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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Route Planning in Transportation Networks · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/1504.05140/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/1504.05140/feed.xml" rel="self" type="application/rss+xml" /><item><title>Route Planning in Transportation Networks — HN submission</title><link>https://news.ycombinator.com/item?id=41894672</link><guid isPermaLink="false">urn:hackerpapers:submission:1504.05140:41894672</guid><pubDate>Sun, 20 Oct 2024 11:34:47 GMT</pubDate><description>&lt;p&gt;Route Planning in Transportation Networks (2015)&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;27 points; 3 discussion replies on HN. &lt;a href="https://hackerpaper.kaipfister.de/p/1504.05140/"&gt;Paper and source history&lt;/a&gt;. A submission is not an endorsement.&lt;/p&gt;</description><category>cs.DS</category></item><item><title>Route Planning in Transportation Networks — mentioned by joe_the_user</title><link>https://news.ycombinator.com/item?id=39792884</link><guid isPermaLink="false">urn:hackerpapers:mention:1504.05140:39792884</guid><pubDate>Fri, 22 Mar 2024 17:25:45 GMT</pubDate><description>&lt;p&gt;The problem of finding the shortest path on a map (a la google maps etc) is often solved with approaches like &amp;quot;hub networks&amp;quot; and &amp;quot;contraction hierarchies&amp;quot; rather than simple spatial networks. Things like dijkstra&amp;#x27;s algorithm are only efficient if you&amp;#x27;re input is the raw graph and point and you only want one path once. See just for a start: https://arxiv.org/abs/1504.05140&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1504.05140/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.DS</category></item><item><title>Route Planning in Transportation Networks — mentioned by payasr</title><link>https://news.ycombinator.com/item?id=38851924</link><guid isPermaLink="false">urn:hackerpapers:mention:1504.05140:38851924</guid><pubDate>Wed, 03 Jan 2024 08:30:47 GMT</pubDate><description>&lt;p&gt;Those seem a little outdated, there has been a ton of work since then :) A bit more updated reference is https://arxiv.org/pdf/1504.05140.pdf, and http://www.sommer.jp/spq-survey.pdf is great! There are also Prof. Hannah Bast&amp;#x27;s lectures (https://ad-wiki.informatik.uni-freiburg.de/teaching/Efficien...) and her talk at ICAPS (https://www.youtube.com/watch?v=B3wKfJAVRkg), both excellent :)&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1504.05140/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.DS</category></item><item><title>Route Planning in Transportation Networks — mentioned by amitp</title><link>https://news.ycombinator.com/item?id=38846320</link><guid isPermaLink="false">urn:hackerpapers:mention:1504.05140:38846320</guid><pubDate>Tue, 02 Jan 2024 19:58:36 GMT</pubDate><description>&lt;p&gt;There are lots of variants of A* that depend on what you can assume about your graph, whether you can preprocess, how often the graph changes, etc. Contraction hierarchies, subgoals, bidirectional A*, hierarchical search, all-pairs compression, moving obstacles, group movement, coordinated movement, landmarks, labeling algorithms, transit nodes, arc flags, cluster distances, vertex separators, reach, highway hiearchies, etc. Differential heuristics are my favorite for &amp;quot;bang for the buck&amp;quot;, as they are fairly low effort (maybe &amp;lt;20 lines of code) for good speedup (3-5X on my game map tests [1]).…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1504.05140/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.DS</category></item><item><title>Route Planning in Transportation Networks — mentioned by payasr</title><link>https://news.ycombinator.com/item?id=21296972</link><guid isPermaLink="false">urn:hackerpapers:mention:1504.05140:21296972</guid><pubDate>Sat, 19 Oct 2019 05:43:27 GMT</pubDate><description>&lt;p&gt;There&amp;#x27;s a _lot_ of work on hierarchical route planning in games. I don&amp;#x27;t mean to put down the developers or anything, and I&amp;#x27;m so glad all of this works, but there are plenty of ideas in the academic-world that I think developers should know more about. 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…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1504.05140/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.DS</category></item><item><title>Route Planning in Transportation Networks — mentioned by lorenzhs</title><link>https://news.ycombinator.com/item?id=16613851</link><guid isPermaLink="false">urn:hackerpapers:mention:1504.05140:16613851</guid><pubDate>Sun, 18 Mar 2018 19:42:05 GMT</pubDate><description>&lt;p&gt;There’s a great recent-ish survey paper at https://arxiv.org/pdf/1504.05140.pdf which will give you pointers to papers in all directions :)&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1504.05140/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.DS</category></item><item><title>Route Planning in Transportation Networks — mentioned by karussell</title><link>https://news.ycombinator.com/item?id=13690735</link><guid isPermaLink="false">urn:hackerpapers:mention:1504.05140:13690735</guid><pubDate>Mon, 20 Feb 2017 20:43:54 GMT</pubDate><description>&lt;p&gt;Contraction Hierarchy (CH) is also at least 100x faster as A* . CH has nice properties of having good memory efficiency, optimality, any graph etc. And I am very sure JPS is not that generic applicable like CH. Still all &amp;#x27;fast&amp;#x27; routing algorithms have their own drawbacks of engineering complexity, pre-processing time and memory requirements, potential lack for time dependent support etc. If you want to have the best summary of routing algorithms currently available then read &amp;#x27;Route Planning in Transportation Networks&amp;#x27; (2014) https://arxiv.org/abs/1504.05140 And if you want fast…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1504.05140/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.DS</category></item><item><title>Route Planning in Transportation Networks — mentioned by danpat</title><link>https://news.ycombinator.com/item?id=12641599</link><guid isPermaLink="false">urn:hackerpapers:mention:1504.05140:12641599</guid><pubDate>Wed, 05 Oct 2016 04:44:22 GMT</pubDate><description>&lt;p&gt;I&amp;#x27;m one of the OSRM devs. To expand on this comment a bit - OSRM still uses Dijkstra, so if you understand that, you already basically understand what OSRM does. What OSRM does in order to speed things up is optimize the graph structure - we still use Dijkstra, but the search completes in a handful of steps, rather than hundreds of thousands. There are quite a few techniques like this. OSRM implements an approach called Contraction Hierarchies. We scan over the graph, inserting &amp;quot;shortcuts&amp;quot; that skip over nodes. As long as you follow a few basic rules, you can repeatably insert shortcuts all…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1504.05140/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.DS</category></item><item><title>Route Planning in Transportation Networks — HN submission</title><link>https://news.ycombinator.com/item?id=11414795</link><guid isPermaLink="false">urn:hackerpapers:submission:1504.05140:11414795</guid><pubDate>Sun, 03 Apr 2016 03:33:07 GMT</pubDate><description>&lt;p&gt;Route Planning in Transportation Networks&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;3 points; 0 discussion replies on HN. &lt;a href="https://hackerpaper.kaipfister.de/p/1504.05140/"&gt;Paper and source history&lt;/a&gt;. A submission is not an endorsement.&lt;/p&gt;</description><category>cs.DS</category></item><item><title>Route Planning in Transportation Networks — mentioned by csom</title><link>https://news.ycombinator.com/item?id=9414117</link><guid isPermaLink="false">urn:hackerpapers:mention:1504.05140:9414117</guid><pubDate>Tue, 21 Apr 2015 14:13:53 GMT</pubDate><description>&lt;p&gt;Route Planning in Transportation Networks http://arxiv.org/abs/1504.05140 Shortest-Path Queries in Static Networks http://www.sommer.jp/spq-survey.pdf&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1504.05140/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.DS</category></item></channel></rss>
