A* ALGORITHM BASICS FOR PATH FINDING A* , widely used known form of best-first search & path planning algorithm nowadays in mobile robots,games. this is the function for A*, f(n) = g(n) + h(n) g ( n ) is the cost of the path from the start node to n , and h ( n ) is a heuristic function that estimates the cost of the cheapest path from n to the goal This will find cheapest f(n) value in neighbor nodes to archive goal node. check below image A to B path finding with g(n),h(n),f(n) value In the final level check below image Now we will check the Algorithm // A* Search Algorithm 1. Initialize the open list 2. Initialize the closed list put the starting node on the open list (you can leave its f at zero) 3. while the open list is not empty a) find the node with the least f on the open list, call it "q" b) pop q off the open list c) generate q's 8 successors
ALGORITHM The problem is to place n queens on an n * n chessboard, so that no two queens are attacking each other.this means that no two queens are in the same row, the same column, or the same diagonal. This is the algorithm for n queens backtracking : PLACEQUEENS(Q[1..N],r): if r=n+1 print Q[1...n] else for j <-- 1 to n legal <--- TRUE for i <-- 1 to r-1 if (Q[i]=j) or (Q[i]=j+r-i) or (Q[i] =j-r+i) : legal <-- FALSE if legal Q[r] <-- j PLACEQUEENS(Q[1..N],r+1) //recursion Here represent the positions of the queens using an array Q[1 .. n], where Q[i] indicates which square in row i contains a queen. When backtrack is called, the input parameter r is the index of the first empty row, and the prefix Q[1 .. r 1] contains the positio