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  • The Weighted Region Problem: Finding Shortest Paths Through a Weighted Planar Subdivision.

    ABSTRACT: The problem of determining shortest paths through a weighted planar polygonal subdivision with n vertices is considered. Distances are measured according to a weighted Euclidean metric: The length of a path is defined to be the weighted sum of (Euclidean) lengths of the subpaths within each region. An algorithm that constructs a (restricted) .shortest path map. with respect to a given source point is presented. The output is a partitioning of each edge of the subdivion into intervals of .-optimality, allowing an .-optimal path to be traced from the source to any query point along any edge. The algorithm runs in worst-case time O(ES) and requires O(E) space, where E is the number of .events. in our algorithm and S is the time it takes to run a numerical search procedure. In the worst case, E is bounded above by O(n4) (and we give an &OHgr;(n4) lower bound), but it is likeky that E will be much smaller in practice. We also show that S is bounded by O(n4L), where L is the precision of the problem instance (including the number of bits in the user-specified tolerance .). Again, the value of S should be smaller in practice. The algorithm applies the .continuous Dijkstra. paradigm and exploits the fact that shortest paths obey Snell's Law of Refraction at region boundaries, a local optimaly property of shortest paths that is well known from the analogous optics model. The algorithm generalizes to the multi-source case to compute Voronoi diagrams.

    By Joseph S. B. Mitchell, Christos H. Papadimitriou
  • Article: Near optimal hierarchical path-finding

    ABSTRACT: The problem of path-finding in commercial computer games has to be solved in real time, often under constraints of limited memory and CPU resources. The computational effort required to find a path, using a search algorithm such as A*, increases with size of the search space. Hence, path-finding on large maps can result in serious performance bottlenecks. This paper presents HPA* (Hierarchical Path-Finding A*), a hierarchi-cal approach for reducing problem complexity in path-finding on grid-based maps. This technique abstracts a map into linked local clusters. At the local level, the optimal distances for crossing each cluster are pre-computed and cached. At the global level, clusters are traversed in a single big step. A hi-erarchy can be extended to more than two levels. Small clusters are grouped together to form larger clusters. Computing crossing distances for a large cluster uses distances computed for the smaller contained clusters. Our method is automatic and does not depend on a specific topology. Both random and real-game maps are successfully handled using no domain-specific knowledge. Our problem decomposition approach works very well in domains with a dynamically changing environment. The technique also has the advantage of simplicity and is easy to implement. If desired, more sophisticated, domain-specific algorithms can be plugged in for increased performance. The experimental results show a great reduction of the search effort. Compared to a highly-optimized A*, HPA* is shown to be up to 10 times faster, while finding paths that are within 1% of optimal.

    By Adi Botea, Martin Müller, Jonathan Schaeffer
  • Conference Paper: Framed-quadtree path planning for mobile robots operating in sparse environments

    ABSTRACT: Mobile robots operating in vast outdoor unstructured environments often only have incomplete maps and must deal with new objects found during traversal. Path planning in such sparsely occupied regions must be incremental to accommodate new information, and, must use efficient representations. In previous work we have developed an optimal method D* to plan paths when the environment is not known ahead of time, but, rather is discovered as the robot moves around. To date, D* has been applied to a uniform grid representation for obstacles and free space. In this paper we propose the use of D* with framed quadtrees to improve the efficiency of planning paths in sparse environments. The new system has been tested in simulation as well on an autonomous jeep, equipped with local obstacle avoidance capabilities. We show how the use of framed quadtrees improves performance in terms of path length, computation speed, and memory requirements

    By A. Yahja, A. Stentz, S. Singh, B.L. Brumitt
  • Article: A performance study of data layout techniques for improving data locality in refinement-based pathfinding.

    ABSTRACT:The widening gap between processor speed and memory latency increases the importance of crafting data structures and algorithms to exploit temporal and spatial locality.Refinement-based pathfinding algorithms, such as Classic Refinement (CR), find quality paths in very large sparse graphs where traditional search techniques fail to generate paths in acceptable time. In this paper, we present a performance evaluation study of three simple data structure transformations aimed at improving the data reference locality of CR. These transformations are robust to changes in computer architecture and the degree of compiler optimization. We test our alternative designs on four contemporary architectures, using two compilers for each machine. In our experiments, the application of these techniques results in performance improvements of up to 67% with consistent improvements above 15%. Analysis reveals that these improvements stem from improved data reference locality at the page level and to a lesser extent at the cache line level.

    By Robert Niewiadomski, José Nelson Amaral, Robert C. Holte