MeshA*: Efficient Path Planning with Motion Primitives
Konstantin Yakovlev, Marat Agranovskiy
aaai
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- Affiliations
- Not available
- Published
- 2026-03-17
- Processed
- 7/25/2026, 12:38:23 PM
- Analysis model
- gemini-2.5-flash
- Analysis status
- analyzed
- Local PDF artifact
- papers/pdf/2026/mesha-efficient-path-planning-with-motion-primitives.pdf
Summary
This paper addresses the path planning problem for mobile agents using motion primitives aligned with a grid representation of the environment. It introduces MeshA*, a novel technique that searches over grid cells while simultaneously reasoning about motion primitives. The core idea is to define an "extended cell" that combines a grid cell with a configuration of primitives passing through it, allowing for a cell-by-cell search. MeshA* is shown to preserve guarantees on completeness and optimality, and empirically outperforms conventional lattice-based planning (LBA*) by achieving a 1.5x to 2x decrease in runtime.
Problem
The paper identifies the following bottlenecks in existing lattice-based path planning methods:
- Inefficient Search due to Large Branching Factor: When the number of motion primitives is high, searching over the state lattice graph (where vertices are agent states and edges are motion primitives) becomes computationally burdensome due to a large branching factor.
- Computational Burden of Expansion Procedure: The expansion procedure in A*-like algorithms, which involves considering all applicable primitives, checking validity, computing costs, and filtering duplicates, is the main building block and degrades performance as the number of primitives increases.