scholarly journals Crowd Simulation with Arrival Time Constraints

Symmetry ◽  
2020 ◽  
Vol 12 (11) ◽  
pp. 1804
Author(s):  
Mankyu Sung ◽  
SeongKi Kim

Finding collision-free paths for crowd simulation has been a core technique in video games and the film industry; it has drawn a great deal of attention from computer animation researchers for several decades. Additionally, theoretical modeling of pedestrian has been a hot topic in physics as well because it allows us to predict any architectural failure of buildings and many city planning problems. However, the existing studies for path planning cannot guarantee the arrival order, which is critical in many cases, such as arrival symmetry of the characters within video games or films. To resolve this issue, a path planning algorithm has been developed with a novel method for satisfying the arrival-order constraints. The time constraint we suggest is the temporal duration for each character, specifying the order in which they arrive at their target positions. In addition to the algorithm that guarantees the arrival order of objects, a new user interface is suggested for setting up the arrival order. Through several experiments, the proposed algorithm was verified, and can successfully find collision-free paths, while satisfying the time constraint set by the new user interface. Given the available literature, the suggested algorithm and the interface are the first that support arrival order, and their usability is proven by user studies.

AI Magazine ◽  
2013 ◽  
Vol 34 (4) ◽  
pp. 85-107 ◽  
Author(s):  
Alex Nash ◽  
Sven Koenig

In robotics and video games, one often discretizes continuous terrain into a grid with blocked and unblocked grid cells and then uses path-planning algorithms to find a shortest path on the resulting grid graph. This path, however, is typically not a shortest path in the continuous terrain. In this overview article, we discuss a path-planning methodology for quickly finding paths in continuous terrain that are typically shorter than shortest grid paths. Any-angle path-planning algorithms are variants of the heuristic path-planning algorithm A* that find short paths by propagating information along grid edges (like A*, to be fast) without constraining the resulting paths to grid edges (unlike A*, to find short paths).


2021 ◽  
Vol 9 (3) ◽  
pp. 252
Author(s):  
Yushan Sun ◽  
Xiaokun Luo ◽  
Xiangrui Ran ◽  
Guocheng Zhang

This research aims to solve the safe navigation problem of autonomous underwater vehicles (AUVs) in deep ocean, which is a complex and changeable environment with various mountains. When an AUV reaches the deep sea navigation, it encounters many underwater canyons, and the hard valley walls threaten its safety seriously. To solve the problem on the safe driving of AUV in underwater canyons and address the potential of AUV autonomous obstacle avoidance in uncertain environments, an improved AUV path planning algorithm based on the deep deterministic policy gradient (DDPG) algorithm is proposed in this work. This method refers to an end-to-end path planning algorithm that optimizes the strategy directly. It takes sensor information as input and driving speed and yaw angle as outputs. The path planning algorithm can reach the predetermined target point while avoiding large-scale static obstacles, such as valley walls in the simulated underwater canyon environment, as well as sudden small-scale dynamic obstacles, such as marine life and other vehicles. In addition, this research aims at the multi-objective structure of the obstacle avoidance of path planning, modularized reward function design, and combined artificial potential field method to set continuous rewards. This research also proposes a new algorithm called deep SumTree-deterministic policy gradient algorithm (SumTree-DDPG), which improves the random storage and extraction strategy of DDPG algorithm experience samples. According to the importance of the experience samples, the samples are classified and stored in combination with the SumTree structure, high-quality samples are extracted continuously, and SumTree-DDPG algorithm finally improves the speed of the convergence model. Finally, this research uses Python language to write an underwater canyon simulation environment and builds a deep reinforcement learning simulation platform on a high-performance computer to conduct simulation learning training for AUV. Data simulation verified that the proposed path planning method can guide the under-actuated underwater robot to navigate to the target without colliding with any obstacles. In comparison with the DDPG algorithm, the stability, training’s total reward, and robustness of the improved Sumtree-DDPG algorithm planner in this study are better.


2011 ◽  
Vol 142 ◽  
pp. 12-15
Author(s):  
Ping Feng

The paper puts forward the dynamic path planning algorithm based on improving chaos genetic algorithm by using genetic algorithms and chaos search algorithm. In the practice of navigation, the algorithm can compute at the best path to meet the needs of the navigation in such a short period of planning time. Furthermore,this algorithm can replan a optimum path of the rest paths after the traffic condition in the sudden.


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 642
Author(s):  
Luis Miguel González de Santos ◽  
Ernesto Frías Nores ◽  
Joaquín Martínez Sánchez ◽  
Higinio González Jorge

Nowadays, unmanned aerial vehicles (UAVs) are extensively used for multiple purposes, such as infrastructure inspections or surveillance. This paper presents a real-time path planning algorithm in indoor environments designed to perform contact inspection tasks using UAVs. The only input used by this algorithm is the point cloud of the building where the UAV is going to navigate. The algorithm is divided into two main parts. The first one is the pre-processing algorithm that processes the point cloud, segmenting it into rooms and discretizing each room. The second part is the path planning algorithm that has to be executed in real time. In this way, all the computational load is in the first step, which is pre-processed, making the path calculation algorithm faster. The method has been tested in different buildings, measuring the execution time for different paths calculations. As can be seen in the results section, the developed algorithm is able to calculate a new path in 8–9 milliseconds. The developed algorithm fulfils the execution time restrictions, and it has proven to be reliable for route calculation.


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