There is an interesting probabilistic angle of this classic AI story with Machine Learning applications here: <a href="https://github.com/imagry/aleph_star" rel="nofollow">https://github.com/imagry/aleph_star</a> (paper, presentation, etc).
Also see <a href="https://www.redblobgames.com/grids/hexagons/" rel="nofollow">https://www.redblobgames.com/grids/hexagons/</a> by the same author which was an awesome resource when I was implementing a hexagonal grid for something.
This and the hex grids get a lot of views on Amit's site, but he has a lot of neat things on there.<p>He just finished mapgen4:
"Paint your own mountains, oceans, and valleys. It will procedurally generate rivers and biomes based on wind, evaporation, and rainfall. Rendered in 3D to look like hand-painted 2D."<p>Check it out if you're interested: <a href="https://www.redblobgames.com/maps/mapgen4/" rel="nofollow">https://www.redblobgames.com/maps/mapgen4/</a>
Here's another good site for visualizing path finding algorithms: <a href="https://qiao.github.io/PathFinding.js/visual/" rel="nofollow">https://qiao.github.io/PathFinding.js/visual/</a>
For a good application of A* I made a 15 (slide) puzzle that you can play in the browser. It basically exposes a websocket API and provides some skeleton code for you to solve. [1] There is also a tutorial for solving it if you need some help.<p>1. <a href="https://pointatinfinity.com/fifteen" rel="nofollow">https://pointatinfinity.com/fifteen</a>
This needs a [2014] in the title. Previous discussion [1].<p>[1] <a href="https://news.ycombinator.com/item?id=8059237" rel="nofollow">https://news.ycombinator.com/item?id=8059237</a>