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A comprehensive A* algorithm. Suitable for anything from physical grids to abstract search spaces.

A* path finding with Dart #

A simple but generally applicable A* algorithm implemented in Dart.

A* is an efficient family of algorithms to find the shortest path from one to another. This package implements the simplest version, but other variants are available, like IDA*.

While A* typically represents paths on a physical grid, it can also be used when problems are represented in an abstract space. Puzzles are a good example, as each configuration represents one state, and the transitions between states are all the legal moves. See for example the 15/8-puzzle.

To use, override the AStarState class with a state that describes your problem, and override the following members:

  • double heuristic(), which estimates how "close" the state is to the goal
  • String hash(), which generates a unique hash for the state
  • Iterable<T> expand(), which generates all neighbor states
  • bool isGoal(), which determines if the state is the end state

Here is an example of a simple state that represents going from (0, 0) to (100, 100) on a grid.

class CoordinatesState extends AStarState<CoordinatesState> {
  static const goal = 100;

  final int x;
  final int y;

  const CoordinatesState(this.x, this.y, {super.depth = 0});

  @override
  Iterable<CoordinatesState> expand() => [
    CoordinatesState(x, y + 1, depth: depth + 1),  // down
    CoordinatesState(x, y - 1, depth: depth + 1),  // up
    CoordinatesState(x + 1, y, depth: depth + 1),  // right
    CoordinatesState(x - 1, y, depth: depth + 1),  // left
  ];

  @override
  double heuristic() => ((goal - x).abs() + (goal - y).abs()).toDouble();

  @override
  String hash() => "($x, $y)";

  @override
  bool isGoal() => x == goal && y == goal;
}

To get your result, pass a starting state to aStar(). You can use reconstructPath() on the result to walk back through the search tree and get the whole path, which is especially helpful for puzzles:

void main() {
  const start = CoordinatesState(0, 0);
  final result = aStar(start);
  if (result == null) { print("No path"); return; }

  final path = result.reconstructPath();
  for (final step in path) {
    print("Walk to $step");
  }
}

This package was originally developed by Seth Ladd and Eric Seidel. See an (old) running example from them here.

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A comprehensive A* algorithm. Suitable for anything from physical grids to abstract search spaces.

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