Improving Heuristics for A* Pathfinding
- Algorithms
- AI
- Games
- Developer Tools
The post is a tutorial on improving A* pathfinding with differential heuristics. Instead of relying on a simple distance estimate like Manhattan distance, it precomputes distances from selected landmarks to every node, then uses the difference between landmark distances to the current node and the goal as a tighter lower bound. The point is to make A* expand far fewer nodes without giving up optimality on static graphs. Red Blob Games presents it as an interactive explanation rather than a paper-style result dump, and that teaching style landed well with most readers.
If you use A* in games, robotics, or routing, this is a practical reminder that better heuristics often beat algorithm swaps for real speedups. It is also a cue to separate static-map preprocessing from dynamic-map updates, because that design choice determines whether landmark-based heuristics stay correct and useful.
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redblobgames.com
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