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\section{Grid-Based Floorplan}
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\section{Transition Model}
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\commentByFrank{grafik wie es aussieht, vor allem die treppen}
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\commentByFrank{add nodes not creating an intersection}
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\commentByFrank{find largest connected region}
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\commentByFrank{remove all other nodes (conserve memory)}
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To sample only transitions $p(\mStateVec_{t} \mid \mStateVec_{t-1})$ that are actually feasible
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within the environment, we utilize a \SI{20}{\centimeter}-gridded graph
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$G = (V,E)$, $v_{x,y,z} \in V$, $e_{v_{x,y,z}}^{v_{x',y',z'}} \in E$
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derived from the buildings floorplan as described in \cite{ipin2015}.
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However, we add improved $z$-transitions by also modelling realistic
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stairwells using nodes and edges as can be seen in fig. \ref{fig:gridStairs}.
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\commentByFrank{mention: clean z-transitions, remove x/y nodes by adding bounding boxes}
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\begin{figure}
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\includegraphics[trim=45 60 45 30]{grid/grid}
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\caption{Besides the nodes and edges defined by the distinct floors, we add realistic stairs to interconnect them.}
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\label{fig:gridStairs}
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\end{figure}
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\newcommand{\spoint}{l}
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Stairs are defined using three points $\vec{\spoint}_1, \vec{\spoint}_2, \vec{\spoint}_3 \in \R^3$ whereby the segment
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$[ \vec{\spoint}_1 \vec{\spoint}_2 ]$ describes the starting-edge, and $[ \vec{\spoint}_2 \vec{\spoint}_3 ]$ the stair's direction.
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The corresponding vertices are determined using intersections of the segments with the bounding-box
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for each vertex.
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\commentByFrank{mention?: clean z-transitions, remove x/y nodes by adding bounding boxes}
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To reduce the system's memory footprint, we search for the largest connected region within the graph and
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remove all nodes and edges that are not connected to this region.
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\subsection{Generation}
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\newcommand{\gHead}{\theta}
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\newcommand{\gDist}{d}
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Walking the grid is now possible by moving along adjacent nodes into a given walking-direction
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until a desired distance is reached \cite{ipin2015}.
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In order to use meaningful headings $\gHead$ and distances $\gDist$
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(matching the pedestrian's real heading and walking speed) for each transition,
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we use the current sensor-readings $\mObsVec_{t}$ for hinted instead of truly random adjustments.
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During a walk, each edge has an assigned probability $p(e)$ which depends on a chosen implementation.
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Usually, this probability describes aspects like a comparison of the edge's angle $\angle e$ with the
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current heading $\gHead$. However, it is also possible to incorporate additional prior knowledge to favor
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some vertices/edges
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\commentByFrank{im system-teil anmerken: $\mObsVec_t^{\mObsSteps} \in \N$}
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\begin{align}
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\mStateVec_{t}^{\mStateHeading} = \gHead &= \mStateVec_{t-1}^{\mStateHeading} + \mObsVec_t^{\mObsHeading} + \mathcal{N}(0, \sigma_{\gHead}^2) \\
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\gDist &= \mObsVec_t^{\mObsSteps} \cdot \SI{0.7}{\meter} + \mathcal{N}(0, \sigma_{\gDist}^2)
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\end{align}
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For comparison purpose we define a simple weighting method that assigns a probability to each edge
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based on the deviation from the currently estimated heading $\gHead$:
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\subsection{Weighting}
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\commentByFrank{das erste $=$ ist komisch. bessere option?}
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\begin{equation}
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p(e) = p(e \mid \gHead) = N(\angle e \mid \gHead, \sigma_\text{dev}^2).
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\label{eq:transSimple}
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\end{equation}
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\section{TITLE?}
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Assuming navigation, the pedestrian wants to reach a well-known destination and represents additional
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prior knowledge. Most probabily, the pedestrian will stick to the path presented by
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a navigation system. However, some deviations like chatting to someone or taking another router
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cannot be strictly ruled out. We will therefor describe a system that is able to deal with such variants
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as well as present an algorithm to calculate realistic routes based on aforemention grid.
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Simply running a shortest-path algorithm as Dijkstra or A* \todo{cite} using the previously created floorplan
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would oviously lead to non-realistic paths sticking to the walls and walking many diagonals. In order
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to calculate paths the resemble pedestrian walking behaviour we thus need some adjustments to the
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route calculation.
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\subsection{wall avoidance}
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As already mentioned, shortest-path calculation usually sticks close to walls to reduce the path's length.
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Pedestrian's however, walk either somewhere near (but not close to) a wall or, for larger hallways/rooms,
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somewhere far from the walls. Based on those assumptions, an importance factor is derived for each vertex
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within the graph.
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To get the distance of each vertex from the nearest wall, an inverted version $G' = (V', E')$ of the graph $G$
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is built. A nearest-neighbor search \todo{cite} $\mNN(v_{x,y,z}, G')$ will then provide the nearest wall-vertex
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$v'_{x,y,z} \in V'$ from the inverted graph. The wall avoidance is calculated as follows:
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\begin{align}
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d &= \text{dist}(v, v'), \enskip 0.0 < d < 2.2 \\
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\text{wa}_{x,y,z} = & - 0.30 \enspace \mathcal{N}(d \mid 0.0, 0.5^2) \label{eq:wallAvoidanceDownvote} \\
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& + 0.15 \enspace \mathcal{N}(d \mid 0.9, 0.5^2) \\
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& + 0.15 \enspace \mathcal{N}(d \mid 2.2, 0.5^2)
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\label{eq:wallAvoidance}
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\end{align}
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The $\mu$, $\sigma$ and scaling-factors were chosen empirically.
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While this approach provides good results for most areas, doors are downvoted by
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\refeq{eq:wallAvoidanceDownvote}, as they have only vertices that are close to walls.
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Door detection thus is the next conducted step.
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\subsection{door detection}
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Doors are usually anchored between two (thin) walls and have a normed width. Examining only a limited region
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around the door, its surrounding walls describe a flat ellipse with the same center as the door itself. It is thus
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possible to detect doors within the floorplan using a PCA \todo{cite}.
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To decide whether a vertex $v_{x,y,z}$ within the (non-inverted) grid $G$ belongs to a door, we use $k$-NN \todo{cite} to fetch its
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$k$ nearest neighbors $N'$ within the inverted grid $G'$. For this neighborhood the centroid $\vec{c} \in \R^3$ is calculated.
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If the distance $\| \vec{c} - v_{x,y,z} \|$ between the centroid and the vertex-in-question is above certain threshold,
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the node does not belong to a door.
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\todo{diese distanzformel oder dist(a,b)?}
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%ugly...
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%\begin{equation}
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% \vec{c} = \frac{ \sum_{v_{x,y,z} \in N'} v_{x,y,z} }{k}
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%\end{equation}
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Assuming the distance was fine, we compare the two eigenvalues $\{e_1, e_2 \mid e_1 > e_2\}$ , determined by the PCA.
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If their ratio $\frac{e_1}{e_2}$ is above a certain threshold (flat ellipse)
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the node-in-question belongs to a door or some kind of narrow passage.
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\begin{figure}
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\includegraphics[width=\columnwidth]{door_pca}
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\caption{Detect doors within the floorplan using k-NN and PCA. While the white nodes are walkable, the black ones represent walls. The grey node is the one in question.}
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\label{fig:doorPCA}
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\end{figure}
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Fig. \ref{fig:doorPCA} depicts all three cases where
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(left) the node is part of a door,
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(middle) the distance between node and k-NN centroid is above the threshold and
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(right) the ration between $e_1$ and $e_2$ is below the threshold.
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\subsection{Pathfinding}
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Like before, we apply a distribution based on the distance from the nearest door to determine
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an importance-factor for each node:
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\begin{equation}
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\text{dd}_{x,y,z} = 0.8 \enspace \mathcal{N}( \text{dist}(\vec{c}, v_{x,y,z}) \mid, 0.0, 1.0 )
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\end{equation}
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\subsection{path estimation}
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Based on aforementioned assumptions, the final importance for each node is
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\begin{equation}
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\text{imp}_{x,y,z} = 1.0 + \text{wa}_{x,y,z} + \text{dd}_{x,y,z} ,
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\end{equation}
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and can be seen in fig. \ref{fig:importance}.
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\begin{figure}
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\includegraphics[angle=-90, width=\columnwidth, trim=20 19 17 9, clip]{floorplan_importance}
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\caption{The calculated importance factor for each vertex. While the black elements denote an importance-factor
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of about \SI{0.8}{}, the yellow door-regions denote a high importance of about \SI{1.2}{}.}
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\label{fig:importance}
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\end{figure}
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To estimate the shortest path to the pedestrian's desired target, we use a modified version
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of Dijkstra's algorithm \cite{todo}. Instead of calculating the shortest path from the start to the end,
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we swap start/end and do not terminate the calculation until every single node was evaluated.
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Thus, every node in the grid knows the shortest path to the pedestrian's target.
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As weighting-function we use
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\begin{equation}
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\begin{split}
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\text{weight}(v_{x,y,z}, v_{x',y',z'}) =
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\frac
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{ \text{dist}(v_{x,y,z}, v_{x',y',z'}) }
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{ \text{stretch}(\text{imp}_{x',y',z'}) }
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,
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\end{split}
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\end{equation}
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whereby $\text{stretch}(\cdots)$ is a scaling function (linear or non-linear) used to adjust
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the impact of the previously calculated importance-factors.
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%
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Fig. \ref{fig:shortestPath} depicts the difference between the path calculated without and
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with importance-factors, where the latter version is clearly more realistic.
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\begin{figure}
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\includegraphics[angle=-90, width=\columnwidth, trim=20 19 17 9, clip]{floorplan_paths}
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\caption{Comparision of shortest-path calculation without (dotted) and with (solid) importance-factors
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use for edge-weight-adjustment.}
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\label{fig:shortestPath}
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\end{figure}
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\subsection{guidance}
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Based on the previous calculations, we propose two approaches to incorporate the prior
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knowledge into the transiton model.
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During every transition, the first algorithm calculates the centroid $\vec{c}$ of the current sample-set:
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\begin{equation}
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\vec{c} = \frac
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{ \sum_{\mStateVec_{t-1}} (\mState_{t-1}^x, \mState_{t-1}^y, \mState_{t-1}^z)^T }
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{N}
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\end{equation}
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This center is used as starting-point for the shortest path. As it is not necessarily part of
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the grid, its nearest-grid-neighbor is used instead.
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The resulting node already knows its way to the pedestrian's destination, but is located somewhere
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within the deviation of the sample set. After slightly advancing it by a fixed value of about \SI{5}{\meter}
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we get a new point outside of the sample-set and closer to the desired destination.
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This new reference node serves as a comparison base
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\begin{equation}
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p(e) =
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\end{equation}
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\begin{figure}
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\includegraphics[angle=-90, width=\columnwidth, trim=20 19 17 9, clip]{floorplan_dijkstra_heatmap}
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\end{figure}
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\commentByFrank{angular-change probability as polar-plot}
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\commentByFrank{describe the multi-path version}
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