Tuesday, November 19, 2013

Airplane 11/14

Group 1:
   
    Yang: Changing plans’ path to go in a curve if there is a crash. There is a trade off between each plane delaying or moving in a curved path. The curved path will take that plane away from the more populated areas. There is no guaranteed that you will get the straight path if you delay. 
    Vishwa: Tried to optimize performance. Taking into consideration multiple items to prioritize planes. Using the simulation inside the simulation to test if the curve will avoid the crash. On a crowded board it is better to make larger curves to get out of the way. Our approach will not work in a multi-player world, but it should work well in a static world. We only use the angle selection in the beginning before the plane has taken off, nothing gets changed in flight. The flights are evaluated in a certain order, once the plane’s angle is set, all other planes adjust their flight to it. We are not seeing any planes that are taking larger angles. Can optimize the flights to delay more or to have a longer angle. The large angle could lessen the delay, but the plane will be in the air more.
    Hari: Look at distance and departure time, to sort planes to change the flight path of. 

Group 2:

    Harjot: Last time we showed the strategy where the planes will ___. We now look at this as having the obstacle that are moving. Let the plane go in a straight path. Then draw a wall in front of the plane and then uses A*. This is similar to the locking system. After the avoidance we can optimize the delay vs avoid. Does not have something to show yet. Will be plugging in the A* implementation from the mosquito. Will be adding heuristics to avoid having planes moving way out of the way to avoid a crash
    Tieram:
    Sam:

Group 3


    Marcus: We are doing delay first then arcs, which would be better, arch or delay first. Think the end result will be the same.
    Hao: if there is a head on crash, then we want the two planes to avoid each other. This has three phases, move to the destination, move away from the other plane, and then move back to the destination. This uses fixed paths. When the simulator detects a crash, find area of the crash and the crash points. When the plane gets to the crash point, move around the crash area and back to the destination. The planes will continue turning after the crash site to get back to its original path.
    Franklin: strategy was to only delay. Which works well except for head on collisions.

Group 4

    Tanay: Implemented timed delay. If planes are moving towards each other then the  implementation is serialized
    Yigit:
    Tim: working on making a wrinkle in time.

Group 5

    Tanveer: Think of the crash point as a junction, and have a time block on that junction. If the angle of crash is greater then 5 degrees, then use delay, otherwise redirect the plane. Will redirect whichever plane is first in the list. Using simulation inside the simulator to check the redirection.     Lauren: Changed the strategy, used to have zones around the airport. Decided that the only disadvantage of the delay strategy was the co-linear path. Currently only using delay unless the planes are co-linear.
    Jinesh: If the redirection angle is too large then use the delay.

Group 6
    Di: The planes start moving at an angle and once it sees its ok to go to the destination, it moves directly there. Thinks it is better to take off and avoid and then to delay.
    Patrick: Had trouble with seeing how the plane has gone during A*. Is currently implementing abstractions to see where the plans are at any given time. Flights that departs first and have a long path will be prioritized. Will use Di’s algorithm to move the planes away from the crashes.

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