is worst estimate the same as true distance when for instance when the agent travels around an obstacle, how can I calculate this value? if there is an obstacle the agent to travel around, the octile distance and manhattan distance differ a great deal with the true heuristics
For optimal paths, the estimate may never give a value higher than the true distance. (If you do, you will still get a path, it's just not always optimal then.)
In the best case, the estimate is always equal to the true distance. That makes path-finding trivial. There is no need for A* any more. From any position, you just pick the direction with the largest decrease in estimated distance :)
Obviously, you need to do non-trivial computations in your estimate here, as you already stated. As such, it would be useful, but it's not really feasible in most cases.
Any value less than the true distance will however still result in an optimal path. The more you deviate from the true distance, the less steering you give to the search, which results in getting more nodes examined/visited.
The worst estimate is probably the constant 0. This makes traveling in any direction equally attractive, and as a result, you will sort-of flood-fill (ie breadth-first search) the entire search space from your starting point in every direction, until you hit the end-point. This is equivalent to Dijkstra algorithm.
If you want to get deeper insight into how A* behaves under different conditions, I recommend making an animation from the exploration. It is very illuminating to see how it opens and closes nodes as it is running.
I don't have many ideas how to proceed, unfortunately. Maybe you need to reconsider your goals?
From your first post, you say you want to do cooperative path finding, and need to compute the entire map. That would mean the cooperation could use the entire map, right?
Is that a useful feature to have? (just asking)
Another direction is to have a more abstract path concept, but no idea how to do that :(