Planning your route: where to start? Lahari Sengupta Radu - - PowerPoint PPT Presentation

planning your route where to start
SMART_READER_LITE
LIVE PREVIEW

Planning your route: where to start? Lahari Sengupta Radu - - PowerPoint PPT Presentation

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),


slide-1
SLIDE 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.

slide-2
SLIDE 2

What is O-Mopsi?

slide-3
SLIDE 3

Classical orienteering

Devices: Map and compass Targets brought to nature for the event

  • Find all controls
  • In pre-defined order
  • Fastest wins
slide-4
SLIDE 4

Mopsi orienteering (O-Mopsi)

  • Find all controls
  • In free order
  • Fastest wins

Pictures

  • f targets

Targets real objects

Smartphone and GPS

slide-5
SLIDE 5

Challenges of playing

Orienteering:

  • Knowing your location
  • Optimizing paths to targets

?

O-Mopsi:

  • Finding best order
  • Optimizing paths to targets
slide-6
SLIDE 6

Winning the game

slide-7
SLIDE 7

What matters

Order of visiting targets

  • Travelling salesman problem (TSP)
  • Human strategies: nearest neighbor, clustering
  • Computer strategies: optimal, optimization

Where to start playing

  • Remove longest edge from TSP?
  • Blind selection
  • Comparison of various heuristics

Navigating to targets

  • Effects of routing

250 m 228 m 250 m 228 m

Corner

?

Center Short edge

slide-8
SLIDE 8

Order of targets

slide-9
SLIDE 9

?

Bounding box

Player

slide-10
SLIDE 10

Terminal point Terminal point

Bounding box

O p t i m a l t

  • u

r

( 2 . 9 k m )

Player

slide-11
SLIDE 11

Algorithmic problem

  • Minimize total distance
  • With N targets there are N! possible orders
  • Variant of travelling salesman problem (TSP)

250 m 250 m 228 m 30 m

478 m 280 m

slide-12
SLIDE 12

Algorithmic problem

  • Minimize total distance
  • With N targets there are N! possible orders
  • Variant of travelling salesman problem (TSP)

250 m 250 m 228 m 30 m

478 m 280 m N = 10 N!= 3,628,800

slide-13
SLIDE 13

Nearest target strategy Optimal order

4 km 5 km

How much it matters?

1 2 3 1 2 3

  • More targets,

harder to solve

  • Nearest target strategy
  • 24% longer than optimal

(on average)

  • Median: 20%
  • Minimum: 0.06%
  • Maximum: 109%

?

Game NT (km) Opt. (km) Diff. Scifest 2014 short 1.14 0.97 17% Helsinki

downtown

4.97 4.08 22%

slide-14
SLIDE 14

Navigating to the targets

slide-15
SLIDE 15

?

Fastest route?

slide-16
SLIDE 16
  • Buildings and small housing in city area
  • Real distance on ~ 50% longer than bird’s distance
  • Can also affect the order of the targets

411 m 752 m

Routing vs. Bird’s distance

Bird distance Routing

slide-17
SLIDE 17

Effect of route network

Start point changes

13.4 km

Bird distance Routing

21.4 km

slide-18
SLIDE 18

Limitations of routing

N

  • r
  • u

t e s v i a

  • p

e n p l a z a No shortcuts Limitations in street crossing

slide-19
SLIDE 19

Bird’s distance Road distance Real life Bird’s distance Road distance Real life

Examples of the limitations

slide-20
SLIDE 20

Effect of transport mode

Routing by car Shorter routing by walk

slide-21
SLIDE 21

Effect of starting point

slide-22
SLIDE 22

Where to start?

Before start

  • Targets not visible before start

(if known, can start at one target)

  • No time for planning route

(Time starts when game opens)

  • Ony game area shown

(bounding box)

  • Start must be

chosen blindly

After start Bounding box

slide-23
SLIDE 23

Start point strategy 1

Center of the area

Center

?

1.105 km

slide-24
SLIDE 24

Corner

Start point strategy 2

Corner of the area

?

1.053 km

slide-25
SLIDE 25

Short edge

Start point strategy 3

Somewhere at the shorter edge

?

976 m

slide-26
SLIDE 26

Start point matters

xmax xmin ymin ymax

Likely direction of optimal route

  • 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

Longer side Shorter side

Start

slide-27
SLIDE 27

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 %

Start point statistics

according to target location

slide-28
SLIDE 28

Game Area

20% of the Height 20% of The width

Game area

Divided into 5x5 grid

slide-29
SLIDE 29

20% of the Height 20% of The width

Labeling grid cells

Corner, middle, long and short edge

Corner Long edge Corner Short edge Middle Short edge Corner Long edge Corner

slide-30
SLIDE 30

Start point examples

slide-31
SLIDE 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
slide-32
SLIDE 32

3 km 2.2 km

Terminal point Terminal point

Optimal tour

Closed-loop case Open-loop case

slide-33
SLIDE 33

Original problem Added large constant to start node Phantom node added Solve it by Concorde Phantom node removed Removed large constant from start node Original problem Original problem Added large constant to start node Added large constant to start node Phantom node added Phantom node added Solve it by Concorde Solve it by Concorde Phantom node removed Phantom node removed Removed large constant from start node Removed large constant from start node

Solving the optimal tour

Using Concorde algorithm

slide-34
SLIDE 34

Optimum vs. player’s choice

slide-35
SLIDE 35

Computer performance

slide-36
SLIDE 36

Location of terminal points

AR = Aspect ratio = width/height

AR= 1 AR= 0.5 AR= 2.0

slide-37
SLIDE 37

Human performance

Average performance

slide-38
SLIDE 38

Corner to same side corner Corner to opposite long edge Corner to opposite corner Corner to opposite short edge Corner to adjacent long edge Corner to adjacent short edge Short edge to short edge Long edge to short edge

Corner to…

  • opposite corner
  • opposite short edge
  • opposite long edge

45%

Corner to…

  • same side corner
  • adjacent long edge
  • adjacent short edge

30%

Short edge to…

  • short edge
  • long edge

17%

Most common optimal patterns

slide-39
SLIDE 39

Human performance

slide-40
SLIDE 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

slide-41
SLIDE 41

Experimental setup

Blind task

  • Player sees only

the bounding box!

  • Otherwise the same

test setup

  • Significantly more

challenging

slide-42
SLIDE 42

0 % 1 % 2 % 3 % 4 % 5 % 6 % 7 %

Visible Blind

Top group Bottom group

Human performance (gap)

slide-43
SLIDE 43

0% 20% 40% 60% 80% 100% 0% 20% 40% 60% 80% 100% Exam result Amount solved (%) High grade Low grade

Visible

Bottom‐group Top group

Correlation to study results

Design and Analysis of Algorithms

slide-44
SLIDE 44

0% 20% 40% 60% 80% 100% 0% 10% 20% 30% 40% 50% 60% Furthest point chosen Amount solved (%) High grade Low grade

Visible

0% 20% 40% 60% 80% 100% 0% 20% 40% 60% 80% 100% Convex Hull point chosen Amount solved (%) High grade Low grade

Visible

Effect of playing strategy

Furthest point strategy Points on convex hull

slide-45
SLIDE 45

Summary of affecting factors

slide-46
SLIDE 46

Exam result Corner point strategy

0% 10% 20% 30% 40% 50% 60% 0 % 20 % 40 % 60 % 80 % 100 % Exam result Amount solved (%) High grade Low grade

Blind

0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Corner chosen Amount solved (%) High grade Low grade

Blind

Blind performance

slide-47
SLIDE 47

What did we learn?

slide-48
SLIDE 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