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Computational Geometry Lecture Online Navigation

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Search, exploration, and navigation ... Note: Brute-force exploration takes traversal of O(n2) in distance. O(n n)-cost Algorithm idea: ... – PowerPoint PPT presentation

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Title: Computational Geometry Lecture Online Navigation


1
Computational GeometryLecture ? Online
Navigation
  • Jaeha Lee
  • Konkuk Univ.

2
Search, exploration, and navigation
  • Many problems in AI and Algorithms can be modeled
    as searching (known, unknown) environment in
    order to reach a (known, unknown) target.
  • Two factors
  • Generality What kind of environment can you
    handle?
  • What is your performance measure?
  • (There is a tradeoff between generality and
    strength of performance measure.)

3
Examples (????)
  • Searching a known environment for target t at
    unknown location
  • Minimize maxttime-to-reach Traveling Salesman
    Problem
  • Given a prior P, minimize EPtime-to-reach
    Traveling Deliveryman Problem
  • Minimize maxttime-to-reach /shortest path
    Online navigation
  • Looking for a hole in a fence

4
Searching for a hole in a fence
  • Minimize maxttime-to-reach Go to one end and
    then to the other
  • Given a prior P, minimize EPtime-to-reach Use
    dynamic programming. For each interval a,b and
    each endpoint a and b, what is the best way to
    visit the rest of the line?
  • Minimize maxttime-to-reach /shortest path
    Optimum deterministic is
  • 1 2 4 8 16
  • competitive ratio of 9.

5
Finding your way without a map
  • You are in the (2-dimensional) plane and must
    move from s to t (known) through a scene full of
    obstacles.
  • You learn about an obstacle only when you bump
    it. tactile
  • How much longer do you walk than an offline
    algorithm that has a map?

6
Today
  • Unit square obstacles
  • Rectangular obstacles

7
At least 50 worse than the offline
  • At each step, place a unit square in front of the
    online algorithm. If the distance from s to t is
    n gt 1, any online algorithm will walk at least
    1.5n.

t
s
8
  • We will argue that in such a scene, there is a
    path around obstacles of length at most n3?n,
    that could have been found if you had a map.
  • Thus,
  • 1.5n/(n3?n) ? 1.5

9
The shortest path
  • Consider a rectangle of height ?n, and of
    horizontal extent from s to t.
  • Imagine sliding the horizontal line down the
    rectangle. Since we put down a total of n unit
    squares, we can slide the horizontal line to some
    position L where it only cuts ?n of these unit
    squares.

10
L
t
s
  • Offline strategy walk vertically from s to L.
    Walk rightwards along L, taking the shorter route
    around any obstacles encountered.
  • Total walk is ?nn?n?n.

11
Obvious strategy
  • Simply walk right whenever you encounter an
    obstacle, walk around it.
  • This is within a factor of 2 of Opt. Why?
  • Anyway, online walk is between 1.5 and 2 of Opt.

12
Axis-parallel rectangular obstacles
  • Infinite wall problem
  • Starting point at (0,0) and the target is the
    line xn.
  • Room Problem
  • Given a room of 2n2n, starting point at (0,0),
    and a target at (n,n).

13
At least ?n times the offline path
  • At each step, place a ?n1 rectangle in front of
    the online algorithm. If the distance from s to t
    is n gt 1, any online algorithm will walk at least
    (?n/21)n.

14
The shortest path
  • Consider a rectangle of height n, and of
    horizontal extent from s to t
  • Imagine sliding the horizontal line down the
    rectangle. Since we put down a total of n
    rectangles, we can slide the horizontal line to
    some position L where it only cuts ?n of these
    rectangles.

15
  • Offline strategy walk vertically from s to L.
    Walk rightwards along L, taking the shorter route
    around any obstacles encountered.
  • Total walk is nnn.
  • Thus online/offline gt ? (?n).

16
Online algorithm matching the lower bound
  • Idea
  • imagine a greedy algorithm
  • that goes around the nearer corner whenever it
    meets an obstacle.
  • but, unbounded ratio.

17
O(n?n)-cost Algorithm idea
  • Window of size W (Wn initially)
  • ?n sweeps between north and south within the
    window and then double W
  • Analysis
  • For fixed window size W, online cost is O(W?n)
    and optimal cost (that crosses online path ?n
    times) is ?(W).
  • If Wf is final window size, online cost is
    O(Wf?n) and optimal cost is ?(Wf). Thus ratio is
    O(?n) .

18
Algorithm more precisely
  • Wn, ?W/?n , sweep-dir south
  • If nearest corner is nearer than ?, robot goes
    around and back along the same y-coordinate.

19
Algorithm more precisely
  • If obstacle extends past both sides of window,
    double W, ?, and sweep-dirsouth.
  • Otherwise, robot goes in sweep-dir, until it
    meets the corner or window side. In the former
    case, robot moves east. In the latter case, it
    flips sweep-dir.

-W/2
20
Analysis more precisely
  • Wf size of final window
  • ?f final threshold
  • Theorem 1. Online cost is O(Wf?n)
  • Proof.
  • Since window size is doubled, it suffices to
    show theorem for Wf.
  • -horizontal segments lt n O(Wf?n)
  • -vertical segments by Rule 1 lt2n?f
  • -vertical segments by Rule 3 O(Wf?n)
  • one sweep distance is O(Wf)
  • at most ?n1 sweeps O(Wf?n)

21
Analysis more precisely
  • Theorem 2. Shortest path length is ?(Wf).
  • Proof.
  • P shortest path
  • - if Ps maximum y-value is gt Wf/2, OK!
  • - online path Q while window size is Wf/2 uses
    ?n sweeps.
  • Q crosses P at least ?n/2 times.
  • For one crossing, optimal vertical path is at
    least ?f/2.
  • Thus shortest path length is ?(Wf).

22
Room Problem
  • Start from a corner of 2n2n room.
  • Room contains rectilinear rectangular obstacles.
  • Goal is to reach t at the center of the room.
  • Note Going from t to s optimally is easy. Greedy
    (South,West) path.
  • Note Brute-force exploration takes traversal of
    O(n2) in distance.

23
O(n?n)-cost Algorithm idea
  • Go to temporary target t at (?n, ?n) from start
  • Make greedy (north, east) path.
  • Make greedy (south, east) path.
  • We have paid cost O(n) and removed the O(?nn)
    area from consideration.

24
Analysis more precisely
  • Maintain invariant of a known monotone
    obstacle-free path from (n,y0) to (x0,n).
  • Begin with x0y00, path along room walls.
  • At each iteration, increase x0 and y0 with at
    least ?n with only cost O(n).

25
Improvement to n1o(1)
  • Apply recursively,
  • Let T(n) be cost when d(s,t)n.
  • Use t(x0m, y0m).
  • Pay only T(m)O(n) to increase x0 and y0 by m.
  • Repeat at most 2n/m times.
  • T(n) lt 2n/mT(m)O(n)
  • So
  • T(n) lt n1c/?log n
  • Smoother tradeoff get O(nlogn)

26
Quiz
  • Why is Room Problem easier than Wall Problem?

27
Concluding remarks
  • Wall Problems
  • Deterministic O(?n), tight
  • Randomized upper bound O(n4/9)
  • Randomized lower bound.
  • ?(loglog n) (big gap!!)
  • Room Problems
  • Ratio of O(log n)
  • Improving performance with several trips
  • Ratio of O(?n/k) with k trips.
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