Project Proposal AI Assignment
Project Proposal AI Assignment
Abdul Mannan
From the next page is the research part from every project member.
Ali Safdar Saeed (474219)
An overview of path planning algorithm
(by Zhuozhen Tang and Hongzhong Ma)
This research paper provided a comprehensive overview of path planning
algorithms for unmanned systems. I found this research paper compelling
because it gives a general view of how path planning algorithms work in
different situations. We obviously need to understand some of these
algorithms in order to tackle various difficulty levels in our project.
This paper basically emphasizes the need for adaptive, efficient path
planning algorithms that can handle the complexities of different scenarios.
An algorithm that may work well in one case may not work well in another.
This paper describes how path planning may vary depending on what kind of
environment we are dealing with. It talks about environment modeling,
differentiating between static and dynamic environments. Traditional
methods like Dijkstra's, A*, D*, LPA*, and D* Lite are also discussed in this
paper. I learned about the algorithms like PRM (Probabilistic Roadmap) and
RRT (Rapidly exploring Random Trees) that rely on sampling to explore
feasible paths and are effective for complex, high-dimensional spaces.
Explanation:
The first paper explores the relationship between pebble quantity and search
time, presenting algorithms that achieve nearly optimal results based on the
number of pebbles and node degrees. The second paper refines this idea by
proposing a deterministic treasure hunt algorithm, showing that an agent can
locate the treasure within close-to-minimal edge traversal costs, even with
movement constraints, disproving a long-standing conjecture about graph
exploration costs. The third paper seeks the fastest treasure hunt algorithm
possible, regardless of pebble count, presenting an approach that optimizes
both the pebble use and search time relative to the graph's properties.
1. Grid Environment:
2. Pebble Mechanism:
3. Exploration Strategy:
4. Dynamic Adaptation:
5. Game Loop:
Summary: BFS and DFS are applied to solve the N-Queens problem,
highlighting DFS’s efficiency in low-memory and constrained search
areas, despite BFS’s broader exploration benefits.
Gaps Identified: The standard BFS/DFS lacks optimization for
environments with many obstacles, which increases computational
demand and memory usage.
Proposed Solution: Incorporate hybrid search approaches or
heuristics that direct the search toward probable treasure locations,
reducing unnecessary path exploration.
Agent Pathfinding:
BFS/DFS Foundations: The agent begins with basic BFS or DFS to explore
the grid systematically. DFS will be used for deeper search in paths with
minimal obstacles, while BFS is suitable for finding the shortest route in
obstacle-dense regions.
Implementation Roadmap
Phase 1: Develop the base grid structure and implement BFS and DFS for
initial exploration.
Phase 4: Test and refine the AI’s navigation with increasing grid complexity,
balancing efficiency with accuracy in treasure discovery.
Conclusion
This treasure hunt game presents an engaging and educational platform to
explore fundamental concepts in search algorithms and decision-making
processes. By integrating the pebble mechanism into the gameplay, we aim
to provide a sophisticated approach to guiding agents in complex
environments, ultimately enhancing the player’s experience and
understanding of strategic exploration.