Any-Angle Path Planning
نویسندگان
چکیده
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 terrain that are typically shorter than shortest grid paths. Any-angle path-planning algorithms are variants of the heuristic path-planning algorithm A* that find short paths by propagating information along grid edges (like A*, to be fast) without constraining the resulting paths to grid edges (unlike A*, to find short paths).
منابع مشابه
Block A*: Database-Driven Search with Applications in Any-Angle Path-Planning
We present three new ideas for grid-based path-planning algorithms that improve the search speed and quality of the paths found. First, we introduce a new type of database, the Local Distance Database (LDDB), that contains distances between boundary points of a local neighborhood. Second, an LDDB-based algorithm is introduced, called Block A*, that calculates the optimal path between start and ...
متن کاملAbstract: Block A* and Any-Angle Path-Planning
Block A* and Any-angle Path-Planning Peter Yap and Neil Burch and Robert C. Holte and Jonathan Schaeffer Computing Science Department University of Alberta Edmonton, Alberta, Canada T6G 2E8 [email protected], {nburch, rholte, jonathan}@ualberta.ca
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In this paper, we consider the problem of planning anyangle paths with small numbers of turns on grid maps. We propose a novel heuristic search algorithm called Link* that returns paths containing fewer turns at the cost of slightly longer path lengths. Experimental results demonstrate that Link* can produce paths with fewer turns than other any-angle path planning algorithms while still mainta...
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ورودعنوان ژورنال:
- AI Magazine
دوره 34 شماره
صفحات -
تاریخ انتشار 2013