Pathfinding Glossary

This glossary provides concise definitions of key terminology encountered in the study of pathfinding and graph search algorithms.

A* Algorithm
A graph traversal and pathsearch algorithm used extensively in AI, robotics, and mapping. It finds the shortest path from a start node to a goal node by minimizing f(n) = g(n) + h(n), effectively balancing actual cost incurred and estimated cost remaining.
Admissible Heuristic
A crucial property of heuristics for A*. A heuristic is admissible if it never overestimates the true minimum cost from node n to the goal. Admissibility is a requirement for A* to guarantee the optimality (the shortest path) of its solution.
Branching Factor
In a graph or tree, the number of edges emanating from a node. In pathfinding on grids, the branching factor is typically 4 or 8 depending on allowed movement (cardinal only vs. cardinal + diagonal).
Chebyshev Distance
A heuristic metric for 8-directional grids where diagonal movement cost is equal to cardinal movement cost. It is defined as max(|x1 - x2|, |y1 - y2|).
Closed Set (Explored)
A data structure (typically a Hash Set) holding nodes that have already been fully evaluated. Checking against this set prevents the algorithm from re-processing nodes, which avoids infinite loops and cycles.
Completeness
A property of a search algorithm. An algorithm is complete if it is guaranteed to find a solution if one exists.
Consistent (Monotonic) Heuristic
A stronger condition than admissibility. A heuristic is consistent if for every node n and every neighbor m of n, h(n) ≤ cost(n, m) + h(m). A consistent heuristic ensures that once A* reaches a node, it has found the optimal path to it.
Euclidean Distance
The "straight-line" distance between two points in Euclidean space. Formula: √[(x1 - x2)² + (y1 - y2)²]. Often used as a heuristic in any-angle pathfinding.
Graph
A mathematical abstraction consisting of a set of vertices (nodes) and edges (connections). Graphs model environments in pathfinding applications.
Heuristic (h)
An "educated guess" used to guide search algorithms toward the goal. A good heuristic significantly narrows the search space compared to blind search algorithms.
Manhattan Distance
A distance metric for 4-directional grid-based pathfinding where diagonal movement is disallowed. It represents the sum of the absolute differences of the coordinates: |x1 - x2| + |y1 - y2|.
Node (Vertex)
An individual point or location within the graph environment. In grid-based pathfinding, a node typically represents a single grid cell.
Open Set (Frontier)
A data structure (typically a Priority Queue or Min-Heap) containing nodes that have been discovered (neighbors of expanded nodes) but not yet evaluated. The node with the lowest f(n) is extracted from the frontier to be expanded next.
Optimality
A property of a search algorithm. An algorithm is optimal if it is guaranteed to return the lowest-cost solution when multiple solutions exist.
Priority Queue (Min-Heap)
The ideal data structure for the Open Set. It allows efficient insertion of new nodes and fast extraction of the node with the minimum f(n) value (O(log n) operations).