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Journal ArticleDOI

Navigating in Unfamiliar Geometric Terrain

Avrim Blum, +2 more
- 01 Feb 1997 - 
- Vol. 26, Iss: 1, pp 110-137
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TLDR
This work compares the distance walked by the robot in going from a start location to a target in an environment with opaque obstacles to the length of the shortest (obstacle-free) path between s and t in the scene and describes and analyzes robot strategies that minimize this ratio.
Abstract
Consider a robot that has to travel from a start location $s$ to a target $t$ in an environment with opaque obstacles that lie in its way. The robot always knows its current absolute position and that of the target. It does not, however, know the positions and extents of the obstacles in advance; rather, it finds out about obstacles as it encounters them. We compare the distance walked by the robot in going from $s$ to $t$ to the length of the shortest (obstacle-free) path between $s$ and $t$ in the scene. We describe and analyze robot strategies that minimize this ratio for different kinds of scenes. In particular, we consider the cases of rectangular obstacles aligned with the axes, rectangular obstacles in more general orientations, and wider classes of convex bodies both in two and three dimensions. For many of these situations, our algorithms are optimal up to constant factors. We study scenes with nonconvex obstacles, which are related to the study of maze traversal. We also show scenes where randomized algorithms are provably better than deterministic algorithms.

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Proceedings ArticleDOI

The power of a pebble: exploring and mapping directed graphs

TL;DR: A model that makes very limited assumptions about the environment is considered that can solve the mapping problem in this general setting and shows that if the robot knows an upper bound on the number of vertices then it can learn the graph efficiently with only one pebble.
Journal ArticleDOI

The Power of a Pebble

TL;DR: A model that makes very limited assumptions about the environment is considered, and it is shown that if the robot knows an upper bound on the number of vertices then it can learn the graph efficiently with only one pebble, and if it does not, then pebbles are both necessary and sufficient.
Journal ArticleDOI

How to learn an unknown environment. I: the rectilinear case

TL;DR: The problem faced by a robot that must explore and learn an unknown room with obstacles in it is considered and a competitive algorithm for the case of a polygonal room with a bounded number of obstacles is given.
Journal ArticleDOI

Graph exploration by a finite automaton

TL;DR: It is shown that, for any K-state robot and any d ≥ 3, there exists a planar graph of maximum degree d with at most K + 1 nodes that the robot cannot explore, which improves all previous bounds in the literature.
References
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Journal ArticleDOI

Amortized efficiency of list update and paging rules

TL;DR: This article shows that move-to-front is within a constant factor of optimum among a wide class of list maintenance rules, and analyzes the amortized complexity of LRU, showing that its efficiency differs from that of the off-line paging rule by a factor that depends on the size of fast memory.
Journal ArticleDOI

Shortest paths without a map

TL;DR: It is shown that the computational problem of devising a strategy that achieves a given worst-case ratio to the optimum path in a graph is a universal two-person game, and thus PSPACE-complete, whereas optimizing the expected ratio is #P-hard.
Journal ArticleDOI

Searching in the Plane

TL;DR: It is shown that for some simple search problems, knowing the general direction of the goal is much more informative than knowing the distance to the goal.
Book

The Stanford cart and the CMU rover

TL;DR: The CMU Rover as discussed by the authors is a more capable, and neatly operational, robot being built to develop and extend the Stanford Cart and to explore new directions, which is a remotely controlled TV-equipped mobile robot.
Proceedings ArticleDOI

Competitive algorithms for on-line problems

TL;DR: This paper presents several general results concerning competitive algorithms, as well as results on specific on-line problems.
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