Difference between revisions of "Maximum Escape Angle/Precise Positional/Non-Iterative"

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[[Image:Non-iterative PPMEA.png|frame|Illustration of non-iterative PPMEA.]]
 
[[Image:Non-iterative PPMEA.png|frame|Illustration of non-iterative PPMEA.]]
  
To calculate PPMEA non-iteratively, first consider the [[Escape Envelope]] ignoring heading & velocity changing rules. Without walls, this area is essentially the area of [[Escape Circle]]. And with walls, it is the intersection of the area of the [[Escape Circle]] and the battle field (points reachable by a robot considering only walls). Consider rays from the firer to points in this area, the PPMEA is formed by a pair of the rays with maximum angle between them. And the rays with such property can either by tangent rays to the circumference part of the outline of the area, or rays to the vertex of the area.  
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'''Non-iterative PPMEA''' is a mathematical definition of [[PPMEA]] along with an algorithm to calculate it.  
  
With this in mind, to find PPMEA, take a collection of rays from firer to the intersections of the [[escape circle]] and the walls, along with the tangent rays to the [[escape circle]] whenever the intersection is within the battle field. The PPMEAs can be calculated by the maximum of the angles formed by one of the rays and line of sight.  
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== Definition ==
 +
 
 +
Consider the [[Escape Envelope]] ignoring heading & velocity changing rules. Without walls, this area is essentially the area of [[Escape Circle]], in which PPMEA equals to traditional MEA. And with walls, it is the intersection of the area of the escape circle and the battle field (points reachable by a robot considering only walls).
 +
 
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Then PPMEA can be defined as the angles between the line-of-sight and each of the pair of rays with maximum angle between them, where the rays are from firer to points in the [[Escape Envelope]] described above.
 +
 
 +
== Algorithm ==
 +
 
 +
The rays with the property described above can either by tangent rays to the circumference part of the outline of the escape envelope described above, or rays to the vertexes of the area.
 +
 
 +
With this in mind, to find PPMEA, take a collection of rays from firer to the intersections of the escape circle and the walls, along with the tangent rays to the escape circle whenever the intersection is within the battle field. The PPMEAs can be calculated by taking the maximums of the angles formed by one of the rays and line of sight, in either direction.  
  
 
== See also ==
 
== See also ==
 
* [[Escape Circle]]
 
* [[Escape Circle]]

Revision as of 12:03, 8 August 2019

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Illustration of non-iterative PPMEA.

Non-iterative PPMEA is a mathematical definition of PPMEA along with an algorithm to calculate it.

Definition

Consider the Escape Envelope ignoring heading & velocity changing rules. Without walls, this area is essentially the area of Escape Circle, in which PPMEA equals to traditional MEA. And with walls, it is the intersection of the area of the escape circle and the battle field (points reachable by a robot considering only walls).

Then PPMEA can be defined as the angles between the line-of-sight and each of the pair of rays with maximum angle between them, where the rays are from firer to points in the Escape Envelope described above.

Algorithm

The rays with the property described above can either by tangent rays to the circumference part of the outline of the escape envelope described above, or rays to the vertexes of the area.

With this in mind, to find PPMEA, take a collection of rays from firer to the intersections of the escape circle and the walls, along with the tangent rays to the escape circle whenever the intersection is within the battle field. The PPMEAs can be calculated by taking the maximums of the angles formed by one of the rays and line of sight, in either direction.

See also