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I asked it this question[1],<p><pre><code>    I traverse a maze using a basic A* implementation (using the Manhattan distance metric). However, after the traversal, I would like to find out what wall would give me the best alternative path. Apart from removing every block and re-running A* on the maze, what&#x27;s a more clever and elegant solution?
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a question I asked on SO over 10 years ago. The SO thread includes working code and very friendly explanations and discussion. The answer Phind gives is the following[2]. It tells me to use D＊-lite (complete overkill), Theta＊ (totally wrong), or &quot;Adaptive-A＊&quot; (not sure if that&#x27;s an actual thing, all I can find is a random paper).<p>I was working on this in the context of a game I was making at the time, and while this is certainly a hard (and maybe rare) question, it&#x27;s still on the level of CS undergrad.<p>[1] <a href="https:&#x2F;&#x2F;stackoverflow.com&#x2F;questions&#x2F;2489672&#x2F;removing-the-obstacle-that-yields-the-best-path-from-a-map-after-a-traversal" rel="nofollow">https:&#x2F;&#x2F;stackoverflow.com&#x2F;questions&#x2F;2489672&#x2F;removing-the-obs...</a><p>[2] <a href="https:&#x2F;&#x2F;www.phind.com&#x2F;search?cache=d08cd0e7-4aa8-4d75-b1cd-7395bb9e60c2">https:&#x2F;&#x2F;www.phind.com&#x2F;search?cache=d08cd0e7-4aa8-4d75-b1cd-7...</a>