Grids with blocked and unblocked cells are often used to rep-resent continuous 2D and 3D environments in robotics and video games. The shortest paths formed by the edges of 8-neighbor 2D grids can be up to ≈ 8 % longer than the short-est paths in the continuous environment. Theta * typically finds much shorter paths than that by propagating informa-tion along graph edges (to achieve short runtimes) without constraining paths to be formed by graph edges (to find short “any-angle ” paths). We show in this paper that the short-est paths formed by the edges of 26-neighbor 3D grids can be ≈ 13 % longer than the shortest paths in the continuous environment, which highlights the need for smart path plan-ning algorithms in 3D. Theta * can be applie...
Any-angle path planning algorithms are a popular topic of research in the fields of robotics and vid...
Finding the shortest path between two points on a given grid map is called path finding. Many algori...
Path planning is a critical part of modern computer games; rare is the game where nothing moves and ...
Grids with blocked and unblocked cells are often used to represent continuous 2D and 3D environments...
Grids with blocked and unblocked cells are often used to represent terrain in computer games and rob...
Simple Subgoal Graphs are constructed from grids by placing subgoals at the corners of obstacles and...
In robotics and video games, one often discretizes continuous terrain into a grid with blocked and u...
We study path planning on grids with blocked and unblocked cells. Any-angle path-planning algorithms...
A common way to represent dynamic 2D open spaces in robotics and video games for any-angle path plan...
2012-08-02Navigating an agent from a given start coordinate to a given goal coordinate through a con...
In this paper, we consider the problem of planning any-angle paths with small numbers of turns on gr...
Exploring large, unknown, and unstructured environments is challenging for Unmanned Aerial Vehicles ...
Any-angle pathfinding is a fundamental problem in robotics and computer games. The goal is to find a s...
Exploring large, unknown and unstructured environments is challenging for UAVs, but they are 2 valua...
We present three new ideas for grid-based path-planning algorithms that improve the search speed and...
Any-angle path planning algorithms are a popular topic of research in the fields of robotics and vid...
Finding the shortest path between two points on a given grid map is called path finding. Many algori...
Path planning is a critical part of modern computer games; rare is the game where nothing moves and ...
Grids with blocked and unblocked cells are often used to represent continuous 2D and 3D environments...
Grids with blocked and unblocked cells are often used to represent terrain in computer games and rob...
Simple Subgoal Graphs are constructed from grids by placing subgoals at the corners of obstacles and...
In robotics and video games, one often discretizes continuous terrain into a grid with blocked and u...
We study path planning on grids with blocked and unblocked cells. Any-angle path-planning algorithms...
A common way to represent dynamic 2D open spaces in robotics and video games for any-angle path plan...
2012-08-02Navigating an agent from a given start coordinate to a given goal coordinate through a con...
In this paper, we consider the problem of planning any-angle paths with small numbers of turns on gr...
Exploring large, unknown, and unstructured environments is challenging for Unmanned Aerial Vehicles ...
Any-angle pathfinding is a fundamental problem in robotics and computer games. The goal is to find a s...
Exploring large, unknown and unstructured environments is challenging for UAVs, but they are 2 valua...
We present three new ideas for grid-based path-planning algorithms that improve the search speed and...
Any-angle path planning algorithms are a popular topic of research in the fields of robotics and vid...
Finding the shortest path between two points on a given grid map is called path finding. Many algori...
Path planning is a critical part of modern computer games; rare is the game where nothing moves and ...