Bonus if you can have bug-like antennas to feel both sides at the same time (but they need to be flexible to not break and you need at least 3 state sensors for them (2 bits) - no touch - light touch - hard touch: no touch means side way, light touch means you are just on straight row in centre, hard touch means obstacle or turnining too much to side) If the ways are narrow, you can consider to add bumpers to sides and just bumping to the sides to feel them instead of rotation on place to sensor them properly.
Wwe games on wii u full#
Then you can run fast near to the crossing and then only slow and go full range rotations to excactly find the side way.Īlso having the sensor on "tank-like" rotating base would allow you to drive stight and rotate just the sensosr, which is faster, than rotating whole robot If it is not possible and you have range sensor (usually ultrasound) rather then just obstacle sensor (maybe plain bumper), you can restrict it to narrow beam and choose to just wave a little and see, if the distance is changing consistently, or if there is a hole (which means side way) and how far the hole is. Side sensors would help a lot, so you would not be forced to constantly turn around If your maze is known to be a tree (no loops), with ways just wide for the robot to move, but not too wide and if it have just right angles (which many simple mazes are), then you can use some tricks to solve it faster second time: Many algorithms do the trick, that they travel all ways in maze first, recording the way, than they find optimal way and on second try they drive just to the target by the fastest way.
![wwe games on wii u wwe games on wii u](http://2.bp.blogspot.com/-UkOWN5NYtcM/UW_1vmBbTeI/AAAAAAAABtw/S0RXLYH6B1U/s1600/WWE-SmackDown-vs-Raw-2011.jpg)
For any given algoritm (which does not know the maze beforehand) there is a particular maze, where the argorithm does not choose the fastest way on first try.