18 research outputs found

    A comparative study of navigation meshes

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    International audienceA navigation mesh is a representation of a 2D or 3D virtual environment that enables path planning and crowd simulation for walking characters. Various state-of-the-art navigation meshes exist, but there is no standardized way of evaluating or comparing them. Each implementation is in a different state of maturity, has been tested on different hardware, uses different example environments, and may have been designed with a different application in mind. In this paper, we conduct the first comparative study of navigation meshes. First, we give general definitions of 2D and 3D environments and navigation meshes. Second, we propose theoretical properties by which navigation meshes can be classified. Third, we introduce metrics by which the quality of a navigation mesh implementation can be measured objectively. Finally, we use these metrics to compare various state-of-the-art navigation meshes in a range of 2D and 3D environments. We expect that this work will set a new standard for the evaluation of navigation meshes, that it will help developers choose an appropriate navigation mesh for their application, and that it will steer future research on navigation meshes in interesting directions

    ARMP: Autoregressive Motion Planning for Quadruped Locomotion and Navigation in Complex Indoor Environments

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    Generating natural and physically feasible motions for legged robots has been a challenging problem due to its complex dynamics. In this work, we introduce a novel learning-based framework of autoregressive motion planner (ARMP) for quadruped locomotion and navigation. Our method can generate motion plans with an arbitrary length in an autoregressive fashion, unlike most offline trajectory optimization algorithms for a fixed trajectory length. To this end, we first construct the motion library by solving a dense set of trajectory optimization problems for diverse scenarios and parameter settings. Then we learn the motion manifold from the dataset in a supervised learning fashion. We show that the proposed ARMP can generate physically plausible motions for various tasks and situations. We also showcase that our method can be successfully integrated with the recent robot navigation frameworks as a low-level controller and unleash the full capability of legged robots for complex indoor navigation.Comment: Submitted to IRO

    On approximating shortest paths in weighted triangular tessellations

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    © 2023 Elsevier. This manuscript version is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/We study the quality of weighted shortest paths when a continuous 2-dimensional space is discretized by a weighted triangular tessellation. In order to evaluate how well the tessellation approximates the 2-dimensional space, we study three types of shortest paths: a weighted shortest path , which is a shortest path from s to t in the space; a weighted shortest vertex path , which is an any-angle shortest path; and a weighted shortest grid path , which is a shortest path whose edges are edges of the tessellation. Given any arbitrary weight assignment to the faces of a triangular tessellation, thus extending recent results by Bailey et al. (2021) [6], we prove upper and lower bounds on the ratios , , , which provide estimates on the quality of the approximation. It turns out, surprisingly, that our worst-case bounds are independent of any weight assignment. Our main result is that in the worst case, and this is tight. As a corollary, for the weighted any-angle path we obtain the approximation result .P. B. is partially supported by NSERC. G. E., D. O. and R. I. S. are partially supported by H2020-MSCA-RISE project 734922 - CONNECT and project PID2019-104129GB-I00 funded by MCIN/AEI/10.13039/501100011033. G. E. and D. O. are also supported by PIUAH21/IA-062 and CM/JIN/2021-004. G. E. is also funded by an FPU of the Universidad de Alcalå.Peer ReviewedPostprint (published version

    Performance Evaluation of Pathfinding Algorithms

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    Pathfinding is the search for an optimal path from a start location to a goal location in a given environment. In Artificial Intelligence pathfinding algorithms are typically designed as a kind of graph search. These algorithms are applicable in a wide variety of applications such as computer games, robotics, networks, and navigation systems. The performance of these algorithms is affected by several factors such as the problem size, path length, the number and distribution of obstacles, data structures and heuristics. When new pathfinding algorithms are proposed in the literature, their performance is often investigated empirically (if at all). Proper experimental design and analysis is crucial to provide an informative and non- misleading evaluation. In this research, we survey many papers and classify them according to their methodology, experimental design, and analytical techniques. We identify some weaknesses in these areas that are all too frequently found in reported approaches. We first found the pitfalls in pathfinding research and then provide solutions by creating example problems. Our research shows that spurious effects, control conditions provide solutions to avoid these pitfalls

    High-statistics pedestrian dynamics on stairways and their probabilistic fundamental diagrams

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    Staircases play an essential role in crowd dynamics, allowing pedestrians to flow across large multi-level public facilities such as transportation hubs, and office buildings. Achieving a robust understanding of pedestrian behavior in these facilities is a key societal necessity. What makes this an outstanding scientific challenge is the extreme randomness intrinsic to pedestrian behavior. Any quantitative understanding necessarily needs to be probabilistic, including average dynamics and fluctuations. In this work, we analyze data from an unprecedentedly high statistics year-long pedestrian tracking campaign, in which we anonymously collected millions of trajectories across a staircase within Eindhoven train station (NL). Made possible thanks to a state-of-the-art, faster than real-time, computer vision approach hinged on 3D depth imaging, and YOLOv7-based depth localization. We consider both free-stream conditions, i.e. pedestrians walking in undisturbed, and trafficked conditions, uni/bidirectional flows. We report the position vs density, considering the crowd as a 'compressible' physical medium. We show how pedestrians willingly opt to occupy fewer space than available, accepting a certain degree of compressibility. This is a non-trivial physical feature of pedestrian dynamics and we introduce a novel way to quantify this effect. As density increases, pedestrians strive to keep a minimum distance d = 0.6 m from the person in front of them. Finally, we establish first-of-kind fully resolved probabilistic fundamental diagrams, where we model the pedestrian walking velocity as a mixture of a slow and fast-paced component. Notably, averages and modes of velocity distribution turn out to be substantially different. Our results, including probabilistic parametrizations based on few variables, are key towards improved facility design and realistic simulation of pedestrians on staircases

    High-statistics pedestrian dynamics on stairways and their probabilistic fundamental diagrams

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    Staircases play an essential role in crowd dynamics, allowing pedestrians to flow across large multi-level public facilities such as transportation hubs, shopping malls, and office buildings. Achieving a robust quantitative understanding of pedestrian behavior in these facilities is a key societal necessity. What makes this an outstanding scientific challenge is the extreme randomness intrinsic to pedestrian behavior. Any quantitative understanding necessarily needs to be probabilistic, including average dynamics and fluctuations. To this purpose, large-scale, real-life trajectory datasets are paramount. In this work, we analyze the data from an unprecedentedly high statistics year-long pedestrian tracking campaign, in which we anonymously collected millions of trajectories of pedestrians ascending and descending stairs within Eindhoven Central train station (The Netherlands). This has been possible thanks to a state-of-the-art, faster than real-time, computer vision approach hinged on 3D depth imaging, sensor fusion, and YOLOv7-based depth localization. We consider both free-stream conditions, i.e. pedestrians walking in undisturbed, and trafficked conditions, unidirectional/bidirectional flows. We report on Eulerian fields (density, velocity and acceleration), showing how the walking dynamics changes when transitioning from stairs to landing. We then investigate the (mutual) positions of pedestrian as density changes, considering the crowd as a “compressible” physical medium. In particular, we show how pedestrians willingly opt to occupy fewer space than available, accepting a certain degree of compressibility. This is a non-trivial physical feature of pedestrian dynamics and we introduce a novel way to quantify this effect. As density increases, pedestrians strive to keep a minimum distance d≈0.6m (two treads of the staircase) from the person in front of them. Finally, we establish first-of-kind fully resolved probabilistic fundamental diagrams, where we model the pedestrian walking velocity as a mixture of a slow and fast-paced component (both in non-negligible percentages and with density-dependent characteristic fluctuations). Notably, averages and modes of velocity distribution turn out to be substantially different. Our results, of which we include probabilistic parametrizations based on few variables, are key towards improved facility design and realistic simulation of pedestrians on staircases.</p

    Annotating Traversable Gaps in Walkable Environments

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    Autonomous agents typically need a navigation mesh of a 3D virtual environment to allow efficient path planning. This mesh needs as input a continuous representation of the walkable areas. However, the walkable environment (WE), i.e. the parts of the 3D environment that an agent can walk on, may contain gaps. These may be due to the filtering steps performed to compute the WE, because of modelling errors in the 3D model, or simply be part of the geometry of the environment. We provide an algorithm that identifies and fills these gaps. We detect gaps, up to a given distance, between pairs of boundary edges of the walkable environment, and fill them with polygons. We employ a heuristic for choosing which pairs of edges should be connected. We compare our algorithm to Recast, a voxel-based method for navigation mesh generation. We find that our method gives more accurate results in many environments: it retains the exact representation of the walkable environment, semantically separates the gaps from the walkable areas, and requires no tweaking of parameters to obtain good results. However, our method is currently slower than Recast, and requires more memory
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