Online Learning of Any-to-Any Path Loss Maps
نویسندگان
چکیده
منابع مشابه
Any-Angle Path Planning
In robotics and video games, one often discretizes continuous terrain into a grid with blocked and unblocked grid cells and then uses path-planning algorithms to find a shortest path on the resulting grid graph. This path, however, is typically not a shortest path in the continuous terrain. In this overview article, we discuss a path-planning methodology for quickly finding paths in continuous ...
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Grids with blocked and unblocked cells are often used to represent terrain in computer games and robotics. However, paths formed by grid edges can be sub-optimal and unrealistic looking, since the possible headings are artificially constrained. We present Theta*, a variant of A*, that propagates information along grid edges without constraining the paths to grid edges. Theta* is simple, fast an...
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Path planning is a critical part of modern computer games; rare is the game where nothing moves and path planning is not necessary. A* is the workhorse for most path planning applications. Block A* is a state-of-the-art algorithm that is always faster than A* in experiments using game maps. Unlike other methods that improve upon A*’s performance, Block A* does not require knowledge of the map b...
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ژورنال
عنوان ژورنال: IEEE Communications Letters
سال: 2021
ISSN: 1089-7798,1558-2558,2373-7891
DOI: 10.1109/lcomm.2021.3050252