Trisection of Any Angle and Consequentially the Division of Any Angle Into Any Number of Equal Parts
نویسندگان
چکیده
منابع مشابه
Any-Angle Path Planning
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 ...
متن کاملAny-Angle Path Planning for Computer Games
Path planning is a critical part of modern computer games; rare is the game where nothing moves and path planning is not necessary. A* is the workhorse for most path planning applications. Block A* is a state-of-the-art algorithm that is always faster than A* in experiments using game maps. Unlike other methods that improve upon A*’s performance, Block A* does not require knowledge of the map b...
متن کاملOptimal Any-Angle Pathfinding In Practice
Any-angle pathfinding is a fundamental problem in robotics and computer games. The goal is to find a shortest path between a pair of points on a grid map such that the path is not artificially constrained to the points of the grid. Prior research has focused on approximate online solutions. A number of exact methods exist but they all require supra-linear space and pre-processing time. In this ...
متن کاملAn Optimal Any-Angle Pathfinding Algorithm
Any-angle pathfinding is a common problem from robotics and computer games: it requires finding a Euclidean shortest path between a pair of points in a grid map. Prior research has focused on approximate online solutions. A number of exact methods exist but they all require supra-linear space and preprocessing time. In this paper we describe Anya: a new optimal any-angle pathfinding algorithm w...
متن کاملTheta*: Any-Angle Path Planning on Grids
Grids with blocked and unblocked cells are often used to represent terrain in computer games and robotics. However, paths formed by grid edges can be sub-optimal and unrealistic looking, since the possible headings are artificially constrained. We present Theta*, a variant of A*, that propagates information along grid edges without constraining the paths to grid edges. Theta* is simple, fast an...
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ژورنال
عنوان ژورنال: American Journal of Applied Mathematics
سال: 2015
ISSN: 2330-0043
DOI: 10.11648/j.ajam.20150304.11