Draw the map. Watch it rethink.
Paint walls, marsh and open ground with the mouse; drag the start and the goal anywhere. The search re-solves on every single edit, so you can wall off a route and watch the path snap to a new one in the same gesture. Nothing here is precomputed — put a wall across the corridor it is using and see what it costs.
Brush wall
Heuristic
Generate
Overlay
The map A* · 8-way · octile · w = 1.00
settled, oldest → newest
backward front
frontier
route returned
true cheapest route — drawn only when the algorithm missed it
Cells settled
0
Frontier now / peak
–
Map explored
–
Route cost
–
Cheapest possible
–
Verdict
–
Search trace frontier size, and the key of each cell as it is settled
frontier size
key of the cell being settled —
f for A*, g for Dijkstra, h for greedy
Dijkstra and A* settle in non-decreasing key order — that monotonicity is the whole optimality proof. Switch to greedy or DFS and watch the amber line saw up and down: nothing is ever finished, so nothing can be guaranteed.