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These are the user uploaded subtitles that are being translated: 1 00:00:00,910 --> 00:00:03,580 So far we've talked about two procedures for 2 00:00:03,580 --> 00:00:08,230 planning paths to graphs, the Grassfire Algorithm and Dijkstra's Algorithm. 3 00:00:10,010 --> 00:00:13,380 Both of them work perfectly fine in practice. 4 00:00:13,380 --> 00:00:16,890 They both find the shortest path when one exists and 5 00:00:16,890 --> 00:00:19,040 report failure when one doesn't. 6 00:00:19,040 --> 00:00:23,380 However, both algorithms may end up visiting all or most of the nodes 7 00:00:23,380 --> 00:00:26,785 in the graph, and this can be a problem when you have a large member of nodes. 8 00:00:28,090 --> 00:00:31,110 It turns out that from many motion planning problems, 9 00:00:31,110 --> 00:00:33,850 we can exploit the structure of the problem to come up with 10 00:00:33,850 --> 00:00:36,839 procedures that arrive at good solutions more quickly. 11 00:00:38,312 --> 00:00:40,690 The A* Algorithm is a well know, and 12 00:00:40,690 --> 00:00:43,495 well loved, algorithm that exemplifies this idea. 13 00:00:43,495 --> 00:00:48,060 A* is actually an example of a broader class of procedures 14 00:00:48,060 --> 00:00:50,970 called best first search algorithms. 15 00:00:50,970 --> 00:00:55,430 Which explore a set of possibilities by using an approximating 16 00:00:55,430 --> 00:00:59,470 heuristic cost function to sort the varies alternatives and 17 00:00:59,470 --> 00:01:02,220 then inspecting the options in that order. 18 00:01:02,220 --> 00:01:06,520 The algorithm is very similar to Dijkstra's procedure, and Grassfire, in 19 00:01:06,520 --> 00:01:10,370 that it actually precedes by maintaining a list of nodes that it is investigating. 20 00:01:11,800 --> 00:01:17,940 When we are planning on simple grids, both Grassfire and Dijkstra's Algorithm have 21 00:01:17,940 --> 00:01:21,790 a similar behavior, since all the edges between the nodes are reviewed at length. 22 00:01:22,980 --> 00:01:25,490 Both algorithms end up visiting nodes 23 00:01:25,490 --> 00:01:28,400 based on their distance from the start node. 24 00:01:28,400 --> 00:01:31,020 Here's a little movie that visualizes this behavior. 25 00:01:31,020 --> 00:01:37,070 In this movie, the red cells correspond to nodes that the algorithm has visited, 26 00:01:37,070 --> 00:01:40,620 while the blue nodes correspond to nodes that are on the list, 27 00:01:40,620 --> 00:01:42,070 that are about to be explored. 28 00:01:43,440 --> 00:01:47,360 Notice how the activation of pattern of the algorithm spreads 29 00:01:47,360 --> 00:01:51,240 outward from the start node, evenly in all directions. 30 00:01:51,240 --> 00:01:56,060 If we look at this video, we notice that the Dijkstra/Grassfire Algorithm 31 00:01:56,060 --> 00:02:00,270 basically explores evenly in all directions until it finds the gold node. 32 00:02:05,546 --> 00:02:08,085 It seems that we could do a little bit better here, 33 00:02:08,085 --> 00:02:10,805 since we actually know where the destination is, and 34 00:02:10,805 --> 00:02:14,190 we have some idea which directions may prove to be more fruitful. 35 00:02:14,190 --> 00:02:19,060 The A* Algorithm introduces the idea of a heuristic distance, 36 00:02:19,060 --> 00:02:23,450 which is an estimate for the distance between a given node and the goal node. 37 00:02:23,450 --> 00:02:26,640 And we can use this information to help guide the search 38 00:02:26,640 --> 00:02:30,000 into directions that we think might get it to the goal quicker. 39 00:02:30,000 --> 00:02:33,088 Note, that as with any heading heuristic, we may be wrong. 40 00:02:33,088 --> 00:02:37,397 And there can in fact be situations where the shortest path towards a goal involves 41 00:02:37,397 --> 00:02:40,080 heading in exactly the opposite direction. 42 00:02:40,080 --> 00:02:44,100 However, in many cases, we can come up with informative heuristics 43 00:02:44,100 --> 00:02:46,720 that cause the algorithm to explore more efficiently. 44 00:02:48,770 --> 00:02:49,890 More formally, for 45 00:02:49,890 --> 00:02:54,220 the shortest path problem we're interested in heuristic functions, H. 46 00:02:54,220 --> 00:02:58,130 Which given a node n return a non-negative value 47 00:02:58,130 --> 00:03:01,750 that is indicative of the distance from that node to the goal. 48 00:03:03,910 --> 00:03:08,600 For path finding problems, we often use heuristic functions that are monotonic, 49 00:03:08,600 --> 00:03:11,349 which means that they satisfy the following two properties. 50 00:03:12,540 --> 00:03:18,740 We say that H applied to the goal node returns as 0, which makes sense, 51 00:03:18,740 --> 00:03:24,432 and that for any two nodes, x and y, that are adjacent in the graph, 52 00:03:24,432 --> 00:03:29,574 H(x) <= H(y) + d(x,y). 53 00:03:30,720 --> 00:03:36,839 Where d(x,y) denotes the length of the edge between those two nodes x and y. 54 00:03:38,546 --> 00:03:43,612 Given these two properties, it's actually not hard to show that 55 00:03:43,612 --> 00:03:48,404 the heuristic function H(n) serves as an underestimate for 56 00:03:48,404 --> 00:03:51,921 the distance between the node n and the goal. 57 00:03:53,879 --> 00:03:57,632 Here are two heuristic functions that are commonly used for 58 00:03:57,632 --> 00:04:01,740 solving path finding problems on two dimensional grids. 59 00:04:01,740 --> 00:04:07,376 In these expressions xn and yn denote the position of the node in the 2D grid, 60 00:04:07,376 --> 00:04:13,850 while xg and yg denote the coordinates of the goal location in that same grid. 61 00:04:13,850 --> 00:04:16,650 This slide shows a pseudo code for the A* Algorithm. 62 00:04:17,960 --> 00:04:21,140 Note that it is actually very similar in structure to Dijkstra's algorithm. 63 00:04:22,880 --> 00:04:26,620 We associate two numerical attributes with each of the nodes in our graph. 64 00:04:27,790 --> 00:04:33,680 A g value, which indicates the distance between the current node and 65 00:04:33,680 --> 00:04:39,411 the start location, and an f value, which is the sum of the node g value and 66 00:04:39,411 --> 00:04:42,680 the heuristic cost associated with that node. 67 00:04:42,680 --> 00:04:46,330 In other words, it's the sum of the distance between the node and 68 00:04:46,330 --> 00:04:48,530 the start and the estimate for 69 00:04:48,530 --> 00:04:52,620 how much distance is left to go between that node and the goal location. 70 00:04:54,350 --> 00:04:55,980 On every iteration of this algorithm, 71 00:04:57,080 --> 00:05:02,190 the system chooses the node with the smallest associated f value. 72 00:05:02,190 --> 00:05:05,820 That is, it attempts to choose the node 73 00:05:05,820 --> 00:05:11,490 that is most likely to be on the shortest path between the start and the goal node. 74 00:05:11,490 --> 00:05:15,930 Once again, once a node is chosen, the f and 75 00:05:15,930 --> 00:05:19,660 g values associated with each of its neighbors are updated. 76 00:05:19,660 --> 00:05:23,940 In other words, on each iteration, we're trying to pick the node 77 00:05:23,940 --> 00:05:28,690 that is most likely to be on the shortest path from the start to the destination. 78 00:05:28,690 --> 00:05:32,260 We then update the neighbors of those chosen node and 79 00:05:32,260 --> 00:05:37,740 repeat the process until we encounter the goal node or run out of nodes to consider. 80 00:05:37,740 --> 00:05:41,387 This slide shows the progress of the A* Algorithm. 81 00:05:41,387 --> 00:05:45,880 Once again red nodes indicate nodes that the algorithm has visited, 82 00:05:45,880 --> 00:05:49,690 while blue nodes indicate nodes that are on the list 83 00:05:49,690 --> 00:05:52,180 of nodes to be considered on the next iteration. 84 00:05:52,180 --> 00:05:55,640 Notice that this algorithm tends to focus its attention 85 00:05:55,640 --> 00:05:59,680 more directly on nodes that are closer to the destination node, as intended. 86 00:06:02,060 --> 00:06:05,280 Let's compare its performance to that of Dijkstra's Algorithm, 87 00:06:05,280 --> 00:06:06,780 which we saw earlier. 88 00:06:06,780 --> 00:06:11,750 Note how much more diffuse the activity of the Dijkstra's Algorithm is, 89 00:06:11,750 --> 00:06:14,030 when compared to that of the A* Algorithm. 90 00:06:14,030 --> 00:06:19,760 Where Dijkstra's Algorithm effective explores in all directions uniformly, 91 00:06:19,760 --> 00:06:23,650 the A* Algorithm uses its heuristic to focus its efforts 92 00:06:23,650 --> 00:06:26,310 on nodes that appear to be closer to the goal. 93 00:06:26,310 --> 00:06:28,720 Hence it gets there much quicker in this example. 94 00:06:30,180 --> 00:06:34,670 For relatively uncluttered environments like this one, A* can be substantially 95 00:06:34,670 --> 00:06:41,490 faster in practice than the uniform search algorithms like Dijkstra's and Grassfire. 96 00:06:41,490 --> 00:06:44,770 This performance boost can be particularly useful 97 00:06:44,770 --> 00:06:48,640 in environments where we may have tens of thousands of nodes, for instance, 98 00:06:48,640 --> 00:06:53,410 if we're planning a path to guide a robot from one end of a building to another. 99 00:06:53,410 --> 00:06:59,024 In the worst case, the performance of A* is about the same as Djikstra's.9349

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