Questions tagged [d-star]

D* is a search algorithm, capable of planning paths in unknown, partially known, and changing environments in an efficient, optimal, and complete manner. It is of particular interest in mobile robotics. (Do not use for questions related to digital voice and data protocol specification for amateur radio.)

Reference:

wikipedia

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Defining path directions on D*Lite

I'm currently working on an implementation of the D*Lite algorithm from Sven Koenig. http://idm-lab.org/bib/abstracts/papers/aaai02b.pdf. Basically I'm trying to understand all the details before starting to implement it. It seems that the algorithm…
Ned112
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D* Lite ComputeShortestPath while loop question

The ComputeShortestPath function of D* Lite looks like this: while ( U.TopKey() < CalculateKey(Sstart) OR rhs(Sstart) != g(Sstart) ) In my experience with the algorithm the first path (U.TopKey() < CalculateKey(Sstart)) is true for the very first…
OverDemon
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D* Lite with multiple new obstacles

Summary: Is the D Lite algorithm capable of handling a lot of new obstacles at once?* Hello ^^ I've been working on implementing the D*-Lite pathfinding algorithm, as described in the 2002 article by Koenig and Likhachev, in a C++ program but am…
OverDemon
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D* lite: what heuristic function should I use?

I'm trying to implement the D*-Lite pathfinding algorithm, as described in the 2002 article by Koenig and Likhachev for grid based navgraph. But I don't see any heuristic functions in that paper. So, what functions should I choose? Can I use…
Robotex
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Implementing D * lite in UE4 for a project

I have asked this question on the forums but had no luck so far. Im a student currently trying to implement dynamic pathfinding for my fyp. Im been working with UE4 for the past few weeks because I decide to try and implement the D * lite…
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Dynamic obstacles avoidance in navigation mesh system

I've built my path finding system with unreal engine, somehow the path finding part works just fine while i can't find a proper way to solve dynamic obstacles avoidance problem. My characters are walking allover the map and collide with each other…
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Optimized pseudo code for D*Lite

I'm looking at the optimized version of the DLite: procedure CalculateKey(s) {01”} return [min(g(s), rhs(s)) + h(s_start, s) + km;min(g(s), rhs(s))]; procedure Initialize() {02”} U = ∅; {03”} km = 0; {04”} for all s ∈ S rhs(s) = g(s) = ∞; {05”}…
Ned112
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