Page 88 - Sensing, Intelligence, Motion : How Robots and Humans Move in an Unstructured World
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MOTION PLANNING WITH INCOMPLETE INFORMATION  63


                               p 2                 T
                                                 H
                                             G                    S
                                        F
                                                                  A
                                  D  E
                p 1
                               C                                  B
                                                                C
                          B
                                                                       D
                                                          H
                                                                           G
                  A
                                                            T     E
              S
                                                                      F
                                     (a)                         (b)
               Figure 2.20 (a) A typical motion planning task. (b) The corresponding graph.



                                                                S
                                               T                a
                                         e  f

                                                              b
                                     d
                                 c
                               b                              c
                                                           d       e
                              a
                           S                                    T
                                                              f
                                   (a)                        (b)
            Figure 2.21 (a) In spite of the four-way corridor around points b, c, each vertex b, c in
            the corresponding connectivity graph (b) is of degree three.



            and vertices are points where those segments meet. This means that all physical
            mazes can be reduced to a graph with the maximum vertex degree three (see
            Figure 2.21). Hence we are back to our first question: Does this special graph
            structure promise algorithms whose performance is better than that of algorithms
            for general graphs?
              Denote the length of M-line as D, denote its segments outside the M-line
            as d i , and denote the segments of obstacle boundaries cut by the M-line as p i
            (Figure 2.20a). Those lengths can signify weights on the graph edges. Then the

            total “length” of the graph is no more than D +  i  p i .
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