Related papers: Survey of Parallel A* in Rust
We present a work-efficient parallel level-synchronous Breadth First Search (BFS) algorithm for shared-memory architectures which achieves the theoretical lower bound on parallel running time. The optimality holds regardless of the shape of…
Depth-first search (DFS) is the basis for many efficient graph algorithms. We introduce general techniques for the efficient implementation of DFS-based graph algorithms and exemplify them on three algorithms for computing strongly…
Heuristic search algorithms, e.g. A*, are the commonly used tools for pathfinding on grids, i.e. graphs of regular structure that are widely employed to represent environments in robotics, video games etc. Instance-independent heuristics…
The classic Resource Constrained Shortest Path (RCSP) problem aims to find a cost optimal path between a pair of nodes in a network such that the resources used in the path are within a given limit. Having been studied for over a decade,…
While the A* algorithm remains the industry standard for game pathfinding, its integration into dynamic 3D environments faces trade-offs between computational performance and visual realism. This paper proposes a multi-threaded framework…
The Multi-Objective Shortest Path Problem (MO-SPP), typically posed on a graph, determines a set of paths from a start vertex to a destination vertex while optimizing multiple objectives. In general, there does not exist a single solution…
In the age of real-time online traffic information and GPS-enabled devices, fastest-path computations between two points in a road network modeled as a directed graph, where each directed edge is weighted by a "travel time" value, are…
We present Neural A*, a novel data-driven search method for path planning problems. Despite the recent increasing attention to data-driven path planning, machine learning approaches to search-based planning are still challenging due to the…
In this research, we investigate the subject of path-finding. A pruned version of visibility graph based on Candidate Vertices is formulated, followed by a new visibility check technique. Such combination enables us to quickly identify the…
Heuristic search-based planning techniques are commonly used for motion planning on discretized spaces. The performance of these algorithms is heavily affected by the resolution at which the search space is discretized. Typically a fixed…
In this paper we present two versions of a parallel finger structure FS on p processors that supports searches, insertions and deletions, and has a finger at each end. This is to our knowledge the first implementation of a parallel search…
In this paper, we proposed a new approximate heuristic search algorithm: Cascading A*, which is a two-phrase algorithm combining A* and IDA* by a new concept "envelope ball". The new algorithm CA* is efficient, able to generate approximate…
Breadth-First Search (BFS) is a building block used in a wide array of graph analytics and is used in various network analysis domains: social, road, transportation, communication, and much more. Over the last two decades, network sizes…
In this work, we introduce a new graph search algorithm, lazy edged based A* (LEA*), for robot motion planning. By using an edge queue and exploiting the idea of lazy search, LEA* is optimally vertex efficient similar to A*, and has…
In unstructured environments like parking lots or construction sites, due to the large search-space and kinodynamic constraints of the vehicle, it is challenging to achieve real-time planning. Several state-of-the-art planners utilize…
Most practitioners use a variant of the Alpha-Beta algorithm, a simple depth-first pro- cedure, for searching minimax trees. SSS*, with its best-first search strategy, reportedly offers the potential for more efficient search. However, the…
Multi-Robot Path Planning (MRPP) on graphs, equivalently known as Multi-Agent Path Finding (MAPF), is a well-established NP-hard problem with critically important applications. As serial computation in (near)-optimally solving MRPP…
Search algorithms are often categorized by their node expansion strategy. One option is the depth-first strategy, a simple backtracking strategy that traverses the search space in the order in which successor nodes are generated. An…
Heuristic search-based motion planning algorithms typically discretise the search space in order to solve the shortest path problem. Their performance is closely related to this discretisation. A fine discretisation allows for better…
We present a multi-scale forward search algorithm for distributed agents to solve single-query shortest path planning problems. Each agent first builds a representation of its own search space of the common environment as a multi-resolution…