranteed to find the shortest path 100% or the time, if implemented correctly?

int Graph::FindPath(Node *start, Node *finish, list< vec2f > &path)

{

    list<NodeRecord*> open;

    list<NodeRecord*> closed;

    list<NodeRecord*>::iterator openIt;

    list<NodeRecord*>::iterator closedIt;

    // add the starting node to the open list

    open.push_back( new NodeRecord(start, NULL, 0.0f, 0.0f + start->pos.DistanceSq(finish->pos) ) );

  // NodeRecord(Node *node, Node *from, float cost, float totalCost)

    while(!open.empty())

    {

        // find the node record with the lowest cost

        NodeRecord *currentRecord = open.front();

        openIt = ++open.begin();

        while(openIt != open.end())

        {

            if((*openIt)->total < currentRecord->total)

                currentRecord = (*openIt);

            openIt++;

        }

        // get a pointer to the current node

        Node *currentNode = currentRecord->node;

        // if the current node is the finish point

        if(currentNode == finish)

        {

            // add the finish node

            path.push_front(currentNode->pos);

            // add all the from nodes

            Node *from = currentRecord->from;

            while(!closed.empty())

            {

                // if this node record is where the path came from,

                if(closed.back()->node == from) //&& closed.back()->from != NULL

                {

                    // add it to the path

                    path.push_front( from->pos );

                    // get the next 'from' node

                    from = closed.back()->from;

                }

                // delete the node record

                delete closed.back();

                closed.pop_back();

            }

            while(! open.empty() )

            {

                delete open.back();

                open.pop_back();

            }

            // a path was found

            return 0;

        }

        // cycle through all neighbors of the current node

        bool isClosed, isOpen;

        for(int i = 0; i < (int)currentNode->neighbours.size(); i++)

        {

            // check if neigbour is on the closed list

            isClosed = false;

            closedIt = closed.begin();

            while(closedIt != closed.end())

            {

                if(currentNode->neighbours[i] == (*closedIt)->node)

                {

                    isClosed = true;

                    break;

                }

                closedIt++;

            }

            // skip if already on the closed list

            if(isClosed == true)

                continue;

            float cost = currentRecord->cost + currentNode->distance[i];

            float totalCost = cost + currentNode->neighbours[i]->pos.DistanceSq(finish->pos);

            // check if this neighbour is already on the open list

            isOpen = false;

            openIt = open.begin();

            while(openIt != open.end())

            {

                if(currentNode->neighbours[i] == (*openIt)->node)

                {

                    // node was found on the open list

                    if(totalCost < (*openIt)->total)

                    {

                        // node on open list was updated

                        (*openIt)->cost = cost;

                        (*openIt)->total = totalCost;

                        (*openIt)->from = currentNode;

                    }

                    isOpen = true;

                    break;

                }

                openIt++;

            }

            // skip if already on the open list

            if(isOpen == true)

                continue;

            // add to the open list

            open.push_back( new NodeRecord(currentNode->neighbours[i], currentNode, cost, totalCost) );

        }

        // move the current node to the closed list after it has been evaluated

        closed.push_back( currentRecord );

        open.remove( currentRecord );

    }

    // free any nodes left on the closed list

    while(! closed.empty() )

    {

        delete closed.back();

        closed.pop_back();

    }

    // no path was found

    return -1;

}

1 Answer

0 votes
by (108k points)

According to Wikipedia, A* uses heuristics for faster finding shortest path, but actually, it is a modification of Dijkstra's shortest path algorithm, and if the heuristics are not good enough, A* does practically the same as Dijkstra.

Therefore yes, it is guaranteed that A* finds the shortest path.

The thing that most people miss is that the heuristic algorithm must underestimate the cost of traversal to the final solution which is known as admissible. As long as the heuristic is admissible, it will find the shortest path.

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