Voxel Benchmarks for 3D Pathfinding: Sandstone, Descent, and Industrial Plants

Thomas K. Nobes, Daniel Damir Harabor, Michael Wybrow, S. Walsh
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Abstract

Voxel grids are an increasingly common enabler for pathfinding in 3D spaces. Currently in this area there exists only a limited number of publicly available benchmarks. This makes it difficult to establish state-of-the-art performance and to compare the strengths and weaknesses of competing search techniques. In this work, we introduce three new and diverse sets of voxel benchmarks intended to help fill this gap. We further describe our methodology for generating and selecting a representative set of pathfinding queries. Our dataset comprises 46 distinct voxel maps and 92,000 problem instances. The data is drawn from distinct application domains: computer video games, industrial plant layouts and sandstone porosity scans. Featuring distinctive geometric properties and a variety of challenging query types, these new datasets allow practitioners to evaluate algorithmic performance across a variety of settings encountered when pathfinding in practice.
3D寻路的体素基准:砂岩,下降和工业工厂
体素网格是3D空间中寻路的一个越来越普遍的推动者。目前在这一领域,只有数量有限的公开可用基准。这使得建立最先进的性能和比较竞争搜索技术的优缺点变得困难。在这项工作中,我们引入了三组新的不同的体素基准,旨在帮助填补这一空白。我们进一步描述了生成和选择具有代表性的寻路查询集的方法。我们的数据集包括46个不同的体素图和92,000个问题实例。这些数据来自不同的应用领域:电脑视频游戏、工业厂房布局和砂岩孔隙度扫描。这些新数据集具有独特的几何属性和各种具有挑战性的查询类型,允许从业者在实践中寻路时遇到的各种设置中评估算法性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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