Introduction to the A* Algorithm (2014)
Reposts and “evergreen” content on HN
- Some complain the article is repeatedly reposted; others argue many readers are new and haven’t seen it, so resurfacing is valuable.
- Criticism of “hall monitor” behavior around reposts; pointing out duplicates is seen as low-value status-seeking unless it fights spam.
- Suggestions for better platform features: “evergreen” items that get resurfaced periodically, personalized by what a user has already seen.
- HN search is noted as useful for finding old discussions, which may contain extra “nuggets” beyond the original post.
Why A and this article remain popular*
- A* is viewed as the obvious first pathfinding algorithm to teach: easy to visualize, broadly useful, simple extension of BFS/Dijkstra.
- Several note that A* isn’t emphasized enough in CS curricula despite its power and conceptual elegance.
- Many attribute the link’s repeated popularity to the quality of the tutorial: strong visualizations, examples, and clear explanations.
A vs “realistic” behavior in games*
- One commenter dislikes A* as a “performance hack” that makes entities behave omnisciently and unrealistically.
- Others respond that:
- The “unfairness” is really about what information the heuristic uses, not A* itself.
- Games prioritize fun and performance over realism; “reasonable” paths often look better than optimal ones.
- Human-like limitations can be modeled by hiding information (fog of war, incomplete graphs) or using non-optimal heuristics.
- Discussion of alternatives and refinements: navmeshes, formation following, cohesion costs, and special handling (e.g., water crossings).
Relationship to other algorithms and mental models
- Several people frame BFS, DFS, Dijkstra, and A* as essentially the same framework with different data structures or priority functions.
- A common teaching pattern:
- BFS → queue; DFS → stack
- Dijkstra → priority queue by cost-so-far
- A* → priority queue by cost-so-far + heuristic estimate
- Emphasis that admissible heuristics must underestimate to guarantee optimal paths, though inadmissible ones can be useful for style or speed.
A as “traditional AI” vs modern “AI”*
- Some recall when algorithms like A*, logic, and planning were core “AI” topics; now “AI” is often used to mean deep learning/genAI.
- Discussion of the “AI effect” and how once-understood techniques (like A*) stop being labeled AI.
- In teaching, A* is placed into a “traditional AI” bucket distinct from machine learning and data science.
Resources, nostalgia, and side topics
- Strong praise for Red Blob Games in general, especially the hex grid article and interactive visualizations.
- Multiple commenters share nostalgia: this specific tutorial was their first encounter with A* or a formative learning experience.
- Brief mentions of pathfinding in unknown environments (SLAM, D* Lite, ML-based exploration) and more advanced techniques like bidirectional search and pattern databases.
- Minor threads cover pronunciation (“A-star”), jokes about Sagittarius A*, and gripes about poor real-world navigation software.