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gsileno avatar gsileno commented on June 26, 2024

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lucweytingh avatar lucweytingh commented on June 26, 2024

A rough solution would be to make the planning on a coarser map, decreasing the definition so that an agent plus blocks count as a full position.

I agree with this theoretically. The only downside to this solution, however, is that we would have to search the entire map for obstacles and expand the obstacles in the direction of attached blocks for an agent. This could be computationally intensive.

Another possibility could be to only path plan normally, but when computing the transition costs to a certain node, the nodes relative to that node corresponding with the relative block attachments could be checked.

i.e. (simplified)

def transition_cost(from, to):
    for node in [from, to] + relative_attached:
        if node is obstacle:
            return inf

    return 1

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lucweytingh avatar lucweytingh commented on June 26, 2024

As it turns out, checking the neighbours for every possible next node is very computationally intensive too. Perhaps I could instead only check the final path for 'if it is possible' and turn if it is not.

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gsileno avatar gsileno commented on June 26, 2024

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DanielPerezJensen avatar DanielPerezJensen commented on June 26, 2024

This may also make it harder to merge the Graphs as @dorian4840 is working on, since each agent with blocks attached must have it's own graph where these issues are taken into account.

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gsileno avatar gsileno commented on June 26, 2024

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lucweytingh avatar lucweytingh commented on June 26, 2024

I understand what you meant, this solution somewhat looks like what you suggested: https://harablog.wordpress.com/2009/01/29/clearance-based-pathfinding/.

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gsileno avatar gsileno commented on June 26, 2024

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gsileno avatar gsileno commented on June 26, 2024

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