973 research outputs found

    A Note on the Unsolvability of the Weighted Region Shortest Path Problem

    Full text link
    Let S be a subdivision of the plane into polygonal regions, where each region has an associated positive weight. The weighted region shortest path problem is to determine a shortest path in S between two points s, t in R^2, where the distances are measured according to the weighted Euclidean metric-the length of a path is defined to be the weighted sum of (Euclidean) lengths of the sub-paths within each region. We show that this problem cannot be solved in the Algebraic Computation Model over the Rational Numbers (ACMQ). In the ACMQ, one can compute exactly any number that can be obtained from the rationals Q by applying a finite number of operations from +, -, \times, \div, \sqrt[k]{}, for any integer k >= 2. Our proof uses Galois theory and is based on Bajaj's technique.Comment: 6 pages, 1 figur

    Collision-free trajectory planning algorthm for manipulators

    Get PDF
    Collision-free trajectory planning for robotic manipulators is investigated. The task of the manipulator is to move its end-effector from one point to another point in an environment with polyhedral obstacles. An on-line algorithm is developed based on finding the required joint angles of the manipulator, according to goals with different priorities. The highest priority is to avoid collisions, the second priority is to plan the shortest path for the end effector, and the lowest priority is to minimize the joint velocity for smooth motion. The pseudo-inverse of the Jacobian matrix is applied for inverse kinematics. When a possible collision is detected, a constrained inverse kinematic problem is solved such that the collision is avoided. This algorithm can also be applied to a time-variant environment

    Continuous Alternation: The Complexity of Pursuit in Continuous Domains

    Get PDF
    Complexity theory has used a game-theoretic notion, namely alternation, to great advantage in modeling parallelism and in obtaining lower bounds. The usual definition of alternation requires that transitions be made in discrete steps. The study of differential games is a classic area of optimal control, where there is continuous interaction and alternation between the players. Differential games capture many aspects of control theory and optimal control over continuous domains. In this paper, we define a generalization of the notion of alternation which applies to differential games, and which we call "continuous alternation." This approach allows us to obtain the first known complexity-theoretic results for open problems in differential games and optimal control. We concentrate our investigation on an important class of differential games, which we call polyhedral pursuit games. Pursuit games have application to many fundamental problems in autonomous robot control in the presence of an adversary. For example, this problem occurs in manufacturing environments with a single robot moving among a number of autonomous robots with unknown control programs, as well as in automatic automobile control, and collision control among aircraft and boats with unknown or adversary control. We show that in a three-dimensional pursuit game where each player's velocity is bounded (but there is no bound on acceleration), the pursuit game decision problem is hard for exponential time. This lower bound is somewhat surprising due to the sparse nature of the problem: there are only two moving objects (the players), each with only three degrees of freedom. It is also the first provably intractable result for any robotic problem with complete information; previous intractability results have relied on complexity-theoretic assumptions. Fortunately, we can counter our somewhat pessimistic lower bounds with polynomial time upper bounds for obtaining approximate solutions. In particular, we give polynomial time algorithms that approximately solve a very large class of pursuit games with arbitrarily small error. For e > 0, this algorithm finds a winning strategy for the evader provided that there is a winning strategy that always stays at least E distance from the pursuer and all obstacles. If the obstacles are described with n bits, then the algorithm runs in time (n/e)0(1), and applies to several types of pursuit games: either velocity or both acceleration and velocity may be bounded, and the bound may be of either the L2- or L&infin-norm. Our algorithms also generalize to when the obstacles have constant degree algebraic descriptions, and are allowed to have predictable movement

    Geometric-based Optimization Algorithms for Cable Routing and Branching in Cluttered Environments

    Get PDF
    The need for designing lighter and more compact systems often leaves limited space for planning routes for the connectors that enable interactions among the system’s components. Finding optimal routes for these connectors in a densely populated environment left behind at the detail design stage has been a challenging problem for decades. A variety of deterministic as well as heuristic methods has been developed to address different instances of this problem. While the focus of the deterministic methods is primarily on the optimality of the final solution, the heuristics offer acceptable solutions, especially for such problems, in a reasonable amount of time without guaranteeing to find optimal solutions. This study is an attempt to furthering the efforts in deterministic optimization methods to tackle the routing problem in two and three dimensions by focusing on the optimality of final solutions. The objective of this research is twofold. First, a mathematical framework is proposed for the optimization of the layout of wiring connectors in planar cluttered environments. The problem looks at finding the optimal tree network that spans multiple components to be connected with the aim of minimizing the overall length of the connectors while maximizing their common length (for maintainability and traceability of connectors). The optimization problem is formulated as a bi-objective problem and two solution methods are proposed: (1) to solve for the optimal locations of a known number of breakouts (where the connectors branch out) using mixed-binary optimization and visibility notion and (2) to find the minimum length tree that spans multiple components of the system and generates the optimal layout using the previously-developed convex hull based routing. The computational performance of these methods in solving a variety of problems is further evaluated. Second, the problem of finding the shortest route connecting two given nodes in a 3D cluttered environment is considered and addressed through deterministically generating a graphical representation of the collision-free space and searching for the shortest path on the found graph. The method is tested on sample workspaces with scattered convex polyhedra and its computational performance is evaluated. The work demonstrates the NP-hardness aspect of the problem which becomes quickly intractable as added components or increase in facets are considered

    Efficient motion planning for problems lacking optimal substructure

    Full text link
    We consider the motion-planning problem of planning a collision-free path of a robot in the presence of risk zones. The robot is allowed to travel in these zones but is penalized in a super-linear fashion for consecutive accumulative time spent there. We suggest a natural cost function that balances path length and risk-exposure time. Specifically, we consider the discrete setting where we are given a graph, or a roadmap, and we wish to compute the minimal-cost path under this cost function. Interestingly, paths defined using our cost function do not have an optimal substructure. Namely, subpaths of an optimal path are not necessarily optimal. Thus, the Bellman condition is not satisfied and standard graph-search algorithms such as Dijkstra cannot be used. We present a path-finding algorithm, which can be seen as a natural generalization of Dijkstra's algorithm. Our algorithm runs in O((nBn)log(nBn)+nBm)O\left((n_B\cdot n) \log( n_B\cdot n) + n_B\cdot m\right) time, where~nn and mm are the number of vertices and edges of the graph, respectively, and nBn_B is the number of intersections between edges and the boundary of the risk zone. We present simulations on robotic platforms demonstrating both the natural paths produced by our cost function and the computational efficiency of our algorithm

    09111 Abstracts Collection -- Computational Geometry

    Get PDF
    From March 8 to March 13, 2009, the Dagstuhl Seminar 09111 ``Computational Geometry \u27\u27 was held in Schloss Dagstuhl~--~Leibniz Center for Informatics. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available
    corecore