Quote: Original post by TimkinQuote: Original post by Steadtler
That would give you only three nodes for your pathfinding, in your examples.
No, it would give you one node per adjoining edge. If your convex polygons were triangles, then yes, that's three nodes.
My bad, I was thinking 3 convex polygons. Hum, for the purpose of finding an optimal path, shouldnt you keep the whole edge, instead of using the mid-point of adjacent edges? Then you can apply a hierarchical pathfinding, first on the edges, next on a discreet set of points of the chosen edges... Or is it better to smooth your movement when you arrive near a node, using the lenght of the edge as the strenght of the smoothing? I dont know if Im clear here... Im just thinking, except for mostly linear paths, you will rarely want to pass trough the midpoints of the edges...
Quote: Original post by Timkin
If you can ensure that your graph size is restricted to what you can handle with your computation resources, then obviously you can apply any method you like, because your bounded by your graph and resources, not the method ;)
Oh alright :P I just wanted to show triangulation is not that bad of a process.
Quote: Original post by Timkin
Through most of the robotics literature its still called pathfinding, because they don't tend to consider deliberative pathfinding, as AI people do. From the AI perspective, the distinction is made between reactive planning/pathfinding and deliberative planning/pathfinding. From the Control Theory perspective, everything is reactive (all deliberation was done at the time of controller design), although they still like to think that they're 'finding a path'.
You know, I always disliked how, in AI litterature, they tend to talk about reactive systems in the planner chapter. I guess I associate 'planning' with deliberation. To me, its not as much planning as strolling around and hoping you'll get there :P. Which is good, if obstacles are few... But thanks for giving me the distinction :)
Quote: Original post by Timkin
Think of it more as a method of (very) limited horizon graph search. You get to look at only your next step and make a decision. ;)
Thats wierd, thats what my boss do, and *they* call that planning too! ;)
Quote: Original post by Timkin
Btw Steadtler, do you do your search on a heirarchical mesh from your triangulation, or just use the base tesselation?
Sorry for the misunderstanding, we dont use the triangulation for search purpose. Cant say more than this :P
Thanks for your insights as always.