Comparing Study of Route Planning Algorithms Based on Hierarchical Strategy

Author(s):  
Wenxue Cai ◽  
Yanwu Zheng ◽  
Yongqiang Shi ◽  
Na Zhao ◽  
Meng Zhang
Author(s):  
Daniel Delling ◽  
Peter Sanders ◽  
Dominik Schultes ◽  
Dorothea Wagner

Author(s):  
Hayato Ohwada ◽  
Masato Okada ◽  
Katsutoshi Kanamori

This paper describes route-planning algorithms for navigation in amusement parks (e.g. Disneyland). Unlike conventional shortest-path-finding used for traveling salesman problems, the authors provide several algorithms that consider waiting time estimates in real time, exploit the reservation facilities of an attraction such as Fastpass in Disneyland, and balance a series of enjoyment types such as excitement or relaxation. These features make the new shortest-path algorithms more flexible and dynamic for supporting the cognitive aspects of enjoyment. The authors developed a navigation tool as a Web application in which users select their attractions of interest and the application suggests reasonable and enjoyable routes. An experiment was conducted to demonstrate the performance of this application, focusing on well-known attractions in Tokyo Disneyland.


2014 ◽  
Vol 31 (1-2) ◽  
pp. 105-109 ◽  
Author(s):  
Moritz Baum ◽  
Julian Dibbelt ◽  
Andreas Gemsa ◽  
Dorothea Wagner

2011 ◽  
Vol 2011 ◽  
pp. 1-15
Author(s):  
Gregg T. Hanold ◽  
Mikel D. Petty

Generating routes for entities in virtual environments, such as simulated vehicles or synthetic human characters, is a long-standing problem, and route planning algorithms have been developed and studied for some time. Existing route planning algorithms, including the widely used A*algorithm, are generally intended to achieve optimality in some metric, such as minimum length or minimum time. Comparatively little attention has been given to route realism, defined as the similarity of the algorithm-generated route to the route followed by real humans in the same terrain with the same constraints and goals. Commercial game engines have seen increasing use as a context for research. To study route realism in a game engine, two developments were needed: a quantitative metric for measuring route realism and a game engine able to capture route data needed to compute the realism metric. Enhancements for recording route data for both synthetic characters and human players were implemented within the Unreal Tournament 2004 game engine. A methodology for assessing the realism of routes and other behaviors using a quantitative metric was developed. The enhanced Unreal Tournament 2004 game engine and the realism assessment methodology were tested by capturing data required to calculate a metric of route realism.


2012 ◽  
Vol 26 (12) ◽  
pp. 2253-2265 ◽  
Author(s):  
Shashi Shekhar ◽  
KwangSoo Yang ◽  
Venkata M.V. Gunturi ◽  
Lydia Manikonda ◽  
Dev Oliver ◽  
...  

Transport ◽  
2009 ◽  
Vol 24 (1) ◽  
pp. 21-25 ◽  
Author(s):  
Gábor Szűcs

This paper consists of two parts: planning Co‐operative Transport Systems (CTS) with general rules (communication is a new idea in this system) and an investigation into route planning as a part of services provided in CTS. Part one reveals developing new systems for cooperative sensing and predicting flow, infrastructure and environmental conditions surrounding traffic, with a view to improve the safety and efficiency of road transport operations. Part two introduces the enhancement of the performance of the route planning algorithms. The key issues of these parts are communication and co‐operation between the elements of the whole Co‐operative Transport System.


Author(s):  
Jizhi Mao ◽  
Tao Xue ◽  
Jinyi Ma ◽  
Hang Zhao ◽  
Can Wang ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document