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Fast Marching and Fast Driving

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Off-road racing should allow racers to deviate from track ... Swerve to avoid collision could force racer round other side of object / onto alternative path ... – PowerPoint PPT presentation

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Title: Fast Marching and Fast Driving


1
Fast Marching and Fast Driving
  • Combining off-line search and reactive A.I.

Robert McDowell, Real Time WorldsDaniel
Livingstone, University of Paisley
2
Fast Marching
  • Introduction to the FMM
  • FMM for path planning
  • Travel times and optimal paths
  • Strengths and Weaknesses
  • Application Reactive racer AI
  • Extensions
  • Conclusions

3
The Fast March Method
  • Mathematical approach to solving evolving front
    problems (Sethian)
  • Stationary approach to non-stationary problem
  • Complex derivation
  • Simple to apply
  • Huge range of applications
  • From seismology and combustion models to computer
    graphics
  • Some interesting features

4
Travel-Times
  • Whatever the application the FMM works using the
    principle of travel time
  • How long an expanding wavefront takes to reach a
    point
  • Always start from a single known point with a
    known travel time, work outwards, calculating
    travel times of neighbouring points
  • All points are either known, near or far
  • Near unknown, but adjacent to a known point
  • Far unknown and not adjacent to a known point

5
Application to path-planning
  • Straightforward
  • Terrain cost slowness at a point
  • Known point goal
  • Work outwards from goal
  • Expanding wavefront comparable to BFS
  • Dijkstras
  • Some important differences

6
FMM algorithm
  • Start at Goal, travel-time 0
  • Add neighbouring points to near list (and remove
    from far list), estimating t-time
  • Repeat
  • Select node with smallest travel-time value.
    Remove from near list, add to known.
  • Compute travel-time values for each neighbour of
    the selected point (recalculates values for any
    neighbours already in near list)
  • Add neighbouring points to near list (and remove
    from far list), estimating t-time
  • Until near list is empty

7
Calculating the Travel Time
  • FMM solves underlying continuous problem
  • not constrained by node connectivity!
  • Every node has known slowness, s
  • Need to find travel time u at point i,j uij
  • Will have already found travel times for at least
    one neighbour use neighbouring known values in
    calculations

8
Calculating the Travel Time
  • Find neighbouring nodes in x and y with minimum
    travel times
  • ux min (ui-1,j , ui1,j )
  • uy min (ui,j-1 , ui1,j1 )
  • Then, it can be shown that
  • ( ui,j - ux )2 ( ui,j - uy )2 s2
  • Solve for uij

9
Solving for uij
  • Gives a quadratic equation
  • aui,j2 bux ui,j c 0
  • For partial difference in x
  • a 1 , b -2ux , c ux2
  • (If no neighbouring node in x has a known travel
    time, a b c 0)
  • Repeat for p.d. in y, summing a, b and c
  • Subtract s2 from c
  • Finally, solve using quadratic formula

10
Assumptions and simplifications
From Travel-Times to Paths
  • Travel time gradient gives direction to the goal
  • Far points have infinite travel time
  • Points off edge of map have infinite slowness,
    travel time
  • Blocking terrain has infinite slowness

11
Terrain with uniform slowness
12
Terrain with Obstacles
13
Strengths and Weaknesses
  • Guaranteed to find optimal path
  • Generates smooth paths
  • Finds path to goal from ALL points
  • Slow (In comparison to A using good heuristic)

14
Sample application Off-road racing
  • Off-road racing should allow racers to deviate
    from track
  • Always know best route to goal from current
    position
  • Common goal for all vehicles, known at compile
    time
  • Reactive A.I.
  • Often absent in racers
  • Should try to avoid collisions with other racers

15
The Reactive Racer
  • Same controls as player
  • Tries to get to goal (finish line)
  • Look ahead for corners
  • If projected position requires turn, start turn
  • Avoid obstacles and other vehicles
  • Overrides other behaviour
  • Braking and swerving

16
Reactive AI and FMM
  • Swerve to avoid collision could force racer round
    other side of object / onto alternative path
  • FMM pre-computed
  • In game search O(1)
  • Additional data overhead
  • store direction at each point
  • Interpolate nodes to reduce number?

17
Multiple routes
18
Practical Issues
  • Can find unexpected shortcuts
  • Omit large parts of track
  • Set slowness to higher values to block routes
  • Can still allow racers sent off track to discover
    the shortcut
  • Level Design
  • Levels should be designed with AI in mind
  • Features may not be exploited to their full

19
Extensions
  • Additional dimensions
  • 3D
  • Facing / rotation
  • Triangulated domains
  • As found in typical 3D models

20
Other game applications?
  • Good for off-line path planning
  • Better than A?
  • A is not always optimal depends on heuristic
  • FMM should give optimal paths
  • FMM not constrained by node connectivity
  • FMM isnt really that hard
  • On-line (real-time)
  • Too slow equivalent to BFS
  • Multiple units to single target?

21
Conclusions
  • FMM
  • Yet another search
  • Optimal but slow
  • Extensible
  • Has applications
  • Horses for courses
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