Understanding polyline in AI - artificial-intelligence

While using a computer display, polylines are used. You want to use an algorithm which will reduce points in the polyline. The polyline should be decimated within a specified tolerance. Which of the following algorithm would you use?
A) Flood fill Algorithm
B) Lee Algorithm
C) Floyd's Cycle Detection Algorithm
D) Vertex Reduction

First of all this has nothing to do with artificial intelligence. All of the mentioned algorithms are algorithms that solve some sort of graph related problem. Simplified they can be describes as follows:
Flood fill is an algorithm that "colors" an arbitrarily shaped region in a "maze" together
Lee's algorithm finds the best path between two points through a "maze" with obstacles
Cycle Detection algorithms find cycles (a non-trivial path where the start is also the end)
Vertex reduction algorithms remove vertices from a graph such that the graph still stays in it's original shape but with fewer features.
The answer to the problem should therefore be obvious ;)

Related

Converting a graph structure to a 2d array

I'm looking at automatic dungeon and dragons style dungeon creation although not as advanced as those you can find on the web. Ultimately I want an N by N grid, say with 1's for walls 0's for pathways and open spaces, and so on. I'm able to randomly generate a graph structure which represents the connectedness of the dungeon and size of each space. But I want to convert the graph structure into a 2d array as described. I'm not fussy about how the rooms and corridors appear so long as there are no crossings and it's reasonably compact.
My question is are there any known algorithms to do this?
Short answer:
Yes, there are known algorithms.
Long answer:
They type of algorithm you are looking for has a few parts.
Planar Graphs
The type of graph that you can embed into a grid is a planar graph. A planar graph is a graph that can be drawn on a flat surface or plane. The first step of you algorithm has to be to check to see if your graph is planar or not. In the link above are some ways to check if your graph is planar. If your graph is non-planar you cannot draw it without intersections. This may be a downfall for your random generator.
Embedding Graphs
This link references a paper on embedding graphs in an n by n matrix. It does not exactly match your request, but you can manipulate it post-embed-algorithm to fulfill your needs by replacing each vertex with the largest rooms n by n area. Now this algorithm is probably not the most compact possible given its nature of a straight line, but that leads me to your final request of compactness.
Packing Problems
Packing problems have varying difficulties. From the initial sounds of your problem, yours falls into the harder category, especially since you have the whole corridor linkage making it even more difficult. This problem can be np-complete/np-hard with no efficient algorithm, so stopping at the above step may be the most resonable. Check out the the wikipedia on packing problems to look into your specific case to determine if you want to spend time making it more compact.

AI Pathfinding using 2D polygons instead of waypoints - Is there a recommended algorithm?

I'm trying to use path finding on a series of convex polygons, rather than waypoints. To even further complicate this, the polygons are made by the users, and may have inconsistent vertices. For example:
We know the object is X wide by Y deep, and that the polygons have vertices at certain locations. Is there a specific algorithm to find the fastest way to the goal while keeping the entire object in the polygons (If I understand correctly, A* only works on waypoints)? How do you handle the vertices not being the same object but being at the same location?
EDIT: The polygons are convex; It's 2 separate polygons with the edges on the line.
Also, how do you implement * pathfinding, as a node based system wouldn't work in a 'infinite' resolution polygon?
In general, all shortest-path segments will have, as end-points, either polygon vertices or the start and goal points. If you build a graph that includes all those segments (from the start to each "visible" polygon vertex, from the goal to each "visible" polygon vertex, and from each polygon vertex to each other polygon vertex) and run A* on that, you have your optimal path. The cost of building the graph for A* is:
For each vertex, a visibility-test to find visible vertices: the simple algorithm (for each pair of vertices, see if the segment from one to another lies inside the polygon) is O(n^3). Building convex polygons and processing them independently, or using a smarter "radial sweep" algorithm can greatly lower this, but I suspect it is still around O(n^2).
For each query (from a start-point to a goal-point), O(n) for the visibility-test to find all vertices that it can see.
If you are only going to apply A* once, then the price of building the fixed part of the A* graph for a single traversal may be somewhat steep. An alternative is to build the graph incrementally as you use it:
Java code implementing the above approach can be found here.
The polygons in your drawing are not convex. For convex polygons, you can place a way point in the middle of each each edge and then apply A*. And, of course, you need to fix inconsistent vertices.

Christofides algorithm for directed graph

Is it possible to implement the Christofides algorithm for an directed Graph?
Suppose you have an undirected Graph, in which every vertex has an edges in both ways to every other in the graph (not to itself). But the weights of the edges, don't necessarily have do be the same in both ways (unsymmetrical).
For Example you think of a Street Map, in which there are a lot of oneway streets.
We now want to find an approximation for the traveling salesman tour through all the vertices.
First of all the Christoffides algorithm is not defined for such an TSP, because the Minimum Spanning Tree ist not defined for an directed Graph.
But still we start the algorithm by finding the optimum branching with Edmonds algorithm to the start point of the tour as the root.
Then we find a minimal perfect matching for the branching, so that it becomes an Eulerian graph. This will happen with the Hungarian algorithm, wich finds an minimal matching so that every vertex in the branching has afterwords the same amount of edges coming in an out.
In the last step we find the euler tour and optimize the tour by taking shortcuts.
I have to questions:
Is the way I want to implement the algorithm right, or did I made a
mistake and it can't work
If it works, is it still bounded bei 1,5 of the optimal solution for the tsp?

Spatial Data Structures in C

I do work in theoretical chemistry on a high performance cluster, often involving molecular dynamics simulations. One of the problems my work addresses involves a static field of N-dimensional (typically N = 2-5) hyper-spheres, that a test particle may collide with. I'm looking to optimize (read: overhaul) the the data structure I use for representing the field of spheres so I can do rapid collision detection. Currently I use a dead simple array of pointers to an N-membered struct (doubles for each coordinate of the center) and a nearest-neighbor list. I've heard of oct- and quad- trees but haven't found a clear explanation of how they work, how to efficiently implement one, or how to then do fast collision detection with one. Given the size of my simulations, memory is (almost) no object, but cycles are.
How best to approach this for your problem depends on several factors that you have not described:
- Will the same hypersphere arrangement be used for many particle collision calculations?
- Are the hyperspheres uniform size?
- What is the movement of the particle (e.g. straight line/curve) and is that movement affected by the spheres?
- Do you consider the particle to have zero volume?
I assume that the particle does not have simple straight line movement as that would be the relatively fast calculation of finding the closest point between a line and a point, which is likely going to be about the same speed as finding which of the boxes the line intersects with (to determine where in the n-tree to examine).
If your hypersphere positions are fixed for a lot of particle collisions then computing a voronoi decomposition/Dirichlet tessellation would give you a fast way of later finding exactly which sphere is closest to your particle for any given point in the space.
However to answer your original question about octrees/quadtrees/2^n-trees, in n dimensions you start with a (hyper)-cube that contains the area of space that you are interested in. This will be subdivided into 2^n hypercubes if you deem the contents to be too complicated. This continues recursively until you have only simple elements (e.g. one hypersphere centroid) in the leaf nodes.
Now that the n-tree is built you use it for collision detection by taking the path of your particle and intersecting it with the outer hypercube. The intersection position will tell you which hypercube in the next level down of the tree to visit next, and you determine the position of intersection with all 2^n hypercubes at that level, following downwards until you reach a leaf node. Once you reach the leaf you can examine interactions between your particle path and the hypersphere stored at that leaf. If you have collision you have finished, otherwise you have to find the exit point of the particle path from the current hypercube leaf and determine which hypercube it moves to next. Continue until you find a collision or entirely leave the overall bounding hypercube.
Efficiently finding the neighbouring hypercube when exiting a hypercube is one of the most challenging parts of this approach. For 2^n trees Samet's approaches {1, 2} can be adapted. For kd-trees (binary trees) an approach is suggested in {3} section 4.3.3.
Efficient implementation can be as simple as storing a list of 8 pointers from each hypercube to its children hypercubes, and marking the hypercube in a special way if it is a leaf (e.g. make all pointers NULL).
A description of dividing space to create a quadtree (which you can generalise to n-tree) can be found in Klinger & Dyer {4}
As others have mentioned kd-trees may be more suited than 2^n-trees as extension to an arbitrary number of dimensions is more straightforward, however they will result in a deeper tree. It is also easier to adapt the split positions to match the geometry of your
hyperspheres with a kd-tree. The description above of collision detection in a 2^n tree is equally applicable to a kd-tree.
{1} Connected Component Labeling, Hanan Samet, Using Quadtrees Journal of the ACM Volume 28 , Issue 3 (July 1981)
{2} Neighbor finding in images represented by octrees, Hanan Samet, Computer Vision, Graphics, and Image Processing Volume 46 , Issue 3 (June 1989)
{3} Convex hull generation, connected component labelling, and minimum distance
calculation for set-theoretically defined models, Dan Pidcock, 2000
{4} Experiments in picture representation using regular decomposition, Klinger, A., and Dyer, C.R. E, Comptr. Graphics and Image Processing 5 (1976), 68-105.
It sounds like you'd want to implement a kd-tree, which would allow you to more quickly search the N-dimensional space. There's some more information and links to implementations at the Stony Brook Algorithm Repository.
Since your field is static (by which I'm assuming you mean that the hyper spheres don't move), then the fastest solution I know of is a Kdtree.
You can either make your own, or use someone else's, like this one:
http://libkdtree.alioth.debian.org/
A Quad tree is a 2 dimensional tree, in which at each level a node has 4 children, each of which covers 1/4 of the area of the parent node.
An Oct tree is a 3 dimensional tree, in which at each level a node has 8 children, each of which contains 1/8th of the volume of the parent node. Here is picture to help you visualize it: http://en.wikipedia.org/wiki/Octree
If you're doing N dimensional intersection tests, you could generalize this to an N tree.
Intersection algorithms work by starting at the top of the tree and recursively traversing into any child nodes that intersect the object being tested, at some point you get to leaf nodes, which contain the actual objects.
An octree will work as long as you can specify the spheres by their centres - it hierarchically bins points into cubic regions with eight children. Working out neighbours in an octree data structure will require you to do sphere-intersecting-cube calculations (to some extent easier than they look) to work out which cubic regions in an octree are within the sphere.
Finding the nearest neighbours means walking back up the tree until you get a node with more than one populated child and all surrounding nodes included (this ensures the query gets all sides).
From memory, this is the (somewhat naive) basic algorithm for sphere-cube intersection:
i. Is the centre within the cube (this gets the eponymous situation)
ii. Are any of the corners of the cube within radius r of the centre (corners within the sphere)
iii. For each surface of the cube (you can eliminate some of the surfaces by working out which side of the surface the centre lies on) work out (this is all first-year vector arithmetic):
a. A normal of the surface that goes to the centre of the sphere
b. The distance from the centre of the sphere to the intersection of the normal with the plane of the surface (chord intersets plane the surface of the cube)
c. Intersection of the plane lies within the side of the cube (one condition of chord intersection to the cube)
iv. Calculate the size of the chord (Sin of Cos^-1 of ratio of normal length to radius of sphere)
v. If the nearest point on the line is less than the distance of the chord and the point lies between the ends of the line the chord intersects one of the edges of the cube (chord intersects cube surface somewhere along one of the edges).
Slightly dimly remembered but this is something I did for a situation involving spherical regions using an octee data structure (many years ago). You may also wish to check out KD-trees as some of the other posters suggest but your initial question sounds very similar to what I did.

How do you solve the 15-puzzle with A-Star or Dijkstra's Algorithm?

I've read in one of my AI books that popular algorithms (A-Star, Dijkstra) for path-finding in simulation or games is also used to solve the well-known "15-puzzle".
Can anyone give me some pointers on how I would reduce the 15-puzzle to a graph of nodes and edges so that I could apply one of these algorithms?
If I were to treat each node in the graph as a game state then wouldn't that tree become quite large? Or is that just the way to do it?
A good heuristic for A-Star with the 15 puzzle is the number of squares that are in the wrong location. Because you need at least 1 move per square that is out of place, the number of squares out of place is guaranteed to be less than or equal to the number of moves required to solve the puzzle, making it an appropriate heuristic for A-Star.
A quick Google search turns up a couple papers that cover this in some detail: one on Parallel Combinatorial Search, and one on External-Memory Graph Search
General rule of thumb when it comes to algorithmic problems: someone has likely done it before you, and published their findings.
This is an assignment for the 8-puzzle problem talked about using the A* algorithm in some detail, but also fairly straightforward:
http://www.cs.princeton.edu/courses/archive/spring09/cos226/assignments/8puzzle.html
The graph theoretic way to solve the problem is to imagine every configuration of the board as a vertex of the graph and then use a breath-first search with pruning based on something like the Manhatten Distance of the board to derive a shortest path from the starting configuration to the solution.
One problem with this approach is that for any n x n board where n > 3 the game space becomes so large that it is not clear how you can efficiently mark the visited vertices. In other words there is no obvious way to assess if the current configuration of the board is identical to one that has previously been discovered through traversing some other path. Another problem is that the graph size grows so quickly with n (it's approximately (n^2)!) that it is just not suitable for a brue-force attack as the number of paths becomes computationally infeasible to traverse.
This paper by Ian Parberry A Real-Time Algorithm for the (n^2 − 1) - Puzzle describes a simple greedy algorithm that iteritively arrives at a solution by completing the first row, then the first column, then the second row... It arrives at a solution almost immediately, however the solution is far from optimal; essentially it solves the problem the way a human would without leveraging any computational muscle.
This problem is closely related to that of solving the Rubik's cube. The graph of all game states it too large to solve by brue force, but there is a fairly simple 7 step method that can be used to solve any cube in about 1 ~ 2 minutes by a dextrous human. This path is of course non-optimal. By learning to recognise patterns that define sequences of moves the speed can be brought down to 17 seconds. However, this feat by Jiri is somewhat superhuman!
The method Parberry describes moves only one tile at a time; one imagines that the algorithm could be made better up by employing Jiri's dexterity and moving multiple tiles at one time. This would not, as Parberry proves, reduce the path length from n^3, but it would reduce the coefficient of the leading term.
Remember that A* will search through the problem space proceeding down the most likely path to goal as defined by your heurestic.
Only in the worst case will it end up having to flood fill the entire problem space, this tends to happen when there is no actual solution to your problem.
Just use the game tree. Remember that a tree is a special form of graph.
In your case the leaves of each node will be the game position after you make one of the moves that is available at the current node.
Here you go http://www.heyes-jones.com/astar.html
Also. be mindful that with the A-Star algorithm, at least, you will need to figure out a admissible heuristic to determine whether a possible next step is closer to the finished route than another step.
For my current experience, on how to solve an 8 puzzle.
it is required to create nodes. keep track of each step taken
and get the manhattan distance from each following steps, taking/going to the one with the shortest distance.
update the nodes, and continue until reaches the goal

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