EDBT 2026 Demo / reviewers in the wild / expert
Alex Nash
dblp:31/4012
· DBLP profile ↗
7ranked-venue papers
4as first author
2since 2021 · last 2023
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 6 · 4 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-authorTheory of computation · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
4 papers |
Motion planning and robot control · 52% Planning, search and constraint satisfaction · 48% | |
| Theoretical computer science
1 paper |
Graph algorithms and graph theory · 100% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Robotics › Motion planning and robot control
path planning |
0.8 | 4 | 2021 | Path-length analysis for grid-based path planning · Artif. Intell. 2021 Lazy Theta*: Any-Angle Path Planning and Path Length Analysis in 3D · AAAI 2010 Incremental Phi*: Incremental Any-Angle Path Planning on Grids · IJCAI 2009 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › pathfinding
grid-based pathfinding |
0.5 | 1 | 2021 | Path-length analysis for grid-based path planning · Artif. Intell. 2021 |
Graph algorithms and graph theory › graph algorithms › path problems
shortest path algorithms |
0.5 | 1 | 2021 | Path-length analysis for grid-based path planning · Artif. Intell. 2021 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › pathfinding › grid-based pathfinding
any-angle path planning |
0.3 | 3 | 2010 | Lazy Theta*: Any-Angle Path Planning and Path Length Analysis in 3D · AAAI 2010 Incremental Phi*: Incremental Any-Angle Path Planning on Grids · IJCAI 2009 Theta*: Any-Angle Path Planning on Grids · AAAI 2007 |
Robotics › Motion planning and robot control › path planning
3d path planning |
0.1 | 1 | 2010 | Lazy Theta*: Any-Angle Path Planning and Path Length Analysis in 3D · AAAI 2010 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
incremental search |
0.0 | 1 | 2009 | Incremental Phi*: Incremental Any-Angle Path Planning on Grids · IJCAI 2009 |
Methods — techniques the papers use, named apart from their topics
path-length analysis · 1.0line-of-sight check · 0.1lazy evaluation · 0.1a* search · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Probabilistic chip-collecting games with modulo winning conditions
Joshua Harrington, Xuwen Hua, Xufei Liu, Alex Nash, Rodrigo Rios, Tony W. H. Wong |
Discret. Appl. Math. | 4 |
| 2021 | Path-length analysis for grid-based path planning
James P. Bailey, Alex Nash, Craig A. Tovey, Sven Koenig |
Artif. Intell. | 2 |
| 2010 | Lazy Theta*: Any-Angle Path Planning and Path Length Analysis in 3DabstractGrids with blocked and unblocked cells are often used to represent continuous 2D and 3D environments in robotics and video games. The shortest paths formed by the edges of 8-neighbor 2D grids can be up to 8% longer than the shortest paths in the continuous environment. Theta* typically finds much shorter paths than that by propagating information along graph edges (to achieve short runtimes) without constraining paths to be formed by graph edges (to find short "any-angle" paths). We show in this paper that the shortest paths formed by the edges of 26-neighbor 3D grids can be 13% longer than the shortest paths in the continuous environment, which highlights the need for smart path planning algorithms in 3D. Theta* can be applied to 3D grids in a straight-forward manner, but it performs a line-of-sight check for each unexpanded visible neighbor of each expanded vertex and thus it performs many more line-of-sight checks per expanded vertex on a 26-neighbor 3D grid than on an 8-neighbor 2D grid. We therefore introduce Lazy Theta*, a variant of Theta* which uses lazy evaluation to perform only one line-of-sight check per expanded vertex (but with slightly more expanded vertices). We show experimentally that Lazy Theta* finds paths faster than Theta* on 26-neighbor 3D grids, with one order of magnitude fewer line-of-sight checks and without an increase in path length. Alex Nash, Sven Koenig, Craig A. Tovey |
AAAI | 1 |
| 2010 | Lazy Theta*: Any-Angle Path Planning and Path Length Analysis in 3DabstractGrids with blocked and unblocked cells are often used to represent continuous 2D and 3D environments in robotics and video games. The shortest paths formed by the edges of 8-neighbor 2D grids can be up to ≈ 8% longer than the shortest paths in the continuous environment. Theta* typically finds much shorter paths than that by propagating information along graph edges (to achieve short runtimes) without constraining paths to be formed by graph edges (to find short “any-angle” paths). We show in this paper that the shortest paths formed by the edges of 26-neighbor 3D grids can be ≈ 13% longer than the shortest paths in the continuous environment, which highlights the need for smart path planning algorithms in 3D. Theta* can be applied to 3D grids in a straight-forward manner, but it performs a line-of-sight check for each unexpanded visible neighbor of each expanded vertex and thus it performs many more line-of-sight checks per expanded vertex on a 26-neighbor 3D grid than on an 8-neighbor 2D grid. We therefore introduce Lazy Theta*, a variant of Theta* which uses lazy evaluation to perform only one line-of-sight check per expanded vertex (but with slightly more expanded vertices). We show experimentally that Lazy Theta* finds paths faster than Theta* on 26-neighbor 3D grids, with one order of magnitude fewer line-of-sight checks and without an increase in path length. Alex Nash, Sven Koenig, Craig A. Tovey |
SOCS | 1 |
| 2010 | Theta*: Any-Angle Path Planning on GridsabstractGrids with blocked and unblocked cells are often used to represent terrain in robotics and video games. However, paths formed by grid edges can be longer than true shortest paths in the terrain since their headings are artificially constrained. We present two new correct and complete any-angle path-planning algorithms that avoid this shortcoming. Basic Theta* and Angle-Propagation Theta* are both variants of A* that propagate information along grid edges without constraining paths to grid edges. Basic Theta* is simple to understand and implement, fast and finds short paths. However, it is not guaranteed to find true shortest paths. Angle-Propagation Theta* achieves a better worst-case complexity per vertex expansion than Basic Theta* by propagating angle ranges when it expands vertices, but is more complex, not as fast and finds slightly longer paths. We refer to Basic Theta* and Angle-Propagation Theta* collectively as Theta*. Theta* has unique properties, which we analyze in detail. We show experimentally that it finds shorter paths than both A* with post-smoothed paths and Field D* (the only other version of A* we know of that propagates information along grid edges without constraining paths to grid edges) with a runtime comparable to that of A* on grids. Finally, we extend Theta* to grids that contain unblocked cells with non-uniform traversal costs and introduce variants of Theta* which provide different tradeoffs between path length and runtime. Kenny Daniel, Alex Nash, Sven Koenig, Ariel Felner |
J. Artif. Intell. Res. | 2 |
| 2009 | Incremental Phi*: Incremental Any-Angle Path Planning on Grids
Alex Nash, Sven Koenig, Maxim Likhachev |
IJCAI | 1 |
| 2007 | Theta*: Any-Angle Path Planning on Grids
Alex Nash, Kenny Daniel, Sven Koenig, Ariel Felner |
AAAI | 1 |