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A 4-competitive strategy for exploring unknown polygons

机译:探索未知多边形的4竞争策略

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We present a new, on-line strategy for a mobile robot to explore an unknown simple polygon with n vertices, starting at a boundary point s, which outputs a so-called watchman route such that every interior point of P is visible from at least one point along the route. The length of the robot's route is guaranteed to be at most 4 times that of the shortest watchman route that could be computed off-line. This gives a significant improvement upon the previously known 26.5-competitive strategy, and also confirms a conjecture due to Hoffmann et al [5]. A novelty of our competitive strategy is a recursive procedure that reduces the polygon exploration problem to the subproblems of exploring two different types of reflex vertices, which are classified by their turning directions in the shortest path tree of s. The other is a mixture of techniques, including the off-line approximation algorithm for the watchman route problem [7], a geometric structure called the angle hull [5], and the paradiam for making the off-line techniques be on-line.
机译:我们为移动机器人提出了一种新的在线策略,该方法从边界点s开始探索具有n个顶点的未知简单多边形,该边界将输出所谓的守望者路线,使得至少在每个P的内部点都可见沿路线的一点。机器人的路线长度保证最多是可以离线计算的最短值班员路线的4倍。这对先前已知的26.5竞争策略进行了重大改进,并且也证实了Hoffmann等人的推测[5]。我们的竞争策略的新颖之处在于一种递归过程,该过程将多边形探索问题简化为探索两种不同类型的反射顶点的子问题,这些反射顶点根据它们在s的最短路径树中的转向确定。另一种是技术的混合,包括用于值班人员路线问题的离线近似算法[7],称为“角壳” [5]的几何结构以及使离线技术在线的范例。

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