最短路径问题
网格
任意角度路径规划
最长路径问题
最宽路径问题
顶点(图论)
运动规划
路径长度
路径(计算)
K最短路径路由
平均路径长度
数学
计算机科学
距离
数学优化
人工智能
图形
组合数学
机器人
几何学
计算机网络
程序设计语言
作者
James P. Bailey,Alex Nash,Craig A. Tovey,Sven Koenig
标识
DOI:10.1016/j.artint.2021.103560
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 tessellate 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.
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