A* (A Star), is a path finding algorithm. (It has nothing to do with pointers). If you google for it, you will find tons of references. If you grab any book on Game AI, you will probably find A* in it. (Well, particularly if the book is for RTS games, but many other games make use of it too).
If that is hard to understand, you can also try reading about Breadth first search. That is another path finding algorithm, but it was designed to work on a graph (a set of edges (lines) and verticies (points), not a 2D plot). A grid, is a special case of a graph. In a grid, each vertex has 4 edges (or 8 edges if diagonal links are allowed), which connect it to it's neighboring vertexes.
Algorithms like A* make use of this extra information about the regularness of the grid to direct the search towards the goal, rather than expanding out in all directions until it hits the goal. Breadth first search just expands in all directions at once, where the next node to process is the current closest to the start of the search. A* gets the information about where to expand from the metric function. This is basically just using the fact that a grid is regular, and you know where a vertex's possible neighbors are without having to ask it. The breadth first search doesn't make any such assumptions.