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Finding Shortest Path in 3D Terrain

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Impossible to find the shortest path possible (time-wise) to the hiker's destination ... Increasing the distance that can be seen over water. Other clever adjustments ... – PowerPoint PPT presentation

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Title: Finding Shortest Path in 3D Terrain


1
Finding Shortest Path in 3D Terrain
  • Marcello Bastéa-Forte
  • Lena Lopez
  • Angie Madrid
  • Marlow Weston

2
The Problem
  • Lost hiker
  • Location know relative to destination
  • Find a way through terrain in the fastest time
  • Terrain variation

3
Procedure
  • Impossible to find the shortest path possible
    (time-wise) to the hikers destination
  • Make estimation
  • Create an algorithm using a heuristic
    path-finding algorithm
  • Compare this to the optimal solution

4
Terrain Generation
  • Generated various random terrains by using a
    divide and conquer algorithm
  • Terrain was divided into four pieces and the five
    midpoints were randomized
  • Algorithm applied the same division and
    randomization to each of the four pieces for some
    level of iterations

5
Optimal Solution
  • Dijkstras Algorithm
  • Finds all shortest paths from one fixed starting
    point to every point on the landscape
  • Optimal solution used to calculate accuracy of
    the heuristic solution

6
Heuristic Solution
  • Greedy algorithm which looks to each cell
    currently surrounding the hiker
  • Determines which cell to move to based on three
    factors
  • Time it takes to move to that cell
  • Distance that cell is from the destination
  • Number of times that cell has been visited
  • Each of these factors are multiplied by a
    specific constant, which were summed up to yield
    a score

7
Optimizing Heuristic Solution
  • Optimization calculates the necessary constant to
    use as a multiplier
  • Optimized according to the time it takes to move
    to a cell and the distance the cell is from the
    destination
  • Randomly generated 300 sets of numbers
  • Ran each on a pool of 300 3d terrains, all of
    which were 25 percent water

8
Results
  • No obvious correlation between distance from the
    end, time taken to move into a new cell, or a
    combination of the two
  • Optimal numbers found are to weight distance
    0.469164 and to weight difficulty 0.671543

9
Results
10
Results
11
Results
12
Conclusion
  • Further optimization of the heuristic by
  • Changing look ahead distance
  • Increasing the distance that can be seen over
    water
  • Other clever adjustments
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