> Pathfinding is an old problem, and so there are many techniques for improving pathfinding. Some of these techniques fall into the category of hierarchical pathfinding
You don't need a graduate degree to understand it, but conveying that you understand it on your resume is hard to do in any universally meaningful way without that degree. The words that would grab the attention of the tech lead, the PM, and the HR are all different.
In this case you just linked a bunch of irrelevant papers that didn't solve the problem (pathfinding on an infinite and mutable map) and calling the developers ignorant for not looking at them. It is you who are ignorant thinking that you being a grad student means that you must know better than professionals, and also you lack reading comprehension since they didn't even claim their approach is new. This blog was not meant to contribute as a research paper, it was meant to show the community what improvements for the game they were working on.
The answer is always yes! Partly because no matter how niche a topic is there are people interested in it, and partly because creating such things will help your own understanding.
Go for it!
[1] https://www.microsoft.com/en-us/research/wp-content/uploads/...
Highway Dimension- Say we are given a bidirectional graph G and a radius r. Now take a vertex v, and find the set of all shortest paths from v of length > r and <= 4r. Let us call this set P(v, r). Iterate for all vertices in the graph and real radii, and obtain similar sets. Then, highway dimension is the size of the smallest set (H) of vertices such that all sets collected in the previous step have at least one vertex in H.
Why is this useful- Empirically, we know that road networks have small highway dimensions. This is interesting because it implies that there are only a handful of vertices from which you can take the shortest paths to all the vertices in the network. Intuitively, it makes sense too. If you want to travel long distances, it's best to take the highway as early as possible, and travel along it for as long as you can, then descend to the local roads as you reach closer to the destination.
Highway dimension basically gives us a theoretical way of capturing the inherent 'hierarchy' of the road network edges and explains why Contraction Hierarchies works so well on road networks (as opposed to random graphs, where CH can be easily beaten). HTH!
Yes this is helpful, thank you so much! :)
If you find this communication hard to digest, then chances are you are not part of the intended audience. It is then mostly pointless to try to change their wording.
There is enough other material (books, Web articles) from other people who deliberately target developers.
Botea, Adi, Martin Müller, and Jonathan Schaeffer. 2004. “Near Optimal Hierarchical Path-Finding.” In Journal of Game Development. http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.112.....
Rahmani, Vahid, and Nuria Pelechano. 2017. “Improvements to Hierarchical Pathfinding for Navigation Meshes.” In Proceedings of the Tenth International Conference on Motion in Games, 8:1–8:6. MIG ’17. New York, NY, USA: ACM.
Toll, Wouter van, Roy Triesscheijn, Marcelo Kallmann, Ramon Oliva, Nuria Pelechano, Julien Pettré, and Roland Geraerts. 2016. “A Comparative Study of Navigation Meshes.” In Proceedings of the 9th International Conference on Motion in Games, 91–100. ACM.
And route planning in graphs (with static edge weights) has been studied to death.
https://arxiv.org/pdf/1504.05140.pdf