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).
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:
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.
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.
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.
Let's see a basic implementation of A* algorithm:
class box():"""A box class for A* Pathfinding"""def __init__(self, parent=None, position=None):self.parent = parentself.position = positionself.g = 0self.h = 0self.f = 0def __eq__(self, other):return self.position == other.positiondef 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 nodestart_node = box(None, start)start_node.g = start_node.h = start_node.f = 0end_node = box(None, end)end_node.g = end_node.h = end_node.f = 0# Initialize both open and closed listopen_list = []closed_list = []# Add the start nodeopen_list.append(start_node)# Loop until you find the endwhile len(open_list) > 0:# Get the current nodecurrent_node = open_list[0]current_index = 0for index, item in enumerate(open_list):if item.f < current_node.f:current_node = itemcurrent_index = index# Pop current off open list, add to closed listopen_list.pop(current_index)closed_list.append(current_node)# Found the goalif current_node == end_node:path = []current = current_nodewhile current is not None:path.append(current.position)current = current.parentreturn path[::-1] # Return reversed path# Generate childrenchildren = []for new_position in [(0, -1), (0, 1), (-1, 0), (1, 0), (-1, -1), (-1, 1), (1, -1), (1, 1)]: # Adjacent squares# Get node positionnode_position = (current_node.position[0] + new_position[0], current_node.position[1] + new_position[1])# Make sure within rangeif 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 terrainif maze[node_position[0]][node_position[1]] != 0:continue# Create new nodenew_node = box(current_node, node_position)# Appendchildren.append(new_node)# Loop through childrenfor child in children:# Child is on the closed listfor closed_child in closed_list:if child == closed_child:continue# Create the f, g, and h valueschild.g = current_node.g + 1child.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 listfor open_node in open_list:if child == open_node and child.g > open_node.g:continue# Add the child to the open listopen_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()
Line 1-10: We a class named box
. It's used as a representation for each node in the pathfinding algorithm. Each node has a parent
, a position
, and values g
, h
, and f
representing the cost functions used in the A* algorithm.
Line 12 - 13: The method defines how two box
objects are compared for equality and compares their position.
Line 16-96: This function takes a 2D array (a maze) in this scenerio and a starting and ending position.
Line 25-30: Initialization of open and closed lists for nodes.
Line 33: This loop continues until the open list is empty.
Line 36-41: Find the node in the list with the lowest f
value.
Line 44-45: Moves the node from the open list to the closed list.
Line 48-54: If the current node is the end node, reconstruct and return the path by following the parent pointers back to the start node.
Line 57-58: Generate possible adjacent positions (neighbours) to the current node.
Line 61-65: Check if the generated position is within the maze boundaries.
Line 68-68: Check if the generated position is a walkable terrain (0 in the maze).
Line 78-96: Iterate through the children and check if any child is already in the closed list then calculate the g
, h
, and f
values for the child node. Check if the child is already in the open list and if so, compare their g
values. Now, Add the child to the open list if it's not already there or if it has a lower g
value.
Now, lets see another example with different problem.
Let's consider a real-life application of the A* algorithm in robotics: path planning for a mobile robot in a warehouse environment.
Imagine a scenario where a robot needs to navigate through a warehouse to deliver goods from a starting location to various destinations. The warehouse layout includes:
Shelves
Aisles
Obstacles
The robot needs to find the shortest path while avoiding collisions.
Condition: The robot can move horizontally and vertically between adjacent cells, but it cannot move diagonally.
Let's see the solution to the problem.
class Node:def __init__(self, x, y, g=float('inf'), h=0, f=float('inf'), parent=None):self.x = xself.y = yself.g = g # tentative distance from start nodeself.h = h # heuristic distance to goal nodeself.f = f # total estimated distance: f = g + hself.parent = parent # parent nodedef __eq__(self, other):return self.x == other.x and self.y == other.ydef __hash__(self):return hash((self.x, self.y))def heuristic(node, goal):# Manhattan distance heuristicreturn abs(node.x - goal.x) + abs(node.y - goal.y)def find_min_f_node(open_list):min_f_node = open_list[0]for node in open_list:if node.f < min_f_node.f:min_f_node = nodereturn min_f_nodedef astar(start, goal, warehouse):open_list = []closed_set = set()open_list.append(start)start.g = 0start.f = start.g + heuristic(start, goal)while open_list:current = find_min_f_node(open_list)open_list.remove(current)if current == goal:path = []while current:path.append((current.x, current.y))current = current.parentreturn path[::-1]closed_set.add(current)for dx, dy in [(0, 1), (0, -1), (1, 0), (-1, 0)]:next_x, next_y = current.x + dx, current.y + dyif 0 <= next_x < len(warehouse) and 0 <= next_y < len(warehouse[0]) and warehouse[next_x][next_y] != 1:neighbor = Node(next_x, next_y)if neighbor in closed_set:continuetentative_g = current.g + 1 # assuming constant cost of movementif tentative_g < neighbor.g:neighbor.parent = currentneighbor.g = tentative_gneighbor.h = heuristic(neighbor, goal)neighbor.f = neighbor.g + neighbor.hif neighbor not in open_list:open_list.append(neighbor)return None # No path founddef main():warehouse = [[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]]# Define start and goal nodesstart = Node(0, 0)goal = Node(6, 6)# Find pathpath = astar(start, goal, warehouse)# Output the resultif path:print("Path found:")for node in path:print(node)else:print("No path found")if __name__ == '__main__':main()
Line 10-11: The __eq__
method is overridden to allow comparison between nodes using their coordinates.
Line 13-14: This method is implemented to allow nodes to be used as keys in sets.
Line 16-18: This function uses manhattan distance to calculate the heuristic distance between nodes.
Line 48-65: For each node in the open list, it examines its neighbors (up, down, left, and right) and calculates their tentative distances (g
). If a shorter path to a neighbor is found, it updates the neighbor's g
, h
, and f
values and adds it to the open list.
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