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Shortest Paths in a Cuboidal World

机译:立体世界中的最短路径

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Since 1987 it is known that the Euclidean shortest path problem is NP-hard. However, if the 3D world is subdivided into cubes, all of the same size, defining obstacles or possible spaces to move in, then the Euclidean shortest path problem has a linear-time solution, if all spaces to move in form a simple cube-curve. The shortest path through a simple cube-curve in the orthogonal 3D grid is a minimum-length polygonal curve (MLP for short). So far only one general and linear (only with respect to measured run times) algorithm, called the rubberband algorithm, was known for an approximative calculation of an MLP. The algorithm is basically defined by moves of vertices along critical edges (i.e., edges in three cubes of the given cube-curve). A proof, that this algorithm always converges to the correct MLP, and if so, then always (provable) in linear time, was still an open problem so far (the authors had successfully treated only a very special case of simple cube-curves before). In a previous paper, the authors also showed that the original rubberband algorithm required a (minor) correction. This paper finally answers the open problem: by a further modification of the corrected rubberband algorithm, it turns into a provable linear-time algorithm for calculating the MLP of any simple cube-curve. The paper also presents an alternative provable linear-time algorithm for the same task, which is based on moving vertices within faces of cubes. For a disticntion, we call the modified original algorithm now the edge-based rubberband algorithm, and the second algorithm is the face-based rubberband algorithm; the time complexity of both is in O(m), where m is the number of critical edges of the given simple cube-curve.
机译:自1987年以来,已知欧几里得最短路径问题是NP难的。但是,如果将3D世界细分为相同大小的立方体,并定义了要移动的障碍物或可能的空间,则欧几里德最短路径问题具有线性时间解,如果要移动的所有空间都形成一个简单的立方体,曲线。通过正交3D网格中的简单立方体曲线的最短路径是最小长度的多边形曲线(简称MLP)。到目前为止,对于MLP的近似计算,只有一种通用的线性算法(仅关于测量的运行时间),称为橡皮筋算法。该算法基本上由顶点沿着关键边(即给定立方体曲线的三个立方体中的边)的移动定义。证明该算法始终会收敛到正确的MLP,如果这样的话,那么在线性时间内始终(可证明)一直是一个尚待解决的问题(作者之前仅成功地处理了一个非常特殊的简单立方曲线案例) )。在先前的论文中,作者还表明原始的橡皮筋算法需要进行(较小)校正。本文最后回答了一个未解决的问题:通过对修正的橡皮筋算法的进一步修改,它变成了可证明的线性时间算法,用于计算任何简单立方体曲线的MLP。本文还提出了针对同一任务的另一种可证明的线性时间算法,该算法基于立方体表面内的顶点移动。为了区分,我们将修改后的原始算法称为基于边缘的橡皮筋算法,第二种算法是基于面部的橡皮筋算法。两者的时间复杂度以O(m)为单位,其中m是给定的简单立方体曲线的临界边的数量。

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