This paper describes a set of experiments, which use different levels of hierarchical shortest path computations. We investigate a graph-subgraph structural hierarchy as a mechanism imposed on an input data set, allowing a human or computer to access only a subset of the data necessary for a task like path retrieval. It challenges the selection of relevant data further used by people and, in turn, by computers for a particular analytical purpose. Consideration of the main principles for the design of such hierarchies raises a number of theoretical and practical research questions related to spatial information. The paper introduces the idea of adapting the principles of hierarchical wayfinding to modeling decision making, which is ...
An algorithm is described for developing a hierarchy among\ud a set of elements having certain prece...
Abstract. Navigation is a key interaction when analyzing graphs by means of interactive visualizatio...
Path-finding can become an important bottleneck as both the size of the virtual environments and the...
This paper describes a set of experiments, which use different levels of hierarchical shortest path...
Shortest-path problems occur in many fields of application, where the graphs are oftenvery large and...
Title: Pathfinding within a Hierarchical Navmesh Based on Geometry Analysis Author: Miroslav Chomut ...
We propose a new hierarchical path finding solution for large environments. We use a navigation mesh...
According to the hierarchical theories of spatial representations, places are grouped together into ...
Computerized path planning, not constrained to transportation networks, may be useful in a range of ...
Path finding is a common problem in computer games. Most videogames require to simulate thousands or...
Many speed-up techniques developed for accelerating the computation of shortest paths in road networ...
A fair amount of research has been carried out on pathfinding problems in the context of transportat...
Abstract. We propose a fast algorithm for on-line path search in grid-like undirected planar graphs ...
Path finding algorithms are part of artificial intelligence. First algorithms were presented in the ...
For some search problems, the graph is known beforehand and there is time to preprocess the graph to...
An algorithm is described for developing a hierarchy among\ud a set of elements having certain prece...
Abstract. Navigation is a key interaction when analyzing graphs by means of interactive visualizatio...
Path-finding can become an important bottleneck as both the size of the virtual environments and the...
This paper describes a set of experiments, which use different levels of hierarchical shortest path...
Shortest-path problems occur in many fields of application, where the graphs are oftenvery large and...
Title: Pathfinding within a Hierarchical Navmesh Based on Geometry Analysis Author: Miroslav Chomut ...
We propose a new hierarchical path finding solution for large environments. We use a navigation mesh...
According to the hierarchical theories of spatial representations, places are grouped together into ...
Computerized path planning, not constrained to transportation networks, may be useful in a range of ...
Path finding is a common problem in computer games. Most videogames require to simulate thousands or...
Many speed-up techniques developed for accelerating the computation of shortest paths in road networ...
A fair amount of research has been carried out on pathfinding problems in the context of transportat...
Abstract. We propose a fast algorithm for on-line path search in grid-like undirected planar graphs ...
Path finding algorithms are part of artificial intelligence. First algorithms were presented in the ...
For some search problems, the graph is known beforehand and there is time to preprocess the graph to...
An algorithm is described for developing a hierarchy among\ud a set of elements having certain prece...
Abstract. Navigation is a key interaction when analyzing graphs by means of interactive visualizatio...
Path-finding can become an important bottleneck as both the size of the virtual environments and the...