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Estimation of travel time reduction for ice-breaking ships when considering ice information data

Published online by Cambridge University Press:  02 October 2024

Bernhard Schmitz*
Affiliation:
WG Optimization and Optimal Control, Center for Industrial Mathematics, University of Bremen, Bremen, Germany Drift+Noise Polar Services, Bremen, Germany
Christine Eis
Affiliation:
WG Optimization and Optimal Control, Center for Industrial Mathematics, University of Bremen, Bremen, Germany
H. Jakob Bünger
Affiliation:
Drift+Noise Polar Services, Bremen, Germany
Christof Büskens
Affiliation:
WG Optimization and Optimal Control, Center for Industrial Mathematics, University of Bremen, Bremen, Germany
*
Corresponding author: Bernhard Schmitz; Email: bschmitz@uni-bremen.de
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Abstract

In light of the recent increase in polar shipping and potential future increase with continued climate change reliable routing in ice-covered waters becomes increasingly important for environmental, economic and safety concerns. Dependable route suggestions have the potential to reduce travel times through polar waters significantly. We apply the Anytime Repairing A* pathfinding algorithm to classified Copernicus Sentinel 1 radar images to estimate how much travel times can be reduced. For multiple example scenarios, it is quantified how much the travel time is reduced if a ship follows these suggestions compared to navigating without any ice information available exterior to the visual range (VR). It was found that having ice information available is most beneficial in complex ice situations, where it can reduce travel time by up to 34% for a VR of 2 km.

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Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
Copyright © The Author(s), 2024. Published by Cambridge University Press on behalf of International Glaciological Society
Figure 0

Figure 1. Workflow of the A* algorithm. It makes use of a priority queue (PQ) to make sure that the most interesting node is investigated within the next loop. The node map (NM) is used to track the costs of all nodes for being able to decide if it should be reinvestigated after a revisit.

Figure 1

Figure 2. A* move pattern that allows travelling in 56 directions. To keep the angle between possible move directions similar and small the length of some move options is increased. Modified from Guinness and others (2014).

Figure 2

Figure 3. Workflow of the ARA* algorithm (Likhachev and others, 2003) as it has been implemented for this study. In addition to a priority queue (PQ) and a node map (NM) a revisit list (RL) is used as a waiting list for nodes that have been visited before and should not immediately been evaluated again. In contrast to the A* algorithm, the ARA* algorithm makes use of a dynamically weighted heuristic and returns multiple routes Ri which get better the longer the algorithm runs.

Figure 3

Figure 4. Strategy for calculation of limited VR routes. Each time the ship moves to a new position $\vec w_0^{\hskip.6pt( j) }$ the filter for querying node cost according to (5) has to be (re)initialized and the ARA* algorithm is invoked for calculating a route from $\vec w_0^{\hskip.6pt( j) }$ to the target $\vec \omega$.

Figure 4

Figure 5. Route is calculated from an origin $\vec w_0^{( 0) }$ to a target $\vec \omega$. For the ship position after six iterations $\vec w_0^{( 6) }$ and a VR r the nodes visualized by grey dots are considered for routing to the target. For nodes within the VR (circle) ARA* is applied as usual, while nodes exterior to the VR have the target as the only child. The image shows three possible routes $R_0^{( 6) }$, $R_1^{( 6) }$ and $R_2^{( 6) }$ from the current ship position to the target. The subscript number is the sequential number of the ARA* solution, thus cost for $R_1^{( 6) }$ are greater or equal to the cost for $R_2^{( 6) }$. For simplicity, this visualization assumes a move strategy that allows horizontal, vertical and diagonal movement only.

Figure 5

Table 1. Velocities for different ice types and water used to compute travel costs between two locations

Figure 6

Figure 6. Visualization of the scenarios for route calculation. Contains modified Copernicus Sentinel 1 data (2023), processed by ESA. The underlying Sentinel 1 data were classified by the German Aerospace Center (DLR), according to Murashkin and Frost (2021): (a) scenarios at Baffin Bay. Underlying S1 acquisition: S1A_EW_GRDM_1SDH_20230117T212054_20230117T212154_046829_059D73_6422. (b) Scenario at Hudson Bay. Underlying S1 acquisition: S1A_EW_GRDM_ 1SDH_20230117T114207_20230117T114307_046823_059D46_6ABB.

Figure 7

Table 2. Line-of-sight (LOS) distances and times for travelling along them

Figure 8

Figure 7. Route suggestions for the given scenarios as calculated by a ARA* algorithm with unlimited VR and an initial weight of $\epsilon = 1$. For each scenario the travel times decrease over time and with smaller weight. The final travel time and route length is also given in Table 3.

Figure 9

Table 3. Required time for travelling and length of the routes suggested by the unlimited ARA* algorithm

Figure 10

Figure 8. Relative travel time by VR for different scenarios. In total, 100% equals the travel time as calculated with full information available. The red, dashed line is the mean travel time for bb3_lead, bb3_southnorth and bb3_crossing. Travel times were calculated only for VR highlighted by a marker.

Figure 11

Figure 9. Relative travel distance by VR for different scenarios. In total, 100% equals the travel distance when unlimited information is available at each waypoint. Suggestions created with lower VR in general are shorter than larger VR routes. The length of all limited VR solutions do not exceed the length of an unlimited VR route. The markers at the vertical axis denote the length of the line of sight between origin and target. Travel distances were calculated only for VR highlighted by a marker.

Figure 12

Figure 10. Visualization of the 10 and 12 km limited VR intermediate solutions which run from origin to target (both not within in the image) as defined by the scenario. Between the division and reunion waypoint, both solutions differ completely: the 10 km VR suggestion makes use of some leads, which results in reduced travel times compared to the 12 km VR solution. For comparison, a full information route which runs from the division to the reunion waypoint is displayed. This route utilizes even more leads, which further reduces the travel time.

Figure 13

Figure 11. Comparison of excerpts of 10 and 12 km VR solutions that go from north to east or south. It indicates that the 10 km VR solution is not attracted by an ‘other ice’ area that extends from the image centre to the east. That is because it is not within its visible range (black dashed circles) at the last common waypoint (black triangle). The last 10 km intermediate VR solution which suggests going the northern route is marked with red arrows and the visible area for the corresponding ship position is visualized by the red dashed circle. The first 10 km intermediate VR solution which suggests the southern route is marked by white arrows and the visible area is highlighted by the white circle. After leaving the VRs both solutions are heading to the final target following the line of sight which is indicated by the grey arrows. The blue and black lines visualize other intermediate solutions. These lines show that both solutions were attracted by the water area in the centre of the image first. Interestingly, the 12 km VR solution was never attracted by the large water patch in the south.