Neural ArcadeCal Hacks · Ddoski's Lab

Learning Heuristics for A* Search (demo paper)

A learned heuristic guides A* to the goal under a tight expansion budget.

pathfinding / planningsource: mockfaithfulness 83% · halluc 17%

Tier 1 · Understand

The paper replaces hand-tuned search heuristics with a learned estimate of cost-to-go, letting A* expand far fewer nodes while still finding near-optimal paths. Naive uninformed search (BFS) exhausts its budget on large maps; the learned heuristic focuses expansion toward the goal.

  1. 1Searching a maze blindly wastes moves exploring dead ends.
  2. 2A heuristic is a smart guess of how far the goal still is.
  3. 3The paper learns that guess from data instead of hand-coding it.
  4. 4Result: the same A* algorithm reaches the goal with a fraction of the steps.

Concept map

Concept Map✦ ARCADE
Graph SearchNaive BFSA*Learned HeuristicExpansion BudgetOptimal Path

Ask the paper

Grounded Q&A✦ ARCADE

💬 Ask the paper — answers are grounded in its text, with sections cited

Checking…

Tier 2 & 3 · Play / Prove

template: pathfinding · conf 92%
pathfinding✦ ARCADE

🎯 Goal — Reach the goal tile before the step budget runs out.

lostexpanded 60/60
vs

Budget exhausted after 60 expansions — no path found.

The maze represents a planning graph where each cell is a state in the search space. Blind BFS wastes its budget exploring dead-end states.

Toggle to the paper's heuristic to see it focus the search.

Paper claim: learned heuristic reaches the goal using ~5x fewer expansions than BFS.