One of the most straightforward notions of optimality is the Euclidean
shortest path in
or
. Suppose that
is a rigid
body that translates only in either
or
,
which contains an obstacle region
. Recall that,
ordinarily,
is an open set, which means that any path,
, can be shortened. Therefore, shortest paths
for motion planning must be defined on the closure
,
which allows the robot to make contact with the obstacles; however,
their interiors must not intersect.
For the case in which
is a polygonal region, the shortest-path
roadmap method of Section 6.2.4 has already been given.
This can be considered as a kind of multiple-query approach because
the roadmap completely captures the structure needed to construct the
shortest path for any query. It is possible to make a single-query
algorithm using the continuous Dijkstra paradigm
[443,708]. This method propagates a wavefront from
and keeps track of critical events in maintaining the
wavefront. As events occur, the wavefront becomes composed of wavelets, which are arcs of circles centered on obstacle vertices.
The possible events that can occur are 1) a wavelet disappears, 2) a
wavelet collides with an obstacle vertex, 3) a wavelet collides with
another wavelet, or 4) a wavelet collides with a point in the interior
of an obstacle edge. The method can be made to run in time
and uses
space. A roadmap is constructed that uses
space. See Section 8.4.3 for a related method.
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Such elegant methods leave the impression that finding shortest paths
is not very difficult, but unfortunately they do not generalize nicely
to
and a polyhedral
. Figure 7.39
shows a simple example in which the shortest path does not have to
cross a vertex of
. It may cross anywhere in the interior of
an edge; therefore, it is not clear where to draw the bitangent lines
that would form the shortest-path roadmap. The lower bounds for this
problem are also discouraging. It was shown in [172] that
the 3D shortest-path problem in a polyhedral environment is NP-hard.
Most of the difficulty arises because of the precision required to
represent 3D shortest paths. Therefore, efficient polynomial-time
approximation algorithms exist [215,763].
Steven M LaValle 2020-08-14