Comparison between A*, BFS and DFS algorithms in 3D grids
DOI:
https://doi.org/10.58445/rars.4168Keywords:
3D grids, A* algorithm, BFS algorithm, DFS algorithmAbstract
Pathfinding algorithms are computer algorithms that aim to find a path through a grid with obstacles. A pathfinding algorithm works by taking a search grid with obstacle cells, a source cell and a destination cell, and searching outward from the source cell until it finds the destination cell. This research paper compares three pathfinding algorithms when they are made to search a 3D grid instead of a 2D grid. The algorithms tested are the A* search, breadth-first search and depth-first search. Each of the three algorithms is used to search a series of 3D grids with increasing obstacle density to determine which performs the best in terms of time taken to find the destination, length of the resulting path, and the number of cells searched to find the destination. These three metrics are graphed for each algorithm against the obstacle density of the grids to compare them. The results of the experiment prove decisively that in a 3D graph, the A* search algorithm performs the best across all three metrics due to its nature as an informed search algorithm.
References
Abd Algfoor, Zeyad, Mohd Shahrizal Sunar, and Hoshang Kolivand. "A comprehensive study on pathfinding techniques for robotics and video games." International Journal of Computer Games Technology 2015.1 (2015): 736138.
Kjellberg, Henri C., and E. Glenn Lightsey. "Discretized constrained attitude pathfinding and control for satellites." Journal of Guidance, Control, and Dynamics 36.5 (2013): 1301-1309.
Rafiq, A., Asmawaty Abdul Kadir, T., & Normaziah Ihsan, S. (2020, February). Pathfinding algorithms in game development. In IOP Conference Series: Materials Science and Engineering (Vol. 769, No. 1, p. 012021). IOP Publishing.
Quddus, Mohammed, and Simon Washington. "Shortest path and vehicle trajectory aided map-matching for low frequency GPS data." Transportation Research Part C: Emerging Technologies 55 (2015): 328-339.
Mehta, Heeket, Pratik Kanani, and Priya Lande. "Google maps." International Journal of Computer Applications 178.8 (2019): 41-46.
Miao, Q., & Wei, G. (2025). A comprehensive review of path-planning algorithms for planetary rover exploration. Remote Sensing, 17(11), 1924.
Botea, Adi, et al. "Pathfinding in games." Schloss Dagstuhl-Leibniz-Zentrum fuer Informatik, 2013.
Harabor, Daniel, and Alban Grastien. "Online graph pruning for pathfinding on grid maps." Proceedings of the AAAI conference on artificial intelligence. Vol. 25. No. 1. 2011.
Lawande, Sharmad Rajnish, et al. "A systematic review and analysis of intelligence-based pathfinding algorithms in the field of video games." Applied Sciences 12.11 (2022): 5499.
Tang, Laien. "Research on path planning of lunar exploration robot based on A* algorithm." IET Conference Proceedings CP901. Vol. 2024. No. 24. Stevenage, UK: The Institution of Engineering and Technology, 2024.
Firmansyah, Boy. "A COMPARATIVE ANALYSIS OF INFORMED SEARCH AND UNINFORMED SEARCH ALGORITHMS IN THE EFFICIENCY OF AI PROBLEM MODELING." Journal of Data Analytics, Information, and Computer Science 3.3 (2026): 158-174.
Zhou, Rong, and Eric A. Hansen. "Breadth-first heuristic search." Artificial Intelligence 170.4-5 (2006): 385-408.
Tarjan, Robert. "Depth-first search and linear graph algorithms." SIAM journal on computing 1.2 (1972): 146-160.
Downloads
Posted
Categories
License
Copyright (c) 2026 Research Archive of Rising Scholars

This work is licensed under a Creative Commons Attribution 4.0 International License.