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Motion Planning for a Point Robot

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New positions are inserted at the end of FRINGE. Depth-first ... INSERT(q',FRINGE) Search tree. Smart ordering of the configurations in FRINGE (best-first search) ... – PowerPoint PPT presentation

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Title: Motion Planning for a Point Robot


1
Motion Planning for a Point Robot
2
Problem
free space
obstacle
free path
obstacle
obstacle
3
Bug Algorithms
  • Assumptions
  • The robot is modeled as a point
  • The obstacles have bounded perimeters and are in
    finite number
  • The robot senses perfectly its position and can
    measure traveled distance
  • The robot can perfectly detect contacts and their
    orientations
  • The robot can compute the direction to the goal
    and the distance between two points, and has
    small amount of memory

Finish
Start
4
Bug-0 Algorithm
  • Bug-0
  • Repeat
  • Head toward the goal
  • If the goal is attained then stop
  • If contact is made with an obstacle then follow
    the obstacles boundary (toward the left) until
    heading toward the goal is possible again.

5
Is Bug-0 Guaranteed to Work?
No!
6
Bug-1 Algorithm
  • Bug-1
  • Repeat
  • Head toward the goal
  • If the goal is attained then stop
  • If contact is made with an obstacle then
    circumnavigate the obstacle (by wall-following),
    remember the closest point Li to the goal, and
    return to this point by the shortest
    wall-following path

L2
Finish
L1
Start
7
Distance Traveled T by Bug-1?
  • Lower bound?
  • T ? D (where D is the straight-line distance
    from Start to Finish)
  • Upper bound?
  • T ? D 1.5?SPi
  • (where SPi is the sum of the perimeters of all
    the obstacles)

8
Distance Traveled T by Bug-1?
  • Lower bound?
  • T ? D (where D is the straight-line distance
    from Start to Finish)
  • Upper bound?
  • T ? D 1.5?SPi
  • (where SPi is the sum of the perimeters of all
    the obstacles)

9
Distance Traveled T by Bug-1?
  • Lower bound?
  • T ? D (where D is the straight-line distance
    from Start to Finish)
  • Upper bound?
  • T ? D 1.5?SPi
  • (where SPi is the sum of the perimeters of all
    the obstacles)

10
Bug-2 Algorithm
  • Bug-2
  • Repeat
  • Head toward the goal along the goal-line
  • If the goal is attained then stop
  • If a hit point is reached then follow the
    obstacles boundary (toward the left) until the
    goal-line is crossed at a leave point closer to
    the goal than the previous hit point

Finish
leave point
hit point
goal-line
Start
11
Path Followed by Bug-2?
12
Distance Traveled T by Bug-2?
  • Lower bound?
  • T ? D (where D is the straight-line distance
    from Start to Finish)
  • Upper bound?
  • T ? D SniPi
  • (where Pi is the perimeter of obstacle i, ni is
    the number of hit points in obstacle i, and the
    sum S is taken over all the obstacles)

13
Distance Traveled T by Bug-2?
  • Lower bound?
  • T ? D (where D is the straight-line distance
    from Start to Finish)
  • Upper bound?
  • T ? D SniPi
  • (where Pi is the perimeter of obstacle i, ni is
    the number of hit points in obstacle i, and the
    sum S is taken over all the obstacles)

14
Which one --- Bug-1 or Bug-2 --- does better?
Finish
Start
15
Planning requires models
  • The Bug algorithms are reactive motion
    strategies they are not motion planners
  • To plan its actions, a robot needs a (possibly
    imperfect) predictive model of its actions, so
    that it can choose among several possible courses
    of action

16
Point Robot on a Grid
  • Assumptions
  • The robot perfectly controls its actions
  • It has an accurate geometric model of the
    environment (i.e., the obstacles)

17
Now, the robot can search its model for a
collision-free path to the goal
18
Search Algorithm
  • SEARCH(Start, Finish)
  • INSERT(Start,FRINGE)
  • Repeat
  • If FRINGE is empty then return failure
  • q ? REMOVE(FRINGE)
  • For every new position q in SUCCESSORS(q)
  • Install q as a child of q in the search tree
  • If q Finish then return a path from Start to
    Finish
  • INSERT(q,FRINGE)

Start
FRINGE
19
Blind Search Strategies
  • Breadth-firstNew positions are inserted at the
    end of FRINGE
  • Depth-firstNew positions are inserted at the
    beginning of FRINGE

20
1000?1000 grid ? 1,000,000 configurations In 3-D
? 109 configurations In 6-D ? 1018
configurations!!! ? Need for sparser
discretization or smart search
techniques
21
Visibility Graph
SHAKEY (SRI, 1969)
22
Smart Search
  • SEARCH(Startt,Finish)
  • INSERT(qstart,FRINGE)
  • Repeat
  • If FRINGE is empty then return failure
  • q ? REMOVE(FRINGE)
  • For every new configuration q in SUCCESSORS(q)
  • Install q as a child of q in the search tree
  • If q Finish then return a path from Start to
    Finish
  • INSERT(q,FRINGE)

? Smart ordering of the configurations in
FRINGE (best-first search)
23
Attractive/Repulsive Potential Fields
Equipotential contours
24
Attractive/Repulsive Potential Fields
Best-first search with potential fields Sort
positions in FRINGE in increasing order of
potential
Bug motion strategy with potential fields
Equipotential contours
25
Local-Minimum Problem
26
Path Shortening
  • Two approaches
  • Sort positions in FRINGE using an evaluation
    function of the form g(q) aU(q)
  • Iteratively shorten a path after one has been
    produced.

27
Application to Animating a Digital Actor on Flat
Terrain
The actor The environment
28
PrincipleBound the actor by a cylinder and
project all objects the ground
29
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30
Shrink the disc representing the actor to a point
and grow the obstacles accordingly
31
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32
Motion Capture
33
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34
(No Transcript)
35
Integration of Motion Planning and Motion Capture
High-Level Navigation Goals
Fast 2D Path Planner
Path
Path-Following Controller
Body Posture
Graphic Display
Base Point PD Controller
Motion Capture Data
36
(No Transcript)
37
Simulated Vision
Actors view
38
Perception-Based Planning
39
Perception-Based Planning
40
(No Transcript)
41
video
42
video
43
(No Transcript)
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