Challenges

Pathfinding

Educational

Build grids with walls and weights, then watch algorithms find the optimal path!

A* uses a heuristic to estimate distance to goal, making it faster than Dijkstra for most cases.

Click to place start (green) and goal (red) points

Statistics

Path Found-
Path Length-
Path Cost-
Nodes Expanded-
Runtime-
Score-

Legend

Start
Goal
Wall
Mud (5)
Water (10)
Visited
Frontier
Path

Shortcuts

Space: Run/Pause

R: Reset | C: Clear

1-3: Algorithm

Pathfinding Playground | MCP Challenge