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
What is O-Mopsi?
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 Mopsi orienteering (O-Mopsi)
- Find all controls
- In free order
- Fastest wins
Pictures
Targets real objects
Smartphone and GPS
SLIDE 5 Challenges of playing
Orienteering:
- Knowing your location
- Optimizing paths to targets
?
O-Mopsi:
- Finding best order
- Optimizing paths to targets
SLIDE 6
Winning the game
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
250 m 228 m 250 m 228 m
Corner
?
Center Short edge
SLIDE 8
Order of targets
SLIDE 9
?
Bounding box
Player
SLIDE 10 Terminal point Terminal point
Bounding box
O p t i m a l t
r
( 2 . 9 k m )
Player
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 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 Nearest target strategy Optimal order
4 km 5 km
How much it matters?
1 2 3 1 2 3
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
Navigating to the targets
SLIDE 15
?
Fastest route?
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
Effect of route network
Start point changes
13.4 km
Bird distance Routing
21.4 km
SLIDE 18 Limitations of routing
N
t e s v i a
e n p l a z a No shortcuts Limitations in street crossing
SLIDE 19
Bird’s distance Road distance Real life Bird’s distance Road distance Real life
Examples of the limitations
SLIDE 20 Effect of transport mode
Routing by car Shorter routing by walk
SLIDE 21
Effect of starting point
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)
(bounding box)
chosen blindly
After start Bounding box
SLIDE 23
Start point strategy 1
Center of the area
Center
?
1.105 km
SLIDE 24
Corner
Start point strategy 2
Corner of the area
?
1.053 km
SLIDE 25
Short edge
Start point strategy 3
Somewhere at the shorter edge
?
976 m
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
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
Game Area
20% of the Height 20% of The width
Game area
Divided into 5x5 grid
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
Start point examples
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 3 km 2.2 km
Terminal point Terminal point
Optimal tour
Closed-loop case Open-loop case
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
Optimum vs. player’s choice
SLIDE 35
Computer performance
SLIDE 36 Location of terminal points
AR = Aspect ratio = width/height
AR= 1 AR= 0.5 AR= 2.0
SLIDE 37
Human performance
Average performance
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…
17%
Most common optimal patterns
SLIDE 39
Human performance
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 Experimental setup
Blind task
the bounding box!
test setup
challenging
SLIDE 42 0 % 1 % 2 % 3 % 4 % 5 % 6 % 7 %
Visible Blind
Top group Bottom group
Human performance (gap)
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 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
Summary of affecting factors
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
What did we learn?
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