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Pathfinding Algorithms [2D simulation : A*, Dijkstra, GBFS]
Emrys Mesli · 2026-05-09 · via DEV Community

Emrys Mesli

What is the most significant trade-off in selecting a pathfinding algorithm for an automated navigation system?

The Three Algorithms I Tested

I implemented three classic algorithms in Python using Pygame:

1. Dijkstra's Algorithm

  • Explores uniformly in all directions
  • Guarantees the absolute shortest path
  • Very slow; explores thousands of nodes
  • Best for: Offline planning

2. A*

  • Uses a heuristic to guide search toward the goal
  • Finds the shortest path, 80-90% faster than Dijkstra
  • Requires a good heuristic for optimal performance
  • Best for: Real-world navigation (Google Maps, Waze), video games, robotics

3. Greedy Best-First Search

  • Rushes directly toward the goal using only the heuristic
  • Extremely fast calculation
  • Often finds longer, suboptimal paths
  • Best for: Simple video games, rapid prototyping, when "good enough" is enough

The Speed-Optimality Trade-Off

The data shows a clear pattern across the tests:

Dijkstra: Perfect path quality, but very high computational cost (3000+ nodes explored)

A*: Perfect path quality, medium computational cost

Greedy: Often longer paths, low computational cost

You cannot have an algorithm that is both lightning-fast and always perfect. You have to choose what matters more for your specific use case.

So how would they fare in different environments? (For example, cities)

I tested all three algorithms in two different simulated environments:

Environment 1: Classic Grid
Structured, predictable, with straight roads and right angles. Think Manhattan or Chicago.

Environment 2: Irregular grid
Winding streets, irregular intersections, dead ends. Think Amsterdam or Paris.

And in the end:

In environment 1, GBFS found a path of 114 while A* found 94. Greedy's path was only 21% longer.

In environment 2, GBFS found a path of 196 while A* found 122. Greedy's path was 57% longer.

In the 1st environment, GBFS's performance was acceptable. In the second, it completely collapsed.

So in conclusion, an algorithm that works reasonably well in one environment can completely fail in another.

What Users Actually Want:

I ran a survey with 64 respondents to understand what people prioritize from their GPS:

50% want the fastest route, even if it's complicated (Fastest results from GPS)

25% want the simplest route, even if it's slower (Best result from GPS)

I also asked a maze question: "How would you find the exit?"

32.8% said they would guess where the exit is and head in that direction, mirroring heuristic algorithms like A* and Greedy

29.7% said they would methodically explore and remember where they've been, mirroring Dijkstra

People naturally use the same strategies as algorithms. The 32.8% who guess are choosing speed over certainty. The 29.7% who methodically explore are choosing certainty over speed.

There's no single "right" way to solve a path problem. It depends on what you value.

So, which Algorithm Is Best?

It depends entirely on your priorities and environment.

If you need the guaranteed shortest path and time doesn't matter: Choose Dijkstra.

If you need fast, reliable paths: Choose A*.

If you need speed and path quality doesn't matter much: Choose Greedy.

Conclusion

A* is the most robust algorithm overall. It consistently found optimal paths in all environments while keeping computational costs manageable. Greedy can be fast, but its reliability collapses in complex environments. Dijkstra is reliable but too slow for real-time applications.