نتایج جستجو برای: path planning
تعداد نتایج: 328855 فیلتر نتایج به سال:
Deceptive path-planning involves finding a path such that the probability of an observer identifying its final destination—before it has been reached— is minimised. This paper formalises deception as it applies to path-planning and introduces the notion of a last deceptive point (LDP) which, when measured in terms of path completion, can be used to rank paths by their potential to deceive. Buil...
Path planning is dynamic when the path is continually recomputed as more information becomes available. A computational framework for dynamic path planning is proposed which has the ability to provide navigational directions during the computation of the plan. Path planning is performed using a potential eld approach. We use a speciic type of potential function a harmonic function-which has no ...
Unmanned Aerial Vehicles (UAV) become more and more popular today. The chairman of DJI which is one of the most important UAV producers told an online magazine that their turnover increased by a factor of four in the last years [1]. This development validates the increasing popularity of UAVs. But it is still challenging to control them and it is even more challenging to film important surface ...
Probabilistic Roadmaps (PRM) [1] is an algorithm for finding a collision-free path in a known environment. It works by sampling possible configurations qi of the robot in the configuration space, C, and making connections between ”near” configurations with a local planner (i.e. straight lines of bounded length). A recent result by Ladd and Kavraki [2] shows that this process finds a path with h...
Path planning is one of the fundamental problems in games. The path planning problem can be defined as finding a collision-free path, traversed by a unit, between a start and goal position in an environment with obstacles. The variant we study is the problem of finding paths for one or more groups of units, such as soldiers or tanks in a real-time strategy game, all traversing the same (static)...
This paper presents in detail how the techniques described in my previous work [Kallmann et al., 2003] can be used for efficiently computing collision-free paths in a triangulated planar environment. The method is based on a dynamic Constrained Delaunay Triangulation (CDT) where constraints are the obstacles in the planar environment. The main advantage of relying on a triangulated domain is th...
The mobility sensors on a typical mobile robot vehicle have limited range. Therefore a navigation system has no knowledge about the world beyond this sensing horizon. As a result, path planners that rely only on this knowledge to compute paths are unable to anticipate obstacles sufficiently early and have no choice but to resort to an inefficient local obstacle avoidance behavior. To alleviate ...
Path planning technologies have rapidly improved over the last 10 years, but further integration is needed if pathfinding engines are to drive the behavior of even more realistic characters. This paper briefly outlines existing approaches for path planning and suggests scenarios where integration of information about character’s relationships could improve the quality of path planning in games.
This paper is devoted to path planning when the safety of the system considered has to be guaranteed in the presence of bounded uncertainty affecting its model. A new path planner addresses this problem by combining Rapidly-exploring Random Trees (RRT) and a set representation of uncertain states. An idealized algorithm is presented first, before a description of one of its possible implementat...
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