Removing the obstacle that yields the best path from a map after A* traversal
- by David Titarenco
I traverse a 16x16 maze using my own A* implementation. This is exactly what my program does:
http://www.screenjelly.com/watch/fDQh98zMP0c?showTab=share
All is well. However, after the traversal, I would like to find out what wall would give me the best alternative path. Apart from removing every block and re-running A* on the maze, what's a…