Overview
Block A* is a pathfinding method that searches a graph, grid, or configuration space using costs, heuristics, or incremental updates. It is useful when route quality, replanning cost, or search speed matters more than a naive traversal.
Block A* finds routes through graphs, grids, or motion-planning spaces.
Compact metadata for implementation and discovery.
Block A* is a pathfinding method that searches a graph, grid, or configuration space using costs, heuristics, or incremental updates. It is useful when route quality, replanning cost, or search speed matters more than a naive traversal.
Quick facts
Runtime and memory behavior at a glance.
Best
O(E)
Average
O(E log V)
Worst
O(E log V)
Space
O(V)
Show the frontier expanding through the map and the final path being reconstructed.
Block A* operates in O(E log V) time and O(V) space within the Pathfinding family. Often compared with Dijkstra's Algorithm and A* Search.
What each reference supports for this entry.
Game AI reference for block-level grid pathfinding and local-distance preprocessing tradeoffs.
AI search reference for A* heuristics and graph-search correctness used by Block A* variants.
Open sourceOriginal Block A* reference for local distance databases and block-level grid pathfinding.
Open sourceGood next jumps from the relationship graph, ranked for useful discovery.
Block A* is a route-search alternative to Dijkstra's Algorithm with different heuristic or replanning behavior.
Block A* is a pathfinding variant of A* Search with a different search or heuristic tradeoff.