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Cost and Pathway

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COST and PATHWAY are two very important and powerful functions ... I didn't mention the non-isotropic cost surfaces described in the book ... – PowerPoint PPT presentation

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Title: Cost and Pathway


1
Cost and Pathway
  • ORHow to
  • Find the best way to get from A to B

2
Introduction
  • COST and PATHWAY are two very important and
    powerful functions
  • A basic concept here is that of FRICTION
  • Values in a cell can be considered to model the
    cost of moving over the cell
  • COST computes the total cost of reaching a given
    pixel from a source pixel
  • PATHWAY navigates over a cost surface to find the
    lest expensive way to get from the cost source to
    a given sink pixel

3
Introduction
  • THUS
  • COST is made from FRICTION surfaces
  • as in the cost to move over the landscape
  • Swamps may cost 2x as much as grass(2x) to move
    over
  • steep slopes are more expensive than flat lands
    (5x)
  • roads are less expensive than non-roads (1x)
  • PATHWAY finds the least cost pathway over a cost
    surface.

4
The situation
Swamp 4x
Steep Cost5
Road 1
Forest 5x
Grass 2
5
Straight shot
6
Maybe this is better
7
Or maybe the road is better
8
FRICTION?
  • Friction Surface image?
  • An image in which the attribute values are
    multiples of the cost to travel over the cell
  • Therefore friction surfaces can not have any 0s
    (Zeros)!
  • Friction surfaces can be added
  • And usually are to provide Total Friction

9
For example
  • Trying to find the least cost pathway between A
    and B for the an ATV
  • Friction surfaces
  • Surface Roads 1s, otherwise 10
  • Cover Grasslands 10s, Forest 50s
  • Slope may be 1(flat), 25 (low), 50(steep),
    100(very steep)
  • Add them up to get the total Friction layer

10
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11
Cost START
R1C0 052 52 R0C0 021 21 R1C1
0451.41464 (not 2124 46!)
12
Surface
Cover
Slope
START
END
13
Finding the pathway
14
COST from FRICTION
  • How is cost determined?
  • Through the use of friction surfaces
  • Friction Surface?

Attribute is friction to move over cell
COST for cell 2,2 2x1.414 2.282
15
So, what is Cost?
  • It is the minimum accumulated friction (or AF)
    for each cell in the image calculated from a
    starting target cell.
  • AF is COST

16
In Book
  • Distance
  • Cost of moving over friction surfaces AB
  • Pathways over AB

1.4142.824
TOO EXPENSIVE to go through center
17
To Compute COST
  • Use the COST command ( Duh!)
  • Two versions
  • COSTPUSH
  • COSTGROW ? is the better one
  • Need a Friction surface AND a starting target
    from which accumulated costs are computed

18
Pathway
  • Pathway finds the least cost pathway across the
    cost surface.
  • Cost surface is made from the finish point over
    friction (finish is an image with a cell1)
  • Pathway is created by making an image with a
    cell1 where the pathway is to start.

19
From the book
20
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21
Structure of COST
22
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23
Procedure
  • Make a blank image (0) with INITIAL. Call it
    START
  • Copy it to (file mgt) to FINISH
  • Update START and FINISH
  • Run COSTGROW from FINISH over FRICTION
  • Run PATHWAY using START.

24
Got to have a pattern
start
friction
cost
Finish
cost
pathway
Path
25
Allocate
  • You dont have to run cost from 1 target.
  • For example, suppose you have a number of logging
    landings and what to find the area best served by
    each of them
  • Run COSTGROW using multiple targets (landings)
  • This computes the cost to reach each and every
    cell on the image.

26
S0?
  • Not too useful in itself since you wanted to know
    the area served by each landing.
  • ALLOCATE to the rescue!!
  • ALLOCATE assigns each cell to one of the landings
    based on the costs of reaching the landings.
  • For this to work each landing has to have a
    unique number.

27
HINTERLAND
  • HNTRLAND!
  • Supply and demand
  • An image of the sources of widgets ( available
    at sources, else 0)
  • An image of sinks of widgets ( that can be
    costumed)
  • HNTRLAND then runs radial searches from each
    source filling the closest sinks until the source
    is exhausted.

28
So?
  • The question of how many sinks of widgets can be
    supplied from the sources is answered.
  • Does not use friction - is pure distance
    dependent
  • Works well with food, for example, where overland
    travel is uniform in cost and transportation can
    move in straight lins.

29
Last word
  • I didnt mention the non-isotropic cost surfaces
    described in the book
  • That is because I have not figured out exactly
    how to use them.
  • So I guess I cant hold your feet to the fire
    regarding that material
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