MeshA*: Efficient Path Planning With Motion Primitives
Marat Agranovskiy, Konstantin Yakovlev
TL;DR
MeshA* tackles kinodynamic path planning on grids by replacing primitive-centric search with a cell-centered mesh graph that tracks which motion primitives pass through each cell. It proves equivalence and optimality preservation with lattice-based A*, and demonstrates substantial practical speedups through cell-level pruning and a precomputed transition table. The approach yields a formal, reconstructable, and efficient alternative to traditional lattice search, with potential extension to 3D and additional discrete state components. These contributions offer a scalable, guaranteed-path planning framework for kinodynamic agents in grid-based environments.
Abstract
We study a path planning problem where the possible move actions are represented as a finite set of motion primitives aligned with the grid representation of the environment. That is, each primitive corresponds to a short kinodynamically-feasible motion of an agent and is represented as a sequence of the swept cells of a grid. Typically, heuristic search, i.e. A*, is conducted over the lattice induced by these primitives (lattice-based planning) to find a path. However, due to the large branching factor, such search may be inefficient in practice. To this end, we suggest a novel technique rooted in the idea of searching over the grid cells (as in vanilla A*) simultaneously fitting the possible sequences of the motion primitives into these cells. The resultant algorithm, MeshA*, provably preserves the guarantees on completeness and optimality, on the one hand, and is shown to notably outperform conventional lattice-based planning (x1.5-x2 decrease in the runtime), on the other hand.
