Basic continuous 2D map exploration ( with obstacles ) algorithms - algorithm

Here is the problem: There is a map which size is anywhere from 200*200 pixels to 1000*1000 pixels. Each pixel is a third of an inch in length/width.
The map has walls coming from it (which can be of any size), and can be pre-processed by any means. However, when the problem starts, a robot (of pixel size 18*18) is placed in an unknown location, along with several obstacles and one goal, all of which are in an unknown location.
If the robot bumps into any wall/object/goal it immediately dies. As such it has a simple laser scanner that perfectly sees an 80*80 pixel square ahead of it,centered on the robot.
I have already solved the problem of localizing the robot and determining its position (within a small error) on the grid. I am having a bit of trouble with making a good algorithm for going across the entire map until the goal is found.
I have the idea of making the robot go to the lower right, and somehow sweeping left to right, avoiding obstacles, and walls, until the goal is found, however I am unsure of a good way to do that.
Are there any decent algorithms for such a thing, or are there better ones for what I am trying to do?

You are looking for Pathfinding Algorithms
Some suggestions include "Flood Fill" algorithm or "Dijkstra’s algorithm" very similar to Lee's algorithm (I might even argue they are the same), but it's just another term to search for
This is probably the most popular simple path finding algorithm: "A*search" (a star Search) this link also showcases a few other path finding algorithms. (Another helpful link).
The key with a*star search is that you must know where you are (localization) and where the goal is. Dijkstra type algorithms are able to find the goal without prior knowledge of its location.

The one and only algorithm that comes to my mind is a simple Lee algorithm. Here's a pretty decent tutorial about what it does and how it works.
Using this algorithm you should be able to find all the obstacles and eventually find the goal, also you will find the shortest path to the goal.
The only big difference is that you have to move an 80x80 object instead of a 1x1 object, but I will let you deal with the way you will implement this.

Related

How to find the optimal path for a line following maze bot?

This question was already posted in robotics stackexchange but i did not get any reply.
Moreover, this question is about solving a maze with some constraints, so its not limited to making a particular robot with uC and all.
First let me explain the problem.
This is a maze made only out of black lines on a white surface. The robot has only a few IR sensors which can sense the position of the line. No other sensory input is available.
This is a maze with many self-loops and so a simple LSRB or equivalent algorithm wont work. The robot is supposed to learn the maze and then solve it as optimally as possible .
The above figure represent the possible intersections as all the paths are at 90deg to each other.
As far as my understanding goes, the robot will first scan how many nodes there are, and what their connections to each other is, thus effectively constructing the graph. Next, implement any shortest path algorithm and make your robot follow it.
However, the main problem that i cant get my head around is this:
How will this blind robot know it isnt viewing the same node multiple times if it keeps coming back to the same point after getting caught in a loop?
Also, please suggest good approaches to solving this problems along with any experience anybody has. How does one shot searching methods like DFS , Iterative deepeing DFS , hill climbing work in such scenarios ?
When it meets a crossing, the robot must keep a trace of the lanes it didn't take and backtrack later. In addition, it must be able to model the paths with enough accuracy to check that it is back in a place it has seen before.
Then I am not sure that there is a better strategy than
traverse the lanes until you find the exit;
every time you have a crossing, note the lane that you skip;
when you are back at a known place, return to a skipped lane by the shortest route.
If the map is not known beforehand, you obviously cannot find the optimal path, unless by chance.
If there is no way to estimate the geometry, all you can do is random moves.

opencv: Best way to detect corners on chessboard

BACKGROUND
So I'm creating a program that recognizes chess moves. So far, I have implemented a fair number of algorithms to come up with the best results possible. What I've found so far is that the combination of undistorting an image (using undistort ), then applying a histogram equalization algorithm, and finally the goodFeaturesToTrack algorithm (I've found this to be better than the harris corner detection) yields pretty decent results. The goal here is to have every corner of every square accounted for with a point. That way, when I apply canny edge detection, I can process individual squares.
EXAMPLE
WHAT I'VE CONSIDERED
http://www.nandanbanerjee.com/index.php?option=com_content&view=article&id=71:buttercup-chess-robot&catid=78&Itemid=470
To summarize the link above, the idea is to find the upper-leftmost, upper-rightmost, lower-leftmost, and lower-rightmost points and divide the distance between them by eight. From there you would come up with probable points and compare them to the points that are actually on the board. If one of the points doesn't match, simply replace the point.
I've also considered some sort of mode, like finding the distance between neighboring points and storing them in a list. Then I would perform a mode operation to figure out the most probable distance and use that to draw points.
QUESTION
As you can see, the points are fairly accurate over most of the squares (though there are random points that do not do what I want). My question is what do you think the best way to find all corners on the chessboard (I'm open to all ideas) and could you give me a somewhat detailed description (just enough to steer me in the right direction or more if you choose :)? Also, (and this is a secondary question) do you have any recommendations on how to proceed in order to best recognize a move? I'm attempting to implement multiple ways of doing so and am going to compare methods to obtain best results! Thank you.
Please read these two links:
http://www.aishack.in/tutorials/sudoku-grabber-opencv-plot/
How to remove convexity defects in a Sudoku square?

Finding the closest point on a grid with obstacles

I have a game where you have to move around a map collecting gold and then move to the exit. I am currently trying to write an AI that will play this game but I want to know what algorithm I should use the find the closest instance of an object. For instance, the closest piece of gold or the closest unknown map square. The issue is that there are walls that the player cannot move through, so rather than just finding the closest object I need to find the one to which there is the shortest route. Is there an algorithm that can do this?
The algorithm you're looking for is called A* Search Algorithm. It is a best-first search algorithm that works by beginning at the starting point and building up a series of possible paths (excluding going through obstacles since those aren't possible paths), then scoring those paths to find the least cost one. In your case you'd need to customize the scoring by decreasing the cost based upon the objects along the path and increasing the cost by distance.
There's some information that will help you with it here:
There's a nifty interactive demo here (code also on github): http://qiao.github.io/PathFinding.js/visual/
Other resources:
https://harablog.wordpress.com/2011/09/01/rectangular-symmetry-reduction/
https://en.wikipedia.org/wiki/A*_search_algorithm
What is a good 2D grid-based path-finding algorithm?

Nearest Neighbor Searching using Voronoi Diagrams

I've successfully implemented a way to generate Voronoi diagrams in 2 dimensions using Fortune's method. But now I'm trying to use it for nearest neighbor queries for a point (which is not one of the original points used to generate the diagram). I keep seeing people saying that it can be done in O(lg n) time (and I believe them), but I can't find a description of how it's actually done.
I'm familiar with binary searches, but I can't figure out a good criteria to guarantee that upper bound. I also figured maybe it could have to do with inserting the point into the diagram and updating surrounding cells, but can't think (or find) of a good way to do that.
Can anyone clue me in, or point to a place with a more thorough description?
I think that some kind of search structure has to be made from plane subdivision (Voronoi diagram), like Kirkpatrick's point location data structure.

8-direction path finding algorithm

I'm having trouble finding the right pathfinding algorithm for some AI I'm working on.
I have players on a pitch, moving around freely (not stuck to a grid), but they are confined to moving in 8 directions (N NE E etc.)
I was working on using A*, and a graph for this. But I realised, every node on the graph is equally far apart, and all the edges have the same weight - since the pitch is rectangular. And the number of nodes is enormous (being a large pitch, with them able to move between 1 pixel and another)
I figured there must be another algorithm, optimised for this sort of thing?
I would break the pitch down into 10x10 pixel grid. Your routing does not have to be as finely grained as the rest of your system and it makes the algorithm take up far less memory.
As Chris suggests above, choosing the right heuristic is the key to getting the algorithm working right for you.
If players move in straight lines between points on your grid, you really don't need to use A*. Bresenham's line algorithm will provide a straight line path very quickly.
You could weight a direction based on another heuristic. So as opposed to weighting the paths based on actual distance you could weight or scale that based on another factor such as "closeness to another player" meaning players will favour routes that will not collide with other players.
The A* algorithm should work well like this.
I think you should try Jump Point Search. It is a very fast algorithm for path finding on 8-dire.
Here is a blog describing Jump Point Search shortly.
And, this is its academic paper <Online Graph Pruning for Pathfinding on Grid Maps>
Besides, there are some interesting videos on Youtube.
I hope this helps.

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