scholarly journals Constructing Approximate Shortest Path Maps in Three Dimensions

1999 ◽  
Vol 28 (4) ◽  
pp. 1182-1197 ◽  
Author(s):  
Sariel Har-Peled
Author(s):  
K Jiang ◽  
L D Seneviratne ◽  
S W E Earles

A new algorithm is presented for solving the three-dimensional shortest path planning (3DSP) problem for a point object moving among convex polyhedral obstacles. It is the first non-approximate three-dimensional path planing algorithm that can deal with more than two polyhedral obstacles. The algorithm extends the visibility graph concept from two dimensions to three dimensions. The two main problems with 3DSP are identifying the edge sequence the shortest path passes through and the turning points of the shortest path. A technique based on projective relationships is presented for identifying the set of visible boundary edges (VBE) corresponding to a given view point over which the shortest path, from the view point to the goal, will pass. VBE are used to construct an initial reduced visibility graph (RVG). Optimization is used to revise the position of the turning points and hence the three-dimensional RVG (3DRVG) and the global shortest path is then selected from the 3DRVG. The algorithm is of computational complexity O(n3vk), where n is the number of verticles, v is the maximum number of vertices on any one obstacle and k is the number of obstacles. The algorithm is applicable only with polyhedral obstacles, as the theorems developed for searching for the turning points of the three-dimensional shortest path are based on straight edges of the obstacles. It needs to be further developed for dealing with arbitrary-shaped obstacles and this would increase the computational complexity. The algorithm is tested using computer simulations and some results are presented.


Algorithmica ◽  
2021 ◽  
Author(s):  
Davide Bilò ◽  
Luciano Gualà ◽  
Stefano Leucci ◽  
Guido Proietti

Networks ◽  
1992 ◽  
Vol 22 (7) ◽  
pp. 691-717 ◽  
Author(s):  
Jacob Shapiro ◽  
Jerry Waxman ◽  
Danny Nir

2014 ◽  
Vol 2014 ◽  
pp. 1-9 ◽  
Author(s):  
Xiaoge Zhang ◽  
Qing Wang ◽  
Andrew Adamatzky ◽  
Felix T. S. Chan ◽  
Sankaran Mahadevan ◽  
...  

Shortest path is among classical problems of computer science. The problems are solved by hundreds of algorithms, silicon computing architectures and novel substrate, unconventional, computing devices. Acellular slime mouldP. polycephalumis originally famous as a computing biological substrate due to its alleged ability to approximate shortest path from its inoculation site to a source of nutrients. Several algorithms were designed based on properties of the slime mould. Many of thePhysarum-inspired algorithms suffer from a low converge speed. To accelerate the search of a solution and reduce a number of iterations we combined an original model of Physarum-inspired path solver with a new a parameter, called energy. We undertook a series of computational experiments on approximating shortest paths in networks with different topologies, and number of nodes varying from 15 to 2000. We found that the improvedPhysarumalgorithm matches well with existing Physarum-inspired approaches yet outperforms them in number of iterations executed and a total running time. We also compare our algorithm with other existing algorithms, including the ant colony optimization algorithm and Dijkstra algorithm.


Algorithmica ◽  
2017 ◽  
Vol 80 (12) ◽  
pp. 3437-3460
Author(s):  
Davide Bilò ◽  
Luciano Gualà ◽  
Stefano Leucci ◽  
Guido Proietti

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