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Planning your route: where to start? Lahari Sengupta Radu Mariescu-I stodor Pasi Frnti 14.3.2019 L. Sengupta, R. Mariescu-Istodor and P. Frnti, "Planning your route: where to start?" Computational Brain & Behavior , 1 (3-4),


  1. Planning your route: where to start? Lahari Sengupta Radu Mariescu-I stodor Pasi Fränti 14.3.2019 L. Sengupta, R. Mariescu-Istodor and P. Fränti, "Planning your route: where to start?" Computational Brain & Behavior , 1 (3-4), 252-265, December 2018.

  2. What is O-Mopsi?

  3. Classical orienteering Devices: Map and compass Targets brought to nature for the event • Find all controls • In pre-defined order • Fastest wins

  4. Mopsi orienteering (O-Mopsi) Smartphone and GPS Targets real objects Pictures of targets • Find all controls • In free order • Fastest wins

  5. Challenges of playing Orienteering: O-Mopsi: • Knowing your location • Finding best order • Optimizing paths to targets • Optimizing paths to targets ?

  6. Winning the game

  7. What matters Order of visiting targets 250 m 250 m - Travelling salesman problem (TSP) 228 m 228 m - Human strategies: nearest neighbor, clustering - Computer strategies: optimal, optimization Where to start playing Corner ? Center - Remove longest edge from TSP? Short edge - Blind selection - Comparison of various heuristics Navigating to targets - Effects of routing

  8. Order of targets

  9. Bounding box Player ?

  10. Bounding box O p t i m a l Player ( t 2 o . u 9 r k m ) Terminal point Terminal point

  11. Algorithmic problem • Minimize total distance • With N targets there are N! possible orders • Variant of travelling salesman problem (TSP) 478 m 280 m 250 m 250 m 228 m 30 m

  12. Algorithmic problem N = 10 N!= 3,628,800 • Minimize total distance • With N targets there are N! possible orders • Variant of travelling salesman problem (TSP) 478 m 280 m 250 m 250 m 228 m 30 m

  13. How much Nearest target strategy it matters? 3 2 • More targets, 1 harder to solve • Nearest target strategy 5 km • 24% longer than optimal (on average) • Median: 20% • Minimum: 0.06% Optimal order • Maximum: 109% NT Opt. Game Diff. (km) (km) 3 Scifest 2014 1.14 0.97 17% 2 short 4 km ? 1 Helsinki 4.97 4.08 22% downtown

  14. Navigating to the targets

  15. ? Fastest route?

  16. Routing vs. Bird’s distance • Buildings and small housing in city area • Real distance on ~ 50% longer than bird’s distance • Can also affect the order of the targets Bird distance Routing 411 m 752 m

  17. Effect of route network Start point changes Bird distance Routing 13.4 km 21.4 km

  18. Limitations of routing Limitations in street crossing No shortcuts N o r o u o t e p e s n v i p a l a z a

  19. Examples of the limitations Bird’s distance Bird’s distance Road distance Road distance Real life Real life

  20. Effect of transport mode Shorter routing by walk Routing by car

  21. Effect of starting point

  22. Where to start? • Targets not visible before start ( if known, can start at one target ) • No time for planning route (Time starts when game opens) Before start After start • Ony game area shown ( bounding box ) • Start must be chosen blindly Bounding box

  23. Start point strategy 1 Center of the area 1.105 km Center ?

  24. Start point strategy 2 Corner of the area 1.053 km Corner ?

  25. Start point strategy 3 Somewhere at the shorter edge 976 m ? Short edge

  26. Start point matters • Every side has at least one target • Optimal order likely to go along longer side (rather than random zig zag) • Heuristic: Start from the shorter side Likely direction of optimal route x max y max Longer side Start Shorter side x min y min

  27. Start point statistics according to target location Optimal start point located: First/last target on corners: 42% First/last target along the long side: 22 % First/last target along the short side: 29 % Some other target: 7 %

  28. Game area Divided into 5x5 grid 20% of The width Game Area 20% of the Height

  29. Labeling grid cells Corner, middle, long and short edge 20% of The width Corner Long edge Corner Short Short Middle edge edge Corner Long edge Corner 20% of the Height

  30. Start point examples

  31. Start point statistics according to grid • Calculate optimal tour • Divide the area into 20%  20% grid • Locate the start and end points of the tour in the grid

  32. Optimal tour Open-loop case Closed-loop case Terminal 3 km point 2.2 km Terminal point

  33. Solving the optimal tour Using Concorde algorithm Original problem Original problem Original problem Added large constant Added large constant Added large constant Phantom node added Phantom node added Phantom node added to start node to start node to start node Removed large constant Removed large constant Removed large constant Solve it by Concorde Solve it by Concorde Solve it by Concorde Phantom node removed Phantom node removed Phantom node removed from start node from start node from start node

  34. Optimum vs. player’s choice

  35. Computer performance

  36. Location of terminal points AR = Aspect ratio = width/height AR= 0.5 AR= 1 AR= 2.0

  37. Human performance Average performance

  38. Most common optimal patterns Corner to same side corner Corner to opposite corner Corner to adjacent long edge Short edge to short edge Corner to opposite short edge Long edge to short edge Corner to opposite long edge Corner to adjacent short edge Corner to… Corner to… Short edge to… • opposite corner • same side corner • short edge • opposite short edge • adjacent long edge • long edge • opposite long edge • adjacent short edge 45% 17% 30%

  39. Human performance

  40. Experimental setup Visible task • Student volunteers (30) • Design and Analysis of Algorithms course • Player selects only start point • Concorde algorithm solves the rest of the tour • Calculate the gap between the resulting tour and the optimum

  41. Experimental setup Blind task • Player sees only the bounding box! • Otherwise the same test setup • Significantly more challenging

  42. Human performance (gap) Bottom group group Top Visible Blind 7 % 6 % 5 % 4 % 3 % 2 % 1 % 0 %

  43. Correlation to study results Design and Analysis of Algorithms 100% Visible Top group 80% Amount solved (%) 60% High grade 40% Low grade Bottom ‐ group 20% 0% 0% 20% 40% 60% 80% 100% Exam result

  44. Effect of playing strategy Points on Furthest point strategy convex hull 100% 100% Visible Visible 80% 80% Amount solved (%) Amount solved (%) High grade 60% 60% Low grade 40% 40% High grade Low grade 20% 20% 0% 0% 0% 10% 20% 30% 40% 50% 60% 0% 20% 40% 60% 80% 100% Furthest point chosen Convex Hull point chosen

  45. Summary of affecting factors

  46. Blind performance Corner point Exam result strategy 60% 60% Blind Blind 50% 50% Amount solved (%) Amount solved (%) 40% 40% 30% 30% 20% 20% High grade High grade 10% 10% Low grade Low grade 0% 0% 70% 80% 90% 100% 0 % 20 % 40 % 60 % 80 % 100 % Corner chosen Exam result

  47. What did we learn?

  48. Conclusions • Selecting the start point surprisingly tricky • Best human strategies: Visible: Furthest points and convex hull Blind: Corner! • Best computer strategy (blind): Shortest edge

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