In order to navigate in (complex) buildings a router is needed to assign pedestrians exits. Different algorithms are implemented and explained briefly in this page

## Floorfield Router

The floorfield-router uses floorfields to calculate the distances among the doors of the same subroom. The major difference to any other router is, that it does not need convex subrooms/rooms any longer. There is no need for adding helplines.

It fills an adjacency matrix and calculates global-shortest paths via the Floyd-Warshall algorithm.

The floorfield-router will give intermediate targets within thesubroom of each agent. It works in combination with exit strategies 8 and 9.1

If there are two points with the same ($x, y$)-coordinates, which differ only in the $z$-coordinate, the router will face problems, thus we defined the restriction above. That should avoid any such cases.

The floorfield router provides one mode: ff_global_shortest

Following snippet is a definition example of the routing information:

<route_choice_models>
<router router_id="1" description="ff_global_shortest">
<parameters>
<write_VTK_files>true</write_VTK_files>
</parameters>
</router>
</route_choice_models>


## Global shortest path

At the beginning of the simulation, the Dijkstra algorithm is used to build a network which is then cached and used through the simulation life time.

Detailed information about the aforementioned models are presented in: KemlohWagoum2012a

Following snippet is a definition example of the routing information:

<route_choice_models>
<router router_id="1" description="global_shortest">
<parameters>
</parameters>
</router>
</route_choice_models>


## Global quickest path

Route choice based on the estimated travel time. This router takes traffic into consideration.

<route_choice_models>
<router router_id="1" description="quickest">
<parameters>
</parameters>
</router>
</route_choice_models>

1. If convex subrooms are provided, any exit strategy will work. In these special cases, global router will be faster in computation time.

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