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Path-length analysis for grid-based path planning

机译:基于网格的路径规划路径长度分析

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摘要

In video games and robotics, one often discretizes a continuous 2D environment into a regular grid with blocked and unblocked cells and then finds shortest paths for the agents on the resulting grid graph. Shortest grid paths, of course, are not necessarily true shortest paths in the continuous 2D environment. In this article, we therefore study how much longer a shortest grid path can be than a corresponding true shortest path on all regular grids with blocked and unblocked cells that tesseilate continuous 2D environments. We study 5 different vertex connectivities that result from both different tessellations and different definitions of the neighbors of a vertex. Our path-length analysis yields either tight or asymptotically tight worst-case bounds in a unified framework. Our results show that the percentage by which a shortest grid path can be longer than a corresponding true shortest path decreases as the vertex connectivity increases. Our path-length analysis is topical because it determines the largest path-length reduction possible for any-angle path-planning algorithms (and thus their benefit), a class of path-planning algorithms in artificial intelligence and robotics that has become popular.
机译:在视频游戏和机器人中,一个经常将连续的2D环境离散到具有阻塞和未阻止的单元格的常规网格中,然后找到所得到的网格图上的代理的最短路径。当然,最短的网格路径在连续的2D环境中不一定是真实的最短路径。在本文中,我们研究了最短的网格路径可以比所有常规网格上的相应真正的最短路径更长,具有封闭和未封闭的单元格,即Tesseilate连续的2D环境。我们研究了由不同的曲线和顶点的邻居的不同曲面和不同定义产生的5种不同的顶点连接。我们的路径长度分析在统一框架中产生紧密或渐近的最差情况界限。我们的结果表明,随着顶点连接的增加,最短网路径可以比相应的真实最短路径更长的百分比减小。我们的路径长度分析是局部的,因为它决定了任何角度路径规划算法(以及它们的利益),这是一类人工智能和机器人的一类路径规划算法可能变得流行。

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