Artificial Intelligence Applications in Engineering (MUH-920), week 2 of 14: interactive lab

Path planning playground: Search on grids and terrain

Prof. Dr. Utku Kose, Süleyman Demirel University

Part A is a grid on which walls and slow terrain are painted with the pointer. Breadth-first search, uniform-cost search, greedy best-first search, A and weighted A run on the same map, animated step by step, and report path cost and expanded cells [1, 2]. Part B plans a route across a synthetic valley in which each move costs distance plus a slope penalty, and moves steeper than a grade limit are forbidden, as in haul-road and pipeline design.

Part A: Algorithms on a grid

Green is the start, red the goal. Light blue cells were expanded; the orange line is the returned path. Breadth-first search ignores the cost of slow terrain.

Part B: A route across a valley

Darker cells are higher. The route starts on the left and ends on the right. Raise the slope penalty to see the route follow contour lines; lower the grade limit to see which slopes become impassable.

References

[1] Dijkstra, E. W. (1959). A note on two problems in connexion with graphs. Numerische Mathematik, 1, 269-271. https://doi.org/10.1007/BF01386390

[2] Hart, P. E., Nilsson, N. J., & Raphael, B. (1968). A formal basis for the heuristic determination of minimum cost paths. IEEE Transactions on Systems Science and Cybernetics, 4(2), 100-107. https://doi.org/10.1109/TSSC.1968.300136