37 research outputs found

    A comprehensive study on pathfinding techniques for robotics and video games

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    This survey provides an overview of popular pathfinding algorithms and techniques based on graph generation problems. We focus on recent developments and improvements in existing techniques and examine their impact on robotics and the video games industry. We have categorized pathfinding algorithms based on a 2D/3D environment search. The aim of this paper is to provide researchers with a thorough background on the progress made in the last 10 years in this field, summarize the principal techniques, and describe their results. We also give our expectations for future trends in this field and discuss the possibility of using pathfinding techniques in more extensive areas

    Deep Reinforcement Learning for Automated Parking

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    Multi-Agent Pathfinding in Mixed Discrete-Continuous Time and Space

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    In the multi-agent pathfinding (MAPF) problem, agents must move from their current locations to their individual destinations while avoiding collisions. Ideally, agents move to their destinations as quickly and efficiently as possible. MAPF has many real-world applications such as navigation, warehouse automation, package delivery and games. Coordination of agents is necessary in order to avoid conflicts, however, it can be very computationally expensive to find mutually conflict-free paths for multiple agents – especially as the number of agents is increased. Existing state-ofthe- art algorithms have been focused on simplified problems on grids where agents have no shape or volume, and each action executed by the agents have the same duration, resulting in simplified collision detection and synchronous, timed execution. In the real world agents have a shape, and usually execute actions with variable duration. This thesis re-formulates the MAPF problem definition for continuous actions, designates specific techniques for continuous-time collision detection, re-formulates two popular algorithms for continuous actions and formulates a new algorithm called Conflict-Based Increasing Cost Search (CBICS) for continuous actions

    Decentralized, Noncooperative Multirobot Path Planning with Sample-BasedPlanners

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    In this thesis, the viability of decentralized, noncooperative multi-robot path planning algorithms is tested. Three algorithms based on the Batch Informed Trees (BIT*) algorithm are presented. The first of these algorithms combines Optimal Reciprocal Collision Avoidance (ORCA) with BIT*. The second of these algorithms uses BIT* to create a path which the robots then follow using an artificial potential field (APF) method. The final algorithm is a version of BIT* that supports replanning. While none of these algorithms take advantage of sharing information between the robots, the algorithms are able to guide the robots to their desired goals, with the algorithm that combines ORCA and BIT* having the robots successfully navigate to their goals over 93% for multiple environments with teams of two to eight robots
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