From GPS satellites to video game AI. Experience how Dijkstra, A*, and Greedy algorithms solve complex routing problems in real-time.
Start ExperimentBest for: Game Development, Pixel Art, Logistics.
Simulate movement on a raster grid (tiles). Analyze how algorithms handle walls, obstacles, and 8-directional movement.
Launch Grid SimulatorBest for: GPS Navigation, Supply Chain, Fiber Optics.
Simulate routing on a topology of nodes and edges (polylines). Analyze efficiency on complex road networks with traffic weights.
Launch Network SimulatorThe "safe bet." It ripples out in all directions like water. It guarantees the mathematically shortest path but is computationally expensive because it checks every possibility.
The "smart navigator." It uses a heuristic (GPS distance) to guess which direction is best. It balances speed and accuracy, making it the standard for games and maps.
The "meet in the middle" strategy. It searches from the start and the end simultaneously. When the two searches touch, the path is found instantly.
The "impatient driver." It always turns towards the destination, regardless of traffic. It is extremely fast but often gets stuck in dead ends or takes long detours.
The "blind explorer." It searches layer-by-layer without considering road length or traffic. It minimizes the number of turns, but not the travel time.
This tool provides visual proof of the No Free Lunch Theorem in search optimization. While A* is generally superior, specific network topologies (like mazes vs open roads) can favor different approaches.