PathMind Real-World Showcase
← Maze
Breadth-First Search
LinkedIn "Degrees of Separation" — BFS finds the shortest connection path between two people
SOCIAL GRAPH
Click two people to connect
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Explored
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Degrees
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Time
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Found
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BFS explores nodes level by level — all friends first, then friends-of-friends, and so on. This guarantees the shortest path (fewest hops). LinkedIn uses this to compute "2nd connection" and "3rd connection" badges on every profile.
Depth-First Search
OS File Search — DFS dives deep into each folder branch before backtracking, just like your OS "Find File"
FILE SYSTEM
Click any file to search for it
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Explored
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Depth
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Time
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Found
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DFS uses a stack (LIFO) — it commits fully to one branch before trying another. Operating systems use DFS to traverse directory trees when searching files or computing folder sizes. Web crawlers also use DFS to index deep page hierarchies. Watch how it backtracks from dead-end folders.
Uniform Cost Search
Flight Routes ↗
Cheapest Flight Finder — UCS always expands the lowest cumulative cost, exactly how Google Flights routes work
FLIGHT NETWORK
Priority Queue
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Click source → destination city
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Explored
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Stops
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Cost $
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Found
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UCS uses a min-heap priority queue — always expanding the node with the lowest total cost so far. It's Dijkstra's algorithm applied to graphs. The priority queue panel shows live which city is cheapest to reach next. UCS guarantees the optimal (cheapest) route.
Depth-Limited Search
Game AI — DLS powers Tic-Tac-Toe's minimax AI with a depth-3 cutoff, just like chess engines limiting lookahead
GAME TREE
Your turn — play X
AI Decision Tree (depth limit = 3)
Waiting for AI to think…
Play a move to see the AI search depth-limited game states and pick the best response.
States Explored
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Depth Reached
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AI Score
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Winner
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DLS is DFS with a hard depth cutoff. The AI uses minimax — exploring all possible game states up to depth 3, scoring them, and picking the best move. Chess engines like Stockfish use this same idea (with alpha-beta pruning) but at depths of 20–30. The tree shows moves pruned when the limit hits.
City Delivery Route — A* uses f=g+h to find the optimal path through weighted terrain, exactly how GPS navigation works
NAVIGATION
Road (1) Traffic (3) Construction (5) Building
Click Start/End to move them. Click empty cell for walls.
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Explored
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Path Steps
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Total Cost
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Found
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A* combines actual cost g(n) (distance traveled) and heuristic h(n) (Manhattan distance to goal) into f(n) = g + h. This makes it smarter than UCS — it prioritizes nodes closer to the goal. GPS systems, game NPCs, and robotics all use A* for its speed and optimality guarantee.
Greedy Best-First
Why Greedy Fails — on the same maze, Greedy takes the "locally best" path and gets trapped; A* finds the true optimum
COMPARISON
GREEDY — h(n) only
A* — f(n) = g+h
Click Start/End to move. Click empty cell for walls.
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Greedy Explored
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Greedy Cost
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A* Explored
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A* Cost
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Greedy uses only h(n) — the straight-line guess to the goal. It's fast but not optimal. In tricky mazes it charges toward the goal and gets stuck, exploring many dead ends. A* avoids this by also tracking actual cost. Early GPS units used greedy-style heuristics — they often gave bad routes!
Bidirectional BFS
WhatsApp Message Routing — two BFS frontiers expand simultaneously from sender and receiver until they meet
NETWORK
Forward frontier (sender)
Backward frontier (receiver)
Meeting point
Click any two nodes to change Sender/Receiver
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Bidir Explored
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Regular BFS
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Path Length
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Speedup
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Bidirectional BFS runs two simultaneous searches — one from the source forward, one from the destination backward. They meet in the middle. This can reduce nodes explored from b^d to 2×b^(d/2) — exponentially fewer! Network routing protocols like OSPF use this principle to find paths faster in large graphs.