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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Optimal Path Calculation in the Countryside</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>A Raster-attribute-based Model Approach</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Philipp Le</string-name>
          <email>philipp.le@st.ovgu.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gerald Eichler</string-name>
          <email>gerald.eichler@telekom.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Deutsche Telekom AG Technology Innovation: Portfolio</institution>
          ,
          <addr-line>Strategy and Data Deutsche-Telekom-Allee 7, 64295 Darmstadt</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Foot Orienteering and Amateur Radio Direction Finding</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Otto-von-Guericke-University Magdeburg Faculty of Electrical Engineering and Information Technology Universitätsplatz 2</institution>
          ,
          <addr-line>39106 Magdeburg</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>61</fpage>
      <lpage>80</lpage>
      <abstract>
        <p>Using a landscape raster-based model for optimal route navigation in orienteering sports, velocity related attributes are mapped onto single squares. Both, accelerators and dampeners as well as barriers are taken into consideration. The optimization calculation between points is based on A* while the entire route is calculated by asymmetric traveller salesman problem solutions. Orienteering is an example, where routing is not limited to predefines paths. Foot orienteering is considered the mother of all derivatives in orienteering sports. Primarily, the competitor aims to find the shortest path between two control points (CP) in terms of time consumption. This leads into the question: Where is the right place to leave a given foot path network into vegetation covered countryside? A detailed map (Fig. 1) and compass assist the competitor. Except for restricted areas, any way through rural terrain is valid. Amateur Radio Direction Finding (ARDF), where CPs are hidden transmitters called foxes, extends the competition goal by two dimensions, using a portable direction selective radio receiver: 1. Fox location: The location of CPs within the countryside is not known from the very beginning. However, after five minute running, a competitor has a rough idea about their locations by means of his radio. 2. Fox order: The order in which competitors search for and discover the foxes is entirely at their discretion except for the finish beacon, which shall be registered as the last one of the transmitters.</p>
      </abstract>
      <kwd-group>
        <kwd>Asymmetric Traveller Salesman Problem (ATSP)</kwd>
        <kwd>Orienteering Map</kwd>
        <kwd>Digital Elevation Model (DEM)</kwd>
        <kwd>Amateur Radio Direction Finding (ARDF)</kwd>
        <kwd>Navigation</kwd>
        <kwd>Route Optimization</kwd>
        <kwd>Raster Graph Transformation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        This contribution focuses on (
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) and therefore, it is better applicable to Foxoring. The
artificial term is constructed out of “FOXhunting” and “OrienteeRING”. To discover
the optimal path, beside the nature of countryside, there is also a set of secondary
criteria like personal maximum speed and continuation or abilities in navigation in
complex environments. Furthermore, weather and time of the year influence the
competition terrain. Differences between the three sports are listed in Table . While
Orienteering is essentially targeting navigation and object discovery capabilities, the key of
Foxoring is the discovery of the optimal order of control points. ARDF requires even more
strategic decisions during the entire competition, due to limited air time of each fox
with one out of five minutes.
For all three disciplines, the sportsman is given an orienteering map (Fig. 1). In the
approach of this contribution, the map will be overlaid by a regular raster (Section 2).
Incorporated information is based on public geo-data. Section 3 will elaborate on maps
and a Digital Elevation Model (DEM) as data sources.
The model approach (Section 4) will overlay a raster with equal regular shapes of a
defined granularity [2]. To apply a classical Traveller Salesman Problem (TSP)
solution, after A* reduction, the final routing is based on vectored graphs (Section 5).
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Regular Raster Shapes</title>
      <p>Natively, vectored paths are perfect for route optimization problems. However,
orienteering offers the entire landscape as competition area. Therefore, a “navigation on
areas” approach [2] will be targeted. As ARDF competitions mostly not exceed a race
length of 12 km bee line, the relevant part of the map is typically not larger than 3 km
by 3 km. At a scale of 1:10.000 this will fit an A3 sheet of paper.
2.1</p>
      <sec id="sec-2-1">
        <title>Options for Regular Shape Selection</title>
        <p>The types of convex polygons with equal edge length which are sufficient to raster the
projection of a surface into regular shapes is limited to triangle, square and hexagon
(Fig. 2). For reasons of given data sources, the rectangle will be evaluated as an
additional candidate right here.</p>
        <p>(a)
(b)
(c)
(d)
Having path mapping in mind, the neighbourhood relations of raster fields are
important. Starting from a single shape, two types of direct neighbours can be identified:
1. Line neighbour (L): Two adjacent shapes have exactly two corners in common.
2. Corner neighbour (C): Two adjacent shapes have exactly one corner in common.
By design, each raster field has the same number of neighbours. Neighbours with the
distance one, sharing either one or two corners, should be called first (1st) order
neighbours. In other words, L neighbours share one edge.
of triangles, i.e. each hexagon can be split into six triangles. In small map scale, a
rectangle would perfectly fit to geo-coordinates, as 1 arc sec in Central Europe equals
about a size of 20 m by 30 m. However, a square better represents the symmetric
resolution for the given problem in latitude and longitude. Therefore, squares are taken for
this raster approach model.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Multi-order Neighbourhood of Squares</title>
        <p>More general the order of neighbourhood is defined as the number of circle-free and
outwards first order steps between two selected raster fields. Outwards indicates an
increasing distance by each step. Distances are always measured between the centres
of squares; see white arrows in Fig. 3.</p>
        <p>As distance reference the edge length of a single square is to be considered as a.
1. Line (L) and corner (C) direction extension towards higher order (O) is always
commutative regarding distance and direction.
2. Only 8*(O-1) new directions in higher order are potential of interest, as others can
be modelled iteratively by lower order without any routing gain.
To simplify the methodology for the upcoming sections, only the first order
relationship will be applied within this contribution.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Data Sources for Attribution</title>
      <p>Orienteering typically takes place in difficult rural areas. There are two factors that
heavily influence the speed of the competitor: height differences and the surface
coverage e.g., plants or swamp. This information is given to the competitor by a detailed
“orienteering map”. For the envisaged approach the information needs to be transferred
into the raster model (Section 4).
3.1</p>
      <sec id="sec-3-1">
        <title>SRTM Height Data</title>
        <p>Although height information is given by contour lines within the orienteering map,
there is a better source to meet the raster approach. The Shuttle Radar Topography
Mission (SRTM) has collected earth surface height data by Spacebone Imaging Radar
measurements (SIR-C). The data is public available all over the world between 60
degree latitude south and 60 degree latitude north. There are data sets of two resolutions:
1 arc sec and 3 arc sec. The latter is generated by calculating the average of nine
SRTMGL1 values1. The access to the SRTMGL1 resolution requires a personal
registration. The other sets of Table 4 are subject to instant download.</p>
        <p>The sources claim an accuracy of about 6 (DLR) to 12 meters (NASA) [3]. However,
height differences of neighbour fields are more important, which imply better results.
The data is provided as file of 16-bit-integer numbers in big endian (BE) notation
without a header as a bulk for one degree latitude by one degree longitude. Positive values
represent heights in meter above mean sea level. Values are arranged from West to East
and then North to South. The value “-32768” is reserved for not known height. SRTM
Void Filled altitude data are the result of additional processing to address areas of
missing data or voids in the SRTM Non-Void Filled set.</p>
        <sec id="sec-3-1-1">
          <title>File set</title>
        </sec>
        <sec id="sec-3-1-2">
          <title>SRTMGL1 SRTMGL3 SRTMGL30</title>
          <p>There is a unique file naming convention. The tiles are distributed as zip files,
containing HGT files labelled with the coordinate of the southwest cell. As an example,
looking for the data covering Magdeburg, the file N52E011.hgt is required.
1 Official data source URL: https://lta.cr.usgs.gov/SRTM1Arc</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>SRTM Mapping from Rectangle onto Squares</title>
        <p>A field of one arc sec by one arc sec equals roughly to a rectangle of 20 m by 30 m in
Northern and Central Europe. To symmetrize the map raster, it is proposed to make
three squares out of two vertical rectangles. An absolute metric accuracy of the altitude
is not required to solve the given problem sufficiently.</p>
        <p>
          There are three types of rectangle R to square S height h transformation as shown in
Fig. 4. For T1 the average of the west (W) and east (E) is calculated (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ). For T2 and T3
a weighted average is calculated out of the northwest (NW), northeast (NE), southwest
(SW) and southeast (SE) grid corner (
          <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
          ).
        </p>
        <p>
          hS = 1/2*(hR(W)+hR(E))
hS = 1/3*(hR(NW)+hR(NE)) + 1/6*(hR(SW)+hR(SE))
hS = 1/6*(hR(NW)+hR(NE)) + 1/3*(hR(SW)+hR(SE))
(
          <xref ref-type="bibr" rid="ref1">1</xref>
          )
(
          <xref ref-type="bibr" rid="ref2">2</xref>
          )
(
          <xref ref-type="bibr" rid="ref3">3</xref>
          )
The transformation also shifts the single height value from the given WGS84 grid to
the centre of the squares.
3.3
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Orienteering Map Objects</title>
        <p>An orienteering map is a collection of vectored and carefully adjusted objects, either of
punctual (0D) type (big single tree, landmark, single rock, …), linear (1D) type (foot
path, street, creek, …) or areal (3D) type (meadow, forest, lake, …). A natural area is
given a colour and optional pattern attribute which is an indication for the percentage
of maximum speed, a competitor typical reaches on ideal paths. All symbols, colours
and patterns are standardized by the International Orienteering Federation (IOF) [5].</p>
        <p>As punctual objects are mainly required for orientation, they can simply be ignored
for later raster attribution, as they do never influence the speed of a competitor. 1D and
2D objects can indicate both, passable and impassable character. While passable objects
modify the average speed of a competitor, impassable objects are a rather strong
restriction. Linear objects which raise neither one nor other e.g., a high voltage power
line are out of interest for raster attribution.</p>
        <p>All symbols are standardized in shape, size, colour and pattern. The International
Specification for Orienteering Map (ISOM) applies a basic colour scheme, where spot
colour printing should be processed in the following order:
 {White}:
 Yellow:
 Green:
 Grey:
 Brown:
 Blue:
 Black:
 Purple:</p>
        <p>Open forest without ground vegetation
Open areas and culture land
Natural ground vegetation
Canopy
Landform relief and contour lines
Water and marsh
Path network, rocks and manmade features</p>
        <p>Race specific add-on information
For raster attribution a subset of the ISOM standard is selected that influence clearly
the speed of the competitor. Both, passable objects (Table 5) and impassable objects
(Table 6) are required to be taken into consideration. Section 4 will introduce the overall
modelling and provide application examples.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Raster Model Building</title>
      <p>Since classical path search algorithms rely on graphs, the given map has to be
transformed to such. Using regular shapes (Section 2), the map gets rastered into a network
of nodes. Each of them represents a single part area that the map has been decomposed
into. A suitable shape is a square of 20 x 20 m that easily allows the later import of
altitude data (Section 3). Using these squares, information will be extracted from the
map in four steps:
1. Each square obtains a numerical value that is associated with the underlying areal
objects’ properties.
2. Linear objects modify these values.
3. Correct insertion order of objects has to be guaranteed so that dominant objects win
over non-dominant ones.
4. Altitude data will be used for the final transformation into a bi-directional graph.
4.1</p>
      <sec id="sec-4-1">
        <title>Areal Objects</title>
        <p>In an orienteering map, properties of areal objects are represented by their colour and
colour pattern, respectively (Fig. 6a). Their appearance and meaning are standardised
[5]. They often already represent a normalised speed value. An open forest (ISOM-ID
405) is the reference that will be set to a normalized, unitless speed value of 100. Most
symbols describe the vegetation and soil condition that have the biggest impact on the
runner’s speed.
A direct connection between areal object’s properties and real speed is a very complex
and hard to describe, because they depend on physical and cognitive performance as
well [6]. Thus, the normalised speed value is an approximation that is admissible to
build the model. Using a lookup table (Table 5), each colour pattern has a fixed
mapping to a normalised speed value v(n) where n identifies the square (Fig. 6c).</p>
        <p>In the basic case, the speed value is the real speed projected on the horizontal plane.
Otherwise the altitude change between two squares must be considered as well, when
calculating the distance. With this simplification, the two-dimensional one is
admissible.</p>
        <p>Special areal objects are out-of-bound areas (Table 6). Some of them are explicitly
designated like private estates and may result in a penalty. Others implicitly restrict the
accessibility of an area like buildings or deep lakes. They have a fixed value of v(n) =
0.
After the map has been sectioned into regular shapes, many of them will cover a
borderline of two or more different areal objects. In this case, the dominant colour of the
shape will determine the normalised speed value (Fig. 6b). A colour is considered
dominant when it has the highest part in the square compared to other colours.</p>
        <p>Finer raster resolutions than 20 m by 20 m would provide a more detailed and more
exact model, if a precise map was available. But on the other side, they would increase
the computing time as well. Since orienteering maps only give a generalised
representation of the landscape, they lack in details in smaller scales. Thus, finer resolutions are
not expected to improve the model.
Following the areal object extraction, linear objects must be transferred into the model.
Linear objects can be classified into:
1. Objects with distinct normalised speed value (Table 5).
2. Decelerators that scale the areal object’s normalised speed value down (Table 7).
3. Barriers that are impassable (Table 6).</p>
        <p>
          Roads and wide paths take course through the landscape as individual objects. They
have greater normalised speed values vlin than neighbouring areal objects. Thus, linear
objects reassign new values v’(n) to the squares they pass (
          <xref ref-type="bibr" rid="ref13 ref4">4</xref>
          ). The values are fixed but
never smaller than the underlying areal object v(n).
        </p>
        <p>
          v’ (n) = max (v (n), vlin)
(
          <xref ref-type="bibr" rid="ref13 ref4">4</xref>
          )
Care has to be taken when inserting these objects. If they go along the border of two
squares (Fig. 7a) they could be assigned to both of them. Especially when they hit a
corner of four squares, this assignment will be inaccurate. Here three squares sharing a
common corner would get assigned the linear object. Considering the neighbourhood
relationships of these squares, the path will be split into three possible ways which is
an illegal misrepresentation.
        </p>
        <p>Object</p>
        <sec id="sec-4-1-1">
          <title>Earth wall Small knoll Small depression Pit</title>
          <p>Trench
Crossable watercourse
Minor water channel
Narrow marsh</p>
        </sec>
        <sec id="sec-4-1-2">
          <title>ISOM</title>
          <p>ID
105
109
111
112
215
304
306
309
Speed
scaling
factor
0,7
0,5
0,5
0,3
0,6
0,6
0,8
0,9</p>
        </sec>
        <sec id="sec-4-1-3">
          <title>Object colour</title>
        </sec>
        <sec id="sec-4-1-4">
          <title>Brown</title>
          <p>Brown
Brown
Brown
Black
Solid line
Blue
Blue
Fig. 8. Extraction of linear objects’ properties from the map. (a) Part of the map rastered into
squares, (b) Linear objects found on the map, (c) Re-assignment of speed values.
Thus, the insertion algorithm has to ensure that a single linear object has no more than
two direct neighbour squares. There is an approach to regularly insert it into all squares
it touches (Fig. 7b). If the map data is a bit-mapped graphic the linear objects must be
transformed to a set of vectors prior to this in order to avoid ambiguity. Then all squares
that cause a split of the path have to be removed in a manner that the square with the
shortest part of the linear object will lose it (Fig. 7c).</p>
          <p>
            This procedure is repeated for the other linear object classes as well (Fig. 8b). They
differ in the assignment of speed values (Fig. 8c). Decelerators like ramparts or ditches
are special features of the landscape. They have no fixed speed value, but a scaling
factor k that reduces the speed value v’ (
            <xref ref-type="bibr" rid="ref5">5</xref>
            ) of the underlying areal object.
v’ = k * v (n)
(
            <xref ref-type="bibr" rid="ref5">5</xref>
            )
4.3
          </p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>Order of Insertion</title>
        <p>Like restricted areas, linear barriers (fences, railways etc.) assign the square that they
pass a value of zero. At this point, the order of including the different linear objects
becomes important. Barriers should always be dominant over other objects. Else a
possibly dominant path could remove a neighbouring barrier in the same square and enable
a passage that is not present in the original environment. On the other hand a bridge
under a railway or a street through a restricted area explicitly provides a valid passage.
Thus following order in insertion is suggested:
1. Areal objects’ dominant colour patterns are mapped to the squares.
2. Decelerating linear object scale the speed values.
3. Objects with distinct speed values replace the previously assigned ones if they are
greater.
4. Linear barriers are inserted.</p>
        <p>Every square that has both barriers and paths with a distinct value that do not cross each
other needs a special treatment. The barrier is moved to the neighbour square so that
neither the barrier nor the path gets deleted.</p>
        <p>
          The result is a matrix of normalised speed values that will be transformed into a
unidirectional graph in the next step (Fig. 9b). Each node of that graph represents a
square. Nodes are linked with their direct neighbours. The weight w (n, m) of the edges
is the mean speed of the two square n and m that they are connected to (
          <xref ref-type="bibr" rid="ref6">6</xref>
          ). A special
case is squares with a value of zero. Their links to their neighbours are deleted which
completely disconnects them from the network.
        </p>
        <p>
          w (n, m) = ½ * (v’ (n) + v’ (m))
(
          <xref ref-type="bibr" rid="ref6">6</xref>
          )
Furthermore, the map has to be re-scanned to passages under barriers or restricted areas
and bridges. Those objects have been ignored in the previous step of insertion. They
provide additional links in the network. An example is a street crossing another street
on a bridge. Although each of them solely is passable they have no direct connection.
The balustrade of the bridge will be shown as a barrier on the map that would cut the
underlying street. This step ensures that the connection is re-established.
Finally, the SRTM data set is incorporated (Fig. 11a). Each single square will be a
dedicated absolute altitude value in meters e (n) assigned to. An increase or decrease in
the elevation profile influences the runner’s speed. Steeper ascents’ impacts are bigger.
        </p>
        <p>
          An increase would usually lower the normalised speed value in contrast to a decrease
that speeds the runner up to a certain degree. Too steep decreases however have a
negative effect on the speed as well. Based on experiments, a lookup table (LUT) is utilised
to resemble this fact (Table 8). It delivers a value that scales the edge’s weight. The
lookup table relies on empirical data and is might possibly not be defined by an
analytical function (Fig. 10).
The steepness is correlated to the difference of altitude of two squares n and m and their
altitude difference Δe (n, m) = e (m) – e (n) in meters (
          <xref ref-type="bibr" rid="ref7">7</xref>
          ). The steepness is usually
normalised on the horizontal distance between the centres of the squares d (n, m).
        </p>
        <p>e n, m
e' n, m 
d n, m</p>
        <p>
          e m  e (n)

d (n, m)
(
          <xref ref-type="bibr" rid="ref7">7</xref>
          )
These values are used to modify the weights w (n, m) of the graph’s edges. The sign of
the slope between two squares depends on the direction. Thus is necessary to build a
bi-directional graph where an increase or decrease of altitude is considered separately
(Fig. 11b). The value delivered from the LUT scales the speed value (
          <xref ref-type="bibr" rid="ref8">8</xref>
          ).
w’ (n, m) = w (n, m) * LUT (e’ (n, m))
(
          <xref ref-type="bibr" rid="ref8">8</xref>
          )
The following assumptions are made on the non-linear function representing the lookup
table:
1. There is no effect if the altitude does not change between neighbours.
2. Very high differences in altitude (cliffs for example) reduce the speed to zero.
Actually, individual data have to be found for both the mapping of objects to a speed
value and for modifiers of the speed (like decelerators and altitude) since the physical
conditions of every sportsman is different. In the usual case, a general model of an
average sportsman is sufficient. But it should be noted that other models might have
impact found route [7]. They might for example punish off-road parts in favour of
streets.
5
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Route Calculation</title>
      <p>Classical graph search algorithms can be employed to find an optimal route on the given
map after it has been transferred into a graph. The problem is visiting all control points
and then returning to the start position which is known as the travelling salesman
problem (TSP). Since a bidirectional graph is given it is an asymmetric TSP (ATSP) [8].</p>
      <p>The graph obtained by extracting the map’s objects (Fig. 12a) is not eligible for
directly solving the TSP. Using the original graph, the solution would yield a route
visiting all squares, which is not feasible.
5.1</p>
      <sec id="sec-5-1">
        <title>Graph Reduction</title>
        <p>Prior to applying the TSP, it is necessary to reduce the graph until its nodes solely are
the control points including start and finish (Fig. 12b). This can be reached by pairwise
searching for the shortest path between each control point. The A* algorithm [9] is
proposed therefore.</p>
        <p>
          The A* algorithm finds the path in the graph that has the smallest cost. Smallest cost
refers to minimum time in this case. It is an iterative algorithm. In each step, it expands
its solution towards the goal, using an estimate of the cost f (n) required going to that
final node. The estimate is calculated from the real cost g (n) needed to go from the
start node to n and a heuristic h (n) that estimates the cost from n to the goal without
knowing the real costs (
          <xref ref-type="bibr" rid="ref9">9</xref>
          ). An admissible heuristic never overestimates the real costs.
f (n) = g (n) + h (n)
(
          <xref ref-type="bibr" rid="ref9">9</xref>
          )
        </p>
        <p>
          Given a start and end point, it finds always the path with the smallest cost. The original
path represents the speed on its edges. But the criterion of optimisation is the time
needed to complete the competition. Thus the speed needs to be converted into a time
representing value. The time t (n, m) required to go from a square n to m and speed
w’(n, m) between the squares are reciprocally connected by the distance between the
centres of them d (n, m) (
          <xref ref-type="bibr" rid="ref10">10</xref>
          ). Attention has to be paid to the different distances of direct
edge neighbours and diagonal neighbours (Section 2).
        </p>
        <p>
          t n, m  d n, m
w' n, m
(
          <xref ref-type="bibr" rid="ref10">10</xref>
          )
An essential part of the A* algorithm is its heuristic. If it is zero the A* resembles the
Dijkstra algorithm. But a better heuristic will greatly improve the performance of the
A* algorithm. In this application, a heuristic based on the beeline is proposed. The
direct distance from the node recently visited by the algorithm and the goal is measured
as if there were no obstacles. It is then converted to a time value. Because the heuristic
must not overestimate the time, a reasonable speed value for conversion is required. It
shows that the maximum speed on the whole map meets this requirement. In worst case,
the time will always be underestimated, which may decrease the algorithm’s
performance, but never gives wrong results. A proof can be shown, using the triangle
inequality. At the end of its search, the A* algorithm estimated time to the goal f (ngoal)
equals the real one g (ngoal) (
          <xref ref-type="bibr" rid="ref11">11</xref>
          ).
        </p>
        <p>
          f (ngoal) = g (ngoal)
(
          <xref ref-type="bibr" rid="ref11">11</xref>
          )
If the heuristic h (n) underestimates the time and is added to the currently found time g
(n) it will always be lower than the real time required (
          <xref ref-type="bibr" rid="ref12">12</xref>
          ).
        </p>
        <p>
          g (ngoal)  g (n) + h (n)
(
          <xref ref-type="bibr" rid="ref12">12</xref>
          )
The pairwise application of the A* algorithm on every control points yields a full matrix
of minimum cost in respect of time needed to travel to them. It is further interpreted as
an adjacent matrix, forming a second, reduced, bi-directional graph that only has the
control points as its nodes. The result of the local optimisation gives the minimum time
required for going from one to the other on the edges of the graph.
5.2
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>Solving the Travelling Salesman Problem</title>
        <p>Now, the ATSP can be applied to the new graph. Several algorithms exist to solve it
[10]. The solution gives a path that connects every control point and is the global
optimum (Fig. 13). All edges of the optimal path get re-expanded, using the previously
found local routes on the original graph. The so obtained route can easily be mapped
onto the orienteering map where each square that it has been decomposed to is a node.</p>
        <p>The final result can be exported to a common file format like the GPS exchange format
(GPX)2. A mapping to WGS 843 conform geo-coordinates is required in this case. That
allows the visualisation to be done in any software capable of reading this file format
(Fig. 14).
6</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Review of the ARDF Problem Solution</title>
      <sec id="sec-6-1">
        <title>Summary of the Two-step Route Optimization Approach</title>
        <p>Publicly available DEM e.g., SRTM data, are native raster data. The available
resolution of 1 arc sec equals to a rectangle of approx. 20 by 30 meters in Central Europe. For
the model building, see Fig. 15, rectangles will be substituted by squares. Each square
will be assigned a set of independent attributes, where, besides altitude, the type of
vegetation is the most important one. Both, linear and areal objects are taken into
consideration. They can be extracted from an orienteering map as majority decision for the
texture pattern of each given square.</p>
        <p>Afterwards, areal and linear vector objects are mapped onto the neighbourhood
relations by a speed adaptation factor or by cutting the neighbourhood in case of barriers.
As sometimes closed areas offer pathways, food paths and roads are calculated last as
overlay.</p>
        <p>Altitude differences influence the speed of the competitor. As experimental
investigations show, the adaptation is individually. Therefore, a LUT is recommended to
represent the correction factor to be applied to the entire model. Depending on the direction
different corrections must be applied, which results in a bi-graph. This methodology is
also applicable for other personal characteristics.</p>
        <p>In the following steps, known algorithms of asymmetric path optimization are
applied e.g., A* to calculate an optimal route as a sequence of first order raster fields by
solving the ATSP.</p>
        <p>Fig. 15 illustrates the entire chain of model building and route calculation in eight
sequential steps.
The selected square resolution of about 20 m by 20 m fits to cover a typical orienteering
map of up to 16 square kilometres.
Orienteering maps are often created with the OpenOrienteering Mapper. The open
source project [11] offers a rich function set, already exceeding comparable commercial
tools. An exporter could be defined to transfer all relevant linear and areal objects into
the raster approach.</p>
        <p>With FjwMap a well-established route planning and visualization tool is freely
available [12]. Applying GPX, a common import format is already supported. An import
plug-in for the raster approach results is proposed.</p>
        <p>For each step of the processing queue shown in the upper boxes of Fig. 15, a key
improvement has been already identified. By extending the variety and number of
barrier objects, the verification of the right order of map feature extraction required, not to
miss potential passages.</p>
        <p>The proposed solution does not yet consider classical objective ARDF specifics,
namely the uncertain CP locations as well as transmission to silence ratio of 1 to 4.
Those should be called dynamic problems.</p>
        <p>In a next step, an individual parametrisation will be needed. LUT for speed adjusting
should be personalized and verified by further experiments and analysing publicly
available competition results4.</p>
        <p>Depending on the estimated distance to the upcoming CP, the competitor adjusts the
speed and movement direction often in a special manner to succeed logging the CP
even out of the transmission time. Furthermore, the influence of increasing tiredness
during a competition should become part of the personal model.</p>
      </sec>
    </sec>
  </body>
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