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A Pursue strategy variant that allows changing the destination dynamically.

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A NavigationStrategy allowing to explore the environment. In order to choose which direction to take, a weighting system is used: every time the pedestrian enters a new room all the visible doors are weighted, the one with minimum weight is then crossed. The weighting system used here is derived from the one by Andresen et al., see weight.

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A NavigationStrategy that follows a predefined route composed of waypoints. Each waypoint is considered reached when the pedestrian is inside the waypoint's room (except for the final waypoint, which is actually approached). The strategy uses Pursue to reach each intermediate waypoint and allows skipping intermediate waypoints when a farther waypoint becomes available.

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Navigation strategy that explores the environment looking for unknown destination points. Unknown destinations are not known a priori but can be detected when they are inside a room adjacent to the node's current room. When detected, the node approaches the destination and stops.

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A NavigationStrategy that pursues a known static destination without a predefined route (also known as path searching).

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open class ReachDestination<T, L : Euclidean2DConvexShape, R>(action: NavigationAction2D<T, L, R, ConvexPolygon, Euclidean2DPassage>, knownDestinations: List<Euclidean2DPosition>, unknownDestinations: List<Euclidean2DPosition> = emptyList()) : GoalOrientedExploration<T, L, R>

Navigation strategy that aims to reach a static destination.

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A NavigationStrategy allowing to reach a known (static) destination (see Pursue). The client can specify a list of known destinations, the pedestrian will try to reach the closest one for which a valid path leading there is known. The difference between this behavior and Pursue is that the latter assumes no route leading to the destination is known, whereas this behavior tries to exploit the pedestrian's cognitive map to obtain a route to follow.