Petr Soustek, R. Matousek, J. Dvorak, Lenka Manakova
{"title":"二维网格上先进路径规划算法的解释与提速比较","authors":"Petr Soustek, R. Matousek, J. Dvorak, Lenka Manakova","doi":"10.13164/mendel.2022.2.097","DOIUrl":null,"url":null,"abstract":"Path planning or network route planning problems are an important issue in AI, robotics, or computer games. Appropriate implementation and knowledge of advanced and classical path-planning algorithms can be important for both autonomous navigation systems and computer games. In this paper, we compare advanced path planning algorithms implemented on a two-dimensional grid. Advanced path planning algorithms, including pseudocode, are introduced. The experiments were performed in the Python environment, thus with a significant performance margin over C++ or Rust implementations. The main focus is on the speedup of the algorithms compared to a baseline method, which was chosen to be the well-known Dijkstra's algorithm. All experiments correspond to trajectories on a two-dimensional grid, with variously defined constraints. The motion from each node corresponds to a Moore neighborhood, i.e., it is possible in eight directions. In this paper, three well-known path planning algorithms are described and compared: the Dijkstra, A* and A* /w Bounding Box. And two advanced methods are included, namely Jump Point Search (JPS), incorporated with the Bounding Box variant (JPS+BB), and Simple Subgoal (SS). These advanced methods clearly show their advantage in the context of the speed up of solution time.","PeriodicalId":38293,"journal":{"name":"Mendel","volume":"435 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Explanation and Speedup Comparison of Advanced Path-planning Algorithms Presented on Two-dimensional Grid\",\"authors\":\"Petr Soustek, R. Matousek, J. Dvorak, Lenka Manakova\",\"doi\":\"10.13164/mendel.2022.2.097\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Path planning or network route planning problems are an important issue in AI, robotics, or computer games. Appropriate implementation and knowledge of advanced and classical path-planning algorithms can be important for both autonomous navigation systems and computer games. In this paper, we compare advanced path planning algorithms implemented on a two-dimensional grid. Advanced path planning algorithms, including pseudocode, are introduced. The experiments were performed in the Python environment, thus with a significant performance margin over C++ or Rust implementations. The main focus is on the speedup of the algorithms compared to a baseline method, which was chosen to be the well-known Dijkstra's algorithm. All experiments correspond to trajectories on a two-dimensional grid, with variously defined constraints. The motion from each node corresponds to a Moore neighborhood, i.e., it is possible in eight directions. In this paper, three well-known path planning algorithms are described and compared: the Dijkstra, A* and A* /w Bounding Box. And two advanced methods are included, namely Jump Point Search (JPS), incorporated with the Bounding Box variant (JPS+BB), and Simple Subgoal (SS). These advanced methods clearly show their advantage in the context of the speed up of solution time.\",\"PeriodicalId\":38293,\"journal\":{\"name\":\"Mendel\",\"volume\":\"435 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-12-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Mendel\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.13164/mendel.2022.2.097\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Mendel","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.13164/mendel.2022.2.097","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Explanation and Speedup Comparison of Advanced Path-planning Algorithms Presented on Two-dimensional Grid
Path planning or network route planning problems are an important issue in AI, robotics, or computer games. Appropriate implementation and knowledge of advanced and classical path-planning algorithms can be important for both autonomous navigation systems and computer games. In this paper, we compare advanced path planning algorithms implemented on a two-dimensional grid. Advanced path planning algorithms, including pseudocode, are introduced. The experiments were performed in the Python environment, thus with a significant performance margin over C++ or Rust implementations. The main focus is on the speedup of the algorithms compared to a baseline method, which was chosen to be the well-known Dijkstra's algorithm. All experiments correspond to trajectories on a two-dimensional grid, with variously defined constraints. The motion from each node corresponds to a Moore neighborhood, i.e., it is possible in eight directions. In this paper, three well-known path planning algorithms are described and compared: the Dijkstra, A* and A* /w Bounding Box. And two advanced methods are included, namely Jump Point Search (JPS), incorporated with the Bounding Box variant (JPS+BB), and Simple Subgoal (SS). These advanced methods clearly show their advantage in the context of the speed up of solution time.